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[wine] / dlls / wined3d / directx.c
1 /*
2  * Copyright 2002-2004 Jason Edmeades
3  * Copyright 2003-2004 Raphael Junqueira
4  * Copyright 2004 Christian Costa
5  * Copyright 2005 Oliver Stieber
6  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
7  * Copyright 2009-2011 Henri Verbeet for CodeWeavers
8  *
9  * This library is free software; you can redistribute it and/or
10  * modify it under the terms of the GNU Lesser General Public
11  * License as published by the Free Software Foundation; either
12  * version 2.1 of the License, or (at your option) any later version.
13  *
14  * This library is distributed in the hope that it will be useful,
15  * but WITHOUT ANY WARRANTY; without even the implied warranty of
16  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
17  * Lesser General Public License for more details.
18  *
19  * You should have received a copy of the GNU Lesser General Public
20  * License along with this library; if not, write to the Free Software
21  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22  */
23
24 #include "config.h"
25 #include <stdio.h>
26 #include "wined3d_private.h"
27
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
29 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
30
31 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
32
33 /* The driver names reflect the lowest GPU supported
34  * by a certain driver, so DRIVER_AMD_R300 supports
35  * R3xx, R4xx and R5xx GPUs. */
36 enum wined3d_display_driver
37 {
38     DRIVER_AMD_RAGE_128PRO,
39     DRIVER_AMD_R100,
40     DRIVER_AMD_R300,
41     DRIVER_AMD_R600,
42     DRIVER_INTEL_GMA800,
43     DRIVER_INTEL_GMA900,
44     DRIVER_INTEL_GMA950,
45     DRIVER_INTEL_GMA3000,
46     DRIVER_NVIDIA_TNT,
47     DRIVER_NVIDIA_GEFORCE2MX,
48     DRIVER_NVIDIA_GEFORCEFX,
49     DRIVER_NVIDIA_GEFORCE6,
50     DRIVER_UNKNOWN
51 };
52
53 enum wined3d_driver_model
54 {
55     DRIVER_MODEL_WIN9X,
56     DRIVER_MODEL_NT40,
57     DRIVER_MODEL_NT5X,
58     DRIVER_MODEL_NT6X
59 };
60
61 enum wined3d_gl_vendor
62 {
63     GL_VENDOR_UNKNOWN,
64     GL_VENDOR_APPLE,
65     GL_VENDOR_FGLRX,
66     GL_VENDOR_INTEL,
67     GL_VENDOR_MESA,
68     GL_VENDOR_NVIDIA,
69 };
70
71 /* The d3d device ID */
72 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
73
74 /* Extension detection */
75 static const struct
76 {
77     const char *extension_string;
78     enum wined3d_gl_extension extension;
79     DWORD version;
80 }
81 EXTENSION_MAP[] =
82 {
83     /* APPLE */
84     {"GL_APPLE_client_storage",             APPLE_CLIENT_STORAGE,           0                           },
85     {"GL_APPLE_fence",                      APPLE_FENCE,                    0                           },
86     {"GL_APPLE_float_pixels",               APPLE_FLOAT_PIXELS,             0                           },
87     {"GL_APPLE_flush_buffer_range",         APPLE_FLUSH_BUFFER_RANGE,       0                           },
88     {"GL_APPLE_flush_render",               APPLE_FLUSH_RENDER,             0                           },
89     {"GL_APPLE_ycbcr_422",                  APPLE_YCBCR_422,                0                           },
90
91     /* ARB */
92     {"GL_ARB_color_buffer_float",           ARB_COLOR_BUFFER_FLOAT,         0                           },
93     {"GL_ARB_depth_buffer_float",           ARB_DEPTH_BUFFER_FLOAT,         0                           },
94     {"GL_ARB_depth_clamp",                  ARB_DEPTH_CLAMP,                0                           },
95     {"GL_ARB_depth_texture",                ARB_DEPTH_TEXTURE,              0                           },
96     {"GL_ARB_draw_buffers",                 ARB_DRAW_BUFFERS,               0                           },
97     {"GL_ARB_draw_elements_base_vertex",    ARB_DRAW_ELEMENTS_BASE_VERTEX,  0                           },
98     {"GL_ARB_fragment_program",             ARB_FRAGMENT_PROGRAM,           0                           },
99     {"GL_ARB_fragment_shader",              ARB_FRAGMENT_SHADER,            0                           },
100     {"GL_ARB_framebuffer_object",           ARB_FRAMEBUFFER_OBJECT,         0                           },
101     {"GL_ARB_geometry_shader4",             ARB_GEOMETRY_SHADER4,           0                           },
102     {"GL_ARB_half_float_pixel",             ARB_HALF_FLOAT_PIXEL,           0                           },
103     {"GL_ARB_half_float_vertex",            ARB_HALF_FLOAT_VERTEX,          0                           },
104     {"GL_ARB_map_buffer_range",             ARB_MAP_BUFFER_RANGE,           0                           },
105     {"GL_ARB_multisample",                  ARB_MULTISAMPLE,                0                           }, /* needs GLX_ARB_MULTISAMPLE as well */
106     {"GL_ARB_multitexture",                 ARB_MULTITEXTURE,               0                           },
107     {"GL_ARB_occlusion_query",              ARB_OCCLUSION_QUERY,            0                           },
108     {"GL_ARB_pixel_buffer_object",          ARB_PIXEL_BUFFER_OBJECT,        0                           },
109     {"GL_ARB_point_parameters",             ARB_POINT_PARAMETERS,           0                           },
110     {"GL_ARB_point_sprite",                 ARB_POINT_SPRITE,               0                           },
111     {"GL_ARB_provoking_vertex",             ARB_PROVOKING_VERTEX,           0                           },
112     {"GL_ARB_shader_objects",               ARB_SHADER_OBJECTS,             0                           },
113     {"GL_ARB_shader_texture_lod",           ARB_SHADER_TEXTURE_LOD,         0                           },
114     {"GL_ARB_shading_language_100",         ARB_SHADING_LANGUAGE_100,       0                           },
115     {"GL_ARB_shadow",                       ARB_SHADOW,                     0                           },
116     {"GL_ARB_sync",                         ARB_SYNC,                       0                           },
117     {"GL_ARB_texture_border_clamp",         ARB_TEXTURE_BORDER_CLAMP,       0                           },
118     {"GL_ARB_texture_compression",          ARB_TEXTURE_COMPRESSION,        0                           },
119     {"GL_ARB_texture_compression_rgtc",     ARB_TEXTURE_COMPRESSION_RGTC,   0                           },
120     {"GL_ARB_texture_cube_map",             ARB_TEXTURE_CUBE_MAP,           0                           },
121     {"GL_ARB_texture_env_add",              ARB_TEXTURE_ENV_ADD,            0                           },
122     {"GL_ARB_texture_env_combine",          ARB_TEXTURE_ENV_COMBINE,        0                           },
123     {"GL_ARB_texture_env_dot3",             ARB_TEXTURE_ENV_DOT3,           0                           },
124     {"GL_ARB_texture_float",                ARB_TEXTURE_FLOAT,              0                           },
125     {"GL_ARB_texture_mirrored_repeat",      ARB_TEXTURE_MIRRORED_REPEAT,    0                           },
126     {"GL_ARB_texture_non_power_of_two",     ARB_TEXTURE_NON_POWER_OF_TWO,   MAKEDWORD_VERSION(2, 0)     },
127     {"GL_ARB_texture_rectangle",            ARB_TEXTURE_RECTANGLE,          0                           },
128     {"GL_ARB_texture_rg",                   ARB_TEXTURE_RG,                 0                           },
129     {"GL_ARB_vertex_array_bgra",            ARB_VERTEX_ARRAY_BGRA,          0                           },
130     {"GL_ARB_vertex_blend",                 ARB_VERTEX_BLEND,               0                           },
131     {"GL_ARB_vertex_buffer_object",         ARB_VERTEX_BUFFER_OBJECT,       0                           },
132     {"GL_ARB_vertex_program",               ARB_VERTEX_PROGRAM,             0                           },
133     {"GL_ARB_vertex_shader",                ARB_VERTEX_SHADER,              0                           },
134
135     /* ATI */
136     {"GL_ATI_fragment_shader",              ATI_FRAGMENT_SHADER,            0                           },
137     {"GL_ATI_separate_stencil",             ATI_SEPARATE_STENCIL,           0                           },
138     {"GL_ATI_texture_compression_3dc",      ATI_TEXTURE_COMPRESSION_3DC,    0                           },
139     {"GL_ATI_texture_env_combine3",         ATI_TEXTURE_ENV_COMBINE3,       0                           },
140     {"GL_ATI_texture_mirror_once",          ATI_TEXTURE_MIRROR_ONCE,        0                           },
141
142     /* EXT */
143     {"GL_EXT_blend_color",                  EXT_BLEND_COLOR,                0                           },
144     {"GL_EXT_blend_equation_separate",      EXT_BLEND_EQUATION_SEPARATE,    0                           },
145     {"GL_EXT_blend_func_separate",          EXT_BLEND_FUNC_SEPARATE,        0                           },
146     {"GL_EXT_blend_minmax",                 EXT_BLEND_MINMAX,               0                           },
147     {"GL_EXT_blend_subtract",               EXT_BLEND_SUBTRACT,             0                           },
148     {"GL_EXT_depth_bounds_test",            EXT_DEPTH_BOUNDS_TEST,          0                           },
149     {"GL_EXT_draw_buffers2",                EXT_DRAW_BUFFERS2,              0                           },
150     {"GL_EXT_fog_coord",                    EXT_FOG_COORD,                  0                           },
151     {"GL_EXT_framebuffer_blit",             EXT_FRAMEBUFFER_BLIT,           0                           },
152     {"GL_EXT_framebuffer_multisample",      EXT_FRAMEBUFFER_MULTISAMPLE,    0                           },
153     {"GL_EXT_framebuffer_object",           EXT_FRAMEBUFFER_OBJECT,         0                           },
154     {"GL_EXT_gpu_program_parameters",       EXT_GPU_PROGRAM_PARAMETERS,     0                           },
155     {"GL_EXT_gpu_shader4",                  EXT_GPU_SHADER4,                0                           },
156     {"GL_EXT_packed_depth_stencil",         EXT_PACKED_DEPTH_STENCIL,       0                           },
157     {"GL_EXT_paletted_texture",             EXT_PALETTED_TEXTURE,           0                           },
158     {"GL_EXT_point_parameters",             EXT_POINT_PARAMETERS,           0                           },
159     {"GL_EXT_provoking_vertex",             EXT_PROVOKING_VERTEX,           0                           },
160     {"GL_EXT_secondary_color",              EXT_SECONDARY_COLOR,            0                           },
161     {"GL_EXT_stencil_two_side",             EXT_STENCIL_TWO_SIDE,           0                           },
162     {"GL_EXT_stencil_wrap",                 EXT_STENCIL_WRAP,               0                           },
163     {"GL_EXT_texture3D",                    EXT_TEXTURE3D,                  MAKEDWORD_VERSION(1, 2)     },
164     {"GL_EXT_texture_compression_rgtc",     EXT_TEXTURE_COMPRESSION_RGTC,   0                           },
165     {"GL_EXT_texture_compression_s3tc",     EXT_TEXTURE_COMPRESSION_S3TC,   0                           },
166     {"GL_EXT_texture_env_add",              EXT_TEXTURE_ENV_ADD,            0                           },
167     {"GL_EXT_texture_env_combine",          EXT_TEXTURE_ENV_COMBINE,        0                           },
168     {"GL_EXT_texture_env_dot3",             EXT_TEXTURE_ENV_DOT3,           0                           },
169     {"GL_EXT_texture_filter_anisotropic",   EXT_TEXTURE_FILTER_ANISOTROPIC, 0                           },
170     {"GL_EXT_texture_lod_bias",             EXT_TEXTURE_LOD_BIAS,           0                           },
171     {"GL_EXT_texture_sRGB",                 EXT_TEXTURE_SRGB,               0                           },
172     {"GL_EXT_texture_sRGB_decode",          EXT_TEXTURE_SRGB_DECODE,        0                           },
173     {"GL_EXT_vertex_array_bgra",            EXT_VERTEX_ARRAY_BGRA,          0                           },
174
175     /* NV */
176     {"GL_NV_depth_clamp",                   NV_DEPTH_CLAMP,                 0                           },
177     {"GL_NV_fence",                         NV_FENCE,                       0                           },
178     {"GL_NV_fog_distance",                  NV_FOG_DISTANCE,                0                           },
179     {"GL_NV_fragment_program",              NV_FRAGMENT_PROGRAM,            0                           },
180     {"GL_NV_fragment_program2",             NV_FRAGMENT_PROGRAM2,           0                           },
181     {"GL_NV_fragment_program_option",       NV_FRAGMENT_PROGRAM_OPTION,     0                           },
182     {"GL_NV_half_float",                    NV_HALF_FLOAT,                  0                           },
183     {"GL_NV_light_max_exponent",            NV_LIGHT_MAX_EXPONENT,          0                           },
184     {"GL_NV_point_sprite",                  NV_POINT_SPRITE,                0                           },
185     {"GL_NV_register_combiners",            NV_REGISTER_COMBINERS,          0                           },
186     {"GL_NV_register_combiners2",           NV_REGISTER_COMBINERS2,         0                           },
187     {"GL_NV_texgen_reflection",             NV_TEXGEN_REFLECTION,           0                           },
188     {"GL_NV_texture_env_combine4",          NV_TEXTURE_ENV_COMBINE4,        0                           },
189     {"GL_NV_texture_shader",                NV_TEXTURE_SHADER,              0                           },
190     {"GL_NV_texture_shader2",               NV_TEXTURE_SHADER2,             0                           },
191     {"GL_NV_vertex_program",                NV_VERTEX_PROGRAM,              0                           },
192     {"GL_NV_vertex_program1_1",             NV_VERTEX_PROGRAM1_1,           0                           },
193     {"GL_NV_vertex_program2",               NV_VERTEX_PROGRAM2,             0                           },
194     {"GL_NV_vertex_program2_option",        NV_VERTEX_PROGRAM2_OPTION,      0                           },
195     {"GL_NV_vertex_program3",               NV_VERTEX_PROGRAM3,             0                           },
196
197     /* SGI */
198     {"GL_SGIS_generate_mipmap",             SGIS_GENERATE_MIPMAP,           0                           },
199 };
200
201 /**********************************************************
202  * Utility functions follow
203  **********************************************************/
204
205 const struct min_lookup minMipLookup[] =
206 {
207     /* NONE         POINT                       LINEAR */
208     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
209     {{GL_NEAREST,   GL_NEAREST_MIPMAP_NEAREST,  GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
210     {{GL_LINEAR,    GL_LINEAR_MIPMAP_NEAREST,   GL_LINEAR_MIPMAP_LINEAR}},  /* LINEAR */
211 };
212
213 const struct min_lookup minMipLookup_noFilter[] =
214 {
215     /* NONE         POINT                       LINEAR */
216     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
217     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
218     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* LINEAR */
219 };
220
221 const struct min_lookup minMipLookup_noMip[] =
222 {
223     /* NONE         POINT                       LINEAR */
224     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
225     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
226     {{GL_LINEAR,    GL_LINEAR,                  GL_LINEAR }},               /* LINEAR */
227 };
228
229 const GLenum magLookup[] =
230 {
231     /* NONE     POINT       LINEAR */
232     GL_NEAREST, GL_NEAREST, GL_LINEAR,
233 };
234
235 const GLenum magLookup_noFilter[] =
236 {
237     /* NONE     POINT       LINEAR */
238     GL_NEAREST, GL_NEAREST, GL_NEAREST,
239 };
240
241 /* drawStridedSlow attributes */
242 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
243 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
244 glAttribFunc specular_func_3ubv;
245 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
246 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
247 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
248
249 /**
250  * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
251  * i.e., there is no GL Context - Get a default rendering context to enable the
252  * function query some info from GL.
253  */
254
255 struct wined3d_fake_gl_ctx
256 {
257     HDC dc;
258     HWND wnd;
259     HGLRC gl_ctx;
260     HDC restore_dc;
261     HGLRC restore_gl_ctx;
262 };
263
264 static void WineD3D_ReleaseFakeGLContext(const struct wined3d_fake_gl_ctx *ctx)
265 {
266     TRACE_(d3d_caps)("Destroying fake GL context.\n");
267
268     if (!pwglMakeCurrent(NULL, NULL))
269     {
270         ERR_(d3d_caps)("Failed to disable fake GL context.\n");
271     }
272
273     if (!pwglDeleteContext(ctx->gl_ctx))
274     {
275         DWORD err = GetLastError();
276         ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
277     }
278
279     ReleaseDC(ctx->wnd, ctx->dc);
280     DestroyWindow(ctx->wnd);
281
282     if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
283     {
284         ERR_(d3d_caps)("Failed to restore previous GL context.\n");
285     }
286 }
287
288 /* Do not call while under the GL lock. */
289 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
290 {
291     PIXELFORMATDESCRIPTOR pfd;
292     int iPixelFormat;
293
294     TRACE("getting context...\n");
295
296     ctx->restore_dc = pwglGetCurrentDC();
297     ctx->restore_gl_ctx = pwglGetCurrentContext();
298
299     /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
300     ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
301             WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
302     if (!ctx->wnd)
303     {
304         ERR_(d3d_caps)("Failed to create a window.\n");
305         goto fail;
306     }
307
308     ctx->dc = GetDC(ctx->wnd);
309     if (!ctx->dc)
310     {
311         ERR_(d3d_caps)("Failed to get a DC.\n");
312         goto fail;
313     }
314
315     /* PixelFormat selection */
316     ZeroMemory(&pfd, sizeof(pfd));
317     pfd.nSize = sizeof(pfd);
318     pfd.nVersion = 1;
319     pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
320     pfd.iPixelType = PFD_TYPE_RGBA;
321     pfd.cColorBits = 32;
322     pfd.iLayerType = PFD_MAIN_PLANE;
323
324     iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
325     if (!iPixelFormat)
326     {
327         /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
328         ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
329         goto fail;
330     }
331     DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
332     SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
333
334     /* Create a GL context. */
335     ctx->gl_ctx = pwglCreateContext(ctx->dc);
336     if (!ctx->gl_ctx)
337     {
338         WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
339         goto fail;
340     }
341
342     /* Make it the current GL context. */
343     if (!context_set_current(NULL))
344     {
345         ERR_(d3d_caps)("Failed to clear current D3D context.\n");
346     }
347
348     if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
349     {
350         ERR_(d3d_caps)("Failed to make fake GL context current.\n");
351         goto fail;
352     }
353
354     return TRUE;
355
356 fail:
357     if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
358     ctx->gl_ctx = NULL;
359     if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
360     ctx->dc = NULL;
361     if (ctx->wnd) DestroyWindow(ctx->wnd);
362     ctx->wnd = NULL;
363     if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
364     {
365         ERR_(d3d_caps)("Failed to restore previous GL context.\n");
366     }
367
368     return FALSE;
369 }
370
371 /* Adjust the amount of used texture memory */
372 unsigned int adapter_adjust_memory(struct wined3d_adapter *adapter, int amount)
373 {
374     adapter->UsedTextureRam += amount;
375     TRACE("Adjusted adapter memory by %d to %d.\n", amount, adapter->UsedTextureRam);
376     return adapter->UsedTextureRam;
377 }
378
379 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
380 {
381     HeapFree(GetProcessHeap(), 0, adapter->gl_info.formats);
382     HeapFree(GetProcessHeap(), 0, adapter->cfgs);
383 }
384
385 ULONG CDECL wined3d_incref(struct wined3d *wined3d)
386 {
387     ULONG refcount = InterlockedIncrement(&wined3d->ref);
388
389     TRACE("%p increasing refcount to %u.\n", wined3d, refcount);
390
391     return refcount;
392 }
393
394 ULONG CDECL wined3d_decref(struct wined3d *wined3d)
395 {
396     ULONG refcount = InterlockedDecrement(&wined3d->ref);
397
398     TRACE("%p decreasing refcount to %u.\n", wined3d, refcount);
399
400     if (!refcount)
401     {
402         unsigned int i;
403
404         for (i = 0; i < wined3d->adapter_count; ++i)
405         {
406             wined3d_adapter_cleanup(&wined3d->adapters[i]);
407         }
408         HeapFree(GetProcessHeap(), 0, wined3d);
409     }
410
411     return refcount;
412 }
413
414 /* GL locking is done by the caller */
415 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
416 {
417     GLuint prog;
418     BOOL ret = FALSE;
419     const char *testcode =
420         "!!ARBvp1.0\n"
421         "PARAM C[66] = { program.env[0..65] };\n"
422         "ADDRESS A0;"
423         "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
424         "ARL A0.x, zero.x;\n"
425         "MOV result.position, C[A0.x + 65];\n"
426         "END\n";
427
428     while(glGetError());
429     GL_EXTCALL(glGenProgramsARB(1, &prog));
430     if(!prog) {
431         ERR("Failed to create an ARB offset limit test program\n");
432     }
433     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
434     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
435                                   strlen(testcode), testcode));
436     if (glGetError())
437     {
438         TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
439         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
440         ret = TRUE;
441     } else TRACE("OpenGL implementation allows offsets > 63\n");
442
443     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
444     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
445     checkGLcall("ARB vp offset limit test cleanup");
446
447     return ret;
448 }
449
450 static DWORD ver_for_ext(enum wined3d_gl_extension ext)
451 {
452     unsigned int i;
453     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
454         if(EXTENSION_MAP[i].extension == ext) {
455             return EXTENSION_MAP[i].version;
456         }
457     }
458     return 0;
459 }
460
461 static BOOL match_amd_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
462         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
463 {
464     if (card_vendor != HW_VENDOR_AMD) return FALSE;
465     if (device == CARD_AMD_RADEON_9500) return TRUE;
466     if (device == CARD_AMD_RADEON_X700) return TRUE;
467     if (device == CARD_AMD_RADEON_X1600) return TRUE;
468     return FALSE;
469 }
470
471 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
472         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
473 {
474     if (card_vendor == HW_VENDOR_NVIDIA)
475     {
476         if (device == CARD_NVIDIA_GEFORCEFX_5200 ||
477             device == CARD_NVIDIA_GEFORCEFX_5600 ||
478             device == CARD_NVIDIA_GEFORCEFX_5800)
479         {
480             return TRUE;
481         }
482     }
483     return FALSE;
484 }
485
486 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
487         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
488 {
489     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
490      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
491      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
492      *
493      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
494      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
495      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
496      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
497      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
498      * the chance that other implementations support them is rather small since Win32 QuickTime uses
499      * DirectDraw, not OpenGL.
500      *
501      * This test has been moved into wined3d_guess_gl_vendor()
502      */
503     if (gl_vendor == GL_VENDOR_APPLE)
504     {
505         return TRUE;
506     }
507     return FALSE;
508 }
509
510 /* Context activation is done by the caller. */
511 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
512 {
513     /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
514      * but glTexSubImage from a PBO fails miserably, with the first line repeated over
515      * all the texture. This function detects this bug by its symptom and disables PBOs
516      * if the test fails.
517      *
518      * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
519      * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
520      * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
521      * read back is compared to the original. If they are equal PBOs are assumed to work,
522      * otherwise the PBO extension is disabled. */
523     GLuint texture, pbo;
524     static const unsigned int pattern[] =
525     {
526         0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
527         0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
528         0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
529         0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
530     };
531     unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
532
533     /* No PBO -> No point in testing them. */
534     if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
535
536     ENTER_GL();
537
538     while (glGetError());
539     glGenTextures(1, &texture);
540     glBindTexture(GL_TEXTURE_2D, texture);
541
542     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
543     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
544     checkGLcall("Specifying the PBO test texture");
545
546     GL_EXTCALL(glGenBuffersARB(1, &pbo));
547     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
548     GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
549     checkGLcall("Specifying the PBO test pbo");
550
551     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
552     checkGLcall("Loading the PBO test texture");
553
554     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
555     LEAVE_GL();
556
557     wglFinish(); /* just to be sure */
558
559     memset(check, 0, sizeof(check));
560     ENTER_GL();
561     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
562     checkGLcall("Reading back the PBO test texture");
563
564     glDeleteTextures(1, &texture);
565     GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
566     checkGLcall("PBO test cleanup");
567
568     LEAVE_GL();
569
570     if (memcmp(check, pattern, sizeof(check)))
571     {
572         WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
573         WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
574         gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
575     }
576     else
577     {
578         TRACE_(d3d_caps)("PBO test successful.\n");
579     }
580 }
581
582 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
583         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
584 {
585     return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
586 }
587
588 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
589         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
590 {
591     if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
592     if (card_vendor != HW_VENDOR_AMD) return FALSE;
593     if (device == CARD_AMD_RADEON_X1600) return FALSE;
594     return TRUE;
595 }
596
597 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
598         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
599 {
600     /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
601      * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
602      * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
603      * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
604      * hardcoded
605      *
606      * dx10 cards usually have 64 varyings */
607     return gl_info->limits.glsl_varyings > 44;
608 }
609
610 static BOOL match_not_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
611         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
612 {
613     return !match_dx10_capable(gl_info, gl_renderer, gl_vendor, card_vendor, device);
614 }
615
616 /* A GL context is provided by the caller */
617 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
618         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
619 {
620     GLenum error;
621     DWORD data[16];
622
623     if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
624
625     ENTER_GL();
626     while(glGetError());
627     GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
628     error = glGetError();
629     LEAVE_GL();
630
631     if(error == GL_NO_ERROR)
632     {
633         TRACE("GL Implementation accepts 4 component specular color pointers\n");
634         return TRUE;
635     }
636     else
637     {
638         TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
639               debug_glerror(error));
640         return FALSE;
641     }
642 }
643
644 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
645         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
646 {
647     if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
648     return gl_info->supported[NV_TEXTURE_SHADER];
649 }
650
651 /* A GL context is provided by the caller */
652 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
653         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
654 {
655     GLuint prog;
656     BOOL ret = FALSE;
657     GLint pos;
658     const char *testcode =
659         "!!ARBvp1.0\n"
660         "OPTION NV_vertex_program2;\n"
661         "MOV result.clip[0], 0.0;\n"
662         "MOV result.position, 0.0;\n"
663         "END\n";
664
665     if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
666
667     ENTER_GL();
668     while(glGetError());
669
670     GL_EXTCALL(glGenProgramsARB(1, &prog));
671     if(!prog)
672     {
673         ERR("Failed to create the NVvp clip test program\n");
674         LEAVE_GL();
675         return FALSE;
676     }
677     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
678     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
679                                   strlen(testcode), testcode));
680     glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
681     if(pos != -1)
682     {
683         WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
684         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
685         ret = TRUE;
686         while(glGetError());
687     }
688     else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
689
690     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
691     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
692     checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
693
694     LEAVE_GL();
695     return ret;
696 }
697
698 /* Context activation is done by the caller. */
699 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
700         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
701 {
702     char data[4 * 4 * 4];
703     GLuint tex, fbo;
704     GLenum status;
705
706     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
707
708     memset(data, 0xcc, sizeof(data));
709
710     ENTER_GL();
711
712     glGenTextures(1, &tex);
713     glBindTexture(GL_TEXTURE_2D, tex);
714     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
715     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
716     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
717     checkGLcall("glTexImage2D");
718
719     gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
720     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
721     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
722     checkGLcall("glFramebufferTexture2D");
723
724     status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
725     if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
726     checkGLcall("glCheckFramebufferStatus");
727
728     memset(data, 0x11, sizeof(data));
729     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
730     checkGLcall("glTexSubImage2D");
731
732     glClearColor(0.996f, 0.729f, 0.745f, 0.792f);
733     glClear(GL_COLOR_BUFFER_BIT);
734     checkGLcall("glClear");
735
736     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
737     checkGLcall("glGetTexImage");
738
739     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
740     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
741     glBindTexture(GL_TEXTURE_2D, 0);
742     checkGLcall("glBindTexture");
743
744     gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
745     glDeleteTextures(1, &tex);
746     checkGLcall("glDeleteTextures");
747
748     LEAVE_GL();
749
750     return *(DWORD *)data == 0x11111111;
751 }
752
753 /* Context activation is done by the caller. */
754 static BOOL match_broken_rgba16(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
755         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
756 {
757     /* GL_RGBA16 uses GL_RGBA8 internally on Geforce 7 and older cards.
758      * This leads to graphical bugs in Half Life 2 and Unreal engine games. */
759     GLuint tex;
760     GLint size;
761
762     ENTER_GL();
763
764     glGenTextures(1, &tex);
765     glBindTexture(GL_TEXTURE_2D, tex);
766     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16, 4, 4, 0, GL_RGBA, GL_UNSIGNED_SHORT, NULL);
767     checkGLcall("glTexImage2D");
768
769     glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_RED_SIZE, &size);
770     checkGLcall("glGetTexLevelParameteriv");
771     TRACE("Real color depth is %d\n", size);
772
773     glBindTexture(GL_TEXTURE_2D, 0);
774     checkGLcall("glBindTexture");
775     glDeleteTextures(1, &tex);
776     checkGLcall("glDeleteTextures");
777
778     LEAVE_GL();
779
780     return size < 16;
781 }
782
783 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
784         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
785 {
786     return gl_vendor == GL_VENDOR_FGLRX;
787 }
788
789 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
790 {
791     TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
792     gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
793     TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
794     gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
795 }
796
797 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
798 {
799     quirk_arb_constants(gl_info);
800     /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
801      * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
802      * allow 48 different offsets or other helper immediate values. */
803     TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
804     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
805 }
806
807 static void quirk_amd_dx9(struct wined3d_gl_info *gl_info)
808 {
809     quirk_arb_constants(gl_info);
810
811     /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
812      * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
813      * If real NP2 textures are used, the driver falls back to software. We could just remove the
814      * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconvenient
815      * due to the non-normalized texture coordinates. Thus set an internal extension flag,
816      * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
817      * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
818      *
819      * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
820      * has this extension promoted to core. The extension loading code sets this extension supported
821      * due to that, so this code works on fglrx as well. */
822     if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
823     {
824         TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
825         gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
826         gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] = TRUE;
827     }
828
829     /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
830      * it is generally more efficient. Reserve just 8 constants. */
831     TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
832     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
833 }
834
835 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
836 {
837     /*  The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
838      *  doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
839      *  This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
840      *  within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
841      *  FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
842      *  We therefore completely remove ARB_tex_npot from the list of supported extensions.
843      *
844      *  Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
845      *  triggering the software fallback. There is not much we can do here apart from disabling the
846      *  software-emulated extension and reenable ARB_tex_rect (which was previously disabled
847      *  in wined3d_adapter_init_gl_caps).
848      *  This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
849      *  post-processing effects in the game "Max Payne 2").
850      *  The behaviour can be verified through a simple test app attached in bugreport #14724. */
851     TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
852     gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
853     gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
854 }
855
856 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
857 {
858     /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
859      * with fixed function fragment processing. Ideally this flag should be detected with a test shader
860      * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
861      * do not like vertex shaders in feedback mode and return an error, even though it should be valid
862      * according to the spec.
863      *
864      * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
865      * makes the shader slower and eats instruction slots which should be available to the d3d app.
866      *
867      * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
868      * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
869      * this workaround is activated on cards that do not need it, it won't break things, just affect
870      * performance negatively. */
871     TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
872     gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
873 }
874
875 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
876 {
877     gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
878 }
879
880 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
881 {
882     gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
883 }
884
885 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
886 {
887     gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
888     gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
889 }
890
891 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
892 {
893     gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
894 }
895
896 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
897 {
898     gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
899 }
900
901 static void quirk_broken_rgba16(struct wined3d_gl_info *gl_info)
902 {
903     gl_info->quirks |= WINED3D_QUIRK_BROKEN_RGBA16;
904 }
905
906 static void quirk_infolog_spam(struct wined3d_gl_info *gl_info)
907 {
908     gl_info->quirks |= WINED3D_QUIRK_INFO_LOG_SPAM;
909 }
910
911 static void quirk_limited_tex_filtering(struct wined3d_gl_info *gl_info)
912 {
913     /* Nvidia GeForce 6xxx and 7xxx support accelerated VTF only on a few
914        selected texture formats. They are apparently the only DX9 class GPUs
915        supporting VTF.
916        Also, DX9-era GPUs are somewhat limited with float textures
917        filtering and blending. */
918     gl_info->quirks |= WINED3D_QUIRK_LIMITED_TEX_FILTERING;
919 }
920
921 struct driver_quirk
922 {
923     BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
924             enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
925     void (*apply)(struct wined3d_gl_info *gl_info);
926     const char *description;
927 };
928
929 static const struct driver_quirk quirk_table[] =
930 {
931     {
932         match_amd_r300_to_500,
933         quirk_amd_dx9,
934         "AMD GLSL constant and normalized texrect quirk"
935     },
936     /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
937      * used it falls back to software. While the compiler can detect if the shader uses all declared
938      * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
939      * using relative addressing falls back to software.
940      *
941      * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
942     {
943         match_apple,
944         quirk_apple_glsl_constants,
945         "Apple GLSL uniform override"
946     },
947     {
948         match_geforce5,
949         quirk_no_np2,
950         "Geforce 5 NP2 disable"
951     },
952     {
953         match_apple_intel,
954         quirk_texcoord_w,
955         "Init texcoord .w for Apple Intel GPU driver"
956     },
957     {
958         match_apple_nonr500ati,
959         quirk_texcoord_w,
960         "Init texcoord .w for Apple ATI >= r600 GPU driver"
961     },
962     {
963         match_dx10_capable,
964         quirk_clip_varying,
965         "Reserved varying for gl_ClipPos"
966     },
967     {
968         /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
969          * GL implementations accept it. The Mac GL is the only implementation known to
970          * reject it.
971          *
972          * If we can pass 4 component specular colors, do it, because (a) we don't have
973          * to screw around with the data, and (b) the D3D fixed function vertex pipeline
974          * passes specular alpha to the pixel shader if any is used. Otherwise the
975          * specular alpha is used to pass the fog coordinate, which we pass to opengl
976          * via GL_EXT_fog_coord.
977          */
978         match_allows_spec_alpha,
979         quirk_allows_specular_alpha,
980         "Allow specular alpha quirk"
981     },
982     {
983         /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
984          * (rdar://5682521).
985          */
986         match_apple_nvts,
987         quirk_apple_nvts,
988         "Apple NV_texture_shader disable"
989     },
990     {
991         match_broken_nv_clip,
992         quirk_disable_nvvp_clip,
993         "Apple NV_vertex_program clip bug quirk"
994     },
995     {
996         match_fbo_tex_update,
997         quirk_fbo_tex_update,
998         "FBO rebind for attachment updates"
999     },
1000     {
1001         match_broken_rgba16,
1002         quirk_broken_rgba16,
1003         "True RGBA16 is not available"
1004     },
1005     {
1006         match_fglrx,
1007         quirk_infolog_spam,
1008         "Not printing GLSL infolog"
1009     },
1010     {
1011         match_not_dx10_capable,
1012         quirk_limited_tex_filtering,
1013         "Texture filtering, blending and VTF support is limited"
1014     },
1015 };
1016
1017 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
1018  * reporting a driver version is moot because we are not the Windows driver, and we have different
1019  * bugs, features, etc.
1020  *
1021  * The driver version has the form "x.y.z.w".
1022  *
1023  * "x" is the Windows version the driver is meant for:
1024  * 4 -> 95/98/NT4
1025  * 5 -> 2000
1026  * 6 -> 2000/XP
1027  * 7 -> Vista
1028  * 8 -> Win 7
1029  *
1030  * "y" is the maximum Direct3D version the driver supports.
1031  * y  -> d3d version mapping:
1032  * 11 -> d3d6
1033  * 12 -> d3d7
1034  * 13 -> d3d8
1035  * 14 -> d3d9
1036  * 15 -> d3d10
1037  * 16 -> d3d10.1
1038  * 17 -> d3d11
1039  *
1040  * "z" is the subversion number.
1041  *
1042  * "w" is the vendor specific driver build number.
1043  */
1044
1045 struct driver_version_information
1046 {
1047     enum wined3d_display_driver driver;
1048     enum wined3d_driver_model driver_model;
1049     const char *driver_name;            /* name of Windows driver */
1050     WORD version;                       /* version word ('y'), contained in low word of DriverVersion.HighPart */
1051     WORD subversion;                    /* subversion word ('z'), contained in high word of DriverVersion.LowPart */
1052     WORD build;                         /* build number ('w'), contained in low word of DriverVersion.LowPart */
1053 };
1054
1055 /* The driver version table contains driver information for different devices on several OS versions. */
1056 static const struct driver_version_information driver_version_table[] =
1057 {
1058     /* AMD
1059      * - Radeon HD2x00 (R600) and up supported by current drivers.
1060      * - Radeon 9500 (R300) - X1*00 (R5xx) supported up to Catalyst 9.3 (Linux) and 10.2 (XP/Vista/Win7)
1061      * - Radeon 7xxx (R100) - 9250 (RV250) supported up to Catalyst 6.11 (XP)
1062      * - Rage 128 supported up to XP, latest official build 6.13.3279 dated October 2001 */
1063     {DRIVER_AMD_RAGE_128PRO,    DRIVER_MODEL_NT5X,  "ati2dvaa.dll", 13, 3279,  0},
1064     {DRIVER_AMD_R100,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 6614},
1065     {DRIVER_AMD_R300,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 6764},
1066     {DRIVER_AMD_R600,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 8681},
1067     {DRIVER_AMD_R300,           DRIVER_MODEL_NT6X,  "atiumdag.dll", 14, 10, 741 },
1068     {DRIVER_AMD_R600,           DRIVER_MODEL_NT6X,  "atiumdag.dll", 14, 10, 741 },
1069
1070     /* Intel
1071      * The drivers are unified but not all versions support all GPUs. At some point the 2k/xp
1072      * drivers used ialmrnt5.dll for GMA800/GMA900 but at some point the file was renamed to
1073      * igxprd32.dll but the GMA800 driver was never updated. */
1074     {DRIVER_INTEL_GMA800,       DRIVER_MODEL_NT5X,  "ialmrnt5.dll", 14, 10, 3889},
1075     {DRIVER_INTEL_GMA900,       DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 4764},
1076     {DRIVER_INTEL_GMA950,       DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 4926},
1077     {DRIVER_INTEL_GMA3000,      DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 5218},
1078     {DRIVER_INTEL_GMA950,       DRIVER_MODEL_NT6X,  "igdumd32.dll", 14, 10, 1504},
1079     {DRIVER_INTEL_GMA3000,      DRIVER_MODEL_NT6X,  "igdumd32.dll", 15, 10, 1666},
1080
1081     /* Nvidia
1082      * - Geforce6 and newer cards are supported by the current driver (197.x) on XP-Win7
1083      * - GeforceFX support is up to 173.x on <= XP
1084      * - Geforce2MX/3/4 up to 96.x on <= XP
1085      * - TNT/Geforce1/2 up to 71.x on <= XP
1086      * All version numbers used below are from the Linux nvidia drivers. */
1087     {DRIVER_NVIDIA_TNT,         DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 10, 7186},
1088     {DRIVER_NVIDIA_GEFORCE2MX,  DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 10, 9371},
1089     {DRIVER_NVIDIA_GEFORCEFX,   DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 11, 7516},
1090     {DRIVER_NVIDIA_GEFORCE6,    DRIVER_MODEL_NT5X,  "nv4_disp.dll", 15, 12, 6658},
1091     {DRIVER_NVIDIA_GEFORCE6,    DRIVER_MODEL_NT6X,  "nvd3dum.dll",  15, 12, 6658},
1092 };
1093
1094 struct gpu_description
1095 {
1096     WORD vendor;                    /* reported PCI card vendor ID  */
1097     WORD card;                      /* reported PCI card device ID  */
1098     const char *description;        /* Description of the card e.g. NVIDIA RIVA TNT */
1099     enum wined3d_display_driver driver;
1100     unsigned int vidmem;
1101 };
1102
1103 /* The amount of video memory stored in the gpu description table is the minimum amount of video memory
1104  * found on a board containing a specific GPU. */
1105 static const struct gpu_description gpu_description_table[] =
1106 {
1107     /* Nvidia cards */
1108     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT,           "NVIDIA RIVA TNT",                  DRIVER_NVIDIA_TNT,       16  },
1109     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT2,          "NVIDIA RIVA TNT2/TNT2 Pro",        DRIVER_NVIDIA_TNT,       32  },
1110     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE,            "NVIDIA GeForce 256",               DRIVER_NVIDIA_TNT,       32  },
1111     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2,           "NVIDIA GeForce2 GTS/GeForce2 Pro", DRIVER_NVIDIA_TNT,       32  },
1112     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2_MX,        "NVIDIA GeForce2 MX/MX 400",        DRIVER_NVIDIA_GEFORCE2MX,32  },
1113     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE3,           "NVIDIA GeForce3",                  DRIVER_NVIDIA_GEFORCE2MX,64  },
1114     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_MX,        "NVIDIA GeForce4 MX 460",           DRIVER_NVIDIA_GEFORCE2MX,64  },
1115     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_TI4200,    "NVIDIA GeForce4 Ti 4200",          DRIVER_NVIDIA_GEFORCE2MX,64, },
1116     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5200,     "NVIDIA GeForce FX 5200",           DRIVER_NVIDIA_GEFORCEFX, 64  },
1117     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5600,     "NVIDIA GeForce FX 5600",           DRIVER_NVIDIA_GEFORCEFX, 128 },
1118     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5800,     "NVIDIA GeForce FX 5800",           DRIVER_NVIDIA_GEFORCEFX, 256 },
1119     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6200,       "NVIDIA GeForce 6200",              DRIVER_NVIDIA_GEFORCE6,  64  },
1120     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6600GT,     "NVIDIA GeForce 6600 GT",           DRIVER_NVIDIA_GEFORCE6,  128 },
1121     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6800,       "NVIDIA GeForce 6800",              DRIVER_NVIDIA_GEFORCE6,  128 },
1122     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7300,       "NVIDIA GeForce Go 7300",           DRIVER_NVIDIA_GEFORCE6,  256 },
1123     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7400,       "NVIDIA GeForce Go 7400",           DRIVER_NVIDIA_GEFORCE6,  256 },
1124     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7600,       "NVIDIA GeForce 7600 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1125     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7800GT,     "NVIDIA GeForce 7800 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1126     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8300GS,     "NVIDIA GeForce 8300 GS",           DRIVER_NVIDIA_GEFORCE6,  128 },
1127     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8400GS,     "NVIDIA GeForce 8400 GS",           DRIVER_NVIDIA_GEFORCE6,  128 },
1128     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600GT,     "NVIDIA GeForce 8600 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1129     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600MGT,    "NVIDIA GeForce 8600M GT",          DRIVER_NVIDIA_GEFORCE6,  512 },
1130     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTS,    "NVIDIA GeForce 8800 GTS",          DRIVER_NVIDIA_GEFORCE6,  320 },
1131     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTX,    "NVIDIA GeForce 8800 GTX",          DRIVER_NVIDIA_GEFORCE6,  768 },
1132     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9200,       "NVIDIA GeForce 9200",              DRIVER_NVIDIA_GEFORCE6,  256 },
1133     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9400GT,     "NVIDIA GeForce 9400 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1134     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9500GT,     "NVIDIA GeForce 9500 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1135     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9600GT,     "NVIDIA GeForce 9600 GT",           DRIVER_NVIDIA_GEFORCE6,  384 },
1136     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9800GT,     "NVIDIA GeForce 9800 GT",           DRIVER_NVIDIA_GEFORCE6,  512 },
1137     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_210,        "NVIDIA GeForce 210",               DRIVER_NVIDIA_GEFORCE6,  512 },
1138     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT220,      "NVIDIA GeForce GT 220",            DRIVER_NVIDIA_GEFORCE6,  512 },
1139     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT240,      "NVIDIA GeForce GT 240",            DRIVER_NVIDIA_GEFORCE6,  512 },
1140     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX260,     "NVIDIA GeForce GTX 260",           DRIVER_NVIDIA_GEFORCE6,  1024},
1141     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX275,     "NVIDIA GeForce GTX 275",           DRIVER_NVIDIA_GEFORCE6,  896 },
1142     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX280,     "NVIDIA GeForce GTX 280",           DRIVER_NVIDIA_GEFORCE6,  1024},
1143     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT320M,     "NVIDIA GeForce GT 320M",           DRIVER_NVIDIA_GEFORCE6,  1024},
1144     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT325M,     "NVIDIA GeForce GT 325M",           DRIVER_NVIDIA_GEFORCE6,  1024},
1145     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT330,      "NVIDIA GeForce GT 330",            DRIVER_NVIDIA_GEFORCE6,  1024},
1146     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTS350M,    "NVIDIA GeForce GTS 350M",          DRIVER_NVIDIA_GEFORCE6,  1024},
1147     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT420,      "NVIDIA GeForce GT 420",            DRIVER_NVIDIA_GEFORCE6,  2048},
1148     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT430,      "NVIDIA GeForce GT 430",            DRIVER_NVIDIA_GEFORCE6,  1024},
1149     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT440,      "NVIDIA GeForce GT 440",            DRIVER_NVIDIA_GEFORCE6,  1024},
1150     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTS450,     "NVIDIA GeForce GTS 450",           DRIVER_NVIDIA_GEFORCE6,  1024},
1151     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX460,     "NVIDIA GeForce GTX 460",           DRIVER_NVIDIA_GEFORCE6,  768 },
1152     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX460M,    "NVIDIA GeForce GTX 460M",          DRIVER_NVIDIA_GEFORCE6,  1536},
1153     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX465,     "NVIDIA GeForce GTX 465",           DRIVER_NVIDIA_GEFORCE6,  1024},
1154     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX470,     "NVIDIA GeForce GTX 470",           DRIVER_NVIDIA_GEFORCE6,  1280},
1155     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX480,     "NVIDIA GeForce GTX 480",           DRIVER_NVIDIA_GEFORCE6,  1536},
1156     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX550,     "NVIDIA GeForce GTX 550 Ti",        DRIVER_NVIDIA_GEFORCE6,  1024},
1157     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT555M,     "NVIDIA GeForce GT 555M",           DRIVER_NVIDIA_GEFORCE6,  1024},
1158     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX560TI,   "NVIDIA GeForce GTX 560 Ti",        DRIVER_NVIDIA_GEFORCE6,  1024},
1159     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX560,     "NVIDIA GeForce GTX 560",           DRIVER_NVIDIA_GEFORCE6,  1024},
1160     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX570,     "NVIDIA GeForce GTX 570",           DRIVER_NVIDIA_GEFORCE6,  1280},
1161     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX580,     "NVIDIA GeForce GTX 580",           DRIVER_NVIDIA_GEFORCE6,  1536},
1162
1163     /* AMD cards */
1164     {HW_VENDOR_AMD,        CARD_AMD_RAGE_128PRO,           "ATI Rage Fury",                    DRIVER_AMD_RAGE_128PRO,  16  },
1165     {HW_VENDOR_AMD,        CARD_AMD_RADEON_7200,           "ATI RADEON 7200 SERIES",           DRIVER_AMD_R100,         32  },
1166     {HW_VENDOR_AMD,        CARD_AMD_RADEON_8500,           "ATI RADEON 8500 SERIES",           DRIVER_AMD_R100,         64  },
1167     {HW_VENDOR_AMD,        CARD_AMD_RADEON_9500,           "ATI Radeon 9500",                  DRIVER_AMD_R300,         64  },
1168     {HW_VENDOR_AMD,        CARD_AMD_RADEON_XPRESS_200M,    "ATI RADEON XPRESS 200M Series",    DRIVER_AMD_R300,         64  },
1169     {HW_VENDOR_AMD,        CARD_AMD_RADEON_X700,           "ATI Radeon X700 SE",               DRIVER_AMD_R300,         128 },
1170     {HW_VENDOR_AMD,        CARD_AMD_RADEON_X1600,          "ATI Radeon X1600 Series",          DRIVER_AMD_R300,         128 },
1171     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD2350,         "ATI Mobility Radeon HD 2350",      DRIVER_AMD_R600,         256 },
1172     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD2600,         "ATI Mobility Radeon HD 2600",      DRIVER_AMD_R600,         256 },
1173     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD2900,         "ATI Radeon HD 2900 XT",            DRIVER_AMD_R600,         512 },
1174     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD3200,         "ATI Radeon HD 3200 Graphics",      DRIVER_AMD_R600,         128 },
1175     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4350,         "ATI Radeon HD 4350",               DRIVER_AMD_R600,         256 },
1176     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4600,         "ATI Radeon HD 4600 Series",        DRIVER_AMD_R600,         512 },
1177     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4700,         "ATI Radeon HD 4700 Series",        DRIVER_AMD_R600,         512 },
1178     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4800,         "ATI Radeon HD 4800 Series",        DRIVER_AMD_R600,         512 },
1179     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5400,         "ATI Radeon HD 5400 Series",        DRIVER_AMD_R600,         512 },
1180     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5600,         "ATI Radeon HD 5600 Series",        DRIVER_AMD_R600,         512 },
1181     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5700,         "ATI Radeon HD 5700 Series",        DRIVER_AMD_R600,         512 },
1182     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5800,         "ATI Radeon HD 5800 Series",        DRIVER_AMD_R600,         1024},
1183     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5900,         "ATI Radeon HD 5900 Series",        DRIVER_AMD_R600,         1024},
1184     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6300,         "AMD Radeon HD 6300 series Graphics", DRIVER_AMD_R600,       1024},
1185     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6400,         "AMD Radeon HD 6400 Series",        DRIVER_AMD_R600,         1024},
1186     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6410D,        "AMD Radeon HD 6410D",              DRIVER_AMD_R600,         1024},
1187     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6550D,        "AMD Radeon HD 6550D",              DRIVER_AMD_R600,         1024},
1188     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6600,         "AMD Radeon HD 6600 Series",        DRIVER_AMD_R600,         1024},
1189     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6600M,        "AMD Radeon HD 6600M Series",       DRIVER_AMD_R600,         512 },
1190     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6800,         "AMD Radeon HD 6800 Series",        DRIVER_AMD_R600,         1024},
1191     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6900,         "AMD Radeon HD 6900 Series",        DRIVER_AMD_R600,         2048},
1192     /* Intel cards */
1193     {HW_VENDOR_INTEL,      CARD_INTEL_I830G,               "Intel(R) 82830M Graphics Controller",                       DRIVER_INTEL_GMA800,  32 },
1194     {HW_VENDOR_INTEL,      CARD_INTEL_I855G,               "Intel(R) 82852/82855 GM/GME Graphics Controller",           DRIVER_INTEL_GMA800,  32 },
1195     {HW_VENDOR_INTEL,      CARD_INTEL_I865G,               "Intel(R) 82865G Graphics Controller",                       DRIVER_INTEL_GMA800,  32 },
1196     {HW_VENDOR_INTEL,      CARD_INTEL_I915G,               "Intel(R) 82915G/GV/910GL Express Chipset Family",           DRIVER_INTEL_GMA900,  64 },
1197     {HW_VENDOR_INTEL,      CARD_INTEL_I915GM,              "Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family",   DRIVER_INTEL_GMA900,  64 },
1198     {HW_VENDOR_INTEL,      CARD_INTEL_I945GM,              "Mobile Intel(R) 945GM Express Chipset Family",              DRIVER_INTEL_GMA950,  64 },
1199     {HW_VENDOR_INTEL,      CARD_INTEL_X3100,               "Mobile Intel(R) 965 Express Chipset Family",                DRIVER_INTEL_GMA3000, 128},
1200     {HW_VENDOR_INTEL,      CARD_INTEL_GM45,                "Mobile Intel(R) GM45 Express Chipset Family",               DRIVER_INTEL_GMA3000, 512}
1201 };
1202
1203 static const struct driver_version_information *get_driver_version_info(enum wined3d_display_driver driver,
1204         enum wined3d_driver_model driver_model)
1205 {
1206     unsigned int i;
1207
1208     TRACE("Looking up version info for driver=%d driver_model=%d\n", driver, driver_model);
1209     for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++)
1210     {
1211         const struct driver_version_information *entry = &driver_version_table[i];
1212
1213         if (entry->driver == driver && entry->driver_model == driver_model)
1214         {
1215             TRACE_(d3d_caps)("Found driver '%s' version=%d subversion=%d build=%d\n",
1216                 entry->driver_name, entry->version, entry->subversion, entry->build);
1217
1218             return entry;
1219         }
1220     }
1221     return NULL;
1222 }
1223
1224 static void init_driver_info(struct wined3d_driver_info *driver_info,
1225         enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1226 {
1227     OSVERSIONINFOW os_version;
1228     WORD driver_os_version;
1229     unsigned int i;
1230     enum wined3d_display_driver driver = DRIVER_UNKNOWN;
1231     enum wined3d_driver_model driver_model;
1232     const struct driver_version_information *version_info;
1233
1234     if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1235     {
1236         TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1237         vendor = wined3d_settings.pci_vendor_id;
1238     }
1239     driver_info->vendor = vendor;
1240
1241     if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1242     {
1243         TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1244         device = wined3d_settings.pci_device_id;
1245     }
1246     driver_info->device = device;
1247
1248     /* Set a default amount of video memory (64MB). In general this code isn't used unless the user
1249      * overrides the pci ids to a card which is not in our database. */
1250     driver_info->vidmem = WINE_DEFAULT_VIDMEM;
1251
1252     memset(&os_version, 0, sizeof(os_version));
1253     os_version.dwOSVersionInfoSize = sizeof(os_version);
1254     if (!GetVersionExW(&os_version))
1255     {
1256         ERR("Failed to get OS version, reporting 2000/XP.\n");
1257         driver_os_version = 6;
1258         driver_model = DRIVER_MODEL_NT5X;
1259     }
1260     else
1261     {
1262         TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1263         switch (os_version.dwMajorVersion)
1264         {
1265             case 4:
1266                 /* If needed we could distinguish between 9x and NT4, but this code won't make
1267                  * sense for NT4 since it had no way to obtain this info through DirectDraw 3.0.
1268                  */
1269                 driver_os_version = 4;
1270                 driver_model = DRIVER_MODEL_WIN9X;
1271                 break;
1272
1273             case 5:
1274                 driver_os_version = 6;
1275                 driver_model = DRIVER_MODEL_NT5X;
1276                 break;
1277
1278             case 6:
1279                 if (os_version.dwMinorVersion == 0)
1280                 {
1281                     driver_os_version = 7;
1282                     driver_model = DRIVER_MODEL_NT6X;
1283                 }
1284                 else
1285                 {
1286                     if (os_version.dwMinorVersion > 1)
1287                     {
1288                         FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1289                                 os_version.dwMajorVersion, os_version.dwMinorVersion);
1290                     }
1291                     driver_os_version = 8;
1292                     driver_model = DRIVER_MODEL_NT6X;
1293                 }
1294                 break;
1295
1296             default:
1297                 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1298                         os_version.dwMajorVersion, os_version.dwMinorVersion);
1299                 driver_os_version = 6;
1300                 driver_model = DRIVER_MODEL_NT5X;
1301                 break;
1302         }
1303     }
1304
1305     /* When we reach this stage we always have a vendor or device id (it can be a default one).
1306      * This means that unless the ids are overriden, we will always find a GPU description. */
1307     for (i = 0; i < (sizeof(gpu_description_table) / sizeof(gpu_description_table[0])); i++)
1308     {
1309         if (vendor == gpu_description_table[i].vendor && device == gpu_description_table[i].card)
1310         {
1311             TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1312
1313             driver_info->description = gpu_description_table[i].description;
1314             driver_info->vidmem = gpu_description_table[i].vidmem * 1024*1024;
1315             driver = gpu_description_table[i].driver;
1316             break;
1317         }
1318     }
1319
1320     if (wined3d_settings.emulated_textureram)
1321     {
1322         TRACE_(d3d_caps)("Overriding amount of video memory with: %d byte\n", wined3d_settings.emulated_textureram);
1323         driver_info->vidmem = wined3d_settings.emulated_textureram;
1324     }
1325
1326     /* Try to obtain driver version information for the current Windows version. This fails in
1327      * some cases:
1328      * - the gpu is not available on the currently selected OS version:
1329      *   - Geforce GTX480 on Win98. When running applications in compatibility mode on Windows,
1330      *     version information for the current Windows version is returned instead of faked info.
1331      *     We do the same and assume the default Windows version to emulate is WinXP.
1332      *
1333      *   - Videocard is a Riva TNT but winver is set to win7 (there are no drivers for this beast)
1334      *     For now return the XP driver info. Perhaps later on we should return VESA.
1335      *
1336      * - the gpu is not in our database (can happen when the user overrides the vendor_id / device_id)
1337      *   This could be an indication that our database is not up to date, so this should be fixed.
1338      */
1339     version_info = get_driver_version_info(driver, driver_model);
1340     if (version_info)
1341     {
1342         driver_info->name = version_info->driver_name;
1343         driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1344         driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1345     }
1346     else
1347     {
1348         version_info = get_driver_version_info(driver, DRIVER_MODEL_NT5X);
1349         if (version_info)
1350         {
1351             driver_info->name = version_info->driver_name;
1352             driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1353             driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1354         }
1355         else
1356         {
1357             driver_info->description = "Direct3D HAL";
1358             driver_info->name = "Display";
1359             driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1360             driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1361
1362             FIXME("Unable to find a driver/device info for vendor_id=%#x device_id=%#x for driver_model=%d\n",
1363                     vendor, device, driver_model);
1364         }
1365     }
1366
1367     TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1368             driver_info->version_high, driver_info->version_low);
1369 }
1370
1371 /* Context activation is done by the caller. */
1372 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1373         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1374 {
1375     unsigned int i;
1376
1377     for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1378     {
1379         if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1380         TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1381         quirk_table[i].apply(gl_info);
1382     }
1383
1384     /* Find out if PBOs work as they are supposed to. */
1385     test_pbo_functionality(gl_info);
1386 }
1387
1388 static DWORD wined3d_parse_gl_version(const char *gl_version)
1389 {
1390     const char *ptr = gl_version;
1391     int major, minor;
1392
1393     major = atoi(ptr);
1394     if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1395
1396     while (isdigit(*ptr)) ++ptr;
1397     if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1398
1399     minor = atoi(ptr);
1400
1401     TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1402
1403     return MAKEDWORD_VERSION(major, minor);
1404 }
1405
1406 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(const struct wined3d_gl_info *gl_info,
1407         const char *gl_vendor_string, const char *gl_renderer)
1408 {
1409
1410     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1411      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1412      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1413      *
1414      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1415      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1416      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1417      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1418      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1419      * the chance that other implementations support them is rather small since Win32 QuickTime uses
1420      * DirectDraw, not OpenGL. */
1421     if (gl_info->supported[APPLE_FENCE]
1422             && gl_info->supported[APPLE_CLIENT_STORAGE]
1423             && gl_info->supported[APPLE_FLUSH_RENDER]
1424             && gl_info->supported[APPLE_YCBCR_422])
1425         return GL_VENDOR_APPLE;
1426
1427     if (strstr(gl_vendor_string, "NVIDIA"))
1428         return GL_VENDOR_NVIDIA;
1429
1430     if (strstr(gl_vendor_string, "ATI"))
1431         return GL_VENDOR_FGLRX;
1432
1433     if (strstr(gl_vendor_string, "Intel(R)")
1434             /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1435             || strstr(gl_renderer, "Intel")
1436             || strstr(gl_vendor_string, "Intel Inc."))
1437         return GL_VENDOR_INTEL;
1438
1439     if (strstr(gl_vendor_string, "Mesa")
1440             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1441             || strstr(gl_vendor_string, "DRI R300 Project")
1442             || strstr(gl_vendor_string, "X.Org R300 Project")
1443             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1444             || strstr(gl_vendor_string, "VMware, Inc.")
1445             || strstr(gl_renderer, "Mesa")
1446             || strstr(gl_renderer, "Gallium"))
1447         return GL_VENDOR_MESA;
1448
1449     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1450             debugstr_a(gl_vendor_string));
1451
1452     return GL_VENDOR_UNKNOWN;
1453 }
1454
1455 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1456 {
1457     if (strstr(gl_vendor_string, "NVIDIA")
1458             || strstr(gl_vendor_string, "nouveau"))
1459         return HW_VENDOR_NVIDIA;
1460
1461     if (strstr(gl_vendor_string, "ATI")
1462             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1463             || strstr(gl_vendor_string, "X.Org R300 Project")
1464             || strstr(gl_renderer, "AMD")
1465             || strstr(gl_renderer, "R100")
1466             || strstr(gl_renderer, "R200")
1467             || strstr(gl_renderer, "R300")
1468             || strstr(gl_renderer, "R600")
1469             || strstr(gl_renderer, "R700"))
1470         return HW_VENDOR_AMD;
1471
1472     if (strstr(gl_vendor_string, "Intel(R)")
1473             /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1474             || strstr(gl_renderer, "Intel")
1475             || strstr(gl_vendor_string, "Intel Inc."))
1476         return HW_VENDOR_INTEL;
1477
1478     if (strstr(gl_vendor_string, "Mesa")
1479             || strstr(gl_vendor_string, "Brian Paul")
1480             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1481             || strstr(gl_vendor_string, "VMware, Inc."))
1482         return HW_VENDOR_SOFTWARE;
1483
1484     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1485
1486     return HW_VENDOR_NVIDIA;
1487 }
1488
1489 static UINT d3d_level_from_gl_info(const struct wined3d_gl_info *gl_info)
1490 {
1491     UINT level = 0;
1492
1493     if (gl_info->supported[ARB_MULTITEXTURE])
1494         level = 6;
1495     if (gl_info->supported[ARB_TEXTURE_COMPRESSION]
1496             && gl_info->supported[ARB_TEXTURE_CUBE_MAP]
1497             && gl_info->supported[ARB_TEXTURE_ENV_DOT3])
1498         level = 7;
1499     if (level == 7 && gl_info->supported[ARB_MULTISAMPLE]
1500             && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1501         level = 8;
1502     if (level == 8 && gl_info->supported[ARB_FRAGMENT_PROGRAM]
1503             && gl_info->supported[ARB_VERTEX_SHADER])
1504         level = 9;
1505     if (level == 9 && gl_info->supported[EXT_GPU_SHADER4])
1506         level = 10;
1507
1508     return level;
1509 }
1510
1511 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1512         const char *gl_renderer)
1513 {
1514     UINT d3d_level = d3d_level_from_gl_info(gl_info);
1515     unsigned int i;
1516
1517     if (d3d_level >= 10)
1518     {
1519         static const struct
1520         {
1521             const char *renderer;
1522             enum wined3d_pci_device id;
1523         }
1524         cards[] =
1525         {
1526             {"GTX 580",     CARD_NVIDIA_GEFORCE_GTX580},    /* Geforce 500 - highend */
1527             {"GTX 570",     CARD_NVIDIA_GEFORCE_GTX570},    /* Geforce 500 - midend high */
1528             {"GTX 560 Ti",  CARD_NVIDIA_GEFORCE_GTX560TI},  /* Geforce 500 - midend */
1529             {"GTX 560",     CARD_NVIDIA_GEFORCE_GTX560},    /* Geforce 500 - midend */
1530             {"GT 555M",     CARD_NVIDIA_GEFORCE_GT555M},    /* Geforce 500 - midend mobile */
1531             {"GTX 550 Ti",  CARD_NVIDIA_GEFORCE_GTX550},    /* Geforce 500 - midend */
1532             {"GTX 480",     CARD_NVIDIA_GEFORCE_GTX480},    /* Geforce 400 - highend */
1533             {"GTX 470",     CARD_NVIDIA_GEFORCE_GTX470},    /* Geforce 400 - midend high */
1534             {"GTX 465",     CARD_NVIDIA_GEFORCE_GTX465},    /* Geforce 400 - midend */
1535             {"GTX 460M",    CARD_NVIDIA_GEFORCE_GTX460M},   /* Geforce 400 - highend mobile */
1536             {"GTX 460",     CARD_NVIDIA_GEFORCE_GTX460},    /* Geforce 400 - midend */
1537             {"GTS 450",     CARD_NVIDIA_GEFORCE_GTS450},    /* Geforce 400 - midend low */
1538             {"GT 440",      CARD_NVIDIA_GEFORCE_GT440},     /* Geforce 400 - lowend */
1539             {"GT 430",      CARD_NVIDIA_GEFORCE_GT430},     /* Geforce 400 - lowend */
1540             {"GT 420",      CARD_NVIDIA_GEFORCE_GT420},     /* Geforce 400 - lowend */
1541             {"GT 330",      CARD_NVIDIA_GEFORCE_GT330},     /* Geforce 300 - highend */
1542             {"GTS 360M",    CARD_NVIDIA_GEFORCE_GTS350M},   /* Geforce 300 - highend mobile */
1543             {"GTS 350M",    CARD_NVIDIA_GEFORCE_GTS350M},   /* Geforce 300 - highend mobile */
1544             {"GT 330M",     CARD_NVIDIA_GEFORCE_GT325M},    /* Geforce 300 - midend mobile */
1545             {"GT 325M",     CARD_NVIDIA_GEFORCE_GT325M},    /* Geforce 300 - midend mobile */
1546             {"GT 320M",     CARD_NVIDIA_GEFORCE_GT320M},    /* Geforce 300 - midend mobile */
1547             {"GTX 295",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1548             {"GTX 285",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1549             {"GTX 280",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1550             {"GTX 275",     CARD_NVIDIA_GEFORCE_GTX275},    /* Geforce 200 - midend high */
1551             {"GTX 260",     CARD_NVIDIA_GEFORCE_GTX260},    /* Geforce 200 - midend */
1552             {"GT 240",      CARD_NVIDIA_GEFORCE_GT240},     /* Geforce 200 - midend */
1553             {"GT 220",      CARD_NVIDIA_GEFORCE_GT220},     /* Geforce 200 - lowend */
1554             {"Geforce 310", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1555             {"Geforce 305", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1556             {"Geforce 210", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1557             {"G 210",       CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1558             {"GTS 250",     CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1559             {"GTS 150",     CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1560             {"9800",        CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1561             {"GT 140",      CARD_NVIDIA_GEFORCE_9600GT},    /* Geforce 9 - midend */
1562             {"9600",        CARD_NVIDIA_GEFORCE_9600GT},    /* Geforce 9 - midend */
1563             {"GT 130",      CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1564             {"GT 120",      CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1565             {"9500",        CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1566             {"9400",        CARD_NVIDIA_GEFORCE_9400GT},    /* Geforce 9 - lowend */
1567             {"9300",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1568             {"9200",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1569             {"9100",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1570             {"G 100",       CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1571             {"8800 GTX",    CARD_NVIDIA_GEFORCE_8800GTX},   /* Geforce 8 - highend high */
1572             {"8800",        CARD_NVIDIA_GEFORCE_8800GTS},   /* Geforce 8 - highend */
1573             {"8600 M",      CARD_NVIDIA_GEFORCE_8600MGT},   /* Geforce 8 - midend mobile */
1574             {"8700",        CARD_NVIDIA_GEFORCE_8600GT},    /* Geforce 8 - midend */
1575             {"8600",        CARD_NVIDIA_GEFORCE_8600GT},    /* Geforce 8 - midend */
1576             {"8500",        CARD_NVIDIA_GEFORCE_8400GS},    /* Geforce 8 - mid-lowend */
1577             {"8400",        CARD_NVIDIA_GEFORCE_8400GS},    /* Geforce 8 - mid-lowend */
1578             {"8300",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1579             {"8200",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1580             {"8100",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1581         };
1582
1583         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1584         {
1585             if (strstr(gl_renderer, cards[i].renderer))
1586                 return cards[i].id;
1587         }
1588
1589         /* Geforce8-compatible fall back if the GPU is not in the list yet */
1590         return CARD_NVIDIA_GEFORCE_8300GS;
1591     }
1592
1593     /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1594      * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1595      */
1596     if (d3d_level >= 9 && gl_info->supported[NV_VERTEX_PROGRAM3])
1597     {
1598         static const struct
1599         {
1600             const char *renderer;
1601             enum wined3d_pci_device id;
1602         }
1603         cards[] =
1604         {
1605             {"Quadro FX 5", CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1606             {"Quadro FX 4", CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1607             {"7950",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1608             {"7900",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1609             {"7800",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1610             {"7700",        CARD_NVIDIA_GEFORCE_7600},      /* Geforce 7 - midend */
1611             {"7600",        CARD_NVIDIA_GEFORCE_7600},      /* Geforce 7 - midend */
1612             {"7400",        CARD_NVIDIA_GEFORCE_7400},      /* Geforce 7 - lower medium */
1613             {"7300",        CARD_NVIDIA_GEFORCE_7300},      /* Geforce 7 - lowend */
1614             {"6800",        CARD_NVIDIA_GEFORCE_6800},      /* Geforce 6 - highend */
1615             {"6700",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1616             {"6610",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1617             {"6600",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1618         };
1619
1620         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1621         {
1622             if (strstr(gl_renderer, cards[i].renderer))
1623                 return cards[i].id;
1624         }
1625
1626         /* Geforce 6/7 - lowend */
1627         return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1628     }
1629
1630     if (d3d_level >= 9)
1631     {
1632         /* GeforceFX - highend */
1633         if (strstr(gl_renderer, "5800")
1634                 || strstr(gl_renderer, "5900")
1635                 || strstr(gl_renderer, "5950")
1636                 || strstr(gl_renderer, "Quadro FX"))
1637         {
1638             return CARD_NVIDIA_GEFORCEFX_5800;
1639         }
1640
1641         /* GeforceFX - midend */
1642         if (strstr(gl_renderer, "5600")
1643                 || strstr(gl_renderer, "5650")
1644                 || strstr(gl_renderer, "5700")
1645                 || strstr(gl_renderer, "5750"))
1646         {
1647             return CARD_NVIDIA_GEFORCEFX_5600;
1648         }
1649
1650         /* GeforceFX - lowend */
1651         return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1652     }
1653
1654     if (d3d_level >= 8)
1655     {
1656         if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1657         {
1658             return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1659         }
1660
1661         return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1662     }
1663
1664     if (d3d_level >= 7)
1665     {
1666         if (strstr(gl_renderer, "GeForce4 MX"))
1667         {
1668             return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1669         }
1670
1671         if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1672         {
1673             return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1674         }
1675
1676         if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1677         {
1678             return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1679         }
1680
1681         return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1682     }
1683
1684     if (strstr(gl_renderer, "TNT2"))
1685     {
1686         return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1687     }
1688
1689     return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1690 }
1691
1692 static enum wined3d_pci_device select_card_amd_binary(const struct wined3d_gl_info *gl_info,
1693         const char *gl_renderer)
1694 {
1695     UINT d3d_level = d3d_level_from_gl_info(gl_info);
1696
1697     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1698      *
1699      * Beware: renderer string do not match exact card model,
1700      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1701     if (d3d_level >= 10)
1702     {
1703         unsigned int i;
1704
1705         static const struct
1706         {
1707             const char *renderer;
1708             enum wined3d_pci_device id;
1709         }
1710         cards[] =
1711         {
1712             /* Northern Islands */
1713             {"HD 6900", CARD_AMD_RADEON_HD6900},
1714             {"HD 6800", CARD_AMD_RADEON_HD6800},
1715             {"HD 6630M",CARD_AMD_RADEON_HD6600M},
1716             {"HD 6600M",CARD_AMD_RADEON_HD6600M},
1717             {"HD 6600", CARD_AMD_RADEON_HD6600},
1718             {"HD 6500M",CARD_AMD_RADEON_HD6600M},
1719             {"HD 6500", CARD_AMD_RADEON_HD6600},
1720             {"HD 6400", CARD_AMD_RADEON_HD6400},
1721             {"HD 6300", CARD_AMD_RADEON_HD6300},
1722             {"HD 6200", CARD_AMD_RADEON_HD6300},
1723             /* Evergreen */
1724             {"HD 5870", CARD_AMD_RADEON_HD5800},    /* Radeon EG CYPRESS PRO */
1725             {"HD 5850", CARD_AMD_RADEON_HD5800},    /* Radeon EG CYPRESS XT */
1726             {"HD 5800", CARD_AMD_RADEON_HD5800},    /* Radeon EG CYPRESS HD58xx generic renderer string */
1727             {"HD 5770", CARD_AMD_RADEON_HD5700},    /* Radeon EG JUNIPER XT */
1728             {"HD 5750", CARD_AMD_RADEON_HD5700},    /* Radeon EG JUNIPER LE */
1729             {"HD 5700", CARD_AMD_RADEON_HD5700},    /* Radeon EG JUNIPER HD57xx generic renderer string */
1730             {"HD 5670", CARD_AMD_RADEON_HD5600},    /* Radeon EG REDWOOD XT */
1731             {"HD 5570", CARD_AMD_RADEON_HD5600},    /* Radeon EG REDWOOD PRO mapped to HD5600 series */
1732             {"HD 5550", CARD_AMD_RADEON_HD5600},    /* Radeon EG REDWOOD LE mapped to HD5600 series */
1733             {"HD 5450", CARD_AMD_RADEON_HD5400},    /* Radeon EG CEDAR PRO */
1734             /* R700 */
1735             {"HD 4890", CARD_AMD_RADEON_HD4800},    /* Radeon RV790 */
1736             {"HD 4870", CARD_AMD_RADEON_HD4800},    /* Radeon RV770 */
1737             {"HD 4850", CARD_AMD_RADEON_HD4800},    /* Radeon RV770 */
1738             {"HD 4830", CARD_AMD_RADEON_HD4800},    /* Radeon RV770 */
1739             {"HD 4800", CARD_AMD_RADEON_HD4800},    /* Radeon RV7xx HD48xx generic renderer string */
1740             {"HD 4770", CARD_AMD_RADEON_HD4700},    /* Radeon RV740 */
1741             {"HD 4700", CARD_AMD_RADEON_HD4700},    /* Radeon RV7xx HD47xx generic renderer string */
1742             {"HD 4670", CARD_AMD_RADEON_HD4600},    /* Radeon RV730 */
1743             {"HD 4650", CARD_AMD_RADEON_HD4600},    /* Radeon RV730 */
1744             {"HD 4600", CARD_AMD_RADEON_HD4600},    /* Radeon RV730 */
1745             {"HD 4550", CARD_AMD_RADEON_HD4350},    /* Radeon RV710 */
1746             {"HD 4350", CARD_AMD_RADEON_HD4350},    /* Radeon RV710 */
1747             /* R600/R700 integrated */
1748             {"HD 3300", CARD_AMD_RADEON_HD3200},
1749             {"HD 3200", CARD_AMD_RADEON_HD3200},
1750             {"HD 3100", CARD_AMD_RADEON_HD3200},
1751             /* R600 */
1752             {"HD 3870", CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1753             {"HD 3850", CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1754             {"HD 2900", CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1755             {"HD 3830", CARD_AMD_RADEON_HD2600},    /* China-only midend */
1756             {"HD 3690", CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1757             {"HD 3650", CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1758             {"HD 2600", CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1759             {"HD 3470", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1760             {"HD 3450", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1761             {"HD 3430", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1762             {"HD 3400", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1763             {"HD 2400", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1764             {"HD 2350", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1765         };
1766
1767         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1768         {
1769             if (strstr(gl_renderer, cards[i].renderer))
1770                 return cards[i].id;
1771         }
1772
1773         /* Default for when no GPU has been found */
1774         return CARD_AMD_RADEON_HD3200;
1775     }
1776
1777     if (d3d_level >= 9)
1778     {
1779         /* Radeon R5xx */
1780         if (strstr(gl_renderer, "X1600")
1781                 || strstr(gl_renderer, "X1650")
1782                 || strstr(gl_renderer, "X1800")
1783                 || strstr(gl_renderer, "X1900")
1784                 || strstr(gl_renderer, "X1950"))
1785         {
1786             return CARD_AMD_RADEON_X1600;
1787         }
1788
1789         /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1790          * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1791         if (strstr(gl_renderer, "X700")
1792                 || strstr(gl_renderer, "X800")
1793                 || strstr(gl_renderer, "X850")
1794                 || strstr(gl_renderer, "X1300")
1795                 || strstr(gl_renderer, "X1400")
1796                 || strstr(gl_renderer, "X1450")
1797                 || strstr(gl_renderer, "X1550")
1798                 || strstr(gl_renderer, "X2300")
1799                 || strstr(gl_renderer, "X2500")
1800                 || strstr(gl_renderer, "HD 2300")
1801                 )
1802         {
1803             return CARD_AMD_RADEON_X700;
1804         }
1805
1806         /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1807         if (strstr(gl_renderer, "Radeon Xpress"))
1808         {
1809             return CARD_AMD_RADEON_XPRESS_200M;
1810         }
1811
1812         /* Radeon R3xx */
1813         return CARD_AMD_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1814     }
1815
1816     if (d3d_level >= 8)
1817         return CARD_AMD_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1818
1819     if (d3d_level >= 7)
1820         return CARD_AMD_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1821
1822     return CARD_AMD_RAGE_128PRO;
1823 }
1824
1825 static enum wined3d_pci_device select_card_intel(const struct wined3d_gl_info *gl_info,
1826         const char *gl_renderer)
1827 {
1828     if (strstr(gl_renderer, "GM45")) return CARD_INTEL_GM45;
1829     if (strstr(gl_renderer, "X3100") || strstr(gl_renderer, "965GM"))
1830     {
1831         /* MacOS calls the card GMA X3100, otherwise known as GM965/GL960 */
1832         return CARD_INTEL_X3100;
1833     }
1834
1835     if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1836     {
1837         /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1838         return CARD_INTEL_I945GM;
1839     }
1840
1841     if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1842     if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1843     if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1844     if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1845     if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1846     return CARD_INTEL_I915G;
1847
1848 }
1849
1850 static enum wined3d_pci_device select_card_amd_mesa(const struct wined3d_gl_info *gl_info,
1851         const char *gl_renderer)
1852 {
1853     UINT d3d_level;
1854     unsigned int i;
1855
1856     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1857      *
1858      * Beware: renderer string do not match exact card model,
1859      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1860     if (strstr(gl_renderer, "Gallium"))
1861     {
1862         /* 20101109 - These are never returned by current Gallium radeon
1863          * drivers: R700, RV790, R680, RV535, RV516, R410, RS485, RV360, RV351.
1864          *
1865          * These are returned but not handled: RC410, RV380. */
1866         static const struct
1867         {
1868             const char *renderer;
1869             enum wined3d_pci_device id;
1870         }
1871         cards[] =
1872         {
1873             /* Northern Islands */
1874             {"CAYMAN",  CARD_AMD_RADEON_HD6900},
1875             {"BARTS",   CARD_AMD_RADEON_HD6800},
1876             {"TURKS",   CARD_AMD_RADEON_HD6600},
1877             {"SUMO2",   CARD_AMD_RADEON_HD6410D},   /* SUMO2 first, because we do a strstr(). */
1878             {"SUMO",    CARD_AMD_RADEON_HD6550D},
1879             {"CAICOS",  CARD_AMD_RADEON_HD6400},
1880             {"PALM",    CARD_AMD_RADEON_HD6300},
1881             /* Evergreen */
1882             {"HEMLOCK", CARD_AMD_RADEON_HD5900},
1883             {"CYPRESS", CARD_AMD_RADEON_HD5800},
1884             {"JUNIPER", CARD_AMD_RADEON_HD5700},
1885             {"REDWOOD", CARD_AMD_RADEON_HD5600},
1886             {"CEDAR",   CARD_AMD_RADEON_HD5400},
1887             /* R700 */
1888             {"R700",    CARD_AMD_RADEON_HD4800},    /* HD4800 - highend */
1889             {"RV790",   CARD_AMD_RADEON_HD4800},
1890             {"RV770",   CARD_AMD_RADEON_HD4800},
1891             {"RV740",   CARD_AMD_RADEON_HD4700},    /* HD4700 - midend */
1892             {"RV730",   CARD_AMD_RADEON_HD4600},    /* HD4600 - midend */
1893             {"RV710",   CARD_AMD_RADEON_HD4350},    /* HD4500/HD4350 - lowend */
1894             /* R600/R700 integrated */
1895             {"RS880",   CARD_AMD_RADEON_HD3200},
1896             {"RS780",   CARD_AMD_RADEON_HD3200},
1897             /* R600 */
1898             {"R680",    CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1899             {"R600",    CARD_AMD_RADEON_HD2900},
1900             {"RV670",   CARD_AMD_RADEON_HD2900},
1901             {"RV635",   CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1902             {"RV630",   CARD_AMD_RADEON_HD2600},
1903             {"RV620",   CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1904             {"RV610",   CARD_AMD_RADEON_HD2350},
1905             /* R500 */
1906             {"R580",    CARD_AMD_RADEON_X1600},
1907             {"R520",    CARD_AMD_RADEON_X1600},
1908             {"RV570",   CARD_AMD_RADEON_X1600},
1909             {"RV560",   CARD_AMD_RADEON_X1600},
1910             {"RV535",   CARD_AMD_RADEON_X1600},
1911             {"RV530",   CARD_AMD_RADEON_X1600},
1912             {"RV516",   CARD_AMD_RADEON_X700},      /* X700 is actually R400. */
1913             {"RV515",   CARD_AMD_RADEON_X700},
1914             /* R400 */
1915             {"R481",    CARD_AMD_RADEON_X700},
1916             {"R480",    CARD_AMD_RADEON_X700},
1917             {"R430",    CARD_AMD_RADEON_X700},
1918             {"R423",    CARD_AMD_RADEON_X700},
1919             {"R420",    CARD_AMD_RADEON_X700},
1920             {"R410",    CARD_AMD_RADEON_X700},
1921             {"RV410",   CARD_AMD_RADEON_X700},
1922             /* Radeon Xpress - onboard, DX9b, Shader 2.0, 300-400MHz */
1923             {"RS740",   CARD_AMD_RADEON_XPRESS_200M},
1924             {"RS690",   CARD_AMD_RADEON_XPRESS_200M},
1925             {"RS600",   CARD_AMD_RADEON_XPRESS_200M},
1926             {"RS485",   CARD_AMD_RADEON_XPRESS_200M},
1927             {"RS482",   CARD_AMD_RADEON_XPRESS_200M},
1928             {"RS480",   CARD_AMD_RADEON_XPRESS_200M},
1929             {"RS400",   CARD_AMD_RADEON_XPRESS_200M},
1930             /* R300 */
1931             {"R360",    CARD_AMD_RADEON_9500},
1932             {"R350",    CARD_AMD_RADEON_9500},
1933             {"R300",    CARD_AMD_RADEON_9500},
1934             {"RV370",   CARD_AMD_RADEON_9500},
1935             {"RV360",   CARD_AMD_RADEON_9500},
1936             {"RV351",   CARD_AMD_RADEON_9500},
1937             {"RV350",   CARD_AMD_RADEON_9500},
1938         };
1939
1940         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1941         {
1942             if (strstr(gl_renderer, cards[i].renderer))
1943                 return cards[i].id;
1944         }
1945     }
1946
1947     d3d_level = d3d_level_from_gl_info(gl_info);
1948     if (d3d_level >= 10)
1949         return CARD_AMD_RADEON_HD2600;
1950
1951     if (d3d_level >= 9)
1952     {
1953         static const struct
1954         {
1955             const char *renderer;
1956             enum wined3d_pci_device id;
1957         }
1958         cards[] =
1959         {
1960             /* R700 */
1961             {"(R700",   CARD_AMD_RADEON_HD4800},    /* HD4800 - highend */
1962             {"(RV790",  CARD_AMD_RADEON_HD4800},
1963             {"(RV770",  CARD_AMD_RADEON_HD4800},
1964             {"(RV740",  CARD_AMD_RADEON_HD4700},    /* HD4700 - midend */
1965             {"(RV730",  CARD_AMD_RADEON_HD4600},    /* HD4600 - midend */
1966             {"(RV710",  CARD_AMD_RADEON_HD4350},    /* HD4500/HD4350 - lowend */
1967             /* R600/R700 integrated */
1968             {"RS880",   CARD_AMD_RADEON_HD3200},
1969             {"RS780",   CARD_AMD_RADEON_HD3200},
1970             /* R600 */
1971             {"(R680",   CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1972             {"(R600",   CARD_AMD_RADEON_HD2900},
1973             {"(RV670",  CARD_AMD_RADEON_HD2900},
1974             {"(RV635",  CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1975             {"(RV630",  CARD_AMD_RADEON_HD2600},
1976             {"(RV620",  CARD_AMD_RADEON_HD2350},    /* HD2300/HD2400/HD3400 - lowend */
1977             {"(RV610",  CARD_AMD_RADEON_HD2350},
1978         };
1979
1980         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1981         {
1982             if (strstr(gl_renderer, cards[i].renderer))
1983                 return cards[i].id;
1984         }
1985
1986         return CARD_AMD_RADEON_9500;
1987     }
1988
1989     if (d3d_level >= 8)
1990         return CARD_AMD_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1991
1992     if (d3d_level >= 7)
1993         return CARD_AMD_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1994
1995     return CARD_AMD_RAGE_128PRO;
1996 }
1997
1998 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
1999         const char *gl_renderer)
2000 {
2001     UINT d3d_level;
2002
2003     if (strstr(gl_renderer, "Gallium"))
2004     {
2005         unsigned int i;
2006
2007         static const struct
2008         {
2009             const char *renderer;
2010             enum wined3d_pci_device id;
2011         }
2012         cards[] =
2013         {
2014             {"NVC8",    CARD_NVIDIA_GEFORCE_GTX570},
2015             {"NVC4",    CARD_NVIDIA_GEFORCE_GTX460},
2016             {"NVC3",    CARD_NVIDIA_GEFORCE_GT440},
2017             {"NVC0",    CARD_NVIDIA_GEFORCE_GTX480},
2018             {"NVAF",    CARD_NVIDIA_GEFORCE_GT320M},
2019             {"NVAC",    CARD_NVIDIA_GEFORCE_8200},
2020             {"NVAA",    CARD_NVIDIA_GEFORCE_8200},
2021             {"NVA8",    CARD_NVIDIA_GEFORCE_210},
2022             {"NVA5",    CARD_NVIDIA_GEFORCE_GT220},
2023             {"NVA3",    CARD_NVIDIA_GEFORCE_GT240},
2024             {"NVA0",    CARD_NVIDIA_GEFORCE_GTX280},
2025             {"NV98",    CARD_NVIDIA_GEFORCE_9200},
2026             {"NV96",    CARD_NVIDIA_GEFORCE_9400GT},
2027             {"NV94",    CARD_NVIDIA_GEFORCE_9600GT},
2028             {"NV92",    CARD_NVIDIA_GEFORCE_9800GT},
2029             {"NV86",    CARD_NVIDIA_GEFORCE_8500GT},
2030             {"NV84",    CARD_NVIDIA_GEFORCE_8600GT},
2031             {"NV68",    CARD_NVIDIA_GEFORCE_6200},      /* 7050 */
2032             {"NV67",    CARD_NVIDIA_GEFORCE_6200},      /* 7000M */
2033             {"NV63",    CARD_NVIDIA_GEFORCE_6200},      /* 7100 */
2034             {"NV50",    CARD_NVIDIA_GEFORCE_8800GTX},
2035             {"NV4E",    CARD_NVIDIA_GEFORCE_6200},      /* 6100 Go / 6150 Go */
2036             {"NV4C",    CARD_NVIDIA_GEFORCE_6200},      /* 6150SE */
2037             {"NV4B",    CARD_NVIDIA_GEFORCE_7600},
2038             {"NV4A",    CARD_NVIDIA_GEFORCE_6200},
2039             {"NV49",    CARD_NVIDIA_GEFORCE_7800GT},    /* 7900 */
2040             {"NV47",    CARD_NVIDIA_GEFORCE_7800GT},
2041             {"NV46",    CARD_NVIDIA_GEFORCE_7400},
2042             {"NV45",    CARD_NVIDIA_GEFORCE_6800},
2043             {"NV44",    CARD_NVIDIA_GEFORCE_6200},
2044             {"NV43",    CARD_NVIDIA_GEFORCE_6600GT},
2045             {"NV42",    CARD_NVIDIA_GEFORCE_6800},
2046             {"NV41",    CARD_NVIDIA_GEFORCE_6800},
2047             {"NV40",    CARD_NVIDIA_GEFORCE_6800},
2048             {"NV38",    CARD_NVIDIA_GEFORCEFX_5800},    /* FX 5950 Ultra */
2049             {"NV36",    CARD_NVIDIA_GEFORCEFX_5800},    /* FX 5700/5750 */
2050             {"NV35",    CARD_NVIDIA_GEFORCEFX_5800},    /* FX 5900 */
2051             {"NV34",    CARD_NVIDIA_GEFORCEFX_5200},
2052             {"NV31",    CARD_NVIDIA_GEFORCEFX_5600},
2053             {"NV30",    CARD_NVIDIA_GEFORCEFX_5800},
2054             {"NV28",    CARD_NVIDIA_GEFORCE4_TI4200},
2055             {"NV25",    CARD_NVIDIA_GEFORCE4_TI4200},
2056             {"NV20",    CARD_NVIDIA_GEFORCE3},
2057             {"NV1F",    CARD_NVIDIA_GEFORCE4_MX},       /* GF4 MX IGP */
2058             {"NV1A",    CARD_NVIDIA_GEFORCE2},          /* GF2 IGP */
2059             {"NV18",    CARD_NVIDIA_GEFORCE4_MX},
2060             {"NV17",    CARD_NVIDIA_GEFORCE4_MX},
2061             {"NV16",    CARD_NVIDIA_GEFORCE2},
2062             {"NV15",    CARD_NVIDIA_GEFORCE2},
2063             {"NV11",    CARD_NVIDIA_GEFORCE2_MX},
2064             {"NV10",    CARD_NVIDIA_GEFORCE},
2065             {"NV05",    CARD_NVIDIA_RIVA_TNT2},
2066             {"NV04",    CARD_NVIDIA_RIVA_TNT},
2067             {"NV03",    CARD_NVIDIA_RIVA_128},
2068         };
2069
2070         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
2071         {
2072             if (strstr(gl_renderer, cards[i].renderer))
2073                 return cards[i].id;
2074         }
2075     }
2076
2077     FIXME_(d3d_caps)("Unknown renderer %s.\n", debugstr_a(gl_renderer));
2078
2079     d3d_level = d3d_level_from_gl_info(gl_info);
2080     if (d3d_level >= 9)
2081         return CARD_NVIDIA_GEFORCEFX_5600;
2082     if (d3d_level >= 8)
2083         return CARD_NVIDIA_GEFORCE3;
2084     if (d3d_level >= 7)
2085         return CARD_NVIDIA_GEFORCE;
2086     if (d3d_level >= 6)
2087         return CARD_NVIDIA_RIVA_TNT;
2088     return CARD_NVIDIA_RIVA_128;
2089 }
2090
2091
2092 struct vendor_card_selection
2093 {
2094     enum wined3d_gl_vendor gl_vendor;
2095     enum wined3d_pci_vendor card_vendor;
2096     const char *description;        /* Description of the card selector i.e. Apple OS/X Intel */
2097     enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer);
2098 };
2099
2100 static const struct vendor_card_selection vendor_card_select_table[] =
2101 {
2102     {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA,  "Nvidia binary driver",     select_card_nvidia_binary},
2103     {GL_VENDOR_APPLE,  HW_VENDOR_NVIDIA,  "Apple OSX NVidia binary driver",   select_card_nvidia_binary},
2104     {GL_VENDOR_APPLE,  HW_VENDOR_AMD,     "Apple OSX AMD/ATI binary driver",  select_card_amd_binary},
2105     {GL_VENDOR_APPLE,  HW_VENDOR_INTEL,   "Apple OSX Intel binary driver",    select_card_intel},
2106     {GL_VENDOR_FGLRX,  HW_VENDOR_AMD,     "AMD/ATI binary driver",    select_card_amd_binary},
2107     {GL_VENDOR_MESA,   HW_VENDOR_AMD,     "Mesa AMD/ATI driver",      select_card_amd_mesa},
2108     {GL_VENDOR_MESA,   HW_VENDOR_NVIDIA,  "Mesa Nouveau driver",      select_card_nvidia_mesa},
2109     {GL_VENDOR_MESA,   HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel},
2110     {GL_VENDOR_INTEL,  HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel}
2111 };
2112
2113
2114 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
2115         enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor)
2116 {
2117     UINT d3d_level;
2118
2119     /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
2120      * different GPUs with roughly the same features. In most cases GPUs from a
2121      * certain family differ in clockspeeds, the amount of video memory and the
2122      * number of shader pipelines.
2123      *
2124      * A Direct3D device object contains the PCI id (vendor + device) of the
2125      * videocard which is used for rendering. Various applications use this
2126      * information to get a rough estimation of the features of the card and
2127      * some might use it for enabling 3d effects only on certain types of
2128      * videocards. In some cases games might even use it to work around bugs
2129      * which happen on certain videocards/driver combinations. The problem is
2130      * that OpenGL only exposes a rendering string containing the name of the
2131      * videocard and not the PCI id.
2132      *
2133      * Various games depend on the PCI id, so somehow we need to provide one.
2134      * A simple option is to parse the renderer string and translate this to
2135      * the right PCI id. This is a lot of work because there are more than 200
2136      * GPUs just for Nvidia. Various cards share the same renderer string, so
2137      * the amount of code might be 'small' but there are quite a number of
2138      * exceptions which would make this a pain to maintain. Another way would
2139      * be to query the PCI id from the operating system (assuming this is the
2140      * videocard which is used for rendering which is not always the case).
2141      * This would work but it is not very portable. Second it would not work
2142      * well in, let's say, a remote X situation in which the amount of 3d
2143      * features which can be used is limited.
2144      *
2145      * As said most games only use the PCI id to get an indication of the
2146      * capabilities of the card. It doesn't really matter if the given id is
2147      * the correct one if we return the id of a card with similar 3d features.
2148      *
2149      * The code below checks the OpenGL capabilities of a videocard and matches
2150      * that to a certain level of Direct3D functionality. Once a card passes
2151      * the Direct3D9 check, we know that the card (in case of Nvidia) is at
2152      * least a GeforceFX. To give a better estimate we do a basic check on the
2153      * renderer string but if that won't pass we return a default card. This
2154      * way is better than maintaining a full card database as even without a
2155      * full database we can return a card with similar features. Second the
2156      * size of the database can be made quite small because when you know what
2157      * type of 3d functionality a card has, you know to which GPU family the
2158      * GPU must belong. Because of this you only have to check a small part of
2159      * the renderer string to distinguishes between different models from that
2160      * family.
2161      *
2162      * The code also selects a default amount of video memory which we will
2163      * use for an estimation of the amount of free texture memory. In case of
2164      * real D3D the amount of texture memory includes video memory and system
2165      * memory (to be specific AGP memory or in case of PCIE TurboCache /
2166      * HyperMemory). We don't know how much system memory can be addressed by
2167      * the system but we can make a reasonable estimation about the amount of
2168      * video memory. If the value is slightly wrong it doesn't matter as we
2169      * didn't include AGP-like memory which makes the amount of addressable
2170      * memory higher and second OpenGL isn't that critical it moves to system
2171      * memory behind our backs if really needed. Note that the amount of video
2172      * memory can be overruled using a registry setting. */
2173
2174     int i;
2175
2176     for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
2177     {
2178         if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
2179             || (vendor_card_select_table[i].card_vendor != *card_vendor))
2180                 continue;
2181         TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
2182         return vendor_card_select_table[i].select_card(gl_info, gl_renderer);
2183     }
2184
2185     FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
2186                      *gl_vendor, *card_vendor);
2187
2188     /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
2189      * for Nvidia was because the hardware and drivers they make are of good quality. This makes
2190      * them a good generic choice. */
2191     *card_vendor = HW_VENDOR_NVIDIA;
2192     d3d_level = d3d_level_from_gl_info(gl_info);
2193     if (d3d_level >= 9)
2194         return CARD_NVIDIA_GEFORCEFX_5600;
2195     if (d3d_level >= 8)
2196         return CARD_NVIDIA_GEFORCE3;
2197     if (d3d_level >= 7)
2198         return CARD_NVIDIA_GEFORCE;
2199     if (d3d_level >= 6)
2200         return CARD_NVIDIA_RIVA_TNT;
2201     return CARD_NVIDIA_RIVA_128;
2202 }
2203
2204 static const struct fragment_pipeline *select_fragment_implementation(const struct wined3d_gl_info *gl_info)
2205 {
2206     int vs_selected_mode, ps_selected_mode;
2207
2208     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2209     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2210             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
2211     else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
2212     else if (gl_info->supported[NV_REGISTER_COMBINERS]
2213             && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
2214     else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
2215     else return &ffp_fragment_pipeline;
2216 }
2217
2218 static const struct wined3d_shader_backend_ops *select_shader_backend(const struct wined3d_gl_info *gl_info)
2219 {
2220     int vs_selected_mode, ps_selected_mode;
2221
2222     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2223     if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
2224     if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
2225     return &none_shader_backend;
2226 }
2227
2228 static const struct blit_shader *select_blit_implementation(const struct wined3d_gl_info *gl_info)
2229 {
2230     int vs_selected_mode, ps_selected_mode;
2231
2232     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2233     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2234             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2235     else return &ffp_blit;
2236 }
2237
2238 static void load_gl_funcs(struct wined3d_gl_info *gl_info, DWORD gl_version)
2239 {
2240     DWORD ver;
2241
2242 #define USE_GL_FUNC(type, pfn, ext, replace) \
2243     if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2244     else if ((ver = ver_for_ext(ext)) && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2245     else gl_info->pfn = NULL;
2246
2247     GL_EXT_FUNCS_GEN;
2248 #undef USE_GL_FUNC
2249
2250 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2251     WGL_EXT_FUNCS_GEN;
2252 #undef USE_GL_FUNC
2253 }
2254
2255 /* Context activation is done by the caller. */
2256 static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter)
2257 {
2258     struct wined3d_driver_info *driver_info = &adapter->driver_info;
2259     struct wined3d_gl_info *gl_info = &adapter->gl_info;
2260     const char *GL_Extensions    = NULL;
2261     const char *WGL_Extensions   = NULL;
2262     const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2263     struct fragment_caps fragment_caps;
2264     enum wined3d_gl_vendor gl_vendor;
2265     enum wined3d_pci_vendor card_vendor;
2266     enum wined3d_pci_device device;
2267     GLint       gl_max;
2268     GLfloat     gl_floatv[2];
2269     unsigned    i;
2270     HDC         hdc;
2271     DWORD gl_version;
2272     size_t len;
2273
2274     TRACE_(d3d_caps)("(%p)\n", gl_info);
2275
2276     ENTER_GL();
2277
2278     gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2279     TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2280     if (!gl_renderer_str)
2281     {
2282         LEAVE_GL();
2283         ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2284         return FALSE;
2285     }
2286
2287     gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2288     TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2289     if (!gl_vendor_str)
2290     {
2291         LEAVE_GL();
2292         ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2293         return FALSE;
2294     }
2295
2296     /* Parse the GL_VERSION field into major and minor information */
2297     gl_version_str = (const char *)glGetString(GL_VERSION);
2298     TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2299     if (!gl_version_str)
2300     {
2301         LEAVE_GL();
2302         ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2303         return FALSE;
2304     }
2305     gl_version = wined3d_parse_gl_version(gl_version_str);
2306
2307     /*
2308      * Initialize openGL extension related variables
2309      *  with Default values
2310      */
2311     memset(gl_info->supported, 0, sizeof(gl_info->supported));
2312     gl_info->limits.blends = 1;
2313     gl_info->limits.buffers = 1;
2314     gl_info->limits.textures = 1;
2315     gl_info->limits.texture_coords = 1;
2316     gl_info->limits.fragment_samplers = 1;
2317     gl_info->limits.vertex_samplers = 0;
2318     gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2319     gl_info->limits.sampler_stages = 1;
2320     gl_info->limits.vertex_attribs = 16;
2321     gl_info->limits.glsl_vs_float_constants = 0;
2322     gl_info->limits.glsl_ps_float_constants = 0;
2323     gl_info->limits.arb_vs_float_constants = 0;
2324     gl_info->limits.arb_vs_native_constants = 0;
2325     gl_info->limits.arb_vs_instructions = 0;
2326     gl_info->limits.arb_vs_temps = 0;
2327     gl_info->limits.arb_ps_float_constants = 0;
2328     gl_info->limits.arb_ps_local_constants = 0;
2329     gl_info->limits.arb_ps_instructions = 0;
2330     gl_info->limits.arb_ps_temps = 0;
2331
2332     /* Retrieve opengl defaults */
2333     glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2334     gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2335     TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2336
2337     glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2338     gl_info->limits.lights = gl_max;
2339     TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2340
2341     glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2342     gl_info->limits.texture_size = gl_max;
2343     TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2344
2345     glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2346     gl_info->limits.pointsize_min = gl_floatv[0];
2347     gl_info->limits.pointsize_max = gl_floatv[1];
2348     TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2349
2350     /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2351     GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2352     if (!GL_Extensions)
2353     {
2354         LEAVE_GL();
2355         ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2356         return FALSE;
2357     }
2358
2359     LEAVE_GL();
2360
2361     TRACE_(d3d_caps)("GL_Extensions reported:\n");
2362
2363     gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2364
2365     while (*GL_Extensions)
2366     {
2367         const char *start;
2368
2369         while (isspace(*GL_Extensions)) ++GL_Extensions;
2370         start = GL_Extensions;
2371         while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2372
2373         len = GL_Extensions - start;
2374         if (!len) continue;
2375
2376         TRACE_(d3d_caps)("- %s\n", debugstr_an(start, len));
2377
2378         for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2379         {
2380             if (len == strlen(EXTENSION_MAP[i].extension_string)
2381                     && !memcmp(start, EXTENSION_MAP[i].extension_string, len))
2382             {
2383                 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2384                 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2385                 break;
2386             }
2387         }
2388     }
2389
2390     /* Now work out what GL support this card really has */
2391     load_gl_funcs( gl_info, gl_version );
2392
2393     ENTER_GL();
2394
2395     /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2396      * loading the functions, otherwise the code above will load the extension entry points instead of the
2397      * core functions, which may not work. */
2398     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2399     {
2400         if (!gl_info->supported[EXTENSION_MAP[i].extension]
2401                 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2402         {
2403             TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2404             gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2405         }
2406     }
2407
2408     if (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
2409
2410     if (gl_info->supported[APPLE_FENCE])
2411     {
2412         /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2413          * The apple extension interacts with some other apple exts. Disable the NV
2414          * extension if the apple one is support to prevent confusion in other parts
2415          * of the code. */
2416         gl_info->supported[NV_FENCE] = FALSE;
2417     }
2418     if (gl_info->supported[APPLE_FLOAT_PIXELS])
2419     {
2420         /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2421          *
2422          * The enums are the same:
2423          * GL_RGBA16F_ARB     = GL_RGBA_FLOAT16_APPLE = 0x881A
2424          * GL_RGB16F_ARB      = GL_RGB_FLOAT16_APPLE  = 0x881B
2425          * GL_RGBA32F_ARB     = GL_RGBA_FLOAT32_APPLE = 0x8814
2426          * GL_RGB32F_ARB      = GL_RGB_FLOAT32_APPLE  = 0x8815
2427          * GL_HALF_FLOAT_ARB  = GL_HALF_APPLE         = 0x140B
2428          */
2429         if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2430         {
2431             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2432             gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2433         }
2434         if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2435         {
2436             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2437             gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2438         }
2439     }
2440     if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2441     {
2442         /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2443          * functionality. Prefer the ARB extension */
2444         gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2445     }
2446     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2447     {
2448         TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2449         gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2450     }
2451     if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2452     {
2453         TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2454         gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2455     }
2456     if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2457     {
2458         TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2459         gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2460     }
2461     if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
2462     {
2463         TRACE_(d3d_caps)(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
2464         gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
2465     }
2466     if (gl_info->supported[NV_TEXTURE_SHADER2])
2467     {
2468         if (gl_info->supported[NV_REGISTER_COMBINERS])
2469         {
2470             /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2471              * are supported. The nv extensions provide the same functionality as the
2472              * ATI one, and a bit more(signed pixelformats). */
2473             gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2474         }
2475     }
2476
2477     if (gl_info->supported[NV_REGISTER_COMBINERS])
2478     {
2479         glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2480         gl_info->limits.general_combiners = gl_max;
2481         TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2482     }
2483     if (gl_info->supported[ARB_DRAW_BUFFERS])
2484     {
2485         glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2486         gl_info->limits.buffers = gl_max;
2487         TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2488     }
2489     if (gl_info->supported[ARB_MULTITEXTURE])
2490     {
2491         glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2492         gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2493         TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2494         glGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, &gl_max);
2495         gl_info->limits.texture_coords = min(MAX_TEXTURES, gl_max);
2496         TRACE_(d3d_caps)("Max texture coords: %d.\n", gl_info->limits.texture_coords);
2497
2498         if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2499         {
2500             GLint tmp;
2501             glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2502             gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2503         }
2504         else
2505         {
2506             gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2507         }
2508         TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2509
2510         if (gl_info->supported[ARB_VERTEX_SHADER])
2511         {
2512             GLint tmp;
2513             glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2514             gl_info->limits.vertex_samplers = tmp;
2515             glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2516             gl_info->limits.combined_samplers = tmp;
2517             glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &tmp);
2518             gl_info->limits.vertex_attribs = tmp;
2519
2520             /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2521              * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2522              * an issue because then the sampler setup only depends on the two shaders. If a pixel
2523              * shader is used with fixed function vertex processing we're fine too because fixed function
2524              * vertex processing doesn't use any samplers. If fixed function fragment processing is
2525              * used we have to make sure that all vertex sampler setups are valid together with all
2526              * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2527              * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2528              * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2529              * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2530              * a fixed function pipeline anymore.
2531              *
2532              * So this is just a check to check that our assumption holds true. If not, write a warning
2533              * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2534             if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2535                     && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2536             {
2537                 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2538                         gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2539                 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2540                 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2541                     gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2542                 else
2543                     gl_info->limits.vertex_samplers = 0;
2544             }
2545         }
2546         else
2547         {
2548             gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2549         }
2550         TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2551         TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2552     }
2553     if (gl_info->supported[ARB_VERTEX_BLEND])
2554     {
2555         glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2556         gl_info->limits.blends = gl_max;
2557         TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2558     }
2559     if (gl_info->supported[EXT_TEXTURE3D])
2560     {
2561         glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2562         gl_info->limits.texture3d_size = gl_max;
2563         TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2564     }
2565     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2566     {
2567         glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2568         gl_info->limits.anisotropy = gl_max;
2569         TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2570     }
2571     if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2572     {
2573         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2574         gl_info->limits.arb_ps_float_constants = gl_max;
2575         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2576         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2577         gl_info->limits.arb_ps_native_constants = gl_max;
2578         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2579                 gl_info->limits.arb_ps_native_constants);
2580         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2581         gl_info->limits.arb_ps_temps = gl_max;
2582         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2583         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2584         gl_info->limits.arb_ps_instructions = gl_max;
2585         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2586         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2587         gl_info->limits.arb_ps_local_constants = gl_max;
2588         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2589     }
2590     if (gl_info->supported[ARB_VERTEX_PROGRAM])
2591     {
2592         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2593         gl_info->limits.arb_vs_float_constants = gl_max;
2594         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2595         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2596         gl_info->limits.arb_vs_native_constants = gl_max;
2597         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2598                 gl_info->limits.arb_vs_native_constants);
2599         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2600         gl_info->limits.arb_vs_temps = gl_max;
2601         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2602         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2603         gl_info->limits.arb_vs_instructions = gl_max;
2604         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2605
2606         if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2607     }
2608     if (gl_info->supported[ARB_VERTEX_SHADER])
2609     {
2610         glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2611         gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2612         TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2613     }
2614     if (gl_info->supported[ARB_FRAGMENT_SHADER])
2615     {
2616         glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2617         gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2618         TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2619         glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2620         gl_info->limits.glsl_varyings = gl_max;
2621         TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2622     }
2623     if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2624     {
2625         const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2626         unsigned int major, minor;
2627
2628         TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2629
2630         /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2631         sscanf(str, "%u.%u", &major, &minor);
2632         gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2633     }
2634     if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2635     {
2636         glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2637     }
2638     else
2639     {
2640         gl_info->limits.shininess = 128.0f;
2641     }
2642     if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2643     {
2644         /* If we have full NP2 texture support, disable
2645          * GL_ARB_texture_rectangle because we will never use it.
2646          * This saves a few redundant glDisable calls. */
2647         gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2648     }
2649     if (gl_info->supported[ATI_FRAGMENT_SHADER])
2650     {
2651         /* Disable NV_register_combiners and fragment shader if this is supported.
2652          * generally the NV extensions are preferred over the ATI ones, and this
2653          * extension is disabled if register_combiners and texture_shader2 are both
2654          * supported. So we reach this place only if we have incomplete NV dxlevel 8
2655          * fragment processing support. */
2656         gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2657         gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2658         gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2659         gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2660     }
2661     if (gl_info->supported[NV_HALF_FLOAT])
2662     {
2663         /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2664         gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2665     }
2666     checkGLcall("extension detection");
2667
2668     LEAVE_GL();
2669
2670     adapter->fragment_pipe = select_fragment_implementation(gl_info);
2671     adapter->shader_backend = select_shader_backend(gl_info);
2672     adapter->blitter = select_blit_implementation(gl_info);
2673
2674     adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2675     gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2676     TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2677
2678     /* In some cases the number of texture stages can be larger than the number
2679      * of samplers. The GF4 for example can use only 2 samplers (no fragment
2680      * shaders), but 8 texture stages (register combiners). */
2681     gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2682
2683     if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2684     {
2685         gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2686         gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2687         gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2688         gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2689         gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2690         gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2691         gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2692         gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2693         gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2694         gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2695         gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2696         gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2697         gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2698         gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2699         gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2700         gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2701         gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2702         gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2703         gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2704         if (wined3d_settings.allow_multisampling)
2705         {
2706             glGetIntegerv(GL_MAX_SAMPLES, &gl_max);
2707             gl_info->limits.samples = gl_max;
2708         }
2709     }
2710     else
2711     {
2712         if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2713         {
2714             gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2715             gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2716             gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2717             gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2718             gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2719             gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2720             gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2721             gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2722             gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2723             gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2724             gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2725             gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2726             gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2727             gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2728             gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2729             gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2730             gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2731         }
2732         else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2733         {
2734             WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2735             wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2736         }
2737         if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2738         {
2739             gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2740         }
2741         if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2742         {
2743             gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2744             if (wined3d_settings.allow_multisampling)
2745             {
2746                 glGetIntegerv(GL_MAX_SAMPLES, &gl_max);
2747                 gl_info->limits.samples = gl_max;
2748             }
2749         }
2750     }
2751
2752     /* MRTs are currently only supported when FBOs are used. */
2753     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2754     {
2755         gl_info->limits.buffers = 1;
2756     }
2757
2758     gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2759     card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2760     TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2761
2762     device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor);
2763     TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2764
2765     gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2766     gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2767             gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2768     gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2769     gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2770             gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2771     gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2772             gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2773
2774     /* Make sure there's an active HDC else the WGL extensions will fail */
2775     hdc = pwglGetCurrentDC();
2776     if (hdc) {
2777         /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2778         if(GL_EXTCALL(wglGetExtensionsStringARB))
2779             WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2780
2781         if (!WGL_Extensions)
2782         {
2783             ERR("   WGL_Extensions returns NULL\n");
2784         }
2785         else
2786         {
2787             TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2788             while (*WGL_Extensions)
2789             {
2790                 const char *Start;
2791                 char ThisExtn[256];
2792
2793                 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2794                 Start = WGL_Extensions;
2795                 while (!isspace(*WGL_Extensions) && *WGL_Extensions) ++WGL_Extensions;
2796
2797                 len = WGL_Extensions - Start;
2798                 if (!len || len >= sizeof(ThisExtn))
2799                     continue;
2800
2801                 memcpy(ThisExtn, Start, len);
2802                 ThisExtn[len] = '\0';
2803                 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2804
2805                 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2806                     gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2807                     TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2808                 }
2809                 if (!strcmp(ThisExtn, "WGL_EXT_swap_control")) {
2810                     gl_info->supported[WGL_EXT_SWAP_CONTROL] = TRUE;
2811                     TRACE_(d3d_caps)("FOUND: WGL_EXT_swap_control support\n");
2812                 }
2813                 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2814                     gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2815                     TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2816                 }
2817             }
2818         }
2819     }
2820
2821     fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2822     init_driver_info(driver_info, card_vendor, device);
2823     add_gl_compat_wrappers(gl_info);
2824
2825     return TRUE;
2826 }
2827
2828 UINT CDECL wined3d_get_adapter_count(const struct wined3d *wined3d)
2829 {
2830     TRACE_(d3d_caps)("wined3d %p, reporting %u adapters.\n",
2831             wined3d, wined3d->adapter_count);
2832
2833     return wined3d->adapter_count;
2834 }
2835
2836 HRESULT CDECL wined3d_register_software_device(struct wined3d *wined3d, void *init_function)
2837 {
2838     FIXME("wined3d %p, init_function %p stub!\n", wined3d, init_function);
2839
2840     return WINED3D_OK;
2841 }
2842
2843 HMONITOR CDECL wined3d_get_adapter_monitor(const struct wined3d *wined3d, UINT adapter_idx)
2844 {
2845     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u.\n", wined3d, adapter_idx);
2846
2847     if (adapter_idx >= wined3d->adapter_count)
2848         return NULL;
2849
2850     return MonitorFromPoint(wined3d->adapters[adapter_idx].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2851 }
2852
2853 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2854      of the same bpp but different resolutions                                  */
2855
2856 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2857 UINT CDECL wined3d_get_adapter_mode_count(const struct wined3d *wined3d, UINT adapter_idx,
2858         enum wined3d_format_id format_id)
2859 {
2860     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, format %s.\n", wined3d, adapter_idx, debug_d3dformat(format_id));
2861
2862     if (adapter_idx >= wined3d->adapter_count)
2863         return 0;
2864
2865     /* TODO: Store modes per adapter and read it from the adapter structure */
2866     if (!adapter_idx)
2867     {
2868         const struct wined3d_format *format = wined3d_get_format(&wined3d->adapters[adapter_idx].gl_info, format_id);
2869         UINT format_bits = format->byte_count * CHAR_BIT;
2870         unsigned int i = 0;
2871         unsigned int j = 0;
2872         DEVMODEW mode;
2873
2874         memset(&mode, 0, sizeof(mode));
2875         mode.dmSize = sizeof(mode);
2876
2877         while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2878         {
2879             ++j;
2880
2881             if (format_id == WINED3DFMT_UNKNOWN)
2882             {
2883                 /* This is for D3D8, do not enumerate P8 here */
2884                 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2885             }
2886             else if (mode.dmBitsPerPel == format_bits)
2887             {
2888                 ++i;
2889             }
2890         }
2891
2892         TRACE_(d3d_caps)("Returning %u matching modes (out of %u total) for adapter %u.\n", i, j, adapter_idx);
2893
2894         return i;
2895     }
2896     else
2897     {
2898         FIXME_(d3d_caps)("Adapter not primary display.\n");
2899     }
2900
2901     return 0;
2902 }
2903
2904 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2905 HRESULT CDECL wined3d_enum_adapter_modes(const struct wined3d *wined3d, UINT adapter_idx,
2906         enum wined3d_format_id format_id, UINT mode_idx, WINED3DDISPLAYMODE *mode)
2907 {
2908     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, format %s, mode_idx %u, mode %p.\n",
2909             wined3d, adapter_idx, debug_d3dformat(format_id), mode_idx, mode);
2910
2911     /* Validate the parameters as much as possible */
2912     if (!mode || adapter_idx >= wined3d->adapter_count
2913             || mode_idx >= wined3d_get_adapter_mode_count(wined3d, adapter_idx, format_id))
2914     {
2915         return WINED3DERR_INVALIDCALL;
2916     }
2917
2918     /* TODO: Store modes per adapter and read it from the adapter structure */
2919     if (!adapter_idx)
2920     {
2921         const struct wined3d_format *format = wined3d_get_format(&wined3d->adapters[adapter_idx].gl_info, format_id);
2922         UINT format_bits = format->byte_count * CHAR_BIT;
2923         DEVMODEW DevModeW;
2924         int ModeIdx = 0;
2925         UINT i = 0;
2926         int j = 0;
2927
2928         ZeroMemory(&DevModeW, sizeof(DevModeW));
2929         DevModeW.dmSize = sizeof(DevModeW);
2930
2931         /* If we are filtering to a specific format (D3D9), then need to skip
2932            all unrelated modes, but if mode is irrelevant (D3D8), then we can
2933            just count through the ones with valid bit depths */
2934         while (i <= mode_idx && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2935         {
2936             if (format_id == WINED3DFMT_UNKNOWN)
2937             {
2938                 /* This is for D3D8, do not enumerate P8 here */
2939                 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2940             }
2941             else if (DevModeW.dmBitsPerPel == format_bits)
2942             {
2943                 ++i;
2944             }
2945         }
2946
2947         if (!i)
2948         {
2949             TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", format_id, debug_d3dformat(format_id));
2950             return WINED3DERR_INVALIDCALL;
2951         }
2952         ModeIdx = j - 1;
2953
2954         /* Now get the display mode via the calculated index */
2955         if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0))
2956         {
2957             mode->Width = DevModeW.dmPelsWidth;
2958             mode->Height = DevModeW.dmPelsHeight;
2959             mode->RefreshRate = DEFAULT_REFRESH_RATE;
2960             if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2961                 mode->RefreshRate = DevModeW.dmDisplayFrequency;
2962
2963             if (format_id == WINED3DFMT_UNKNOWN)
2964                 mode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2965             else
2966                 mode->Format = format_id;
2967         }
2968         else
2969         {
2970             TRACE_(d3d_caps)("Requested mode %u out of range.\n", mode_idx);
2971             return WINED3DERR_INVALIDCALL;
2972         }
2973
2974         TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n",
2975                 mode->Width, mode->Height, mode->RefreshRate, mode->Format,
2976                 debug_d3dformat(mode->Format), DevModeW.dmBitsPerPel);
2977     }
2978     else
2979     {
2980         FIXME_(d3d_caps)("Adapter not primary display\n");
2981     }
2982
2983     return WINED3D_OK;
2984 }
2985
2986 HRESULT CDECL wined3d_get_adapter_display_mode(const struct wined3d *wined3d, UINT adapter_idx,
2987         WINED3DDISPLAYMODE *mode)
2988 {
2989     TRACE("wined3d %p, adapter_idx %u, display_mode %p.\n", wined3d, adapter_idx, mode);
2990
2991     if (!mode || adapter_idx >= wined3d->adapter_count)
2992         return WINED3DERR_INVALIDCALL;
2993
2994     if (!adapter_idx)
2995     {
2996         DEVMODEW DevModeW;
2997         unsigned int bpp;
2998
2999         ZeroMemory(&DevModeW, sizeof(DevModeW));
3000         DevModeW.dmSize = sizeof(DevModeW);
3001
3002         EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
3003         mode->Width = DevModeW.dmPelsWidth;
3004         mode->Height = DevModeW.dmPelsHeight;
3005         bpp = DevModeW.dmBitsPerPel;
3006         mode->RefreshRate = DEFAULT_REFRESH_RATE;
3007         if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
3008             mode->RefreshRate = DevModeW.dmDisplayFrequency;
3009         mode->Format = pixelformat_for_depth(bpp);
3010     }
3011     else
3012     {
3013         FIXME_(d3d_caps)("Adapter not primary display\n");
3014     }
3015
3016     TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", mode->Width,
3017           mode->Height, mode->RefreshRate, debug_d3dformat(mode->Format));
3018     return WINED3D_OK;
3019 }
3020
3021 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
3022    and fields being inserted in the middle, a new structure is used in place    */
3023 HRESULT CDECL wined3d_get_adapter_identifier(const struct wined3d *wined3d,
3024         UINT adapter_idx, DWORD flags, WINED3DADAPTER_IDENTIFIER *identifier)
3025 {
3026     const struct wined3d_adapter *adapter;
3027     size_t len;
3028
3029     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, flags %#x, indentifier %p.\n",
3030             wined3d, adapter_idx, flags, identifier);
3031
3032     if (adapter_idx >= wined3d->adapter_count)
3033         return WINED3DERR_INVALIDCALL;
3034
3035     adapter = &wined3d->adapters[adapter_idx];
3036
3037     /* Return the information requested */
3038     TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
3039
3040     if (identifier->driver_size)
3041     {
3042         const char *name = adapter->driver_info.name;
3043         len = min(strlen(name), identifier->driver_size - 1);
3044         memcpy(identifier->driver, name, len);
3045         identifier->driver[len] = '\0';
3046     }
3047
3048     if (identifier->description_size)
3049     {
3050         const char *description = adapter->driver_info.description;
3051         len = min(strlen(description), identifier->description_size - 1);
3052         memcpy(identifier->description, description, len);
3053         identifier->description[len] = '\0';
3054     }
3055
3056     /* Note that d3d8 doesn't supply a device name. */
3057     if (identifier->device_name_size)
3058     {
3059         static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
3060
3061         len = strlen(device_name);
3062         if (len >= identifier->device_name_size)
3063         {
3064             ERR("Device name size too small.\n");
3065             return WINED3DERR_INVALIDCALL;
3066         }
3067
3068         memcpy(identifier->device_name, device_name, len);
3069         identifier->device_name[len] = '\0';
3070     }
3071
3072     identifier->driver_version.u.HighPart = adapter->driver_info.version_high;
3073     identifier->driver_version.u.LowPart = adapter->driver_info.version_low;
3074     identifier->vendor_id = adapter->driver_info.vendor;
3075     identifier->device_id = adapter->driver_info.device;
3076     identifier->subsystem_id = 0;
3077     identifier->revision = 0;
3078     memcpy(&identifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(identifier->device_identifier));
3079     identifier->whql_level = (flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
3080     memcpy(&identifier->adapter_luid, &adapter->luid, sizeof(identifier->adapter_luid));
3081     identifier->video_memory = adapter->TextureRam;
3082
3083     return WINED3D_OK;
3084 }
3085
3086 static BOOL wined3d_check_pixel_format_color(const struct wined3d_gl_info *gl_info,
3087         const struct wined3d_pixel_format *cfg, const struct wined3d_format *format)
3088 {
3089     BYTE redSize, greenSize, blueSize, alphaSize, colorBits;
3090
3091     /* Float formats need FBOs. If FBOs are used this function isn't called */
3092     if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3093
3094     if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
3095         if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3096         {
3097             ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3098             return FALSE;
3099         }
3100
3101         if(cfg->redSize < redSize)
3102             return FALSE;
3103
3104         if(cfg->greenSize < greenSize)
3105             return FALSE;
3106
3107         if(cfg->blueSize < blueSize)
3108             return FALSE;
3109
3110         if(cfg->alphaSize < alphaSize)
3111             return FALSE;
3112
3113         return TRUE;
3114     }
3115
3116     /* Probably a RGBA_float or color index mode */
3117     return FALSE;
3118 }
3119
3120 static BOOL wined3d_check_pixel_format_depth(const struct wined3d_gl_info *gl_info,
3121         const struct wined3d_pixel_format *cfg, const struct wined3d_format *format)
3122 {
3123     BYTE depthSize, stencilSize;
3124     BOOL lockable = FALSE;
3125
3126     if (!getDepthStencilBits(format, &depthSize, &stencilSize))
3127     {
3128         ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3129         return FALSE;
3130     }
3131
3132     /* Float formats need FBOs. If FBOs are used this function isn't called */
3133     if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3134
3135     if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
3136         lockable = TRUE;
3137
3138     /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
3139      * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
3140      * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
3141     if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
3142         return FALSE;
3143
3144     /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
3145      * allow more stencil bits than requested. */
3146     if(cfg->stencilSize < stencilSize)
3147         return FALSE;
3148
3149     return TRUE;
3150 }
3151
3152 HRESULT CDECL wined3d_check_depth_stencil_match(const struct wined3d *wined3d,
3153         UINT adapter_idx, WINED3DDEVTYPE device_type, enum wined3d_format_id adapter_format_id,
3154         enum wined3d_format_id render_target_format_id, enum wined3d_format_id depth_stencil_format_id)
3155 {
3156     const struct wined3d_format *rt_format;
3157     const struct wined3d_format *ds_format;
3158     const struct wined3d_adapter *adapter;
3159
3160     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s,\n"
3161             "adapter_format %s, render_target_format %s, depth_stencil_format %s.\n",
3162             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(adapter_format_id),
3163             debug_d3dformat(render_target_format_id), debug_d3dformat(depth_stencil_format_id));
3164
3165     if (adapter_idx >= wined3d->adapter_count)
3166         return WINED3DERR_INVALIDCALL;
3167
3168     adapter = &wined3d->adapters[adapter_idx];
3169     rt_format = wined3d_get_format(&adapter->gl_info, render_target_format_id);
3170     ds_format = wined3d_get_format(&adapter->gl_info, depth_stencil_format_id);
3171     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3172     {
3173         if ((rt_format->flags & WINED3DFMT_FLAG_RENDERTARGET)
3174                 && (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
3175         {
3176             TRACE_(d3d_caps)("Formats match.\n");
3177             return WINED3D_OK;
3178         }
3179     }
3180     else
3181     {
3182         const struct wined3d_pixel_format *cfgs;
3183         unsigned int cfg_count;
3184         unsigned int i;
3185
3186         cfgs = adapter->cfgs;
3187         cfg_count = adapter->cfg_count;
3188         for (i = 0; i < cfg_count; ++i)
3189         {
3190             if (wined3d_check_pixel_format_color(&adapter->gl_info, &cfgs[i], rt_format)
3191                     && wined3d_check_pixel_format_depth(&adapter->gl_info, &cfgs[i], ds_format))
3192             {
3193                 TRACE_(d3d_caps)("Formats match.\n");
3194                 return WINED3D_OK;
3195             }
3196         }
3197     }
3198
3199     TRACE_(d3d_caps)("Unsupported format pair: %s and %s.\n",
3200             debug_d3dformat(render_target_format_id),
3201             debug_d3dformat(depth_stencil_format_id));
3202
3203     return WINED3DERR_NOTAVAILABLE;
3204 }
3205
3206 HRESULT CDECL wined3d_check_device_multisample_type(const struct wined3d *wined3d, UINT adapter_idx,
3207         WINED3DDEVTYPE device_type, enum wined3d_format_id surface_format_id, BOOL windowed,
3208         WINED3DMULTISAMPLE_TYPE multisample_type, DWORD *quality_levels)
3209 {
3210     const struct wined3d_gl_info *gl_info;
3211
3212     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, surface_format %s,\n"
3213             "windowed %#x, multisample_type %#x, quality_levels %p.\n",
3214             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(surface_format_id),
3215             windowed, multisample_type, quality_levels);
3216
3217     if (adapter_idx >= wined3d->adapter_count)
3218         return WINED3DERR_INVALIDCALL;
3219
3220     gl_info = &wined3d->adapters[adapter_idx].gl_info;
3221
3222     if (multisample_type > gl_info->limits.samples)
3223     {
3224         TRACE("Returning not supported.\n");
3225         if (quality_levels)
3226             *quality_levels = 0;
3227
3228         return WINED3DERR_NOTAVAILABLE;
3229     }
3230
3231     if (quality_levels)
3232     {
3233         if (multisample_type == WINED3DMULTISAMPLE_NONMASKABLE)
3234             /* FIXME: This is probably wrong. */
3235             *quality_levels = gl_info->limits.samples;
3236         else
3237             *quality_levels = 1;
3238     }
3239
3240     return WINED3D_OK;
3241 }
3242
3243 /* Check if we support bumpmapping for a format */
3244 static BOOL CheckBumpMapCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3245 {
3246     /* Ask the fixed function pipeline implementation if it can deal
3247      * with the conversion. If we've got a GL extension giving native
3248      * support this will be an identity conversion. */
3249     return (format->flags & WINED3DFMT_FLAG_BUMPMAP)
3250             && adapter->fragment_pipe->color_fixup_supported(format->color_fixup);
3251 }
3252
3253 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3254 static BOOL CheckDepthStencilCapability(const struct wined3d_adapter *adapter,
3255         const struct wined3d_format *display_format, const struct wined3d_format *ds_format)
3256 {
3257     /* Only allow depth/stencil formats */
3258     if (!(ds_format->depth_size || ds_format->stencil_size)) return FALSE;
3259
3260     /* Blacklist formats not supported on Windows */
3261     switch (ds_format->id)
3262     {
3263         case WINED3DFMT_S1_UINT_D15_UNORM: /* Breaks the shadowvol2 dx7 sdk sample */
3264         case WINED3DFMT_S4X4_UINT_D24_UNORM:
3265             TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3266             return FALSE;
3267
3268         default:
3269             break;
3270     }
3271
3272     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3273     {
3274         /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3275         if (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3276     }
3277     else
3278     {
3279         unsigned int i;
3280
3281         /* Walk through all WGL pixel formats to find a match */
3282         for (i = 0; i < adapter->cfg_count; ++i)
3283         {
3284             const struct wined3d_pixel_format *cfg = &adapter->cfgs[i];
3285             if (wined3d_check_pixel_format_color(&adapter->gl_info, cfg, display_format)
3286                     && wined3d_check_pixel_format_depth(&adapter->gl_info, cfg, ds_format))
3287                 return TRUE;
3288         }
3289     }
3290
3291     return FALSE;
3292 }
3293
3294 static BOOL CheckFilterCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3295 {
3296     /* The flags entry of a format contains the filtering capability */
3297     if ((format->flags & WINED3DFMT_FLAG_FILTERING)
3298             || !(adapter->gl_info.quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING))
3299         return TRUE;
3300
3301     return FALSE;
3302 }
3303
3304 /* Check the render target capabilities of a format */
3305 static BOOL CheckRenderTargetCapability(const struct wined3d_adapter *adapter,
3306         const struct wined3d_format *adapter_format, const struct wined3d_format *check_format)
3307 {
3308     /* Filter out non-RT formats */
3309     if (!(check_format->flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3310     if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
3311     {
3312         BYTE AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3313         BYTE CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3314         const struct wined3d_pixel_format *cfgs = adapter->cfgs;
3315         unsigned int i;
3316
3317         getColorBits(adapter_format, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3318         getColorBits(check_format, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3319
3320         /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3321          * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3322         if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3323             TRACE_(d3d_caps)("[FAILED]\n");
3324             return FALSE;
3325         }
3326
3327         /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3328          * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3329         for (i = 0; i < adapter->cfg_count; ++i)
3330         {
3331             if (cfgs[i].windowDrawable
3332                     && wined3d_check_pixel_format_color(&adapter->gl_info, &cfgs[i], check_format))
3333             {
3334                 TRACE_(d3d_caps)("Pixel format %d is compatible with format %s.\n",
3335                         cfgs[i].iPixelFormat, debug_d3dformat(check_format->id));
3336                 return TRUE;
3337             }
3338         }
3339     }
3340     else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3341     {
3342         /* For now return TRUE for FBOs until we have some proper checks.
3343          * Note that this function will only be called when the format is around for texturing. */
3344         return TRUE;
3345     }
3346     return FALSE;
3347 }
3348
3349 static BOOL CheckSrgbReadCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3350 {
3351     return format->flags & WINED3DFMT_FLAG_SRGB_READ;
3352 }
3353
3354 static BOOL CheckSrgbWriteCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3355 {
3356     /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3357      * doing the color fixup in shaders.
3358      * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3359     if (format->flags & WINED3DFMT_FLAG_SRGB_WRITE)
3360     {
3361         int vs_selected_mode;
3362         int ps_selected_mode;
3363         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3364
3365         if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3366             TRACE_(d3d_caps)("[OK]\n");
3367             return TRUE;
3368         }
3369     }
3370
3371     TRACE_(d3d_caps)("[FAILED] - sRGB writes not supported by format %s.\n", debug_d3dformat(format->id));
3372     return FALSE;
3373 }
3374
3375 /* Check if a format support blending in combination with pixel shaders */
3376 static BOOL CheckPostPixelShaderBlendingCapability(const struct wined3d_adapter *adapter,
3377         const struct wined3d_format *format)
3378 {
3379     /* The flags entry of a format contains the post pixel shader blending capability */
3380     if (format->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3381
3382     return FALSE;
3383 }
3384
3385 static BOOL CheckWrapAndMipCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3386 {
3387     /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3388      * but we have to report mipmapping so we cannot reject this flag. Tests show that
3389      * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3390      * that wrapping is supported. The lack of filtering will sort out the mipmapping
3391      * capability anyway.
3392      *
3393      * For now lets report this on all formats, but in the future we may want to
3394      * restrict it to some should games need that
3395      */
3396     return TRUE;
3397 }
3398
3399 /* Check if a texture format is supported on the given adapter */
3400 static BOOL CheckTextureCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3401 {
3402     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3403
3404     switch (format->id)
3405     {
3406         /*****
3407          *  supported: RGB(A) formats
3408          */
3409         case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3410         case WINED3DFMT_B8G8R8A8_UNORM:
3411         case WINED3DFMT_B8G8R8X8_UNORM:
3412         case WINED3DFMT_B5G6R5_UNORM:
3413         case WINED3DFMT_B5G5R5X1_UNORM:
3414         case WINED3DFMT_B5G5R5A1_UNORM:
3415         case WINED3DFMT_B4G4R4A4_UNORM:
3416         case WINED3DFMT_A8_UNORM:
3417         case WINED3DFMT_B4G4R4X4_UNORM:
3418         case WINED3DFMT_R8G8B8A8_UNORM:
3419         case WINED3DFMT_R8G8B8X8_UNORM:
3420         case WINED3DFMT_B10G10R10A2_UNORM:
3421         case WINED3DFMT_R10G10B10A2_UNORM:
3422         case WINED3DFMT_R16G16_UNORM:
3423             TRACE_(d3d_caps)("[OK]\n");
3424             return TRUE;
3425
3426         case WINED3DFMT_B2G3R3_UNORM:
3427             TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3428             return FALSE;
3429
3430         /*****
3431          *  Not supported: Palettized
3432          *  Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3433          *  Since it is not widely available, don't offer it. Further no Windows driver offers
3434          *  WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3435          */
3436         case WINED3DFMT_P8_UINT:
3437         case WINED3DFMT_P8_UINT_A8_UNORM:
3438             return FALSE;
3439
3440         /*****
3441          *  Supported: (Alpha)-Luminance
3442          */
3443         case WINED3DFMT_L8_UNORM:
3444         case WINED3DFMT_L8A8_UNORM:
3445         case WINED3DFMT_L16_UNORM:
3446             TRACE_(d3d_caps)("[OK]\n");
3447             return TRUE;
3448
3449         /* Not supported on Windows, thus disabled */
3450         case WINED3DFMT_L4A4_UNORM:
3451             TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3452             return FALSE;
3453
3454         /*****
3455          *  Supported: Depth/Stencil formats
3456          */
3457         case WINED3DFMT_D16_LOCKABLE:
3458         case WINED3DFMT_D16_UNORM:
3459         case WINED3DFMT_X8D24_UNORM:
3460         case WINED3DFMT_D24_UNORM_S8_UINT:
3461         case WINED3DFMT_S8_UINT_D24_FLOAT:
3462         case WINED3DFMT_D32_UNORM:
3463         case WINED3DFMT_D32_FLOAT:
3464             return TRUE;
3465
3466         case WINED3DFMT_INTZ:
3467             if (gl_info->supported[EXT_PACKED_DEPTH_STENCIL]
3468                     || gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3469                 return TRUE;
3470             return FALSE;
3471
3472         /* Not supported on Windows */
3473         case WINED3DFMT_S1_UINT_D15_UNORM:
3474         case WINED3DFMT_S4X4_UINT_D24_UNORM:
3475             TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3476             return FALSE;
3477
3478         /*****
3479          *  Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3480          *  GL_NV_texture_shader). Emulated by shaders
3481          */
3482         case WINED3DFMT_R8G8_SNORM:
3483         case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3484         case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3485         case WINED3DFMT_R8G8B8A8_SNORM:
3486         case WINED3DFMT_R16G16_SNORM:
3487             /* Ask the shader backend if it can deal with the conversion. If
3488              * we've got a GL extension giving native support this will be an
3489              * identity conversion. */
3490             if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup))
3491             {
3492                 TRACE_(d3d_caps)("[OK]\n");
3493                 return TRUE;
3494             }
3495             TRACE_(d3d_caps)("[FAILED]\n");
3496             return FALSE;
3497
3498         case WINED3DFMT_DXT1:
3499         case WINED3DFMT_DXT2:
3500         case WINED3DFMT_DXT3:
3501         case WINED3DFMT_DXT4:
3502         case WINED3DFMT_DXT5:
3503             if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3504             {
3505                 TRACE_(d3d_caps)("[OK]\n");
3506                 return TRUE;
3507             }
3508             TRACE_(d3d_caps)("[FAILED]\n");
3509             return FALSE;
3510
3511
3512         /*****
3513          *  Odd formats - not supported
3514          */
3515         case WINED3DFMT_VERTEXDATA:
3516         case WINED3DFMT_R16_UINT:
3517         case WINED3DFMT_R32_UINT:
3518         case WINED3DFMT_R16G16B16A16_SNORM:
3519         case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3520         case WINED3DFMT_R10G11B11_SNORM:
3521         case WINED3DFMT_R16:
3522         case WINED3DFMT_AL16:
3523             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3524             return FALSE;
3525
3526         /*****
3527          *  WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3528          */
3529         case WINED3DFMT_R8G8_SNORM_Cx:
3530             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3531             return FALSE;
3532
3533         /* YUV formats */
3534         case WINED3DFMT_UYVY:
3535         case WINED3DFMT_YUY2:
3536             if (gl_info->supported[APPLE_YCBCR_422])
3537             {
3538                 TRACE_(d3d_caps)("[OK]\n");
3539                 return TRUE;
3540             }
3541             TRACE_(d3d_caps)("[FAILED]\n");
3542             return FALSE;
3543         case WINED3DFMT_YV12:
3544             TRACE_(d3d_caps)("[FAILED]\n");
3545             return FALSE;
3546
3547         case WINED3DFMT_R16G16B16A16_UNORM:
3548             if (gl_info->quirks & WINED3D_QUIRK_BROKEN_RGBA16)
3549             {
3550                 TRACE_(d3d_caps)("[FAILED]\n");
3551                 return FALSE;
3552             }
3553             TRACE_(d3d_caps)("[OK]\n");
3554             return TRUE;
3555
3556             /* Not supported */
3557         case WINED3DFMT_B2G3R3A8_UNORM:
3558             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3559             return FALSE;
3560
3561             /* Floating point formats */
3562         case WINED3DFMT_R16_FLOAT:
3563         case WINED3DFMT_R16G16_FLOAT:
3564         case WINED3DFMT_R16G16B16A16_FLOAT:
3565             if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3566             {
3567                 TRACE_(d3d_caps)("[OK]\n");
3568                 return TRUE;
3569             }
3570             TRACE_(d3d_caps)("[FAILED]\n");
3571             return FALSE;
3572
3573         case WINED3DFMT_R32_FLOAT:
3574         case WINED3DFMT_R32G32_FLOAT:
3575         case WINED3DFMT_R32G32B32A32_FLOAT:
3576             if (gl_info->supported[ARB_TEXTURE_FLOAT])
3577             {
3578                 TRACE_(d3d_caps)("[OK]\n");
3579                 return TRUE;
3580             }
3581             TRACE_(d3d_caps)("[FAILED]\n");
3582             return FALSE;
3583
3584         /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3585          * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3586          * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3587          * We can do instancing with all shader versions, but we need vertex shaders.
3588          *
3589          * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3590          * to enable instancing. WineD3D doesn't need that and just ignores it.
3591          *
3592          * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3593          */
3594         case WINED3DFMT_INST:
3595             TRACE("ATI Instancing check hack\n");
3596             if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3597             {
3598                 TRACE_(d3d_caps)("[OK]\n");
3599                 return TRUE;
3600             }
3601             TRACE_(d3d_caps)("[FAILED]\n");
3602             return FALSE;
3603
3604         /* Some weird FOURCC formats */
3605         case WINED3DFMT_R8G8_B8G8:
3606         case WINED3DFMT_G8R8_G8B8:
3607         case WINED3DFMT_MULTI2_ARGB8:
3608             TRACE_(d3d_caps)("[FAILED]\n");
3609             return FALSE;
3610
3611         /* Vendor specific formats */
3612         case WINED3DFMT_ATI2N:
3613             if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3614                     || gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
3615             {
3616                 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3617                         && adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3618                 {
3619                     TRACE_(d3d_caps)("[OK]\n");
3620                     return TRUE;
3621                 }
3622
3623                 TRACE_(d3d_caps)("[OK]\n");
3624                 return TRUE;
3625             }
3626             TRACE_(d3d_caps)("[FAILED]\n");
3627             return FALSE;
3628
3629         /* Depth bound test. To query if the card supports it CheckDeviceFormat with the special
3630          * format MAKEFOURCC('N','V','D','B') is used.
3631          * It is enabled by setting D3DRS_ADAPTIVETESS_X render state to MAKEFOURCC('N','V','D','B') and
3632          * then controlled by setting D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax)
3633          * to test value.
3634          */
3635         case WINED3DFMT_NVDB:
3636             if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
3637             {
3638                 TRACE_(d3d_caps)("[OK]\n");
3639                 return TRUE;
3640             }
3641             TRACE_(d3d_caps)("[FAILED]\n");
3642             return FALSE;
3643
3644         case WINED3DFMT_NVHU:
3645         case WINED3DFMT_NVHS:
3646             /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3647              * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3648              * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3649              * ATI refused to support formats which can easily be emulated with pixel shaders, so
3650              * Applications have to deal with not having NVHS and NVHU.
3651              */
3652             TRACE_(d3d_caps)("[FAILED]\n");
3653             return FALSE;
3654
3655         case WINED3DFMT_NULL:
3656             if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3657                 return TRUE;
3658             return FALSE;
3659
3660         case WINED3DFMT_UNKNOWN:
3661             return FALSE;
3662
3663         default:
3664             ERR("Unhandled format %s.\n", debug_d3dformat(format->id));
3665             break;
3666     }
3667     return FALSE;
3668 }
3669
3670 static BOOL CheckSurfaceCapability(const struct wined3d_adapter *adapter,
3671         const struct wined3d_format *adapter_format,
3672         const struct wined3d_format *check_format,
3673         WINED3DSURFTYPE SurfaceType)
3674 {
3675     if (SurfaceType == SURFACE_GDI)
3676     {
3677         switch (check_format->id)
3678         {
3679             case WINED3DFMT_B8G8R8_UNORM:
3680             case WINED3DFMT_B8G8R8A8_UNORM:
3681             case WINED3DFMT_B8G8R8X8_UNORM:
3682             case WINED3DFMT_B5G6R5_UNORM:
3683             case WINED3DFMT_B5G5R5X1_UNORM:
3684             case WINED3DFMT_B5G5R5A1_UNORM:
3685             case WINED3DFMT_B4G4R4A4_UNORM:
3686             case WINED3DFMT_B2G3R3_UNORM:
3687             case WINED3DFMT_A8_UNORM:
3688             case WINED3DFMT_B2G3R3A8_UNORM:
3689             case WINED3DFMT_B4G4R4X4_UNORM:
3690             case WINED3DFMT_R10G10B10A2_UNORM:
3691             case WINED3DFMT_R8G8B8A8_UNORM:
3692             case WINED3DFMT_R8G8B8X8_UNORM:
3693             case WINED3DFMT_R16G16_UNORM:
3694             case WINED3DFMT_B10G10R10A2_UNORM:
3695             case WINED3DFMT_R16G16B16A16_UNORM:
3696             case WINED3DFMT_P8_UINT:
3697                 TRACE_(d3d_caps)("[OK]\n");
3698                 return TRUE;
3699             default:
3700                 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3701                 return FALSE;
3702         }
3703     }
3704
3705     /* All format that are supported for textures are supported for surfaces as well */
3706     if (CheckTextureCapability(adapter, check_format)) return TRUE;
3707     /* All depth stencil formats are supported on surfaces */
3708     if (CheckDepthStencilCapability(adapter, adapter_format, check_format)) return TRUE;
3709
3710     /* If opengl can't process the format natively, the blitter may be able to convert it */
3711     if (adapter->blitter->blit_supported(&adapter->gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
3712             NULL, WINED3DPOOL_DEFAULT, 0, check_format,
3713             NULL, WINED3DPOOL_DEFAULT, 0, adapter_format))
3714     {
3715         TRACE_(d3d_caps)("[OK]\n");
3716         return TRUE;
3717     }
3718
3719     /* Reject other formats */
3720     TRACE_(d3d_caps)("[FAILED]\n");
3721     return FALSE;
3722 }
3723
3724 static BOOL CheckVertexTextureCapability(const struct wined3d_adapter *adapter,
3725         const struct wined3d_format *format)
3726 {
3727     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3728
3729     if (!gl_info->limits.vertex_samplers || !(format->flags & WINED3DFMT_FLAG_VTF))
3730         return FALSE;
3731
3732     switch (format->id)
3733     {
3734         case WINED3DFMT_R32G32B32A32_FLOAT:
3735         case WINED3DFMT_R32_FLOAT:
3736             return TRUE;
3737         default:
3738             return !(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING);
3739     }
3740 }
3741
3742 HRESULT CDECL wined3d_check_device_format(const struct wined3d *wined3d, UINT adapter_idx,
3743         WINED3DDEVTYPE device_type, enum wined3d_format_id adapter_format_id, DWORD usage,
3744         WINED3DRESOURCETYPE resource_type, enum wined3d_format_id check_format_id, WINED3DSURFTYPE surface_type)
3745 {
3746     const struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
3747     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3748     const struct wined3d_format *adapter_format = wined3d_get_format(gl_info, adapter_format_id);
3749     const struct wined3d_format *format = wined3d_get_format(gl_info, check_format_id);
3750     DWORD usage_caps = 0;
3751
3752     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, adapter_format %s, usage %s, %s,\n"
3753             "resource_type %s, check_format %s, surface_type %#x.\n",
3754             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(adapter_format_id),
3755             debug_d3dusage(usage), debug_d3dusagequery(usage), debug_d3dresourcetype(resource_type),
3756             debug_d3dformat(check_format_id), surface_type);
3757
3758     if (adapter_idx >= wined3d->adapter_count)
3759         return WINED3DERR_INVALIDCALL;
3760
3761     switch (resource_type)
3762     {
3763         case WINED3DRTYPE_CUBETEXTURE:
3764             /* Cubetexture allows:
3765              *      - WINED3DUSAGE_AUTOGENMIPMAP
3766              *      - WINED3DUSAGE_DEPTHSTENCIL
3767              *      - WINED3DUSAGE_DYNAMIC
3768              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3769              *      - WINED3DUSAGE_RENDERTARGET
3770              *      - WINED3DUSAGE_SOFTWAREPROCESSING
3771              *      - WINED3DUSAGE_QUERY_WRAPANDMIP
3772              */
3773             if (surface_type != SURFACE_OPENGL)
3774             {
3775                 TRACE_(d3d_caps)("[FAILED]\n");
3776                 return WINED3DERR_NOTAVAILABLE;
3777             }
3778
3779             if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3780             {
3781                 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3782                 return WINED3DERR_NOTAVAILABLE;
3783             }
3784
3785             if (!CheckTextureCapability(adapter, format))
3786             {
3787                 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3788                 return WINED3DERR_NOTAVAILABLE;
3789             }
3790
3791             if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
3792             {
3793                 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3794                     /* When autogenmipmap isn't around continue and return
3795                      * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3796                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3797                 else
3798                     usage_caps |= WINED3DUSAGE_AUTOGENMIPMAP;
3799             }
3800
3801             /* Always report dynamic locking. */
3802             if (usage & WINED3DUSAGE_DYNAMIC)
3803                 usage_caps |= WINED3DUSAGE_DYNAMIC;
3804
3805             if (usage & WINED3DUSAGE_RENDERTARGET)
3806             {
3807                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3808                 {
3809                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3810                     return WINED3DERR_NOTAVAILABLE;
3811                 }
3812                 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3813             }
3814
3815             /* Always report software processing. */
3816             if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3817                 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3818
3819             if (usage & WINED3DUSAGE_QUERY_FILTER)
3820             {
3821                 if (!CheckFilterCapability(adapter, format))
3822                 {
3823                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3824                     return WINED3DERR_NOTAVAILABLE;
3825                 }
3826                 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
3827             }
3828
3829             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3830             {
3831                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3832                 {
3833                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3834                     return WINED3DERR_NOTAVAILABLE;
3835                 }
3836                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3837             }
3838
3839             if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
3840             {
3841                 if (!CheckSrgbReadCapability(adapter, format))
3842                 {
3843                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3844                     return WINED3DERR_NOTAVAILABLE;
3845                 }
3846                 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
3847             }
3848
3849             if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3850             {
3851                 if (!CheckSrgbWriteCapability(adapter, format))
3852                 {
3853                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3854                     return WINED3DERR_NOTAVAILABLE;
3855                 }
3856                 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3857             }
3858
3859             if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3860             {
3861                 if (!CheckVertexTextureCapability(adapter, format))
3862                 {
3863                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3864                     return WINED3DERR_NOTAVAILABLE;
3865                 }
3866                 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3867             }
3868
3869             if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3870             {
3871                 if (!CheckWrapAndMipCapability(adapter, format))
3872                 {
3873                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3874                     return WINED3DERR_NOTAVAILABLE;
3875                 }
3876                 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3877             }
3878             break;
3879
3880         case WINED3DRTYPE_SURFACE:
3881             /* Surface allows:
3882              *      - WINED3DUSAGE_DEPTHSTENCIL
3883              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3884              *      - WINED3DUSAGE_RENDERTARGET
3885              */
3886             if (!CheckSurfaceCapability(adapter, adapter_format, format, surface_type))
3887             {
3888                 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3889                 return WINED3DERR_NOTAVAILABLE;
3890             }
3891
3892             if (usage & WINED3DUSAGE_DEPTHSTENCIL)
3893             {
3894                 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3895                 {
3896                     TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3897                     return WINED3DERR_NOTAVAILABLE;
3898                 }
3899                 usage_caps |= WINED3DUSAGE_DEPTHSTENCIL;
3900             }
3901
3902             if (usage & WINED3DUSAGE_RENDERTARGET)
3903             {
3904                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3905                 {
3906                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3907                     return WINED3DERR_NOTAVAILABLE;
3908                 }
3909                 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3910             }
3911
3912             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3913             {
3914                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3915                 {
3916                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3917                     return WINED3DERR_NOTAVAILABLE;
3918                 }
3919                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3920             }
3921             break;
3922
3923         case WINED3DRTYPE_TEXTURE:
3924             /* Texture allows:
3925              *      - WINED3DUSAGE_AUTOGENMIPMAP
3926              *      - WINED3DUSAGE_DEPTHSTENCIL
3927              *      - WINED3DUSAGE_DMAP
3928              *      - WINED3DUSAGE_DYNAMIC
3929              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3930              *      - WINED3DUSAGE_RENDERTARGET
3931              *      - WINED3DUSAGE_SOFTWAREPROCESSING
3932              *      - WINED3DUSAGE_TEXTAPI (d3d9ex)
3933              *      - WINED3DUSAGE_QUERY_WRAPANDMIP
3934              */
3935             if (surface_type != SURFACE_OPENGL)
3936             {
3937                 TRACE_(d3d_caps)("[FAILED]\n");
3938                 return WINED3DERR_NOTAVAILABLE;
3939             }
3940
3941             if (!CheckTextureCapability(adapter, format))
3942             {
3943                 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3944                 return WINED3DERR_NOTAVAILABLE;
3945             }
3946
3947             if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
3948             {
3949                 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3950                     /* When autogenmipmap isn't around continue and return
3951                      * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3952                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3953                 else
3954                     usage_caps |= WINED3DUSAGE_AUTOGENMIPMAP;
3955             }
3956
3957             /* Always report dynamic locking. */
3958             if (usage & WINED3DUSAGE_DYNAMIC)
3959                 usage_caps |= WINED3DUSAGE_DYNAMIC;
3960
3961             if (usage & WINED3DUSAGE_RENDERTARGET)
3962             {
3963                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3964                 {
3965                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3966                     return WINED3DERR_NOTAVAILABLE;
3967                 }
3968                 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3969             }
3970
3971             /* Always report software processing. */
3972             if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3973                 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3974
3975             if (usage & WINED3DUSAGE_QUERY_FILTER)
3976             {
3977                 if (!CheckFilterCapability(adapter, format))
3978                 {
3979                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3980                     return WINED3DERR_NOTAVAILABLE;
3981                 }
3982                 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
3983             }
3984
3985             if (usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
3986             {
3987                 if (!CheckBumpMapCapability(adapter, format))
3988                 {
3989                     TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3990                     return WINED3DERR_NOTAVAILABLE;
3991                 }
3992                 usage_caps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3993             }
3994
3995             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3996             {
3997                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3998                 {
3999                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4000                     return WINED3DERR_NOTAVAILABLE;
4001                 }
4002                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4003             }
4004
4005             if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
4006             {
4007                 if (!CheckSrgbReadCapability(adapter, format))
4008                 {
4009                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4010                     return WINED3DERR_NOTAVAILABLE;
4011                 }
4012                 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
4013             }
4014
4015             if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4016             {
4017                 if (!CheckSrgbWriteCapability(adapter, format))
4018                 {
4019                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4020                     return WINED3DERR_NOTAVAILABLE;
4021                 }
4022                 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4023             }
4024
4025             if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4026             {
4027                 if (!CheckVertexTextureCapability(adapter, format))
4028                 {
4029                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4030                     return WINED3DERR_NOTAVAILABLE;
4031                 }
4032                 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4033             }
4034
4035             if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4036             {
4037                 if (!CheckWrapAndMipCapability(adapter, format))
4038                 {
4039                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4040                     return WINED3DERR_NOTAVAILABLE;
4041                 }
4042                 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4043             }
4044
4045             if (usage & WINED3DUSAGE_DEPTHSTENCIL)
4046             {
4047                 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
4048                 {
4049                     TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
4050                     return WINED3DERR_NOTAVAILABLE;
4051                 }
4052                 if ((format->flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
4053                 {
4054                     TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
4055                     return WINED3DERR_NOTAVAILABLE;
4056                 }
4057                 usage_caps |= WINED3DUSAGE_DEPTHSTENCIL;
4058             }
4059             break;
4060
4061         case WINED3DRTYPE_VOLUMETEXTURE:
4062         case WINED3DRTYPE_VOLUME:
4063             /* Volume is to VolumeTexture what Surface is to Texture, but its
4064              * usage caps are not documented. Most driver seem to offer
4065              * (nearly) the same on Volume and VolumeTexture, so do that too.
4066              *
4067              * Volumetexture allows:
4068              *      - D3DUSAGE_DYNAMIC
4069              *      - D3DUSAGE_NONSECURE (d3d9ex)
4070              *      - D3DUSAGE_SOFTWAREPROCESSING
4071              *      - D3DUSAGE_QUERY_WRAPANDMIP
4072              */
4073             if (surface_type != SURFACE_OPENGL)
4074             {
4075                 TRACE_(d3d_caps)("[FAILED]\n");
4076                 return WINED3DERR_NOTAVAILABLE;
4077             }
4078
4079             if (!gl_info->supported[EXT_TEXTURE3D])
4080             {
4081                 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
4082                 return WINED3DERR_NOTAVAILABLE;
4083             }
4084
4085             if (!CheckTextureCapability(adapter, format))
4086             {
4087                 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
4088                 return WINED3DERR_NOTAVAILABLE;
4089             }
4090
4091             /* Filter formats that need conversion; For one part, this
4092              * conversion is unimplemented, and volume textures are huge, so
4093              * it would be a big performance hit. Unless we hit an application
4094              * needing one of those formats, don't advertize them to avoid
4095              * leading applications into temptation. The windows drivers don't
4096              * support most of those formats on volumes anyway, except for
4097              * WINED3DFMT_R32_FLOAT. */
4098             switch (check_format_id)
4099             {
4100                 case WINED3DFMT_P8_UINT:
4101                 case WINED3DFMT_L4A4_UNORM:
4102                 case WINED3DFMT_R32_FLOAT:
4103                 case WINED3DFMT_R16_FLOAT:
4104                 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
4105                 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
4106                 case WINED3DFMT_R16G16_UNORM:
4107                     TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4108                     return WINED3DERR_NOTAVAILABLE;
4109
4110                 case WINED3DFMT_R8G8B8A8_SNORM:
4111                 case WINED3DFMT_R16G16_SNORM:
4112                     if (!gl_info->supported[NV_TEXTURE_SHADER])
4113                     {
4114                         TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4115                         return WINED3DERR_NOTAVAILABLE;
4116                     }
4117                     break;
4118
4119                 case WINED3DFMT_R8G8_SNORM:
4120                     if (!gl_info->supported[NV_TEXTURE_SHADER])
4121                     {
4122                         TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4123                         return WINED3DERR_NOTAVAILABLE;
4124                     }
4125                     break;
4126
4127                 case WINED3DFMT_DXT1:
4128                 case WINED3DFMT_DXT2:
4129                 case WINED3DFMT_DXT3:
4130                 case WINED3DFMT_DXT4:
4131                 case WINED3DFMT_DXT5:
4132                     /* The GL_EXT_texture_compression_s3tc spec requires that
4133                      * loading an s3tc compressed texture results in an error.
4134                      * While the D3D refrast does support s3tc volumes, at
4135                      * least the nvidia windows driver does not, so we're free
4136                      * not to support this format. */
4137                     TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4138                     return WINED3DERR_NOTAVAILABLE;
4139
4140                 default:
4141                     /* Do nothing, continue with checking the format below */
4142                     break;
4143             }
4144
4145             /* Always report dynamic locking. */
4146             if (usage & WINED3DUSAGE_DYNAMIC)
4147                 usage_caps |= WINED3DUSAGE_DYNAMIC;
4148
4149             /* Always report software processing. */
4150             if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4151                 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4152
4153             if (usage & WINED3DUSAGE_QUERY_FILTER)
4154             {
4155                 if (!CheckFilterCapability(adapter, format))
4156                 {
4157                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
4158                     return WINED3DERR_NOTAVAILABLE;
4159                 }
4160                 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
4161             }
4162
4163             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
4164             {
4165                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
4166                 {
4167                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4168                     return WINED3DERR_NOTAVAILABLE;
4169                 }
4170                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4171             }
4172
4173             if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
4174             {
4175                 if (!CheckSrgbReadCapability(adapter, format))
4176                 {
4177                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4178                     return WINED3DERR_NOTAVAILABLE;
4179                 }
4180                 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
4181             }
4182
4183             if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4184             {
4185                 if (!CheckSrgbWriteCapability(adapter, format))
4186                 {
4187                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4188                     return WINED3DERR_NOTAVAILABLE;
4189                 }
4190                 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4191             }
4192
4193             if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4194             {
4195                 if (!CheckVertexTextureCapability(adapter, format))
4196                 {
4197                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4198                     return WINED3DERR_NOTAVAILABLE;
4199                 }
4200                 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4201             }
4202
4203             if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4204             {
4205                 if (!CheckWrapAndMipCapability(adapter, format))
4206                 {
4207                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4208                     return WINED3DERR_NOTAVAILABLE;
4209                 }
4210                 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4211             }
4212             break;
4213
4214         default:
4215             FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(resource_type));
4216             return WINED3DERR_NOTAVAILABLE;
4217     }
4218
4219     /* When the usage_caps exactly matches usage return WINED3D_OK except for
4220      * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4221      * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4222     if (usage_caps == usage)
4223         return WINED3D_OK;
4224     if (usage_caps == (usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4225         return WINED3DOK_NOAUTOGEN;
4226
4227     TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for format %s and resource_type %s but only %#x is available.\n",
4228             usage, debug_d3dformat(check_format_id), debug_d3dresourcetype(resource_type), usage_caps);
4229
4230     return WINED3DERR_NOTAVAILABLE;
4231 }
4232
4233 HRESULT CDECL wined3d_check_device_format_conversion(const struct wined3d *wined3d, UINT adapter_idx,
4234         WINED3DDEVTYPE device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format)
4235 {
4236     FIXME("wined3d %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4237             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4238             debug_d3dformat(dst_format));
4239
4240     return WINED3D_OK;
4241 }
4242
4243 HRESULT CDECL wined3d_check_device_type(const struct wined3d *wined3d, UINT adapter_idx, WINED3DDEVTYPE device_type,
4244         enum wined3d_format_id display_format, enum wined3d_format_id backbuffer_format, BOOL windowed)
4245 {
4246     UINT mode_count;
4247     HRESULT hr;
4248
4249     TRACE("wined3d %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
4250             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(display_format),
4251             debug_d3dformat(backbuffer_format), windowed);
4252
4253     if (adapter_idx >= wined3d->adapter_count)
4254         return WINED3DERR_INVALIDCALL;
4255
4256     /* The task of this function is to check whether a certain display / backbuffer format
4257      * combination is available on the given adapter. In fullscreen mode microsoft specified
4258      * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
4259      * and display format should match exactly.
4260      * In windowed mode format conversion can occur and this depends on the driver. When format
4261      * conversion is done, this function should nevertheless fail and applications need to use
4262      * CheckDeviceFormatConversion.
4263      * At the moment we assume that fullscreen and windowed have the same capabilities. */
4264
4265     /* There are only 4 display formats. */
4266     if (!(display_format == WINED3DFMT_B5G6R5_UNORM
4267             || display_format == WINED3DFMT_B5G5R5X1_UNORM
4268             || display_format == WINED3DFMT_B8G8R8X8_UNORM
4269             || display_format == WINED3DFMT_B10G10R10A2_UNORM))
4270     {
4271         TRACE_(d3d_caps)("Format %s is not supported as display format.\n", debug_d3dformat(display_format));
4272         return WINED3DERR_NOTAVAILABLE;
4273     }
4274
4275     /* If the requested display format is not available, don't continue. */
4276     mode_count = wined3d_get_adapter_mode_count(wined3d, adapter_idx, display_format);
4277     if (!mode_count)
4278     {
4279         TRACE_(d3d_caps)("No available modes for display format %s.\n", debug_d3dformat(display_format));
4280         return WINED3DERR_NOTAVAILABLE;
4281     }
4282
4283     /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbuffer format,
4284      * it means 'reuse' the display format for the backbuffer. */
4285     if (!windowed && backbuffer_format == WINED3DFMT_UNKNOWN)
4286     {
4287         TRACE_(d3d_caps)("backbuffer_format WINED3FMT_UNKNOWN only available in windowed mode.\n");
4288         return WINED3DERR_NOTAVAILABLE;
4289     }
4290
4291     /* In FULLSCREEN mode WINED3DFMT_B5G6R5_UNORM can only be mixed with
4292      * backbuffer format WINED3DFMT_B5G6R5_UNORM. */
4293     if (display_format == WINED3DFMT_B5G6R5_UNORM && backbuffer_format != WINED3DFMT_B5G6R5_UNORM)
4294     {
4295         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4296                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4297         return WINED3DERR_NOTAVAILABLE;
4298     }
4299
4300     /* In FULLSCREEN mode WINED3DFMT_B5G5R5X1_UNORM can only be mixed with
4301      * backbuffer formats WINED3DFMT_B5G5R5X1_UNORM and
4302      * WINED3DFMT_B5G5R5A1_UNORM. */
4303     if (display_format == WINED3DFMT_B5G5R5X1_UNORM
4304             && !(backbuffer_format == WINED3DFMT_B5G5R5X1_UNORM || backbuffer_format == WINED3DFMT_B5G5R5A1_UNORM))
4305     {
4306         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4307                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4308         return WINED3DERR_NOTAVAILABLE;
4309     }
4310
4311     /* In FULLSCREEN mode WINED3DFMT_B8G8R8X8_UNORM can only be mixed with
4312      * backbuffer formats WINED3DFMT_B8G8R8X8_UNORM and
4313      * WINED3DFMT_B8G8R8A8_UNORM. */
4314     if (display_format == WINED3DFMT_B8G8R8X8_UNORM
4315             && !(backbuffer_format == WINED3DFMT_B8G8R8X8_UNORM || backbuffer_format == WINED3DFMT_B8G8R8A8_UNORM))
4316     {
4317         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4318                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4319         return WINED3DERR_NOTAVAILABLE;
4320     }
4321
4322     /* WINED3DFMT_B10G10R10A2_UNORM is only allowed in fullscreen mode and it
4323      * can only be mixed with backbuffer format WINED3DFMT_B10G10R10A2_UNORM. */
4324     if (display_format == WINED3DFMT_B10G10R10A2_UNORM
4325             && (backbuffer_format != WINED3DFMT_B10G10R10A2_UNORM || windowed))
4326     {
4327         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4328                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4329         return WINED3DERR_NOTAVAILABLE;
4330     }
4331
4332     /* Use CheckDeviceFormat to see if the backbuffer_format is usable with the given display_format */
4333     hr = wined3d_check_device_format(wined3d, adapter_idx, device_type, display_format,
4334             WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, backbuffer_format, SURFACE_OPENGL);
4335     if (FAILED(hr))
4336         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4337                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4338
4339     return hr;
4340 }
4341
4342 HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapter_idx,
4343         WINED3DDEVTYPE device_type, WINED3DCAPS *caps)
4344 {
4345     const struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
4346     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4347     int vs_selected_mode;
4348     int ps_selected_mode;
4349     struct shader_caps shader_caps;
4350     struct fragment_caps fragment_caps;
4351     DWORD ckey_caps, blit_caps, fx_caps, pal_caps;
4352
4353     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, caps %p.\n",
4354             wined3d, adapter_idx, debug_d3ddevicetype(device_type), caps);
4355
4356     if (adapter_idx >= wined3d->adapter_count)
4357         return WINED3DERR_INVALIDCALL;
4358
4359     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4360
4361     /* ------------------------------------------------
4362        The following fields apply to both d3d8 and d3d9
4363        ------------------------------------------------ */
4364     /* Not quite true, but use h/w supported by opengl I suppose */
4365     caps->DeviceType               = (device_type == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF;
4366     caps->AdapterOrdinal           = adapter_idx;
4367
4368     caps->Caps                     = 0;
4369     caps->Caps2                    = WINED3DCAPS2_CANRENDERWINDOWED |
4370                                      WINED3DCAPS2_FULLSCREENGAMMA |
4371                                      WINED3DCAPS2_DYNAMICTEXTURES;
4372     if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4373         caps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4374
4375     caps->Caps3                    = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4376                                      WINED3DCAPS3_COPY_TO_VIDMEM                   |
4377                                      WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4378
4379     caps->PresentationIntervals    = WINED3DPRESENT_INTERVAL_IMMEDIATE  |
4380                                      WINED3DPRESENT_INTERVAL_ONE;
4381
4382     caps->CursorCaps               = WINED3DCURSORCAPS_COLOR            |
4383                                      WINED3DCURSORCAPS_LOWRES;
4384
4385     caps->DevCaps                  = WINED3DDEVCAPS_FLOATTLVERTEX       |
4386                                      WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4387                                      WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4388                                      WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4389                                      WINED3DDEVCAPS_DRAWPRIMTLVERTEX    |
4390                                      WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4391                                      WINED3DDEVCAPS_EXECUTEVIDEOMEMORY  |
4392                                      WINED3DDEVCAPS_PUREDEVICE          |
4393                                      WINED3DDEVCAPS_HWRASTERIZATION     |
4394                                      WINED3DDEVCAPS_TEXTUREVIDEOMEMORY  |
4395                                      WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4396                                      WINED3DDEVCAPS_CANRENDERAFTERFLIP  |
4397                                      WINED3DDEVCAPS_DRAWPRIMITIVES2     |
4398                                      WINED3DDEVCAPS_DRAWPRIMITIVES2EX   |
4399                                      WINED3DDEVCAPS_RTPATCHES;
4400
4401     caps->PrimitiveMiscCaps        = WINED3DPMISCCAPS_CULLNONE              |
4402                                      WINED3DPMISCCAPS_CULLCCW               |
4403                                      WINED3DPMISCCAPS_CULLCW                |
4404                                      WINED3DPMISCCAPS_COLORWRITEENABLE      |
4405                                      WINED3DPMISCCAPS_CLIPTLVERTS           |
4406                                      WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4407                                      WINED3DPMISCCAPS_MASKZ                 |
4408                                      WINED3DPMISCCAPS_BLENDOP               |
4409                                      WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4410                                     /* TODO:
4411                                         WINED3DPMISCCAPS_NULLREFERENCE
4412                                         WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4413                                         WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4414                                         WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4415
4416     if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4417         caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4418     if (gl_info->supported[EXT_DRAW_BUFFERS2])
4419         caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4420
4421     caps->RasterCaps               = WINED3DPRASTERCAPS_DITHER    |
4422                                      WINED3DPRASTERCAPS_PAT       |
4423                                      WINED3DPRASTERCAPS_WFOG      |
4424                                      WINED3DPRASTERCAPS_ZFOG      |
4425                                      WINED3DPRASTERCAPS_FOGVERTEX |
4426                                      WINED3DPRASTERCAPS_FOGTABLE  |
4427                                      WINED3DPRASTERCAPS_STIPPLE   |
4428                                      WINED3DPRASTERCAPS_SUBPIXEL  |
4429                                      WINED3DPRASTERCAPS_ZTEST     |
4430                                      WINED3DPRASTERCAPS_SCISSORTEST   |
4431                                      WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4432                                      WINED3DPRASTERCAPS_DEPTHBIAS;
4433
4434     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4435     {
4436         caps->RasterCaps  |= WINED3DPRASTERCAPS_ANISOTROPY    |
4437                              WINED3DPRASTERCAPS_ZBIAS         |
4438                              WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4439     }
4440     if (gl_info->supported[NV_FOG_DISTANCE])
4441     {
4442         caps->RasterCaps          |= WINED3DPRASTERCAPS_FOGRANGE;
4443     }
4444                         /* FIXME Add:
4445                            WINED3DPRASTERCAPS_COLORPERSPECTIVE
4446                            WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4447                            WINED3DPRASTERCAPS_ANTIALIASEDGES
4448                            WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4449                            WINED3DPRASTERCAPS_WBUFFER */
4450
4451     caps->ZCmpCaps =  WINED3DPCMPCAPS_ALWAYS       |
4452                       WINED3DPCMPCAPS_EQUAL        |
4453                       WINED3DPCMPCAPS_GREATER      |
4454                       WINED3DPCMPCAPS_GREATEREQUAL |
4455                       WINED3DPCMPCAPS_LESS         |
4456                       WINED3DPCMPCAPS_LESSEQUAL    |
4457                       WINED3DPCMPCAPS_NEVER        |
4458                       WINED3DPCMPCAPS_NOTEQUAL;
4459
4460     caps->SrcBlendCaps  =  WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4461                            WINED3DPBLENDCAPS_BOTHSRCALPHA    |
4462                            WINED3DPBLENDCAPS_DESTALPHA       |
4463                            WINED3DPBLENDCAPS_DESTCOLOR       |
4464                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4465                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4466                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4467                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4468                            WINED3DPBLENDCAPS_ONE             |
4469                            WINED3DPBLENDCAPS_SRCALPHA        |
4470                            WINED3DPBLENDCAPS_SRCALPHASAT     |
4471                            WINED3DPBLENDCAPS_SRCCOLOR        |
4472                            WINED3DPBLENDCAPS_ZERO;
4473
4474     caps->DestBlendCaps =  WINED3DPBLENDCAPS_DESTALPHA       |
4475                            WINED3DPBLENDCAPS_DESTCOLOR       |
4476                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4477                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4478                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4479                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4480                            WINED3DPBLENDCAPS_ONE             |
4481                            WINED3DPBLENDCAPS_SRCALPHA        |
4482                            WINED3DPBLENDCAPS_SRCCOLOR        |
4483                            WINED3DPBLENDCAPS_ZERO;
4484     /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4485      * according to the glBlendFunc manpage
4486      *
4487      * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4488      * legacy settings for srcblend only
4489      */
4490
4491     if (gl_info->supported[EXT_BLEND_COLOR])
4492     {
4493         caps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4494         caps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4495     }
4496
4497
4498     caps->AlphaCmpCaps  = WINED3DPCMPCAPS_ALWAYS       |
4499                           WINED3DPCMPCAPS_EQUAL        |
4500                           WINED3DPCMPCAPS_GREATER      |
4501                           WINED3DPCMPCAPS_GREATEREQUAL |
4502                           WINED3DPCMPCAPS_LESS         |
4503                           WINED3DPCMPCAPS_LESSEQUAL    |
4504                           WINED3DPCMPCAPS_NEVER        |
4505                           WINED3DPCMPCAPS_NOTEQUAL;
4506
4507     caps->ShadeCaps      = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4508                            WINED3DPSHADECAPS_COLORGOURAUDRGB    |
4509                            WINED3DPSHADECAPS_ALPHAFLATBLEND     |
4510                            WINED3DPSHADECAPS_ALPHAGOURAUDBLEND  |
4511                            WINED3DPSHADECAPS_COLORFLATRGB       |
4512                            WINED3DPSHADECAPS_FOGFLAT            |
4513                            WINED3DPSHADECAPS_FOGGOURAUD         |
4514                            WINED3DPSHADECAPS_SPECULARFLATRGB;
4515
4516     caps->TextureCaps   = WINED3DPTEXTURECAPS_ALPHA              |
4517                           WINED3DPTEXTURECAPS_ALPHAPALETTE       |
4518                           WINED3DPTEXTURECAPS_TRANSPARENCY       |
4519                           WINED3DPTEXTURECAPS_BORDER             |
4520                           WINED3DPTEXTURECAPS_MIPMAP             |
4521                           WINED3DPTEXTURECAPS_PROJECTED          |
4522                           WINED3DPTEXTURECAPS_PERSPECTIVE;
4523
4524     if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4525     {
4526         caps->TextureCaps  |= WINED3DPTEXTURECAPS_POW2 |
4527                               WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4528     }
4529
4530     if (gl_info->supported[EXT_TEXTURE3D])
4531     {
4532         caps->TextureCaps  |=  WINED3DPTEXTURECAPS_VOLUMEMAP      |
4533                                WINED3DPTEXTURECAPS_MIPVOLUMEMAP;
4534         if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4535         {
4536             caps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4537         }
4538     }
4539
4540     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4541     {
4542         caps->TextureCaps  |= WINED3DPTEXTURECAPS_CUBEMAP     |
4543                               WINED3DPTEXTURECAPS_MIPCUBEMAP;
4544         if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4545         {
4546             caps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4547         }
4548     }
4549
4550     caps->TextureFilterCaps =  WINED3DPTFILTERCAPS_MAGFLINEAR       |
4551                                WINED3DPTFILTERCAPS_MAGFPOINT        |
4552                                WINED3DPTFILTERCAPS_MINFLINEAR       |
4553                                WINED3DPTFILTERCAPS_MINFPOINT        |
4554                                WINED3DPTFILTERCAPS_MIPFLINEAR       |
4555                                WINED3DPTFILTERCAPS_MIPFPOINT        |
4556                                WINED3DPTFILTERCAPS_LINEAR           |
4557                                WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4558                                WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4559                                WINED3DPTFILTERCAPS_MIPLINEAR        |
4560                                WINED3DPTFILTERCAPS_MIPNEAREST       |
4561                                WINED3DPTFILTERCAPS_NEAREST;
4562
4563     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4564     {
4565         caps->TextureFilterCaps  |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4566                                     WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4567     }
4568
4569     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4570     {
4571         caps->CubeTextureFilterCaps =  WINED3DPTFILTERCAPS_MAGFLINEAR       |
4572                                        WINED3DPTFILTERCAPS_MAGFPOINT        |
4573                                        WINED3DPTFILTERCAPS_MINFLINEAR       |
4574                                        WINED3DPTFILTERCAPS_MINFPOINT        |
4575                                        WINED3DPTFILTERCAPS_MIPFLINEAR       |
4576                                        WINED3DPTFILTERCAPS_MIPFPOINT        |
4577                                        WINED3DPTFILTERCAPS_LINEAR           |
4578                                        WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4579                                        WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4580                                        WINED3DPTFILTERCAPS_MIPLINEAR        |
4581                                        WINED3DPTFILTERCAPS_MIPNEAREST       |
4582                                        WINED3DPTFILTERCAPS_NEAREST;
4583
4584         if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4585         {
4586             caps->CubeTextureFilterCaps  |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4587                                             WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4588         }
4589     }
4590     else
4591     {
4592         caps->CubeTextureFilterCaps = 0;
4593     }
4594
4595     if (gl_info->supported[EXT_TEXTURE3D])
4596     {
4597         caps->VolumeTextureFilterCaps  = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4598                                          WINED3DPTFILTERCAPS_MAGFPOINT        |
4599                                          WINED3DPTFILTERCAPS_MINFLINEAR       |
4600                                          WINED3DPTFILTERCAPS_MINFPOINT        |
4601                                          WINED3DPTFILTERCAPS_MIPFLINEAR       |
4602                                          WINED3DPTFILTERCAPS_MIPFPOINT        |
4603                                          WINED3DPTFILTERCAPS_LINEAR           |
4604                                          WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4605                                          WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4606                                          WINED3DPTFILTERCAPS_MIPLINEAR        |
4607                                          WINED3DPTFILTERCAPS_MIPNEAREST       |
4608                                          WINED3DPTFILTERCAPS_NEAREST;
4609     }
4610     else
4611     {
4612         caps->VolumeTextureFilterCaps = 0;
4613     }
4614
4615     caps->TextureAddressCaps  =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4616                                  WINED3DPTADDRESSCAPS_CLAMP  |
4617                                  WINED3DPTADDRESSCAPS_WRAP;
4618
4619     if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4620     {
4621         caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4622     }
4623     if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4624     {
4625         caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4626     }
4627     if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4628     {
4629         caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4630     }
4631
4632     if (gl_info->supported[EXT_TEXTURE3D])
4633     {
4634         caps->VolumeTextureAddressCaps =   WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4635                                            WINED3DPTADDRESSCAPS_CLAMP  |
4636                                            WINED3DPTADDRESSCAPS_WRAP;
4637         if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4638         {
4639             caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4640         }
4641         if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4642         {
4643             caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4644         }
4645         if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4646         {
4647             caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4648         }
4649     }
4650     else
4651     {
4652         caps->VolumeTextureAddressCaps = 0;
4653     }
4654
4655     caps->LineCaps  = WINED3DLINECAPS_TEXTURE       |
4656                       WINED3DLINECAPS_ZTEST         |
4657                       WINED3DLINECAPS_BLEND         |
4658                       WINED3DLINECAPS_ALPHACMP      |
4659                       WINED3DLINECAPS_FOG;
4660     /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4661      * idea how generating the smoothing alpha values works; the result is different
4662      */
4663
4664     caps->MaxTextureWidth = gl_info->limits.texture_size;
4665     caps->MaxTextureHeight = gl_info->limits.texture_size;
4666
4667     if (gl_info->supported[EXT_TEXTURE3D])
4668         caps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4669     else
4670         caps->MaxVolumeExtent = 0;
4671
4672     caps->MaxTextureRepeat = 32768;
4673     caps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4674     caps->MaxVertexW = 1.0f;
4675
4676     caps->GuardBandLeft = 0.0f;
4677     caps->GuardBandTop = 0.0f;
4678     caps->GuardBandRight = 0.0f;
4679     caps->GuardBandBottom = 0.0f;
4680
4681     caps->ExtentsAdjust = 0.0f;
4682
4683     caps->StencilCaps   = WINED3DSTENCILCAPS_DECRSAT |
4684                           WINED3DSTENCILCAPS_INCRSAT |
4685                           WINED3DSTENCILCAPS_INVERT  |
4686                           WINED3DSTENCILCAPS_KEEP    |
4687                           WINED3DSTENCILCAPS_REPLACE |
4688                           WINED3DSTENCILCAPS_ZERO;
4689     if (gl_info->supported[EXT_STENCIL_WRAP])
4690     {
4691         caps->StencilCaps |= WINED3DSTENCILCAPS_DECR  |
4692                               WINED3DSTENCILCAPS_INCR;
4693     }
4694     if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4695     {
4696         caps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4697     }
4698
4699     caps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4700
4701     caps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4702     caps->MaxActiveLights = gl_info->limits.lights;
4703
4704     caps->MaxVertexBlendMatrices = gl_info->limits.blends;
4705     caps->MaxVertexBlendMatrixIndex   = 0;
4706
4707     caps->MaxAnisotropy = gl_info->limits.anisotropy;
4708     caps->MaxPointSize = gl_info->limits.pointsize_max;
4709
4710
4711     /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4712     caps->VertexProcessingCaps  = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4713                                   WINED3DVTXPCAPS_MATERIALSOURCE7   |
4714                                   WINED3DVTXPCAPS_POSITIONALLIGHTS  |
4715                                   WINED3DVTXPCAPS_LOCALVIEWER       |
4716                                   WINED3DVTXPCAPS_VERTEXFOG         |
4717                                   WINED3DVTXPCAPS_TEXGEN;
4718
4719     caps->MaxPrimitiveCount   = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4720     caps->MaxVertexIndex      = 0xFFFFF;
4721     caps->MaxStreams          = MAX_STREAMS;
4722     caps->MaxStreamStride     = 1024;
4723
4724     /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4725     caps->DevCaps2                          = WINED3DDEVCAPS2_STREAMOFFSET |
4726                                               WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4727     caps->MaxNpatchTessellationLevel        = 0;
4728     caps->MasterAdapterOrdinal              = 0;
4729     caps->AdapterOrdinalInGroup             = 0;
4730     caps->NumberOfAdaptersInGroup           = 1;
4731
4732     caps->NumSimultaneousRTs = gl_info->limits.buffers;
4733
4734     caps->StretchRectFilterCaps               = WINED3DPTFILTERCAPS_MINFPOINT  |
4735                                                 WINED3DPTFILTERCAPS_MAGFPOINT  |
4736                                                 WINED3DPTFILTERCAPS_MINFLINEAR |
4737                                                 WINED3DPTFILTERCAPS_MAGFLINEAR;
4738     caps->VertexTextureFilterCaps             = 0;
4739
4740     adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4741     adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4742
4743     /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4744     caps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4745
4746     /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4747      * Ignore shader model capabilities if disabled in config
4748      */
4749     if (vs_selected_mode == SHADER_NONE)
4750     {
4751         TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4752         caps->VertexShaderVersion          = 0;
4753         caps->MaxVertexShaderConst         = 0;
4754     }
4755     else
4756     {
4757         caps->VertexShaderVersion          = shader_caps.VertexShaderVersion;
4758         caps->MaxVertexShaderConst         = shader_caps.MaxVertexShaderConst;
4759     }
4760
4761     if (ps_selected_mode == SHADER_NONE)
4762     {
4763         TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4764         caps->PixelShaderVersion           = 0;
4765         caps->PixelShader1xMaxValue        = 0.0f;
4766     } else {
4767         caps->PixelShaderVersion           = shader_caps.PixelShaderVersion;
4768         caps->PixelShader1xMaxValue        = shader_caps.PixelShader1xMaxValue;
4769     }
4770
4771     caps->TextureOpCaps                    = fragment_caps.TextureOpCaps;
4772     caps->MaxTextureBlendStages            = fragment_caps.MaxTextureBlendStages;
4773     caps->MaxSimultaneousTextures          = fragment_caps.MaxSimultaneousTextures;
4774
4775     /* The following caps are shader specific, but they are things we cannot detect, or which
4776      * are the same among all shader models. So to avoid code duplication set the shader version
4777      * specific, but otherwise constant caps here
4778      */
4779     if (caps->VertexShaderVersion >= 3)
4780     {
4781         /* Where possible set the caps based on OpenGL extensions and if they
4782          * aren't set (in case of software rendering) use the VS 3.0 from
4783          * MSDN or else if there's OpenGL spec use a hardcoded value minimum
4784          * VS3.0 value. */
4785         caps->VS20Caps.Caps                     = WINED3DVS20CAPS_PREDICATION;
4786         /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4787         caps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH;
4788         caps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4789         /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4790         caps->VS20Caps.StaticFlowControlDepth   = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH;
4791
4792         caps->MaxVShaderInstructionsExecuted    = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4793         caps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4794     }
4795     else if (caps->VertexShaderVersion == 2)
4796     {
4797         caps->VS20Caps.Caps                     = 0;
4798         caps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4799         caps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4800         caps->VS20Caps.StaticFlowControlDepth   = 1;
4801
4802         caps->MaxVShaderInstructionsExecuted    = 65535;
4803         caps->MaxVertexShader30InstructionSlots = 0;
4804     }
4805     else
4806     { /* VS 1.x */
4807         caps->VS20Caps.Caps                     = 0;
4808         caps->VS20Caps.DynamicFlowControlDepth  = 0;
4809         caps->VS20Caps.NumTemps                 = 0;
4810         caps->VS20Caps.StaticFlowControlDepth   = 0;
4811
4812         caps->MaxVShaderInstructionsExecuted    = 0;
4813         caps->MaxVertexShader30InstructionSlots = 0;
4814     }
4815
4816     if (caps->PixelShaderVersion >= 3)
4817     {
4818         /* Where possible set the caps based on OpenGL extensions and if they
4819          * aren't set (in case of software rendering) use the PS 3.0 from
4820          * MSDN or else if there's OpenGL spec use a hardcoded value minimum
4821          * PS 3.0 value. */
4822
4823         /* Caps is more or less undocumented on MSDN but it appears to be
4824          * used for PS20Caps based on results from R9600/FX5900/Geforce6800
4825          * cards from Windows */
4826         caps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4827                 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4828                 WINED3DPS20CAPS_PREDICATION          |
4829                 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4830                 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4831         /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4832         caps->PS20Caps.DynamicFlowControlDepth  = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH;
4833         caps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4834         /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4835         caps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH;
4836         /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4837         caps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS;
4838
4839         caps->MaxPShaderInstructionsExecuted = 65535;
4840         caps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4841                 adapter->gl_info.limits.arb_ps_instructions);
4842     }
4843     else if(caps->PixelShaderVersion == 2)
4844     {
4845         /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4846         caps->PS20Caps.Caps                     = 0;
4847         caps->PS20Caps.DynamicFlowControlDepth  = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4848         caps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4849         caps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4850         /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4851         caps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS;
4852
4853         caps->MaxPShaderInstructionsExecuted    = 512; /* Minimum value, a GeforceFX uses 1024 */
4854         caps->MaxPixelShader30InstructionSlots  = 0;
4855     }
4856     else /* PS 1.x */
4857     {
4858         caps->PS20Caps.Caps                     = 0;
4859         caps->PS20Caps.DynamicFlowControlDepth  = 0;
4860         caps->PS20Caps.NumTemps                 = 0;
4861         caps->PS20Caps.StaticFlowControlDepth   = 0;
4862         caps->PS20Caps.NumInstructionSlots      = 0;
4863
4864         caps->MaxPShaderInstructionsExecuted    = 0;
4865         caps->MaxPixelShader30InstructionSlots  = 0;
4866     }
4867
4868     if (caps->VertexShaderVersion >= 2)
4869     {
4870         /* OpenGL supports all the formats below, perhaps not always
4871          * without conversion, but it supports them.
4872          * Further GLSL doesn't seem to have an official unsigned type so
4873          * don't advertise it yet as I'm not sure how we handle it.
4874          * We might need to add some clamping in the shader engine to
4875          * support it.
4876          * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4877         caps->DeclTypes = WINED3DDTCAPS_UBYTE4    |
4878                           WINED3DDTCAPS_UBYTE4N   |
4879                           WINED3DDTCAPS_SHORT2N   |
4880                           WINED3DDTCAPS_SHORT4N;
4881         if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4882         {
4883             caps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4884                                WINED3DDTCAPS_FLOAT16_4;
4885         }
4886     }
4887     else
4888     {
4889         caps->DeclTypes = 0;
4890     }
4891
4892     /* Set DirectDraw helper Caps */
4893     ckey_caps =                         WINEDDCKEYCAPS_DESTBLT              |
4894                                         WINEDDCKEYCAPS_SRCBLT;
4895     fx_caps =                           WINEDDFXCAPS_BLTALPHA               |
4896                                         WINEDDFXCAPS_BLTMIRRORLEFTRIGHT     |
4897                                         WINEDDFXCAPS_BLTMIRRORUPDOWN        |
4898                                         WINEDDFXCAPS_BLTROTATION90          |
4899                                         WINEDDFXCAPS_BLTSHRINKX             |
4900                                         WINEDDFXCAPS_BLTSHRINKXN            |
4901                                         WINEDDFXCAPS_BLTSHRINKY             |
4902                                         WINEDDFXCAPS_BLTSHRINKXN            |
4903                                         WINEDDFXCAPS_BLTSTRETCHX            |
4904                                         WINEDDFXCAPS_BLTSTRETCHXN           |
4905                                         WINEDDFXCAPS_BLTSTRETCHY            |
4906                                         WINEDDFXCAPS_BLTSTRETCHYN;
4907     blit_caps =                         WINEDDCAPS_BLT                      |
4908                                         WINEDDCAPS_BLTCOLORFILL             |
4909                                         WINEDDCAPS_BLTDEPTHFILL             |
4910                                         WINEDDCAPS_BLTSTRETCH               |
4911                                         WINEDDCAPS_CANBLTSYSMEM             |
4912                                         WINEDDCAPS_CANCLIP                  |
4913                                         WINEDDCAPS_CANCLIPSTRETCHED         |
4914                                         WINEDDCAPS_COLORKEY                 |
4915                                         WINEDDCAPS_COLORKEYHWASSIST         |
4916                                         WINEDDCAPS_ALIGNBOUNDARYSRC;
4917     pal_caps =                          WINEDDPCAPS_8BIT                    |
4918                                         WINEDDPCAPS_PRIMARYSURFACE;
4919
4920     /* Fill the ddraw caps structure */
4921     caps->DirectDrawCaps.Caps =         WINEDDCAPS_GDI                      |
4922                                         WINEDDCAPS_PALETTE                  |
4923                                         blit_caps;
4924     caps->DirectDrawCaps.Caps2 =        WINEDDCAPS2_CERTIFIED                |
4925                                         WINEDDCAPS2_NOPAGELOCKREQUIRED       |
4926                                         WINEDDCAPS2_PRIMARYGAMMA             |
4927                                         WINEDDCAPS2_WIDESURFACES             |
4928                                         WINEDDCAPS2_CANRENDERWINDOWED;
4929     caps->DirectDrawCaps.CKeyCaps =     ckey_caps;
4930     caps->DirectDrawCaps.FXCaps =       fx_caps;
4931     caps->DirectDrawCaps.PalCaps =      pal_caps;
4932     caps->DirectDrawCaps.SVBCaps =      blit_caps;
4933     caps->DirectDrawCaps.SVBCKeyCaps =  ckey_caps;
4934     caps->DirectDrawCaps.SVBFXCaps =    fx_caps;
4935     caps->DirectDrawCaps.VSBCaps =      blit_caps;
4936     caps->DirectDrawCaps.VSBCKeyCaps =  ckey_caps;
4937     caps->DirectDrawCaps.VSBFXCaps =    fx_caps;
4938     caps->DirectDrawCaps.SSBCaps =      blit_caps;
4939     caps->DirectDrawCaps.SSBCKeyCaps =  ckey_caps;
4940     caps->DirectDrawCaps.SSBFXCaps =    fx_caps;
4941
4942     caps->DirectDrawCaps.ddsCaps =      WINEDDSCAPS_ALPHA                   |
4943                                         WINEDDSCAPS_BACKBUFFER              |
4944                                         WINEDDSCAPS_FLIP                    |
4945                                         WINEDDSCAPS_FRONTBUFFER             |
4946                                         WINEDDSCAPS_OFFSCREENPLAIN          |
4947                                         WINEDDSCAPS_PALETTE                 |
4948                                         WINEDDSCAPS_PRIMARYSURFACE          |
4949                                         WINEDDSCAPS_SYSTEMMEMORY            |
4950                                         WINEDDSCAPS_VIDEOMEMORY             |
4951                                         WINEDDSCAPS_VISIBLE;
4952     caps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4953
4954     /* Set D3D caps if OpenGL is available. */
4955     if (adapter->opengl)
4956     {
4957         caps->DirectDrawCaps.ddsCaps |= WINEDDSCAPS_3DDEVICE                |
4958                                         WINEDDSCAPS_MIPMAP                  |
4959                                         WINEDDSCAPS_TEXTURE                 |
4960                                         WINEDDSCAPS_ZBUFFER;
4961         caps->DirectDrawCaps.Caps |=    WINEDDCAPS_3D;
4962     }
4963
4964     return WINED3D_OK;
4965 }
4966
4967 HRESULT CDECL wined3d_device_create(struct wined3d *wined3d, UINT adapter_idx, WINED3DDEVTYPE device_type,
4968         HWND focus_window, DWORD flags, BYTE surface_alignment, struct wined3d_device_parent *device_parent,
4969         struct wined3d_device **device)
4970 {
4971     struct wined3d_device *object;
4972     HRESULT hr;
4973
4974     TRACE("wined3d %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, device_parent %p, device %p.\n",
4975             wined3d, adapter_idx, device_type, focus_window, flags, device_parent, device);
4976
4977     /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4978      * number and create a device without a 3D adapter for 2D only operation. */
4979     if (wined3d->adapter_count && adapter_idx >= wined3d->adapter_count)
4980         return WINED3DERR_INVALIDCALL;
4981
4982     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4983     if (!object)
4984     {
4985         ERR("Failed to allocate device memory.\n");
4986         return E_OUTOFMEMORY;
4987     }
4988
4989     hr = device_init(object, wined3d, adapter_idx, device_type,
4990             focus_window, flags, surface_alignment, device_parent);
4991     if (FAILED(hr))
4992     {
4993         WARN("Failed to initialize device, hr %#x.\n", hr);
4994         HeapFree(GetProcessHeap(), 0, object);
4995         return hr;
4996     }
4997
4998     TRACE("Created device %p.\n", object);
4999     *device = object;
5000
5001     device_parent->ops->wined3d_device_created(device_parent, *device);
5002
5003     return WINED3D_OK;
5004 }
5005
5006 void * CDECL wined3d_get_parent(const struct wined3d *wined3d)
5007 {
5008     TRACE("wined3d %p.\n", wined3d);
5009
5010     return wined3d->parent;
5011 }
5012
5013 static void WINE_GLAPI invalid_func(const void *data)
5014 {
5015     ERR("Invalid vertex attribute function called\n");
5016     DebugBreak();
5017 }
5018
5019 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
5020 {
5021     ERR("Invalid texcoord function called\n");
5022     DebugBreak();
5023 }
5024
5025 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
5026  * the extension detection and are used in drawStridedSlow
5027  */
5028 static void WINE_GLAPI position_d3dcolor(const void *data)
5029 {
5030     DWORD pos = *((const DWORD *)data);
5031
5032     FIXME("Add a test for fixed function position from d3dcolor type\n");
5033     glVertex4s(D3DCOLOR_B_R(pos),
5034                D3DCOLOR_B_G(pos),
5035                D3DCOLOR_B_B(pos),
5036                D3DCOLOR_B_A(pos));
5037 }
5038
5039 static void WINE_GLAPI position_float4(const void *data)
5040 {
5041     const GLfloat *pos = data;
5042
5043     if (pos[3] != 0.0f && pos[3] != 1.0f)
5044     {
5045         float w = 1.0f / pos[3];
5046
5047         glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
5048     }
5049     else
5050     {
5051         glVertex3fv(pos);
5052     }
5053 }
5054
5055 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
5056 {
5057     DWORD diffuseColor = *((const DWORD *)data);
5058
5059     glColor4ub(D3DCOLOR_B_R(diffuseColor),
5060                D3DCOLOR_B_G(diffuseColor),
5061                D3DCOLOR_B_B(diffuseColor),
5062                D3DCOLOR_B_A(diffuseColor));
5063 }
5064
5065 static void WINE_GLAPI specular_d3dcolor(const void *data)
5066 {
5067     DWORD specularColor = *((const DWORD *)data);
5068     GLbyte d[] = {D3DCOLOR_B_R(specularColor),
5069             D3DCOLOR_B_G(specularColor),
5070             D3DCOLOR_B_B(specularColor)};
5071
5072     specular_func_3ubv(d);
5073 }
5074
5075 static void WINE_GLAPI warn_no_specular_func(const void *data)
5076 {
5077     WARN("GL_EXT_secondary_color not supported\n");
5078 }
5079
5080 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
5081 {
5082     position_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
5083     position_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
5084     position_funcs[WINED3D_FFP_EMIT_FLOAT3]      = (glAttribFunc)glVertex3fv;
5085     position_funcs[WINED3D_FFP_EMIT_FLOAT4]      = position_float4;
5086     position_funcs[WINED3D_FFP_EMIT_D3DCOLOR]    = position_d3dcolor;
5087     position_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
5088     position_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
5089     position_funcs[WINED3D_FFP_EMIT_SHORT4]      = (glAttribFunc)glVertex2sv;
5090     position_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
5091     position_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
5092     position_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
5093     position_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
5094     position_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
5095     position_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
5096     position_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
5097     position_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
5098     position_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
5099
5100     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1]       = invalid_func;
5101     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2]       = invalid_func;
5102     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3]       = (glAttribFunc)glColor3fv;
5103     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4]       = (glAttribFunc)glColor4fv;
5104     diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR]     = diffuse_d3dcolor;
5105     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4]       = invalid_func;
5106     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2]       = invalid_func;
5107     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4]       = invalid_func;
5108     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N]      = (glAttribFunc)glColor4ubv;
5109     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N]      = invalid_func;
5110     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N]      = (glAttribFunc)glColor4sv;
5111     diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N]     = invalid_func;
5112     diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N]     = (glAttribFunc)glColor4usv;
5113     diffuse_funcs[WINED3D_FFP_EMIT_UDEC3]        = invalid_func;
5114     diffuse_funcs[WINED3D_FFP_EMIT_DEC3N]        = invalid_func;
5115     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2]    = invalid_func;
5116     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4]    = invalid_func;
5117
5118     /* No 4 component entry points here */
5119     specular_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
5120     specular_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
5121     if (gl_info->supported[EXT_SECONDARY_COLOR])
5122     {
5123         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
5124     }
5125     else
5126     {
5127         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = warn_no_specular_func;
5128     }
5129     specular_funcs[WINED3D_FFP_EMIT_FLOAT4]      = invalid_func;
5130     if (gl_info->supported[EXT_SECONDARY_COLOR])
5131     {
5132         specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
5133         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
5134     }
5135     else
5136     {
5137         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
5138     }
5139     specular_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
5140     specular_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
5141     specular_funcs[WINED3D_FFP_EMIT_SHORT4]      = invalid_func;
5142     specular_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
5143     specular_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
5144     specular_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
5145     specular_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
5146     specular_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
5147     specular_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
5148     specular_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
5149     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
5150     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
5151
5152     /* Only 3 component entry points here. Test how others behave. Float4 normals are used
5153      * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
5154      */
5155     normal_funcs[WINED3D_FFP_EMIT_FLOAT1]         = invalid_func;
5156     normal_funcs[WINED3D_FFP_EMIT_FLOAT2]         = invalid_func;
5157     normal_funcs[WINED3D_FFP_EMIT_FLOAT3]         = (glAttribFunc)glNormal3fv;
5158     normal_funcs[WINED3D_FFP_EMIT_FLOAT4]         = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
5159     normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR]       = invalid_func;
5160     normal_funcs[WINED3D_FFP_EMIT_UBYTE4]         = invalid_func;
5161     normal_funcs[WINED3D_FFP_EMIT_SHORT2]         = invalid_func;
5162     normal_funcs[WINED3D_FFP_EMIT_SHORT4]         = invalid_func;
5163     normal_funcs[WINED3D_FFP_EMIT_UBYTE4N]        = invalid_func;
5164     normal_funcs[WINED3D_FFP_EMIT_SHORT2N]        = invalid_func;
5165     normal_funcs[WINED3D_FFP_EMIT_SHORT4N]        = invalid_func;
5166     normal_funcs[WINED3D_FFP_EMIT_USHORT2N]       = invalid_func;
5167     normal_funcs[WINED3D_FFP_EMIT_USHORT4N]       = invalid_func;
5168     normal_funcs[WINED3D_FFP_EMIT_UDEC3]          = invalid_func;
5169     normal_funcs[WINED3D_FFP_EMIT_DEC3N]          = invalid_func;
5170     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2]      = invalid_func;
5171     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4]      = invalid_func;
5172
5173     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
5174     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
5175     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
5176     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
5177     multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR]  = invalid_texcoord_func;
5178     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4]    = invalid_texcoord_func;
5179     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
5180     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
5181     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N]   = invalid_texcoord_func;
5182     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N]   = invalid_texcoord_func;
5183     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N]   = invalid_texcoord_func;
5184     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N]  = invalid_texcoord_func;
5185     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N]  = invalid_texcoord_func;
5186     multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3]     = invalid_texcoord_func;
5187     multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N]     = invalid_texcoord_func;
5188     if (gl_info->supported[NV_HALF_FLOAT])
5189     {
5190         /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
5191         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
5192         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
5193     } else {
5194         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
5195         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
5196     }
5197 }
5198
5199 /* Do not call while under the GL lock. */
5200 static BOOL InitAdapters(struct wined3d *wined3d)
5201 {
5202     static HMODULE mod_gl;
5203     BOOL ret;
5204     int ps_selected_mode, vs_selected_mode;
5205
5206     /* No need to hold any lock. The calling library makes sure only one thread calls
5207      * wined3d simultaneously
5208      */
5209
5210     TRACE("Initializing adapters\n");
5211
5212     if(!mod_gl) {
5213 #ifdef USE_WIN32_OPENGL
5214 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
5215         mod_gl = LoadLibraryA("opengl32.dll");
5216         if(!mod_gl) {
5217             ERR("Can't load opengl32.dll!\n");
5218             goto nogl_adapter;
5219         }
5220 #else
5221 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
5222         /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
5223         mod_gl = GetModuleHandleA("gdi32.dll");
5224 #endif
5225     }
5226
5227 /* Load WGL core functions from opengl32.dll */
5228 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5229     WGL_FUNCS_GEN;
5230 #undef USE_WGL_FUNC
5231
5232     if(!pwglGetProcAddress) {
5233         ERR("Unable to load wglGetProcAddress!\n");
5234         goto nogl_adapter;
5235     }
5236
5237 /* Dynamically load all GL core functions */
5238     GL_FUNCS_GEN;
5239 #undef USE_GL_FUNC
5240
5241     /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5242      * otherwise because we have to use winex11.drv's override
5243      */
5244 #ifdef USE_WIN32_OPENGL
5245     wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5246     wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5247 #else
5248     wglFinish = (void*)pwglGetProcAddress("wglFinish");
5249     wglFlush = (void*)pwglGetProcAddress("wglFlush");
5250 #endif
5251
5252     glEnableWINE = glEnable;
5253     glDisableWINE = glDisable;
5254
5255     /* For now only one default adapter */
5256     {
5257         struct wined3d_adapter *adapter = &wined3d->adapters[0];
5258         const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5259         struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5260         struct wined3d_pixel_format *cfgs;
5261         int iPixelFormat;
5262         int res;
5263         DISPLAY_DEVICEW DisplayDevice;
5264         HDC hdc;
5265
5266         TRACE("Initializing default adapter\n");
5267         adapter->ordinal = 0;
5268         adapter->monitorPoint.x = -1;
5269         adapter->monitorPoint.y = -1;
5270
5271         if (!AllocateLocallyUniqueId(&adapter->luid))
5272         {
5273             DWORD err = GetLastError();
5274             ERR("Failed to set adapter LUID (%#x).\n", err);
5275             goto nogl_adapter;
5276         }
5277         TRACE("Allocated LUID %08x:%08x for adapter.\n",
5278                 adapter->luid.HighPart, adapter->luid.LowPart);
5279
5280         if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5281         {
5282             ERR("Failed to get a gl context for default adapter\n");
5283             goto nogl_adapter;
5284         }
5285
5286         ret = wined3d_adapter_init_gl_caps(adapter);
5287         if(!ret) {
5288             ERR("Failed to initialize gl caps for default adapter\n");
5289             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5290             goto nogl_adapter;
5291         }
5292         ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5293         if(!ret) {
5294             ERR("Failed to init gl formats\n");
5295             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5296             goto nogl_adapter;
5297         }
5298
5299         hdc = fake_gl_ctx.dc;
5300
5301         adapter->TextureRam = adapter->driver_info.vidmem;
5302         adapter->UsedTextureRam = 0;
5303         TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5304
5305         /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5306         DisplayDevice.cb = sizeof(DisplayDevice);
5307         EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5308         TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5309         strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5310
5311         if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5312         {
5313             GLint cfg_count;
5314             int attribute;
5315             int attribs[11];
5316             int values[11];
5317             int nAttribs = 0;
5318
5319             attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5320             GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &cfg_count));
5321             adapter->cfg_count = cfg_count;
5322
5323             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->cfg_count * sizeof(*adapter->cfgs));
5324             cfgs = adapter->cfgs;
5325             attribs[nAttribs++] = WGL_RED_BITS_ARB;
5326             attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5327             attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5328             attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5329             attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5330             attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5331             attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5332             attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5333             attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5334             attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5335             attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5336
5337             for (iPixelFormat=1; iPixelFormat <= adapter->cfg_count; ++iPixelFormat)
5338             {
5339                 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5340
5341                 if(!res)
5342                     continue;
5343
5344                 /* Cache the pixel format */
5345                 cfgs->iPixelFormat = iPixelFormat;
5346                 cfgs->redSize = values[0];
5347                 cfgs->greenSize = values[1];
5348                 cfgs->blueSize = values[2];
5349                 cfgs->alphaSize = values[3];
5350                 cfgs->colorSize = values[4];
5351                 cfgs->depthSize = values[5];
5352                 cfgs->stencilSize = values[6];
5353                 cfgs->windowDrawable = values[7];
5354                 cfgs->iPixelType = values[8];
5355                 cfgs->doubleBuffer = values[9];
5356                 cfgs->auxBuffers = values[10];
5357
5358                 cfgs->numSamples = 0;
5359                 /* Check multisample support */
5360                 if (gl_info->supported[ARB_MULTISAMPLE])
5361                 {
5362                     int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5363                     int value[2];
5364                     if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5365                         /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5366                         * value[1] = number of multi sample buffers*/
5367                         if(value[0])
5368                             cfgs->numSamples = value[1];
5369                     }
5370                 }
5371
5372                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5373                         "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5374                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5375                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5376                         cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5377                 cfgs++;
5378             }
5379         }
5380         else
5381         {
5382             int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5383             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs * sizeof(*adapter->cfgs));
5384             adapter->cfg_count = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5385
5386             cfgs = adapter->cfgs;
5387             for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5388             {
5389                 PIXELFORMATDESCRIPTOR ppfd;
5390
5391                 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5392                 if(!res)
5393                     continue;
5394
5395                 /* We only want HW acceleration using an OpenGL ICD driver.
5396                  * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5397                  * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5398                  */
5399                 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5400                 {
5401                     TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5402                     continue;
5403                 }
5404
5405                 cfgs->iPixelFormat = iPixelFormat;
5406                 cfgs->redSize = ppfd.cRedBits;
5407                 cfgs->greenSize = ppfd.cGreenBits;
5408                 cfgs->blueSize = ppfd.cBlueBits;
5409                 cfgs->alphaSize = ppfd.cAlphaBits;
5410                 cfgs->colorSize = ppfd.cColorBits;
5411                 cfgs->depthSize = ppfd.cDepthBits;
5412                 cfgs->stencilSize = ppfd.cStencilBits;
5413                 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5414                 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5415                 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5416                 cfgs->auxBuffers = ppfd.cAuxBuffers;
5417                 cfgs->numSamples = 0;
5418
5419                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5420                         "depth=%d, stencil=%d, windowDrawable=%d\n",
5421                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5422                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5423                         cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5424                 cfgs++;
5425                 adapter->cfg_count++;
5426             }
5427
5428             /* We haven't found any suitable formats. This should only happen
5429              * in case of GDI software rendering, which is pretty useless
5430              * anyway. */
5431             if (!adapter->cfg_count)
5432             {
5433                 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5434
5435                 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5436                 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5437                 goto nogl_adapter;
5438             }
5439         }
5440
5441         WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5442
5443         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5444         fillGLAttribFuncs(&adapter->gl_info);
5445         adapter->opengl = TRUE;
5446     }
5447     wined3d->adapter_count = 1;
5448     TRACE("%u adapters successfully initialized.\n", wined3d->adapter_count);
5449
5450     return TRUE;
5451
5452 nogl_adapter:
5453     /* Initialize an adapter for ddraw-only memory counting */
5454     memset(wined3d->adapters, 0, sizeof(wined3d->adapters));
5455     wined3d->adapters[0].ordinal = 0;
5456     wined3d->adapters[0].opengl = FALSE;
5457     wined3d->adapters[0].monitorPoint.x = -1;
5458     wined3d->adapters[0].monitorPoint.y = -1;
5459
5460     wined3d->adapters[0].driver_info.name = "Display";
5461     wined3d->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5462     if (wined3d_settings.emulated_textureram)
5463         wined3d->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5464     else
5465         wined3d->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5466
5467     initPixelFormatsNoGL(&wined3d->adapters[0].gl_info);
5468
5469     wined3d->adapter_count = 1;
5470     return FALSE;
5471 }
5472
5473 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5474
5475 const struct wined3d_parent_ops wined3d_null_parent_ops =
5476 {
5477     wined3d_null_wined3d_object_destroyed,
5478 };
5479
5480 /* Do not call while under the GL lock. */
5481 HRESULT wined3d_init(struct wined3d *wined3d, UINT version, DWORD flags, void *parent)
5482 {
5483     wined3d->dxVersion = version;
5484     wined3d->ref = 1;
5485     wined3d->parent = parent;
5486     wined3d->flags = flags;
5487
5488     if (!InitAdapters(wined3d))
5489     {
5490         WARN("Failed to initialize adapters.\n");
5491         if (version > 7)
5492         {
5493             MESSAGE("Direct3D%u is not available without OpenGL.\n", version);
5494             return E_FAIL;
5495         }
5496     }
5497
5498     return WINED3D_OK;
5499 }