wined3d: Add filtering flag to more texture formats.
[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_HD6800,         "AMD Radeon HD 6800 Series",        DRIVER_AMD_R600,         1024},
1190     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6900,         "AMD Radeon HD 6900 Series",        DRIVER_AMD_R600,         2048},
1191     /* Intel cards */
1192     {HW_VENDOR_INTEL,      CARD_INTEL_I830G,               "Intel(R) 82830M Graphics Controller",                       DRIVER_INTEL_GMA800,  32 },
1193     {HW_VENDOR_INTEL,      CARD_INTEL_I855G,               "Intel(R) 82852/82855 GM/GME Graphics Controller",           DRIVER_INTEL_GMA800,  32 },
1194     {HW_VENDOR_INTEL,      CARD_INTEL_I865G,               "Intel(R) 82865G Graphics Controller",                       DRIVER_INTEL_GMA800,  32 },
1195     {HW_VENDOR_INTEL,      CARD_INTEL_I915G,               "Intel(R) 82915G/GV/910GL Express Chipset Family",           DRIVER_INTEL_GMA900,  64 },
1196     {HW_VENDOR_INTEL,      CARD_INTEL_I915GM,              "Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family",   DRIVER_INTEL_GMA900,  64 },
1197     {HW_VENDOR_INTEL,      CARD_INTEL_I945GM,              "Mobile Intel(R) 945GM Express Chipset Family",              DRIVER_INTEL_GMA950,  64 },
1198     {HW_VENDOR_INTEL,      CARD_INTEL_X3100,               "Mobile Intel(R) 965 Express Chipset Family",                DRIVER_INTEL_GMA3000, 128},
1199     {HW_VENDOR_INTEL,      CARD_INTEL_GM45,                "Mobile Intel(R) GM45 Express Chipset Family",               DRIVER_INTEL_GMA3000, 512}
1200 };
1201
1202 static const struct driver_version_information *get_driver_version_info(enum wined3d_display_driver driver,
1203         enum wined3d_driver_model driver_model)
1204 {
1205     unsigned int i;
1206
1207     TRACE("Looking up version info for driver=%d driver_model=%d\n", driver, driver_model);
1208     for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++)
1209     {
1210         const struct driver_version_information *entry = &driver_version_table[i];
1211
1212         if (entry->driver == driver && entry->driver_model == driver_model)
1213         {
1214             TRACE_(d3d_caps)("Found driver '%s' version=%d subversion=%d build=%d\n",
1215                 entry->driver_name, entry->version, entry->subversion, entry->build);
1216
1217             return entry;
1218         }
1219     }
1220     return NULL;
1221 }
1222
1223 static void init_driver_info(struct wined3d_driver_info *driver_info,
1224         enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1225 {
1226     OSVERSIONINFOW os_version;
1227     WORD driver_os_version;
1228     unsigned int i;
1229     enum wined3d_display_driver driver = DRIVER_UNKNOWN;
1230     enum wined3d_driver_model driver_model;
1231     const struct driver_version_information *version_info;
1232
1233     if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1234     {
1235         TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1236         vendor = wined3d_settings.pci_vendor_id;
1237     }
1238     driver_info->vendor = vendor;
1239
1240     if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1241     {
1242         TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1243         device = wined3d_settings.pci_device_id;
1244     }
1245     driver_info->device = device;
1246
1247     /* Set a default amount of video memory (64MB). In general this code isn't used unless the user
1248      * overrides the pci ids to a card which is not in our database. */
1249     driver_info->vidmem = WINE_DEFAULT_VIDMEM;
1250
1251     memset(&os_version, 0, sizeof(os_version));
1252     os_version.dwOSVersionInfoSize = sizeof(os_version);
1253     if (!GetVersionExW(&os_version))
1254     {
1255         ERR("Failed to get OS version, reporting 2000/XP.\n");
1256         driver_os_version = 6;
1257         driver_model = DRIVER_MODEL_NT5X;
1258     }
1259     else
1260     {
1261         TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1262         switch (os_version.dwMajorVersion)
1263         {
1264             case 4:
1265                 /* If needed we could distinguish between 9x and NT4, but this code won't make
1266                  * sense for NT4 since it had no way to obtain this info through DirectDraw 3.0.
1267                  */
1268                 driver_os_version = 4;
1269                 driver_model = DRIVER_MODEL_WIN9X;
1270                 break;
1271
1272             case 5:
1273                 driver_os_version = 6;
1274                 driver_model = DRIVER_MODEL_NT5X;
1275                 break;
1276
1277             case 6:
1278                 if (os_version.dwMinorVersion == 0)
1279                 {
1280                     driver_os_version = 7;
1281                     driver_model = DRIVER_MODEL_NT6X;
1282                 }
1283                 else
1284                 {
1285                     if (os_version.dwMinorVersion > 1)
1286                     {
1287                         FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1288                                 os_version.dwMajorVersion, os_version.dwMinorVersion);
1289                     }
1290                     driver_os_version = 8;
1291                     driver_model = DRIVER_MODEL_NT6X;
1292                 }
1293                 break;
1294
1295             default:
1296                 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1297                         os_version.dwMajorVersion, os_version.dwMinorVersion);
1298                 driver_os_version = 6;
1299                 driver_model = DRIVER_MODEL_NT5X;
1300                 break;
1301         }
1302     }
1303
1304     /* When we reach this stage we always have a vendor or device id (it can be a default one).
1305      * This means that unless the ids are overriden, we will always find a GPU description. */
1306     for (i = 0; i < (sizeof(gpu_description_table) / sizeof(gpu_description_table[0])); i++)
1307     {
1308         if (vendor == gpu_description_table[i].vendor && device == gpu_description_table[i].card)
1309         {
1310             TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1311
1312             driver_info->description = gpu_description_table[i].description;
1313             driver_info->vidmem = gpu_description_table[i].vidmem * 1024*1024;
1314             driver = gpu_description_table[i].driver;
1315             break;
1316         }
1317     }
1318
1319     if (wined3d_settings.emulated_textureram)
1320     {
1321         TRACE_(d3d_caps)("Overriding amount of video memory with: %d byte\n", wined3d_settings.emulated_textureram);
1322         driver_info->vidmem = wined3d_settings.emulated_textureram;
1323     }
1324
1325     /* Try to obtain driver version information for the current Windows version. This fails in
1326      * some cases:
1327      * - the gpu is not available on the currently selected OS version:
1328      *   - Geforce GTX480 on Win98. When running applications in compatibility mode on Windows,
1329      *     version information for the current Windows version is returned instead of faked info.
1330      *     We do the same and assume the default Windows version to emulate is WinXP.
1331      *
1332      *   - Videocard is a Riva TNT but winver is set to win7 (there are no drivers for this beast)
1333      *     For now return the XP driver info. Perhaps later on we should return VESA.
1334      *
1335      * - the gpu is not in our database (can happen when the user overrides the vendor_id / device_id)
1336      *   This could be an indication that our database is not up to date, so this should be fixed.
1337      */
1338     version_info = get_driver_version_info(driver, driver_model);
1339     if (version_info)
1340     {
1341         driver_info->name = version_info->driver_name;
1342         driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1343         driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1344     }
1345     else
1346     {
1347         version_info = get_driver_version_info(driver, DRIVER_MODEL_NT5X);
1348         if (version_info)
1349         {
1350             driver_info->name = version_info->driver_name;
1351             driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1352             driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1353         }
1354         else
1355         {
1356             driver_info->description = "Direct3D HAL";
1357             driver_info->name = "Display";
1358             driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1359             driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1360
1361             FIXME("Unable to find a driver/device info for vendor_id=%#x device_id=%#x for driver_model=%d\n",
1362                     vendor, device, driver_model);
1363         }
1364     }
1365
1366     TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1367             driver_info->version_high, driver_info->version_low);
1368 }
1369
1370 /* Context activation is done by the caller. */
1371 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1372         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1373 {
1374     unsigned int i;
1375
1376     for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1377     {
1378         if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1379         TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1380         quirk_table[i].apply(gl_info);
1381     }
1382
1383     /* Find out if PBOs work as they are supposed to. */
1384     test_pbo_functionality(gl_info);
1385 }
1386
1387 static DWORD wined3d_parse_gl_version(const char *gl_version)
1388 {
1389     const char *ptr = gl_version;
1390     int major, minor;
1391
1392     major = atoi(ptr);
1393     if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1394
1395     while (isdigit(*ptr)) ++ptr;
1396     if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1397
1398     minor = atoi(ptr);
1399
1400     TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1401
1402     return MAKEDWORD_VERSION(major, minor);
1403 }
1404
1405 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(const struct wined3d_gl_info *gl_info,
1406         const char *gl_vendor_string, const char *gl_renderer)
1407 {
1408
1409     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1410      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1411      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1412      *
1413      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1414      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1415      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1416      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1417      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1418      * the chance that other implementations support them is rather small since Win32 QuickTime uses
1419      * DirectDraw, not OpenGL. */
1420     if (gl_info->supported[APPLE_FENCE]
1421             && gl_info->supported[APPLE_CLIENT_STORAGE]
1422             && gl_info->supported[APPLE_FLUSH_RENDER]
1423             && gl_info->supported[APPLE_YCBCR_422])
1424         return GL_VENDOR_APPLE;
1425
1426     if (strstr(gl_vendor_string, "NVIDIA"))
1427         return GL_VENDOR_NVIDIA;
1428
1429     if (strstr(gl_vendor_string, "ATI"))
1430         return GL_VENDOR_FGLRX;
1431
1432     if (strstr(gl_vendor_string, "Intel(R)")
1433             /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1434             || strstr(gl_renderer, "Intel")
1435             || strstr(gl_vendor_string, "Intel Inc."))
1436         return GL_VENDOR_INTEL;
1437
1438     if (strstr(gl_vendor_string, "Mesa")
1439             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1440             || strstr(gl_vendor_string, "DRI R300 Project")
1441             || strstr(gl_vendor_string, "X.Org R300 Project")
1442             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1443             || strstr(gl_vendor_string, "VMware, Inc.")
1444             || strstr(gl_renderer, "Mesa")
1445             || strstr(gl_renderer, "Gallium"))
1446         return GL_VENDOR_MESA;
1447
1448     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1449             debugstr_a(gl_vendor_string));
1450
1451     return GL_VENDOR_UNKNOWN;
1452 }
1453
1454 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1455 {
1456     if (strstr(gl_vendor_string, "NVIDIA")
1457             || strstr(gl_vendor_string, "nouveau"))
1458         return HW_VENDOR_NVIDIA;
1459
1460     if (strstr(gl_vendor_string, "ATI")
1461             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1462             || strstr(gl_vendor_string, "X.Org R300 Project")
1463             || strstr(gl_renderer, "AMD")
1464             || strstr(gl_renderer, "R100")
1465             || strstr(gl_renderer, "R200")
1466             || strstr(gl_renderer, "R300")
1467             || strstr(gl_renderer, "R600")
1468             || strstr(gl_renderer, "R700"))
1469         return HW_VENDOR_AMD;
1470
1471     if (strstr(gl_vendor_string, "Intel(R)")
1472             /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1473             || strstr(gl_renderer, "Intel")
1474             || strstr(gl_vendor_string, "Intel Inc."))
1475         return HW_VENDOR_INTEL;
1476
1477     if (strstr(gl_vendor_string, "Mesa")
1478             || strstr(gl_vendor_string, "Brian Paul")
1479             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1480             || strstr(gl_vendor_string, "VMware, Inc."))
1481         return HW_VENDOR_SOFTWARE;
1482
1483     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1484
1485     return HW_VENDOR_NVIDIA;
1486 }
1487
1488 static UINT d3d_level_from_gl_info(const struct wined3d_gl_info *gl_info)
1489 {
1490     UINT level = 0;
1491
1492     if (gl_info->supported[ARB_MULTITEXTURE])
1493         level = 6;
1494     if (gl_info->supported[ARB_TEXTURE_COMPRESSION]
1495             && gl_info->supported[ARB_TEXTURE_CUBE_MAP]
1496             && gl_info->supported[ARB_TEXTURE_ENV_DOT3])
1497         level = 7;
1498     if (level == 7 && gl_info->supported[ARB_MULTISAMPLE]
1499             && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1500         level = 8;
1501     if (level == 8 && gl_info->supported[ARB_FRAGMENT_PROGRAM]
1502             && gl_info->supported[ARB_VERTEX_SHADER])
1503         level = 9;
1504     if (level == 9 && gl_info->supported[EXT_GPU_SHADER4])
1505         level = 10;
1506
1507     return level;
1508 }
1509
1510 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1511         const char *gl_renderer)
1512 {
1513     UINT d3d_level = d3d_level_from_gl_info(gl_info);
1514     unsigned int i;
1515
1516     if (d3d_level >= 10)
1517     {
1518         static const struct
1519         {
1520             const char *renderer;
1521             enum wined3d_pci_device id;
1522         }
1523         cards[] =
1524         {
1525             {"GTX 580",     CARD_NVIDIA_GEFORCE_GTX580},    /* Geforce 500 - highend */
1526             {"GTX 570",     CARD_NVIDIA_GEFORCE_GTX570},    /* Geforce 500 - midend high */
1527             {"GTX 560 Ti",  CARD_NVIDIA_GEFORCE_GTX560TI},  /* Geforce 500 - midend */
1528             {"GTX 560",     CARD_NVIDIA_GEFORCE_GTX560},    /* Geforce 500 - midend */
1529             {"GT 555M",     CARD_NVIDIA_GEFORCE_GT555M},    /* Geforce 500 - midend mobile */
1530             {"GTX 550 Ti",  CARD_NVIDIA_GEFORCE_GTX550},    /* Geforce 500 - midend */
1531             {"GTX 480",     CARD_NVIDIA_GEFORCE_GTX480},    /* Geforce 400 - highend */
1532             {"GTX 470",     CARD_NVIDIA_GEFORCE_GTX470},    /* Geforce 400 - midend high */
1533             {"GTX 465",     CARD_NVIDIA_GEFORCE_GTX465},    /* Geforce 400 - midend */
1534             {"GTX 460M",    CARD_NVIDIA_GEFORCE_GTX460M},   /* Geforce 400 - highend mobile */
1535             {"GTX 460",     CARD_NVIDIA_GEFORCE_GTX460},    /* Geforce 400 - midend */
1536             {"GTS 450",     CARD_NVIDIA_GEFORCE_GTS450},    /* Geforce 400 - midend low */
1537             {"GT 440",      CARD_NVIDIA_GEFORCE_GT440},     /* Geforce 400 - lowend */
1538             {"GT 430",      CARD_NVIDIA_GEFORCE_GT430},     /* Geforce 400 - lowend */
1539             {"GT 420",      CARD_NVIDIA_GEFORCE_GT420},     /* Geforce 400 - lowend */
1540             {"GT 330",      CARD_NVIDIA_GEFORCE_GT330},     /* Geforce 300 - highend */
1541             {"GTS 360M",    CARD_NVIDIA_GEFORCE_GTS350M},   /* Geforce 300 - highend mobile */
1542             {"GTS 350M",    CARD_NVIDIA_GEFORCE_GTS350M},   /* Geforce 300 - highend mobile */
1543             {"GT 330M",     CARD_NVIDIA_GEFORCE_GT325M},    /* Geforce 300 - midend mobile */
1544             {"GT 325M",     CARD_NVIDIA_GEFORCE_GT325M},    /* Geforce 300 - midend mobile */
1545             {"GT 320M",     CARD_NVIDIA_GEFORCE_GT320M},    /* Geforce 300 - midend mobile */
1546             {"GTX 295",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1547             {"GTX 285",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1548             {"GTX 280",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1549             {"GTX 275",     CARD_NVIDIA_GEFORCE_GTX275},    /* Geforce 200 - midend high */
1550             {"GTX 260",     CARD_NVIDIA_GEFORCE_GTX260},    /* Geforce 200 - midend */
1551             {"GT 240",      CARD_NVIDIA_GEFORCE_GT240},     /* Geforce 200 - midend */
1552             {"GT 220",      CARD_NVIDIA_GEFORCE_GT220},     /* Geforce 200 - lowend */
1553             {"Geforce 310", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1554             {"Geforce 305", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1555             {"Geforce 210", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1556             {"G 210",       CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1557             {"GTS 250",     CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1558             {"GTS 150",     CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1559             {"9800",        CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1560             {"GT 140",      CARD_NVIDIA_GEFORCE_9600GT},    /* Geforce 9 - midend */
1561             {"9600",        CARD_NVIDIA_GEFORCE_9600GT},    /* Geforce 9 - midend */
1562             {"GT 130",      CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1563             {"GT 120",      CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1564             {"9500",        CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1565             {"9400",        CARD_NVIDIA_GEFORCE_9400GT},    /* Geforce 9 - lowend */
1566             {"9300",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1567             {"9200",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1568             {"9100",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1569             {"G 100",       CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1570             {"8800 GTX",    CARD_NVIDIA_GEFORCE_8800GTX},   /* Geforce 8 - highend high */
1571             {"8800",        CARD_NVIDIA_GEFORCE_8800GTS},   /* Geforce 8 - highend */
1572             {"8600 M",      CARD_NVIDIA_GEFORCE_8600MGT},   /* Geforce 8 - midend mobile */
1573             {"8700",        CARD_NVIDIA_GEFORCE_8600GT},    /* Geforce 8 - midend */
1574             {"8600",        CARD_NVIDIA_GEFORCE_8600GT},    /* Geforce 8 - midend */
1575             {"8500",        CARD_NVIDIA_GEFORCE_8400GS},    /* Geforce 8 - mid-lowend */
1576             {"8400",        CARD_NVIDIA_GEFORCE_8400GS},    /* Geforce 8 - mid-lowend */
1577             {"8300",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1578             {"8200",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1579             {"8100",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1580         };
1581
1582         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1583         {
1584             if (strstr(gl_renderer, cards[i].renderer))
1585                 return cards[i].id;
1586         }
1587
1588         /* Geforce8-compatible fall back if the GPU is not in the list yet */
1589         return CARD_NVIDIA_GEFORCE_8300GS;
1590     }
1591
1592     /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1593      * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1594      */
1595     if (d3d_level >= 9 && gl_info->supported[NV_VERTEX_PROGRAM3])
1596     {
1597         static const struct
1598         {
1599             const char *renderer;
1600             enum wined3d_pci_device id;
1601         }
1602         cards[] =
1603         {
1604             {"Quadro FX 5", CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1605             {"Quadro FX 4", CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1606             {"7950",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1607             {"7900",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1608             {"7800",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1609             {"7700",        CARD_NVIDIA_GEFORCE_7600},      /* Geforce 7 - midend */
1610             {"7600",        CARD_NVIDIA_GEFORCE_7600},      /* Geforce 7 - midend */
1611             {"7400",        CARD_NVIDIA_GEFORCE_7400},      /* Geforce 7 - lower medium */
1612             {"7300",        CARD_NVIDIA_GEFORCE_7300},      /* Geforce 7 - lowend */
1613             {"6800",        CARD_NVIDIA_GEFORCE_6800},      /* Geforce 6 - highend */
1614             {"6700",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1615             {"6610",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1616             {"6600",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1617         };
1618
1619         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1620         {
1621             if (strstr(gl_renderer, cards[i].renderer))
1622                 return cards[i].id;
1623         }
1624
1625         /* Geforce 6/7 - lowend */
1626         return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1627     }
1628
1629     if (d3d_level >= 9)
1630     {
1631         /* GeforceFX - highend */
1632         if (strstr(gl_renderer, "5800")
1633                 || strstr(gl_renderer, "5900")
1634                 || strstr(gl_renderer, "5950")
1635                 || strstr(gl_renderer, "Quadro FX"))
1636         {
1637             return CARD_NVIDIA_GEFORCEFX_5800;
1638         }
1639
1640         /* GeforceFX - midend */
1641         if (strstr(gl_renderer, "5600")
1642                 || strstr(gl_renderer, "5650")
1643                 || strstr(gl_renderer, "5700")
1644                 || strstr(gl_renderer, "5750"))
1645         {
1646             return CARD_NVIDIA_GEFORCEFX_5600;
1647         }
1648
1649         /* GeforceFX - lowend */
1650         return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1651     }
1652
1653     if (d3d_level >= 8)
1654     {
1655         if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1656         {
1657             return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1658         }
1659
1660         return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1661     }
1662
1663     if (d3d_level >= 7)
1664     {
1665         if (strstr(gl_renderer, "GeForce4 MX"))
1666         {
1667             return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1668         }
1669
1670         if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1671         {
1672             return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1673         }
1674
1675         if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1676         {
1677             return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1678         }
1679
1680         return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1681     }
1682
1683     if (strstr(gl_renderer, "TNT2"))
1684     {
1685         return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1686     }
1687
1688     return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1689 }
1690
1691 static enum wined3d_pci_device select_card_amd_binary(const struct wined3d_gl_info *gl_info,
1692         const char *gl_renderer)
1693 {
1694     UINT d3d_level = d3d_level_from_gl_info(gl_info);
1695
1696     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1697      *
1698      * Beware: renderer string do not match exact card model,
1699      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1700     if (d3d_level >= 10)
1701     {
1702         unsigned int i;
1703
1704         static const struct
1705         {
1706             const char *renderer;
1707             enum wined3d_pci_device id;
1708         }
1709         cards[] =
1710         {
1711             /* Evergreen */
1712             {"HD 5870", CARD_AMD_RADEON_HD5800},    /* Radeon EG CYPRESS PRO */
1713             {"HD 5850", CARD_AMD_RADEON_HD5800},    /* Radeon EG CYPRESS XT */
1714             {"HD 5800", CARD_AMD_RADEON_HD5800},    /* Radeon EG CYPRESS HD58xx generic renderer string */
1715             {"HD 5770", CARD_AMD_RADEON_HD5700},    /* Radeon EG JUNIPER XT */
1716             {"HD 5750", CARD_AMD_RADEON_HD5700},    /* Radeon EG JUNIPER LE */
1717             {"HD 5700", CARD_AMD_RADEON_HD5700},    /* Radeon EG JUNIPER HD57xx generic renderer string */
1718             {"HD 5670", CARD_AMD_RADEON_HD5600},    /* Radeon EG REDWOOD XT */
1719             {"HD 5570", CARD_AMD_RADEON_HD5600},    /* Radeon EG REDWOOD PRO mapped to HD5600 series */
1720             {"HD 5550", CARD_AMD_RADEON_HD5600},    /* Radeon EG REDWOOD LE mapped to HD5600 series */
1721             {"HD 5450", CARD_AMD_RADEON_HD5400},    /* Radeon EG CEDAR PRO */
1722             /* R700 */
1723             {"HD 4890", CARD_AMD_RADEON_HD4800},    /* Radeon RV790 */
1724             {"HD 4870", CARD_AMD_RADEON_HD4800},    /* Radeon RV770 */
1725             {"HD 4850", CARD_AMD_RADEON_HD4800},    /* Radeon RV770 */
1726             {"HD 4830", CARD_AMD_RADEON_HD4800},    /* Radeon RV770 */
1727             {"HD 4800", CARD_AMD_RADEON_HD4800},    /* Radeon RV7xx HD48xx generic renderer string */
1728             {"HD 4770", CARD_AMD_RADEON_HD4700},    /* Radeon RV740 */
1729             {"HD 4700", CARD_AMD_RADEON_HD4700},    /* Radeon RV7xx HD47xx generic renderer string */
1730             {"HD 4670", CARD_AMD_RADEON_HD4600},    /* Radeon RV730 */
1731             {"HD 4650", CARD_AMD_RADEON_HD4600},    /* Radeon RV730 */
1732             {"HD 4600", CARD_AMD_RADEON_HD4600},    /* Radeon RV730 */
1733             {"HD 4550", CARD_AMD_RADEON_HD4350},    /* Radeon RV710 */
1734             {"HD 4350", CARD_AMD_RADEON_HD4350},    /* Radeon RV710 */
1735             /* R600/R700 integrated */
1736             {"HD 3300", CARD_AMD_RADEON_HD3200},
1737             {"HD 3200", CARD_AMD_RADEON_HD3200},
1738             {"HD 3100", CARD_AMD_RADEON_HD3200},
1739             /* R600 */
1740             {"HD 3870", CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1741             {"HD 3850", CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1742             {"HD 2900", CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1743             {"HD 3830", CARD_AMD_RADEON_HD2600},    /* China-only midend */
1744             {"HD 3690", CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1745             {"HD 3650", CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1746             {"HD 2600", CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1747             {"HD 3470", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1748             {"HD 3450", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1749             {"HD 3430", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1750             {"HD 3400", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1751             {"HD 2400", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1752             {"HD 2350", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1753         };
1754
1755         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1756         {
1757             if (strstr(gl_renderer, cards[i].renderer))
1758                 return cards[i].id;
1759         }
1760
1761         /* Default for when no GPU has been found */
1762         return CARD_AMD_RADEON_HD3200;
1763     }
1764
1765     if (d3d_level >= 9)
1766     {
1767         /* Radeon R5xx */
1768         if (strstr(gl_renderer, "X1600")
1769                 || strstr(gl_renderer, "X1650")
1770                 || strstr(gl_renderer, "X1800")
1771                 || strstr(gl_renderer, "X1900")
1772                 || strstr(gl_renderer, "X1950"))
1773         {
1774             return CARD_AMD_RADEON_X1600;
1775         }
1776
1777         /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1778          * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1779         if (strstr(gl_renderer, "X700")
1780                 || strstr(gl_renderer, "X800")
1781                 || strstr(gl_renderer, "X850")
1782                 || strstr(gl_renderer, "X1300")
1783                 || strstr(gl_renderer, "X1400")
1784                 || strstr(gl_renderer, "X1450")
1785                 || strstr(gl_renderer, "X1550")
1786                 || strstr(gl_renderer, "X2300")
1787                 || strstr(gl_renderer, "X2500")
1788                 || strstr(gl_renderer, "HD 2300")
1789                 )
1790         {
1791             return CARD_AMD_RADEON_X700;
1792         }
1793
1794         /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1795         if (strstr(gl_renderer, "Radeon Xpress"))
1796         {
1797             return CARD_AMD_RADEON_XPRESS_200M;
1798         }
1799
1800         /* Radeon R3xx */
1801         return CARD_AMD_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1802     }
1803
1804     if (d3d_level >= 8)
1805         return CARD_AMD_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1806
1807     if (d3d_level >= 7)
1808         return CARD_AMD_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1809
1810     return CARD_AMD_RAGE_128PRO;
1811 }
1812
1813 static enum wined3d_pci_device select_card_intel(const struct wined3d_gl_info *gl_info,
1814         const char *gl_renderer)
1815 {
1816     if (strstr(gl_renderer, "GM45")) return CARD_INTEL_GM45;
1817     if (strstr(gl_renderer, "X3100") || strstr(gl_renderer, "965GM"))
1818     {
1819         /* MacOS calls the card GMA X3100, otherwise known as GM965/GL960 */
1820         return CARD_INTEL_X3100;
1821     }
1822
1823     if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1824     {
1825         /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1826         return CARD_INTEL_I945GM;
1827     }
1828
1829     if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1830     if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1831     if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1832     if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1833     if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1834     return CARD_INTEL_I915G;
1835
1836 }
1837
1838 static enum wined3d_pci_device select_card_amd_mesa(const struct wined3d_gl_info *gl_info,
1839         const char *gl_renderer)
1840 {
1841     UINT d3d_level;
1842     unsigned int i;
1843
1844     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1845      *
1846      * Beware: renderer string do not match exact card model,
1847      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1848     if (strstr(gl_renderer, "Gallium"))
1849     {
1850         /* 20101109 - These are never returned by current Gallium radeon
1851          * drivers: R700, RV790, R680, RV535, RV516, R410, RS485, RV360, RV351.
1852          *
1853          * These are returned but not handled: RC410, RV380. */
1854         static const struct
1855         {
1856             const char *renderer;
1857             enum wined3d_pci_device id;
1858         }
1859         cards[] =
1860         {
1861             /* Northern Islands */
1862             {"CAYMAN",  CARD_AMD_RADEON_HD6900},
1863             {"BARTS",   CARD_AMD_RADEON_HD6800},
1864             {"TURKS",   CARD_AMD_RADEON_HD6600},
1865             {"SUMO2",   CARD_AMD_RADEON_HD6410D},   /* SUMO2 first, because we do a strstr(). */
1866             {"SUMO",    CARD_AMD_RADEON_HD6550D},
1867             {"CAICOS",  CARD_AMD_RADEON_HD6400},
1868             {"PALM",    CARD_AMD_RADEON_HD6300},
1869             /* Evergreen */
1870             {"HEMLOCK", CARD_AMD_RADEON_HD5900},
1871             {"CYPRESS", CARD_AMD_RADEON_HD5800},
1872             {"JUNIPER", CARD_AMD_RADEON_HD5700},
1873             {"REDWOOD", CARD_AMD_RADEON_HD5600},
1874             {"CEDAR",   CARD_AMD_RADEON_HD5400},
1875             /* R700 */
1876             {"R700",    CARD_AMD_RADEON_HD4800},    /* HD4800 - highend */
1877             {"RV790",   CARD_AMD_RADEON_HD4800},
1878             {"RV770",   CARD_AMD_RADEON_HD4800},
1879             {"RV740",   CARD_AMD_RADEON_HD4700},    /* HD4700 - midend */
1880             {"RV730",   CARD_AMD_RADEON_HD4600},    /* HD4600 - midend */
1881             {"RV710",   CARD_AMD_RADEON_HD4350},    /* HD4500/HD4350 - lowend */
1882             /* R600/R700 integrated */
1883             {"RS880",   CARD_AMD_RADEON_HD3200},
1884             {"RS780",   CARD_AMD_RADEON_HD3200},
1885             /* R600 */
1886             {"R680",    CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1887             {"R600",    CARD_AMD_RADEON_HD2900},
1888             {"RV670",   CARD_AMD_RADEON_HD2900},
1889             {"RV635",   CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1890             {"RV630",   CARD_AMD_RADEON_HD2600},
1891             {"RV620",   CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1892             {"RV610",   CARD_AMD_RADEON_HD2350},
1893             /* R500 */
1894             {"R580",    CARD_AMD_RADEON_X1600},
1895             {"R520",    CARD_AMD_RADEON_X1600},
1896             {"RV570",   CARD_AMD_RADEON_X1600},
1897             {"RV560",   CARD_AMD_RADEON_X1600},
1898             {"RV535",   CARD_AMD_RADEON_X1600},
1899             {"RV530",   CARD_AMD_RADEON_X1600},
1900             {"RV516",   CARD_AMD_RADEON_X700},      /* X700 is actually R400. */
1901             {"RV515",   CARD_AMD_RADEON_X700},
1902             /* R400 */
1903             {"R481",    CARD_AMD_RADEON_X700},
1904             {"R480",    CARD_AMD_RADEON_X700},
1905             {"R430",    CARD_AMD_RADEON_X700},
1906             {"R423",    CARD_AMD_RADEON_X700},
1907             {"R420",    CARD_AMD_RADEON_X700},
1908             {"R410",    CARD_AMD_RADEON_X700},
1909             {"RV410",   CARD_AMD_RADEON_X700},
1910             /* Radeon Xpress - onboard, DX9b, Shader 2.0, 300-400MHz */
1911             {"RS740",   CARD_AMD_RADEON_XPRESS_200M},
1912             {"RS690",   CARD_AMD_RADEON_XPRESS_200M},
1913             {"RS600",   CARD_AMD_RADEON_XPRESS_200M},
1914             {"RS485",   CARD_AMD_RADEON_XPRESS_200M},
1915             {"RS482",   CARD_AMD_RADEON_XPRESS_200M},
1916             {"RS480",   CARD_AMD_RADEON_XPRESS_200M},
1917             {"RS400",   CARD_AMD_RADEON_XPRESS_200M},
1918             /* R300 */
1919             {"R360",    CARD_AMD_RADEON_9500},
1920             {"R350",    CARD_AMD_RADEON_9500},
1921             {"R300",    CARD_AMD_RADEON_9500},
1922             {"RV370",   CARD_AMD_RADEON_9500},
1923             {"RV360",   CARD_AMD_RADEON_9500},
1924             {"RV351",   CARD_AMD_RADEON_9500},
1925             {"RV350",   CARD_AMD_RADEON_9500},
1926         };
1927
1928         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1929         {
1930             if (strstr(gl_renderer, cards[i].renderer))
1931                 return cards[i].id;
1932         }
1933     }
1934
1935     d3d_level = d3d_level_from_gl_info(gl_info);
1936     if (d3d_level >= 10)
1937         return CARD_AMD_RADEON_HD2600;
1938
1939     if (d3d_level >= 9)
1940     {
1941         static const struct
1942         {
1943             const char *renderer;
1944             enum wined3d_pci_device id;
1945         }
1946         cards[] =
1947         {
1948             /* R700 */
1949             {"(R700",   CARD_AMD_RADEON_HD4800},    /* HD4800 - highend */
1950             {"(RV790",  CARD_AMD_RADEON_HD4800},
1951             {"(RV770",  CARD_AMD_RADEON_HD4800},
1952             {"(RV740",  CARD_AMD_RADEON_HD4700},    /* HD4700 - midend */
1953             {"(RV730",  CARD_AMD_RADEON_HD4600},    /* HD4600 - midend */
1954             {"(RV710",  CARD_AMD_RADEON_HD4350},    /* HD4500/HD4350 - lowend */
1955             /* R600/R700 integrated */
1956             {"RS880",   CARD_AMD_RADEON_HD3200},
1957             {"RS780",   CARD_AMD_RADEON_HD3200},
1958             /* R600 */
1959             {"(R680",   CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1960             {"(R600",   CARD_AMD_RADEON_HD2900},
1961             {"(RV670",  CARD_AMD_RADEON_HD2900},
1962             {"(RV635",  CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1963             {"(RV630",  CARD_AMD_RADEON_HD2600},
1964             {"(RV620",  CARD_AMD_RADEON_HD2350},    /* HD2300/HD2400/HD3400 - lowend */
1965             {"(RV610",  CARD_AMD_RADEON_HD2350},
1966         };
1967
1968         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1969         {
1970             if (strstr(gl_renderer, cards[i].renderer))
1971                 return cards[i].id;
1972         }
1973
1974         return CARD_AMD_RADEON_9500;
1975     }
1976
1977     if (d3d_level >= 8)
1978         return CARD_AMD_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1979
1980     if (d3d_level >= 7)
1981         return CARD_AMD_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1982
1983     return CARD_AMD_RAGE_128PRO;
1984 }
1985
1986 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
1987         const char *gl_renderer)
1988 {
1989     UINT d3d_level;
1990
1991     if (strstr(gl_renderer, "Gallium"))
1992     {
1993         unsigned int i;
1994
1995         static const struct
1996         {
1997             const char *renderer;
1998             enum wined3d_pci_device id;
1999         }
2000         cards[] =
2001         {
2002             {"NVC8",    CARD_NVIDIA_GEFORCE_GTX570},
2003             {"NVC4",    CARD_NVIDIA_GEFORCE_GTX460},
2004             {"NVC3",    CARD_NVIDIA_GEFORCE_GT440},
2005             {"NVC0",    CARD_NVIDIA_GEFORCE_GTX480},
2006             {"NVAF",    CARD_NVIDIA_GEFORCE_GT320M},
2007             {"NVAC",    CARD_NVIDIA_GEFORCE_8200},
2008             {"NVAA",    CARD_NVIDIA_GEFORCE_8200},
2009             {"NVA8",    CARD_NVIDIA_GEFORCE_210},
2010             {"NVA5",    CARD_NVIDIA_GEFORCE_GT220},
2011             {"NVA3",    CARD_NVIDIA_GEFORCE_GT240},
2012             {"NVA0",    CARD_NVIDIA_GEFORCE_GTX280},
2013             {"NV98",    CARD_NVIDIA_GEFORCE_9200},
2014             {"NV96",    CARD_NVIDIA_GEFORCE_9400GT},
2015             {"NV94",    CARD_NVIDIA_GEFORCE_9600GT},
2016             {"NV92",    CARD_NVIDIA_GEFORCE_9800GT},
2017             {"NV86",    CARD_NVIDIA_GEFORCE_8500GT},
2018             {"NV84",    CARD_NVIDIA_GEFORCE_8600GT},
2019             {"NV68",    CARD_NVIDIA_GEFORCE_6200},      /* 7050 */
2020             {"NV67",    CARD_NVIDIA_GEFORCE_6200},      /* 7000M */
2021             {"NV63",    CARD_NVIDIA_GEFORCE_6200},      /* 7100 */
2022             {"NV50",    CARD_NVIDIA_GEFORCE_8800GTX},
2023             {"NV4E",    CARD_NVIDIA_GEFORCE_6200},      /* 6100 Go / 6150 Go */
2024             {"NV4C",    CARD_NVIDIA_GEFORCE_6200},      /* 6150SE */
2025             {"NV4B",    CARD_NVIDIA_GEFORCE_7600},
2026             {"NV4A",    CARD_NVIDIA_GEFORCE_6200},
2027             {"NV49",    CARD_NVIDIA_GEFORCE_7800GT},    /* 7900 */
2028             {"NV47",    CARD_NVIDIA_GEFORCE_7800GT},
2029             {"NV46",    CARD_NVIDIA_GEFORCE_7400},
2030             {"NV45",    CARD_NVIDIA_GEFORCE_6800},
2031             {"NV44",    CARD_NVIDIA_GEFORCE_6200},
2032             {"NV43",    CARD_NVIDIA_GEFORCE_6600GT},
2033             {"NV42",    CARD_NVIDIA_GEFORCE_6800},
2034             {"NV41",    CARD_NVIDIA_GEFORCE_6800},
2035             {"NV40",    CARD_NVIDIA_GEFORCE_6800},
2036             {"NV38",    CARD_NVIDIA_GEFORCEFX_5800},    /* FX 5950 Ultra */
2037             {"NV36",    CARD_NVIDIA_GEFORCEFX_5800},    /* FX 5700/5750 */
2038             {"NV35",    CARD_NVIDIA_GEFORCEFX_5800},    /* FX 5900 */
2039             {"NV34",    CARD_NVIDIA_GEFORCEFX_5200},
2040             {"NV31",    CARD_NVIDIA_GEFORCEFX_5600},
2041             {"NV30",    CARD_NVIDIA_GEFORCEFX_5800},
2042             {"NV28",    CARD_NVIDIA_GEFORCE4_TI4200},
2043             {"NV25",    CARD_NVIDIA_GEFORCE4_TI4200},
2044             {"NV20",    CARD_NVIDIA_GEFORCE3},
2045             {"NV1F",    CARD_NVIDIA_GEFORCE4_MX},       /* GF4 MX IGP */
2046             {"NV1A",    CARD_NVIDIA_GEFORCE2},          /* GF2 IGP */
2047             {"NV18",    CARD_NVIDIA_GEFORCE4_MX},
2048             {"NV17",    CARD_NVIDIA_GEFORCE4_MX},
2049             {"NV16",    CARD_NVIDIA_GEFORCE2},
2050             {"NV15",    CARD_NVIDIA_GEFORCE2},
2051             {"NV11",    CARD_NVIDIA_GEFORCE2_MX},
2052             {"NV10",    CARD_NVIDIA_GEFORCE},
2053             {"NV05",    CARD_NVIDIA_RIVA_TNT2},
2054             {"NV04",    CARD_NVIDIA_RIVA_TNT},
2055             {"NV03",    CARD_NVIDIA_RIVA_128},
2056         };
2057
2058         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
2059         {
2060             if (strstr(gl_renderer, cards[i].renderer))
2061                 return cards[i].id;
2062         }
2063     }
2064
2065     FIXME_(d3d_caps)("Unknown renderer %s.\n", debugstr_a(gl_renderer));
2066
2067     d3d_level = d3d_level_from_gl_info(gl_info);
2068     if (d3d_level >= 9)
2069         return CARD_NVIDIA_GEFORCEFX_5600;
2070     if (d3d_level >= 8)
2071         return CARD_NVIDIA_GEFORCE3;
2072     if (d3d_level >= 7)
2073         return CARD_NVIDIA_GEFORCE;
2074     if (d3d_level >= 6)
2075         return CARD_NVIDIA_RIVA_TNT;
2076     return CARD_NVIDIA_RIVA_128;
2077 }
2078
2079
2080 struct vendor_card_selection
2081 {
2082     enum wined3d_gl_vendor gl_vendor;
2083     enum wined3d_pci_vendor card_vendor;
2084     const char *description;        /* Description of the card selector i.e. Apple OS/X Intel */
2085     enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer);
2086 };
2087
2088 static const struct vendor_card_selection vendor_card_select_table[] =
2089 {
2090     {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA,  "Nvidia binary driver",     select_card_nvidia_binary},
2091     {GL_VENDOR_APPLE,  HW_VENDOR_NVIDIA,  "Apple OSX NVidia binary driver",   select_card_nvidia_binary},
2092     {GL_VENDOR_APPLE,  HW_VENDOR_AMD,     "Apple OSX AMD/ATI binary driver",  select_card_amd_binary},
2093     {GL_VENDOR_APPLE,  HW_VENDOR_INTEL,   "Apple OSX Intel binary driver",    select_card_intel},
2094     {GL_VENDOR_FGLRX,  HW_VENDOR_AMD,     "AMD/ATI binary driver",    select_card_amd_binary},
2095     {GL_VENDOR_MESA,   HW_VENDOR_AMD,     "Mesa AMD/ATI driver",      select_card_amd_mesa},
2096     {GL_VENDOR_MESA,   HW_VENDOR_NVIDIA,  "Mesa Nouveau driver",      select_card_nvidia_mesa},
2097     {GL_VENDOR_MESA,   HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel},
2098     {GL_VENDOR_INTEL,  HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel}
2099 };
2100
2101
2102 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
2103         enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor)
2104 {
2105     UINT d3d_level;
2106
2107     /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
2108      * different GPUs with roughly the same features. In most cases GPUs from a
2109      * certain family differ in clockspeeds, the amount of video memory and the
2110      * number of shader pipelines.
2111      *
2112      * A Direct3D device object contains the PCI id (vendor + device) of the
2113      * videocard which is used for rendering. Various applications use this
2114      * information to get a rough estimation of the features of the card and
2115      * some might use it for enabling 3d effects only on certain types of
2116      * videocards. In some cases games might even use it to work around bugs
2117      * which happen on certain videocards/driver combinations. The problem is
2118      * that OpenGL only exposes a rendering string containing the name of the
2119      * videocard and not the PCI id.
2120      *
2121      * Various games depend on the PCI id, so somehow we need to provide one.
2122      * A simple option is to parse the renderer string and translate this to
2123      * the right PCI id. This is a lot of work because there are more than 200
2124      * GPUs just for Nvidia. Various cards share the same renderer string, so
2125      * the amount of code might be 'small' but there are quite a number of
2126      * exceptions which would make this a pain to maintain. Another way would
2127      * be to query the PCI id from the operating system (assuming this is the
2128      * videocard which is used for rendering which is not always the case).
2129      * This would work but it is not very portable. Second it would not work
2130      * well in, let's say, a remote X situation in which the amount of 3d
2131      * features which can be used is limited.
2132      *
2133      * As said most games only use the PCI id to get an indication of the
2134      * capabilities of the card. It doesn't really matter if the given id is
2135      * the correct one if we return the id of a card with similar 3d features.
2136      *
2137      * The code below checks the OpenGL capabilities of a videocard and matches
2138      * that to a certain level of Direct3D functionality. Once a card passes
2139      * the Direct3D9 check, we know that the card (in case of Nvidia) is at
2140      * least a GeforceFX. To give a better estimate we do a basic check on the
2141      * renderer string but if that won't pass we return a default card. This
2142      * way is better than maintaining a full card database as even without a
2143      * full database we can return a card with similar features. Second the
2144      * size of the database can be made quite small because when you know what
2145      * type of 3d functionality a card has, you know to which GPU family the
2146      * GPU must belong. Because of this you only have to check a small part of
2147      * the renderer string to distinguishes between different models from that
2148      * family.
2149      *
2150      * The code also selects a default amount of video memory which we will
2151      * use for an estimation of the amount of free texture memory. In case of
2152      * real D3D the amount of texture memory includes video memory and system
2153      * memory (to be specific AGP memory or in case of PCIE TurboCache /
2154      * HyperMemory). We don't know how much system memory can be addressed by
2155      * the system but we can make a reasonable estimation about the amount of
2156      * video memory. If the value is slightly wrong it doesn't matter as we
2157      * didn't include AGP-like memory which makes the amount of addressable
2158      * memory higher and second OpenGL isn't that critical it moves to system
2159      * memory behind our backs if really needed. Note that the amount of video
2160      * memory can be overruled using a registry setting. */
2161
2162     int i;
2163
2164     for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
2165     {
2166         if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
2167             || (vendor_card_select_table[i].card_vendor != *card_vendor))
2168                 continue;
2169         TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
2170         return vendor_card_select_table[i].select_card(gl_info, gl_renderer);
2171     }
2172
2173     FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
2174                      *gl_vendor, *card_vendor);
2175
2176     /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
2177      * for Nvidia was because the hardware and drivers they make are of good quality. This makes
2178      * them a good generic choice. */
2179     *card_vendor = HW_VENDOR_NVIDIA;
2180     d3d_level = d3d_level_from_gl_info(gl_info);
2181     if (d3d_level >= 9)
2182         return CARD_NVIDIA_GEFORCEFX_5600;
2183     if (d3d_level >= 8)
2184         return CARD_NVIDIA_GEFORCE3;
2185     if (d3d_level >= 7)
2186         return CARD_NVIDIA_GEFORCE;
2187     if (d3d_level >= 6)
2188         return CARD_NVIDIA_RIVA_TNT;
2189     return CARD_NVIDIA_RIVA_128;
2190 }
2191
2192 static const struct fragment_pipeline *select_fragment_implementation(const struct wined3d_gl_info *gl_info)
2193 {
2194     int vs_selected_mode, ps_selected_mode;
2195
2196     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2197     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2198             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
2199     else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
2200     else if (gl_info->supported[NV_REGISTER_COMBINERS]
2201             && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
2202     else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
2203     else return &ffp_fragment_pipeline;
2204 }
2205
2206 static const struct wined3d_shader_backend_ops *select_shader_backend(const struct wined3d_gl_info *gl_info)
2207 {
2208     int vs_selected_mode, ps_selected_mode;
2209
2210     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2211     if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
2212     if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
2213     return &none_shader_backend;
2214 }
2215
2216 static const struct blit_shader *select_blit_implementation(const struct wined3d_gl_info *gl_info)
2217 {
2218     int vs_selected_mode, ps_selected_mode;
2219
2220     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2221     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2222             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2223     else return &ffp_blit;
2224 }
2225
2226 static void load_gl_funcs(struct wined3d_gl_info *gl_info, DWORD gl_version)
2227 {
2228     DWORD ver;
2229
2230 #define USE_GL_FUNC(type, pfn, ext, replace) \
2231     if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2232     else if ((ver = ver_for_ext(ext)) && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2233     else gl_info->pfn = NULL;
2234
2235     GL_EXT_FUNCS_GEN;
2236 #undef USE_GL_FUNC
2237
2238 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2239     WGL_EXT_FUNCS_GEN;
2240 #undef USE_GL_FUNC
2241 }
2242
2243 /* Context activation is done by the caller. */
2244 static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter)
2245 {
2246     struct wined3d_driver_info *driver_info = &adapter->driver_info;
2247     struct wined3d_gl_info *gl_info = &adapter->gl_info;
2248     const char *GL_Extensions    = NULL;
2249     const char *WGL_Extensions   = NULL;
2250     const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2251     struct fragment_caps fragment_caps;
2252     enum wined3d_gl_vendor gl_vendor;
2253     enum wined3d_pci_vendor card_vendor;
2254     enum wined3d_pci_device device;
2255     GLint       gl_max;
2256     GLfloat     gl_floatv[2];
2257     unsigned    i;
2258     HDC         hdc;
2259     DWORD gl_version;
2260     size_t len;
2261
2262     TRACE_(d3d_caps)("(%p)\n", gl_info);
2263
2264     ENTER_GL();
2265
2266     gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2267     TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2268     if (!gl_renderer_str)
2269     {
2270         LEAVE_GL();
2271         ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2272         return FALSE;
2273     }
2274
2275     gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2276     TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2277     if (!gl_vendor_str)
2278     {
2279         LEAVE_GL();
2280         ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2281         return FALSE;
2282     }
2283
2284     /* Parse the GL_VERSION field into major and minor information */
2285     gl_version_str = (const char *)glGetString(GL_VERSION);
2286     TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2287     if (!gl_version_str)
2288     {
2289         LEAVE_GL();
2290         ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2291         return FALSE;
2292     }
2293     gl_version = wined3d_parse_gl_version(gl_version_str);
2294
2295     /*
2296      * Initialize openGL extension related variables
2297      *  with Default values
2298      */
2299     memset(gl_info->supported, 0, sizeof(gl_info->supported));
2300     gl_info->limits.blends = 1;
2301     gl_info->limits.buffers = 1;
2302     gl_info->limits.textures = 1;
2303     gl_info->limits.texture_coords = 1;
2304     gl_info->limits.fragment_samplers = 1;
2305     gl_info->limits.vertex_samplers = 0;
2306     gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2307     gl_info->limits.sampler_stages = 1;
2308     gl_info->limits.vertex_attribs = 16;
2309     gl_info->limits.glsl_vs_float_constants = 0;
2310     gl_info->limits.glsl_ps_float_constants = 0;
2311     gl_info->limits.arb_vs_float_constants = 0;
2312     gl_info->limits.arb_vs_native_constants = 0;
2313     gl_info->limits.arb_vs_instructions = 0;
2314     gl_info->limits.arb_vs_temps = 0;
2315     gl_info->limits.arb_ps_float_constants = 0;
2316     gl_info->limits.arb_ps_local_constants = 0;
2317     gl_info->limits.arb_ps_instructions = 0;
2318     gl_info->limits.arb_ps_temps = 0;
2319
2320     /* Retrieve opengl defaults */
2321     glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2322     gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2323     TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2324
2325     glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2326     gl_info->limits.lights = gl_max;
2327     TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2328
2329     glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2330     gl_info->limits.texture_size = gl_max;
2331     TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2332
2333     glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2334     gl_info->limits.pointsize_min = gl_floatv[0];
2335     gl_info->limits.pointsize_max = gl_floatv[1];
2336     TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2337
2338     /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2339     GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2340     if (!GL_Extensions)
2341     {
2342         LEAVE_GL();
2343         ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2344         return FALSE;
2345     }
2346
2347     LEAVE_GL();
2348
2349     TRACE_(d3d_caps)("GL_Extensions reported:\n");
2350
2351     gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2352
2353     while (*GL_Extensions)
2354     {
2355         const char *start;
2356
2357         while (isspace(*GL_Extensions)) ++GL_Extensions;
2358         start = GL_Extensions;
2359         while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2360
2361         len = GL_Extensions - start;
2362         if (!len) continue;
2363
2364         TRACE_(d3d_caps)("- %s\n", debugstr_an(start, len));
2365
2366         for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2367         {
2368             if (len == strlen(EXTENSION_MAP[i].extension_string)
2369                     && !memcmp(start, EXTENSION_MAP[i].extension_string, len))
2370             {
2371                 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2372                 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2373                 break;
2374             }
2375         }
2376     }
2377
2378     /* Now work out what GL support this card really has */
2379     load_gl_funcs( gl_info, gl_version );
2380
2381     ENTER_GL();
2382
2383     /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2384      * loading the functions, otherwise the code above will load the extension entry points instead of the
2385      * core functions, which may not work. */
2386     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2387     {
2388         if (!gl_info->supported[EXTENSION_MAP[i].extension]
2389                 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2390         {
2391             TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2392             gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2393         }
2394     }
2395
2396     if (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
2397
2398     if (gl_info->supported[APPLE_FENCE])
2399     {
2400         /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2401          * The apple extension interacts with some other apple exts. Disable the NV
2402          * extension if the apple one is support to prevent confusion in other parts
2403          * of the code. */
2404         gl_info->supported[NV_FENCE] = FALSE;
2405     }
2406     if (gl_info->supported[APPLE_FLOAT_PIXELS])
2407     {
2408         /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2409          *
2410          * The enums are the same:
2411          * GL_RGBA16F_ARB     = GL_RGBA_FLOAT16_APPLE = 0x881A
2412          * GL_RGB16F_ARB      = GL_RGB_FLOAT16_APPLE  = 0x881B
2413          * GL_RGBA32F_ARB     = GL_RGBA_FLOAT32_APPLE = 0x8814
2414          * GL_RGB32F_ARB      = GL_RGB_FLOAT32_APPLE  = 0x8815
2415          * GL_HALF_FLOAT_ARB  = GL_HALF_APPLE         = 0x140B
2416          */
2417         if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2418         {
2419             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2420             gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2421         }
2422         if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2423         {
2424             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2425             gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2426         }
2427     }
2428     if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2429     {
2430         /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2431          * functionality. Prefer the ARB extension */
2432         gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2433     }
2434     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2435     {
2436         TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2437         gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2438     }
2439     if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2440     {
2441         TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2442         gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2443     }
2444     if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2445     {
2446         TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2447         gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2448     }
2449     if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
2450     {
2451         TRACE_(d3d_caps)(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
2452         gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
2453     }
2454     if (gl_info->supported[NV_TEXTURE_SHADER2])
2455     {
2456         if (gl_info->supported[NV_REGISTER_COMBINERS])
2457         {
2458             /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2459              * are supported. The nv extensions provide the same functionality as the
2460              * ATI one, and a bit more(signed pixelformats). */
2461             gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2462         }
2463     }
2464
2465     if (gl_info->supported[NV_REGISTER_COMBINERS])
2466     {
2467         glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2468         gl_info->limits.general_combiners = gl_max;
2469         TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2470     }
2471     if (gl_info->supported[ARB_DRAW_BUFFERS])
2472     {
2473         glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2474         gl_info->limits.buffers = gl_max;
2475         TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2476     }
2477     if (gl_info->supported[ARB_MULTITEXTURE])
2478     {
2479         glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2480         gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2481         TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2482         glGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, &gl_max);
2483         gl_info->limits.texture_coords = min(MAX_TEXTURES, gl_max);
2484         TRACE_(d3d_caps)("Max texture coords: %d.\n", gl_info->limits.texture_coords);
2485
2486         if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2487         {
2488             GLint tmp;
2489             glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2490             gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2491         }
2492         else
2493         {
2494             gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2495         }
2496         TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2497
2498         if (gl_info->supported[ARB_VERTEX_SHADER])
2499         {
2500             GLint tmp;
2501             glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2502             gl_info->limits.vertex_samplers = tmp;
2503             glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2504             gl_info->limits.combined_samplers = tmp;
2505             glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &tmp);
2506             gl_info->limits.vertex_attribs = tmp;
2507
2508             /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2509              * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2510              * an issue because then the sampler setup only depends on the two shaders. If a pixel
2511              * shader is used with fixed function vertex processing we're fine too because fixed function
2512              * vertex processing doesn't use any samplers. If fixed function fragment processing is
2513              * used we have to make sure that all vertex sampler setups are valid together with all
2514              * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2515              * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2516              * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2517              * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2518              * a fixed function pipeline anymore.
2519              *
2520              * So this is just a check to check that our assumption holds true. If not, write a warning
2521              * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2522             if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2523                     && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2524             {
2525                 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2526                         gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2527                 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2528                 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2529                     gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2530                 else
2531                     gl_info->limits.vertex_samplers = 0;
2532             }
2533         }
2534         else
2535         {
2536             gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2537         }
2538         TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2539         TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2540     }
2541     if (gl_info->supported[ARB_VERTEX_BLEND])
2542     {
2543         glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2544         gl_info->limits.blends = gl_max;
2545         TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2546     }
2547     if (gl_info->supported[EXT_TEXTURE3D])
2548     {
2549         glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2550         gl_info->limits.texture3d_size = gl_max;
2551         TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2552     }
2553     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2554     {
2555         glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2556         gl_info->limits.anisotropy = gl_max;
2557         TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2558     }
2559     if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2560     {
2561         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2562         gl_info->limits.arb_ps_float_constants = gl_max;
2563         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2564         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2565         gl_info->limits.arb_ps_native_constants = gl_max;
2566         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2567                 gl_info->limits.arb_ps_native_constants);
2568         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2569         gl_info->limits.arb_ps_temps = gl_max;
2570         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2571         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2572         gl_info->limits.arb_ps_instructions = gl_max;
2573         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2574         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2575         gl_info->limits.arb_ps_local_constants = gl_max;
2576         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2577     }
2578     if (gl_info->supported[ARB_VERTEX_PROGRAM])
2579     {
2580         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2581         gl_info->limits.arb_vs_float_constants = gl_max;
2582         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2583         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2584         gl_info->limits.arb_vs_native_constants = gl_max;
2585         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2586                 gl_info->limits.arb_vs_native_constants);
2587         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2588         gl_info->limits.arb_vs_temps = gl_max;
2589         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2590         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2591         gl_info->limits.arb_vs_instructions = gl_max;
2592         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2593
2594         if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2595     }
2596     if (gl_info->supported[ARB_VERTEX_SHADER])
2597     {
2598         glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2599         gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2600         TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2601     }
2602     if (gl_info->supported[ARB_FRAGMENT_SHADER])
2603     {
2604         glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2605         gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2606         TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2607         glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2608         gl_info->limits.glsl_varyings = gl_max;
2609         TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2610     }
2611     if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2612     {
2613         const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2614         unsigned int major, minor;
2615
2616         TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2617
2618         /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2619         sscanf(str, "%u.%u", &major, &minor);
2620         gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2621     }
2622     if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2623     {
2624         glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2625     }
2626     else
2627     {
2628         gl_info->limits.shininess = 128.0f;
2629     }
2630     if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2631     {
2632         /* If we have full NP2 texture support, disable
2633          * GL_ARB_texture_rectangle because we will never use it.
2634          * This saves a few redundant glDisable calls. */
2635         gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2636     }
2637     if (gl_info->supported[ATI_FRAGMENT_SHADER])
2638     {
2639         /* Disable NV_register_combiners and fragment shader if this is supported.
2640          * generally the NV extensions are preferred over the ATI ones, and this
2641          * extension is disabled if register_combiners and texture_shader2 are both
2642          * supported. So we reach this place only if we have incomplete NV dxlevel 8
2643          * fragment processing support. */
2644         gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2645         gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2646         gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2647         gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2648     }
2649     if (gl_info->supported[NV_HALF_FLOAT])
2650     {
2651         /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2652         gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2653     }
2654     checkGLcall("extension detection");
2655
2656     LEAVE_GL();
2657
2658     adapter->fragment_pipe = select_fragment_implementation(gl_info);
2659     adapter->shader_backend = select_shader_backend(gl_info);
2660     adapter->blitter = select_blit_implementation(gl_info);
2661
2662     adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2663     gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2664     TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2665
2666     /* In some cases the number of texture stages can be larger than the number
2667      * of samplers. The GF4 for example can use only 2 samplers (no fragment
2668      * shaders), but 8 texture stages (register combiners). */
2669     gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2670
2671     if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2672     {
2673         gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2674         gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2675         gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2676         gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2677         gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2678         gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2679         gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2680         gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2681         gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2682         gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2683         gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2684         gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2685         gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2686         gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2687         gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2688         gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2689         gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2690         gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2691         gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2692         if (wined3d_settings.allow_multisampling)
2693         {
2694             glGetIntegerv(GL_MAX_SAMPLES, &gl_max);
2695             gl_info->limits.samples = gl_max;
2696         }
2697     }
2698     else
2699     {
2700         if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2701         {
2702             gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2703             gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2704             gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2705             gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2706             gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2707             gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2708             gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2709             gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2710             gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2711             gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2712             gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2713             gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2714             gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2715             gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2716             gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2717             gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2718             gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2719         }
2720         else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2721         {
2722             WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2723             wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2724         }
2725         if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2726         {
2727             gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2728         }
2729         if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2730         {
2731             gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2732             if (wined3d_settings.allow_multisampling)
2733             {
2734                 glGetIntegerv(GL_MAX_SAMPLES, &gl_max);
2735                 gl_info->limits.samples = gl_max;
2736             }
2737         }
2738     }
2739
2740     /* MRTs are currently only supported when FBOs are used. */
2741     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2742     {
2743         gl_info->limits.buffers = 1;
2744     }
2745
2746     gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2747     card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2748     TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2749
2750     device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor);
2751     TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2752
2753     gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2754     gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2755             gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2756     gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2757     gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2758             gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2759     gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2760             gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2761
2762     /* Make sure there's an active HDC else the WGL extensions will fail */
2763     hdc = pwglGetCurrentDC();
2764     if (hdc) {
2765         /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2766         if(GL_EXTCALL(wglGetExtensionsStringARB))
2767             WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2768
2769         if (!WGL_Extensions)
2770         {
2771             ERR("   WGL_Extensions returns NULL\n");
2772         }
2773         else
2774         {
2775             TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2776             while (*WGL_Extensions)
2777             {
2778                 const char *Start;
2779                 char ThisExtn[256];
2780
2781                 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2782                 Start = WGL_Extensions;
2783                 while (!isspace(*WGL_Extensions) && *WGL_Extensions) ++WGL_Extensions;
2784
2785                 len = WGL_Extensions - Start;
2786                 if (!len || len >= sizeof(ThisExtn))
2787                     continue;
2788
2789                 memcpy(ThisExtn, Start, len);
2790                 ThisExtn[len] = '\0';
2791                 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2792
2793                 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2794                     gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2795                     TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2796                 }
2797                 if (!strcmp(ThisExtn, "WGL_EXT_swap_control")) {
2798                     gl_info->supported[WGL_EXT_SWAP_CONTROL] = TRUE;
2799                     TRACE_(d3d_caps)("FOUND: WGL_EXT_swap_control support\n");
2800                 }
2801                 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2802                     gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2803                     TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2804                 }
2805             }
2806         }
2807     }
2808
2809     fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2810     init_driver_info(driver_info, card_vendor, device);
2811     add_gl_compat_wrappers(gl_info);
2812
2813     return TRUE;
2814 }
2815
2816 UINT CDECL wined3d_get_adapter_count(const struct wined3d *wined3d)
2817 {
2818     TRACE_(d3d_caps)("wined3d %p, reporting %u adapters.\n",
2819             wined3d, wined3d->adapter_count);
2820
2821     return wined3d->adapter_count;
2822 }
2823
2824 HRESULT CDECL wined3d_register_software_device(struct wined3d *wined3d, void *init_function)
2825 {
2826     FIXME("wined3d %p, init_function %p stub!\n", wined3d, init_function);
2827
2828     return WINED3D_OK;
2829 }
2830
2831 HMONITOR CDECL wined3d_get_adapter_monitor(const struct wined3d *wined3d, UINT adapter_idx)
2832 {
2833     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u.\n", wined3d, adapter_idx);
2834
2835     if (adapter_idx >= wined3d->adapter_count)
2836         return NULL;
2837
2838     return MonitorFromPoint(wined3d->adapters[adapter_idx].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2839 }
2840
2841 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2842      of the same bpp but different resolutions                                  */
2843
2844 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2845 UINT CDECL wined3d_get_adapter_mode_count(const struct wined3d *wined3d, UINT adapter_idx,
2846         enum wined3d_format_id format_id)
2847 {
2848     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, format %s.\n", wined3d, adapter_idx, debug_d3dformat(format_id));
2849
2850     if (adapter_idx >= wined3d->adapter_count)
2851         return 0;
2852
2853     /* TODO: Store modes per adapter and read it from the adapter structure */
2854     if (!adapter_idx)
2855     {
2856         const struct wined3d_format *format = wined3d_get_format(&wined3d->adapters[adapter_idx].gl_info, format_id);
2857         UINT format_bits = format->byte_count * CHAR_BIT;
2858         unsigned int i = 0;
2859         unsigned int j = 0;
2860         DEVMODEW mode;
2861
2862         memset(&mode, 0, sizeof(mode));
2863         mode.dmSize = sizeof(mode);
2864
2865         while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2866         {
2867             ++j;
2868
2869             if (format_id == WINED3DFMT_UNKNOWN)
2870             {
2871                 /* This is for D3D8, do not enumerate P8 here */
2872                 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2873             }
2874             else if (mode.dmBitsPerPel == format_bits)
2875             {
2876                 ++i;
2877             }
2878         }
2879
2880         TRACE_(d3d_caps)("Returning %u matching modes (out of %u total) for adapter %u.\n", i, j, adapter_idx);
2881
2882         return i;
2883     }
2884     else
2885     {
2886         FIXME_(d3d_caps)("Adapter not primary display.\n");
2887     }
2888
2889     return 0;
2890 }
2891
2892 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2893 HRESULT CDECL wined3d_enum_adapter_modes(const struct wined3d *wined3d, UINT adapter_idx,
2894         enum wined3d_format_id format_id, UINT mode_idx, WINED3DDISPLAYMODE *mode)
2895 {
2896     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, format %s, mode_idx %u, mode %p.\n",
2897             wined3d, adapter_idx, debug_d3dformat(format_id), mode_idx, mode);
2898
2899     /* Validate the parameters as much as possible */
2900     if (!mode || adapter_idx >= wined3d->adapter_count
2901             || mode_idx >= wined3d_get_adapter_mode_count(wined3d, adapter_idx, format_id))
2902     {
2903         return WINED3DERR_INVALIDCALL;
2904     }
2905
2906     /* TODO: Store modes per adapter and read it from the adapter structure */
2907     if (!adapter_idx)
2908     {
2909         const struct wined3d_format *format = wined3d_get_format(&wined3d->adapters[adapter_idx].gl_info, format_id);
2910         UINT format_bits = format->byte_count * CHAR_BIT;
2911         DEVMODEW DevModeW;
2912         int ModeIdx = 0;
2913         UINT i = 0;
2914         int j = 0;
2915
2916         ZeroMemory(&DevModeW, sizeof(DevModeW));
2917         DevModeW.dmSize = sizeof(DevModeW);
2918
2919         /* If we are filtering to a specific format (D3D9), then need to skip
2920            all unrelated modes, but if mode is irrelevant (D3D8), then we can
2921            just count through the ones with valid bit depths */
2922         while (i <= mode_idx && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2923         {
2924             if (format_id == WINED3DFMT_UNKNOWN)
2925             {
2926                 /* This is for D3D8, do not enumerate P8 here */
2927                 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2928             }
2929             else if (DevModeW.dmBitsPerPel == format_bits)
2930             {
2931                 ++i;
2932             }
2933         }
2934
2935         if (!i)
2936         {
2937             TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", format_id, debug_d3dformat(format_id));
2938             return WINED3DERR_INVALIDCALL;
2939         }
2940         ModeIdx = j - 1;
2941
2942         /* Now get the display mode via the calculated index */
2943         if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0))
2944         {
2945             mode->Width = DevModeW.dmPelsWidth;
2946             mode->Height = DevModeW.dmPelsHeight;
2947             mode->RefreshRate = DEFAULT_REFRESH_RATE;
2948             if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2949                 mode->RefreshRate = DevModeW.dmDisplayFrequency;
2950
2951             if (format_id == WINED3DFMT_UNKNOWN)
2952                 mode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2953             else
2954                 mode->Format = format_id;
2955         }
2956         else
2957         {
2958             TRACE_(d3d_caps)("Requested mode %u out of range.\n", mode_idx);
2959             return WINED3DERR_INVALIDCALL;
2960         }
2961
2962         TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n",
2963                 mode->Width, mode->Height, mode->RefreshRate, mode->Format,
2964                 debug_d3dformat(mode->Format), DevModeW.dmBitsPerPel);
2965     }
2966     else
2967     {
2968         FIXME_(d3d_caps)("Adapter not primary display\n");
2969     }
2970
2971     return WINED3D_OK;
2972 }
2973
2974 HRESULT CDECL wined3d_get_adapter_display_mode(const struct wined3d *wined3d, UINT adapter_idx,
2975         WINED3DDISPLAYMODE *mode)
2976 {
2977     TRACE("wined3d %p, adapter_idx %u, display_mode %p.\n", wined3d, adapter_idx, mode);
2978
2979     if (!mode || adapter_idx >= wined3d->adapter_count)
2980         return WINED3DERR_INVALIDCALL;
2981
2982     if (!adapter_idx)
2983     {
2984         DEVMODEW DevModeW;
2985         unsigned int bpp;
2986
2987         ZeroMemory(&DevModeW, sizeof(DevModeW));
2988         DevModeW.dmSize = sizeof(DevModeW);
2989
2990         EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2991         mode->Width = DevModeW.dmPelsWidth;
2992         mode->Height = DevModeW.dmPelsHeight;
2993         bpp = DevModeW.dmBitsPerPel;
2994         mode->RefreshRate = DEFAULT_REFRESH_RATE;
2995         if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2996             mode->RefreshRate = DevModeW.dmDisplayFrequency;
2997         mode->Format = pixelformat_for_depth(bpp);
2998     }
2999     else
3000     {
3001         FIXME_(d3d_caps)("Adapter not primary display\n");
3002     }
3003
3004     TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", mode->Width,
3005           mode->Height, mode->RefreshRate, debug_d3dformat(mode->Format));
3006     return WINED3D_OK;
3007 }
3008
3009 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
3010    and fields being inserted in the middle, a new structure is used in place    */
3011 HRESULT CDECL wined3d_get_adapter_identifier(const struct wined3d *wined3d,
3012         UINT adapter_idx, DWORD flags, WINED3DADAPTER_IDENTIFIER *identifier)
3013 {
3014     const struct wined3d_adapter *adapter;
3015     size_t len;
3016
3017     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, flags %#x, indentifier %p.\n",
3018             wined3d, adapter_idx, flags, identifier);
3019
3020     if (adapter_idx >= wined3d->adapter_count)
3021         return WINED3DERR_INVALIDCALL;
3022
3023     adapter = &wined3d->adapters[adapter_idx];
3024
3025     /* Return the information requested */
3026     TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
3027
3028     if (identifier->driver_size)
3029     {
3030         const char *name = adapter->driver_info.name;
3031         len = min(strlen(name), identifier->driver_size - 1);
3032         memcpy(identifier->driver, name, len);
3033         identifier->driver[len] = '\0';
3034     }
3035
3036     if (identifier->description_size)
3037     {
3038         const char *description = adapter->driver_info.description;
3039         len = min(strlen(description), identifier->description_size - 1);
3040         memcpy(identifier->description, description, len);
3041         identifier->description[len] = '\0';
3042     }
3043
3044     /* Note that d3d8 doesn't supply a device name. */
3045     if (identifier->device_name_size)
3046     {
3047         static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
3048
3049         len = strlen(device_name);
3050         if (len >= identifier->device_name_size)
3051         {
3052             ERR("Device name size too small.\n");
3053             return WINED3DERR_INVALIDCALL;
3054         }
3055
3056         memcpy(identifier->device_name, device_name, len);
3057         identifier->device_name[len] = '\0';
3058     }
3059
3060     identifier->driver_version.u.HighPart = adapter->driver_info.version_high;
3061     identifier->driver_version.u.LowPart = adapter->driver_info.version_low;
3062     identifier->vendor_id = adapter->driver_info.vendor;
3063     identifier->device_id = adapter->driver_info.device;
3064     identifier->subsystem_id = 0;
3065     identifier->revision = 0;
3066     memcpy(&identifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(identifier->device_identifier));
3067     identifier->whql_level = (flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
3068     memcpy(&identifier->adapter_luid, &adapter->luid, sizeof(identifier->adapter_luid));
3069     identifier->video_memory = adapter->TextureRam;
3070
3071     return WINED3D_OK;
3072 }
3073
3074 static BOOL wined3d_check_pixel_format_color(const struct wined3d_gl_info *gl_info,
3075         const struct wined3d_pixel_format *cfg, const struct wined3d_format *format)
3076 {
3077     BYTE redSize, greenSize, blueSize, alphaSize, colorBits;
3078
3079     /* Float formats need FBOs. If FBOs are used this function isn't called */
3080     if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3081
3082     if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
3083         if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3084         {
3085             ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3086             return FALSE;
3087         }
3088
3089         if(cfg->redSize < redSize)
3090             return FALSE;
3091
3092         if(cfg->greenSize < greenSize)
3093             return FALSE;
3094
3095         if(cfg->blueSize < blueSize)
3096             return FALSE;
3097
3098         if(cfg->alphaSize < alphaSize)
3099             return FALSE;
3100
3101         return TRUE;
3102     }
3103
3104     /* Probably a RGBA_float or color index mode */
3105     return FALSE;
3106 }
3107
3108 static BOOL wined3d_check_pixel_format_depth(const struct wined3d_gl_info *gl_info,
3109         const struct wined3d_pixel_format *cfg, const struct wined3d_format *format)
3110 {
3111     BYTE depthSize, stencilSize;
3112     BOOL lockable = FALSE;
3113
3114     if (!getDepthStencilBits(format, &depthSize, &stencilSize))
3115     {
3116         ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3117         return FALSE;
3118     }
3119
3120     /* Float formats need FBOs. If FBOs are used this function isn't called */
3121     if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3122
3123     if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
3124         lockable = TRUE;
3125
3126     /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
3127      * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
3128      * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
3129     if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
3130         return FALSE;
3131
3132     /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
3133      * allow more stencil bits than requested. */
3134     if(cfg->stencilSize < stencilSize)
3135         return FALSE;
3136
3137     return TRUE;
3138 }
3139
3140 HRESULT CDECL wined3d_check_depth_stencil_match(const struct wined3d *wined3d,
3141         UINT adapter_idx, WINED3DDEVTYPE device_type, enum wined3d_format_id adapter_format_id,
3142         enum wined3d_format_id render_target_format_id, enum wined3d_format_id depth_stencil_format_id)
3143 {
3144     const struct wined3d_format *rt_format;
3145     const struct wined3d_format *ds_format;
3146     const struct wined3d_adapter *adapter;
3147
3148     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s,\n"
3149             "adapter_format %s, render_target_format %s, depth_stencil_format %s.\n",
3150             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(adapter_format_id),
3151             debug_d3dformat(render_target_format_id), debug_d3dformat(depth_stencil_format_id));
3152
3153     if (adapter_idx >= wined3d->adapter_count)
3154         return WINED3DERR_INVALIDCALL;
3155
3156     adapter = &wined3d->adapters[adapter_idx];
3157     rt_format = wined3d_get_format(&adapter->gl_info, render_target_format_id);
3158     ds_format = wined3d_get_format(&adapter->gl_info, depth_stencil_format_id);
3159     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3160     {
3161         if ((rt_format->flags & WINED3DFMT_FLAG_RENDERTARGET)
3162                 && (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
3163         {
3164             TRACE_(d3d_caps)("Formats match.\n");
3165             return WINED3D_OK;
3166         }
3167     }
3168     else
3169     {
3170         const struct wined3d_pixel_format *cfgs;
3171         unsigned int cfg_count;
3172         unsigned int i;
3173
3174         cfgs = adapter->cfgs;
3175         cfg_count = adapter->cfg_count;
3176         for (i = 0; i < cfg_count; ++i)
3177         {
3178             if (wined3d_check_pixel_format_color(&adapter->gl_info, &cfgs[i], rt_format)
3179                     && wined3d_check_pixel_format_depth(&adapter->gl_info, &cfgs[i], ds_format))
3180             {
3181                 TRACE_(d3d_caps)("Formats match.\n");
3182                 return WINED3D_OK;
3183             }
3184         }
3185     }
3186
3187     TRACE_(d3d_caps)("Unsupported format pair: %s and %s.\n",
3188             debug_d3dformat(render_target_format_id),
3189             debug_d3dformat(depth_stencil_format_id));
3190
3191     return WINED3DERR_NOTAVAILABLE;
3192 }
3193
3194 HRESULT CDECL wined3d_check_device_multisample_type(const struct wined3d *wined3d, UINT adapter_idx,
3195         WINED3DDEVTYPE device_type, enum wined3d_format_id surface_format_id, BOOL windowed,
3196         WINED3DMULTISAMPLE_TYPE multisample_type, DWORD *quality_levels)
3197 {
3198     const struct wined3d_gl_info *gl_info;
3199
3200     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, surface_format %s,\n"
3201             "windowed %#x, multisample_type %#x, quality_levels %p.\n",
3202             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(surface_format_id),
3203             windowed, multisample_type, quality_levels);
3204
3205     if (adapter_idx >= wined3d->adapter_count)
3206         return WINED3DERR_INVALIDCALL;
3207
3208     gl_info = &wined3d->adapters[adapter_idx].gl_info;
3209
3210     if (multisample_type > gl_info->limits.samples)
3211     {
3212         TRACE("Returning not supported.\n");
3213         if (quality_levels)
3214             *quality_levels = 0;
3215
3216         return WINED3DERR_NOTAVAILABLE;
3217     }
3218
3219     if (quality_levels)
3220     {
3221         if (multisample_type == WINED3DMULTISAMPLE_NONMASKABLE)
3222             /* FIXME: This is probably wrong. */
3223             *quality_levels = gl_info->limits.samples;
3224         else
3225             *quality_levels = 1;
3226     }
3227
3228     return WINED3D_OK;
3229 }
3230
3231 /* Check if we support bumpmapping for a format */
3232 static BOOL CheckBumpMapCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3233 {
3234     /* Ask the fixed function pipeline implementation if it can deal
3235      * with the conversion. If we've got a GL extension giving native
3236      * support this will be an identity conversion. */
3237     return (format->flags & WINED3DFMT_FLAG_BUMPMAP)
3238             && adapter->fragment_pipe->color_fixup_supported(format->color_fixup);
3239 }
3240
3241 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3242 static BOOL CheckDepthStencilCapability(const struct wined3d_adapter *adapter,
3243         const struct wined3d_format *display_format, const struct wined3d_format *ds_format)
3244 {
3245     /* Only allow depth/stencil formats */
3246     if (!(ds_format->depth_size || ds_format->stencil_size)) return FALSE;
3247
3248     /* Blacklist formats not supported on Windows */
3249     switch (ds_format->id)
3250     {
3251         case WINED3DFMT_S1_UINT_D15_UNORM: /* Breaks the shadowvol2 dx7 sdk sample */
3252         case WINED3DFMT_S4X4_UINT_D24_UNORM:
3253             TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3254             return FALSE;
3255
3256         default:
3257             break;
3258     }
3259
3260     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3261     {
3262         /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3263         if (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3264     }
3265     else
3266     {
3267         unsigned int i;
3268
3269         /* Walk through all WGL pixel formats to find a match */
3270         for (i = 0; i < adapter->cfg_count; ++i)
3271         {
3272             const struct wined3d_pixel_format *cfg = &adapter->cfgs[i];
3273             if (wined3d_check_pixel_format_color(&adapter->gl_info, cfg, display_format)
3274                     && wined3d_check_pixel_format_depth(&adapter->gl_info, cfg, ds_format))
3275                 return TRUE;
3276         }
3277     }
3278
3279     return FALSE;
3280 }
3281
3282 static BOOL CheckFilterCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3283 {
3284     /* The flags entry of a format contains the filtering capability */
3285     if ((format->flags & WINED3DFMT_FLAG_FILTERING)
3286             || !(adapter->gl_info.quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING))
3287         return TRUE;
3288
3289     return FALSE;
3290 }
3291
3292 /* Check the render target capabilities of a format */
3293 static BOOL CheckRenderTargetCapability(const struct wined3d_adapter *adapter,
3294         const struct wined3d_format *adapter_format, const struct wined3d_format *check_format)
3295 {
3296     /* Filter out non-RT formats */
3297     if (!(check_format->flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3298     if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
3299     {
3300         BYTE AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3301         BYTE CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3302         const struct wined3d_pixel_format *cfgs = adapter->cfgs;
3303         unsigned int i;
3304
3305         getColorBits(adapter_format, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3306         getColorBits(check_format, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3307
3308         /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3309          * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3310         if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3311             TRACE_(d3d_caps)("[FAILED]\n");
3312             return FALSE;
3313         }
3314
3315         /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3316          * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3317         for (i = 0; i < adapter->cfg_count; ++i)
3318         {
3319             if (cfgs[i].windowDrawable
3320                     && wined3d_check_pixel_format_color(&adapter->gl_info, &cfgs[i], check_format))
3321             {
3322                 TRACE_(d3d_caps)("Pixel format %d is compatible with format %s.\n",
3323                         cfgs[i].iPixelFormat, debug_d3dformat(check_format->id));
3324                 return TRUE;
3325             }
3326         }
3327     }
3328     else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3329     {
3330         /* For now return TRUE for FBOs until we have some proper checks.
3331          * Note that this function will only be called when the format is around for texturing. */
3332         return TRUE;
3333     }
3334     return FALSE;
3335 }
3336
3337 static BOOL CheckSrgbReadCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3338 {
3339     return format->flags & WINED3DFMT_FLAG_SRGB_READ;
3340 }
3341
3342 static BOOL CheckSrgbWriteCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3343 {
3344     /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3345      * doing the color fixup in shaders.
3346      * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3347     if (format->flags & WINED3DFMT_FLAG_SRGB_WRITE)
3348     {
3349         int vs_selected_mode;
3350         int ps_selected_mode;
3351         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3352
3353         if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3354             TRACE_(d3d_caps)("[OK]\n");
3355             return TRUE;
3356         }
3357     }
3358
3359     TRACE_(d3d_caps)("[FAILED] - sRGB writes not supported by format %s.\n", debug_d3dformat(format->id));
3360     return FALSE;
3361 }
3362
3363 /* Check if a format support blending in combination with pixel shaders */
3364 static BOOL CheckPostPixelShaderBlendingCapability(const struct wined3d_adapter *adapter,
3365         const struct wined3d_format *format)
3366 {
3367     /* The flags entry of a format contains the post pixel shader blending capability */
3368     if (format->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3369
3370     return FALSE;
3371 }
3372
3373 static BOOL CheckWrapAndMipCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3374 {
3375     /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3376      * but we have to report mipmapping so we cannot reject this flag. Tests show that
3377      * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3378      * that wrapping is supported. The lack of filtering will sort out the mipmapping
3379      * capability anyway.
3380      *
3381      * For now lets report this on all formats, but in the future we may want to
3382      * restrict it to some should games need that
3383      */
3384     return TRUE;
3385 }
3386
3387 /* Check if a texture format is supported on the given adapter */
3388 static BOOL CheckTextureCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3389 {
3390     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3391
3392     switch (format->id)
3393     {
3394         /*****
3395          *  supported: RGB(A) formats
3396          */
3397         case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3398         case WINED3DFMT_B8G8R8A8_UNORM:
3399         case WINED3DFMT_B8G8R8X8_UNORM:
3400         case WINED3DFMT_B5G6R5_UNORM:
3401         case WINED3DFMT_B5G5R5X1_UNORM:
3402         case WINED3DFMT_B5G5R5A1_UNORM:
3403         case WINED3DFMT_B4G4R4A4_UNORM:
3404         case WINED3DFMT_A8_UNORM:
3405         case WINED3DFMT_B4G4R4X4_UNORM:
3406         case WINED3DFMT_R8G8B8A8_UNORM:
3407         case WINED3DFMT_R8G8B8X8_UNORM:
3408         case WINED3DFMT_B10G10R10A2_UNORM:
3409         case WINED3DFMT_R10G10B10A2_UNORM:
3410         case WINED3DFMT_R16G16_UNORM:
3411             TRACE_(d3d_caps)("[OK]\n");
3412             return TRUE;
3413
3414         case WINED3DFMT_B2G3R3_UNORM:
3415             TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3416             return FALSE;
3417
3418         /*****
3419          *  Not supported: Palettized
3420          *  Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3421          *  Since it is not widely available, don't offer it. Further no Windows driver offers
3422          *  WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3423          */
3424         case WINED3DFMT_P8_UINT:
3425         case WINED3DFMT_P8_UINT_A8_UNORM:
3426             return FALSE;
3427
3428         /*****
3429          *  Supported: (Alpha)-Luminance
3430          */
3431         case WINED3DFMT_L8_UNORM:
3432         case WINED3DFMT_L8A8_UNORM:
3433         case WINED3DFMT_L16_UNORM:
3434             TRACE_(d3d_caps)("[OK]\n");
3435             return TRUE;
3436
3437         /* Not supported on Windows, thus disabled */
3438         case WINED3DFMT_L4A4_UNORM:
3439             TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3440             return FALSE;
3441
3442         /*****
3443          *  Supported: Depth/Stencil formats
3444          */
3445         case WINED3DFMT_D16_LOCKABLE:
3446         case WINED3DFMT_D16_UNORM:
3447         case WINED3DFMT_X8D24_UNORM:
3448         case WINED3DFMT_D24_UNORM_S8_UINT:
3449         case WINED3DFMT_S8_UINT_D24_FLOAT:
3450         case WINED3DFMT_D32_UNORM:
3451         case WINED3DFMT_D32_FLOAT:
3452             return TRUE;
3453
3454         case WINED3DFMT_INTZ:
3455             if (gl_info->supported[EXT_PACKED_DEPTH_STENCIL]
3456                     || gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3457                 return TRUE;
3458             return FALSE;
3459
3460         /* Not supported on Windows */
3461         case WINED3DFMT_S1_UINT_D15_UNORM:
3462         case WINED3DFMT_S4X4_UINT_D24_UNORM:
3463             TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3464             return FALSE;
3465
3466         /*****
3467          *  Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3468          *  GL_NV_texture_shader). Emulated by shaders
3469          */
3470         case WINED3DFMT_R8G8_SNORM:
3471         case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3472         case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3473         case WINED3DFMT_R8G8B8A8_SNORM:
3474         case WINED3DFMT_R16G16_SNORM:
3475             /* Ask the shader backend if it can deal with the conversion. If
3476              * we've got a GL extension giving native support this will be an
3477              * identity conversion. */
3478             if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup))
3479             {
3480                 TRACE_(d3d_caps)("[OK]\n");
3481                 return TRUE;
3482             }
3483             TRACE_(d3d_caps)("[FAILED]\n");
3484             return FALSE;
3485
3486         case WINED3DFMT_DXT1:
3487         case WINED3DFMT_DXT2:
3488         case WINED3DFMT_DXT3:
3489         case WINED3DFMT_DXT4:
3490         case WINED3DFMT_DXT5:
3491             if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3492             {
3493                 TRACE_(d3d_caps)("[OK]\n");
3494                 return TRUE;
3495             }
3496             TRACE_(d3d_caps)("[FAILED]\n");
3497             return FALSE;
3498
3499
3500         /*****
3501          *  Odd formats - not supported
3502          */
3503         case WINED3DFMT_VERTEXDATA:
3504         case WINED3DFMT_R16_UINT:
3505         case WINED3DFMT_R32_UINT:
3506         case WINED3DFMT_R16G16B16A16_SNORM:
3507         case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3508         case WINED3DFMT_R10G11B11_SNORM:
3509         case WINED3DFMT_R16:
3510         case WINED3DFMT_AL16:
3511             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3512             return FALSE;
3513
3514         /*****
3515          *  WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3516          */
3517         case WINED3DFMT_R8G8_SNORM_Cx:
3518             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3519             return FALSE;
3520
3521         /* YUV formats */
3522         case WINED3DFMT_UYVY:
3523         case WINED3DFMT_YUY2:
3524             if (gl_info->supported[APPLE_YCBCR_422])
3525             {
3526                 TRACE_(d3d_caps)("[OK]\n");
3527                 return TRUE;
3528             }
3529             TRACE_(d3d_caps)("[FAILED]\n");
3530             return FALSE;
3531         case WINED3DFMT_YV12:
3532             TRACE_(d3d_caps)("[FAILED]\n");
3533             return FALSE;
3534
3535         case WINED3DFMT_R16G16B16A16_UNORM:
3536             if (gl_info->quirks & WINED3D_QUIRK_BROKEN_RGBA16)
3537             {
3538                 TRACE_(d3d_caps)("[FAILED]\n");
3539                 return FALSE;
3540             }
3541             TRACE_(d3d_caps)("[OK]\n");
3542             return TRUE;
3543
3544             /* Not supported */
3545         case WINED3DFMT_B2G3R3A8_UNORM:
3546             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3547             return FALSE;
3548
3549             /* Floating point formats */
3550         case WINED3DFMT_R16_FLOAT:
3551         case WINED3DFMT_R16G16_FLOAT:
3552         case WINED3DFMT_R16G16B16A16_FLOAT:
3553             if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3554             {
3555                 TRACE_(d3d_caps)("[OK]\n");
3556                 return TRUE;
3557             }
3558             TRACE_(d3d_caps)("[FAILED]\n");
3559             return FALSE;
3560
3561         case WINED3DFMT_R32_FLOAT:
3562         case WINED3DFMT_R32G32_FLOAT:
3563         case WINED3DFMT_R32G32B32A32_FLOAT:
3564             if (gl_info->supported[ARB_TEXTURE_FLOAT])
3565             {
3566                 TRACE_(d3d_caps)("[OK]\n");
3567                 return TRUE;
3568             }
3569             TRACE_(d3d_caps)("[FAILED]\n");
3570             return FALSE;
3571
3572         /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3573          * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3574          * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3575          * We can do instancing with all shader versions, but we need vertex shaders.
3576          *
3577          * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3578          * to enable instancing. WineD3D doesn't need that and just ignores it.
3579          *
3580          * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3581          */
3582         case WINED3DFMT_INST:
3583             TRACE("ATI Instancing check hack\n");
3584             if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3585             {
3586                 TRACE_(d3d_caps)("[OK]\n");
3587                 return TRUE;
3588             }
3589             TRACE_(d3d_caps)("[FAILED]\n");
3590             return FALSE;
3591
3592         /* Some weird FOURCC formats */
3593         case WINED3DFMT_R8G8_B8G8:
3594         case WINED3DFMT_G8R8_G8B8:
3595         case WINED3DFMT_MULTI2_ARGB8:
3596             TRACE_(d3d_caps)("[FAILED]\n");
3597             return FALSE;
3598
3599         /* Vendor specific formats */
3600         case WINED3DFMT_ATI2N:
3601             if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3602                     || gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
3603             {
3604                 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3605                         && adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3606                 {
3607                     TRACE_(d3d_caps)("[OK]\n");
3608                     return TRUE;
3609                 }
3610
3611                 TRACE_(d3d_caps)("[OK]\n");
3612                 return TRUE;
3613             }
3614             TRACE_(d3d_caps)("[FAILED]\n");
3615             return FALSE;
3616
3617         /* Depth bound test. To query if the card supports it CheckDeviceFormat with the special
3618          * format MAKEFOURCC('N','V','D','B') is used.
3619          * It is enabled by setting D3DRS_ADAPTIVETESS_X render state to MAKEFOURCC('N','V','D','B') and
3620          * then controlled by setting D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax)
3621          * to test value.
3622          */
3623         case WINED3DFMT_NVDB:
3624             if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
3625             {
3626                 TRACE_(d3d_caps)("[OK]\n");
3627                 return TRUE;
3628             }
3629             TRACE_(d3d_caps)("[FAILED]\n");
3630             return FALSE;
3631
3632         case WINED3DFMT_NVHU:
3633         case WINED3DFMT_NVHS:
3634             /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3635              * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3636              * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3637              * ATI refused to support formats which can easily be emulated with pixel shaders, so
3638              * Applications have to deal with not having NVHS and NVHU.
3639              */
3640             TRACE_(d3d_caps)("[FAILED]\n");
3641             return FALSE;
3642
3643         case WINED3DFMT_NULL:
3644             if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3645                 return TRUE;
3646             return FALSE;
3647
3648         case WINED3DFMT_UNKNOWN:
3649             return FALSE;
3650
3651         default:
3652             ERR("Unhandled format %s.\n", debug_d3dformat(format->id));
3653             break;
3654     }
3655     return FALSE;
3656 }
3657
3658 static BOOL CheckSurfaceCapability(const struct wined3d_adapter *adapter,
3659         const struct wined3d_format *adapter_format,
3660         const struct wined3d_format *check_format,
3661         WINED3DSURFTYPE SurfaceType)
3662 {
3663     if (SurfaceType == SURFACE_GDI)
3664     {
3665         switch (check_format->id)
3666         {
3667             case WINED3DFMT_B8G8R8_UNORM:
3668             case WINED3DFMT_B8G8R8A8_UNORM:
3669             case WINED3DFMT_B8G8R8X8_UNORM:
3670             case WINED3DFMT_B5G6R5_UNORM:
3671             case WINED3DFMT_B5G5R5X1_UNORM:
3672             case WINED3DFMT_B5G5R5A1_UNORM:
3673             case WINED3DFMT_B4G4R4A4_UNORM:
3674             case WINED3DFMT_B2G3R3_UNORM:
3675             case WINED3DFMT_A8_UNORM:
3676             case WINED3DFMT_B2G3R3A8_UNORM:
3677             case WINED3DFMT_B4G4R4X4_UNORM:
3678             case WINED3DFMT_R10G10B10A2_UNORM:
3679             case WINED3DFMT_R8G8B8A8_UNORM:
3680             case WINED3DFMT_R8G8B8X8_UNORM:
3681             case WINED3DFMT_R16G16_UNORM:
3682             case WINED3DFMT_B10G10R10A2_UNORM:
3683             case WINED3DFMT_R16G16B16A16_UNORM:
3684             case WINED3DFMT_P8_UINT:
3685                 TRACE_(d3d_caps)("[OK]\n");
3686                 return TRUE;
3687             default:
3688                 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3689                 return FALSE;
3690         }
3691     }
3692
3693     /* All format that are supported for textures are supported for surfaces as well */
3694     if (CheckTextureCapability(adapter, check_format)) return TRUE;
3695     /* All depth stencil formats are supported on surfaces */
3696     if (CheckDepthStencilCapability(adapter, adapter_format, check_format)) return TRUE;
3697
3698     /* If opengl can't process the format natively, the blitter may be able to convert it */
3699     if (adapter->blitter->blit_supported(&adapter->gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
3700             NULL, WINED3DPOOL_DEFAULT, 0, check_format,
3701             NULL, WINED3DPOOL_DEFAULT, 0, adapter_format))
3702     {
3703         TRACE_(d3d_caps)("[OK]\n");
3704         return TRUE;
3705     }
3706
3707     /* Reject other formats */
3708     TRACE_(d3d_caps)("[FAILED]\n");
3709     return FALSE;
3710 }
3711
3712 static BOOL CheckVertexTextureCapability(const struct wined3d_adapter *adapter,
3713         const struct wined3d_format *format)
3714 {
3715     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3716
3717     if (!gl_info->limits.vertex_samplers || !(format->flags & WINED3DFMT_FLAG_VTF))
3718         return FALSE;
3719
3720     switch (format->id)
3721     {
3722         case WINED3DFMT_R32G32B32A32_FLOAT:
3723         case WINED3DFMT_R32_FLOAT:
3724             return TRUE;
3725         default:
3726             return !(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING);
3727     }
3728 }
3729
3730 HRESULT CDECL wined3d_check_device_format(const struct wined3d *wined3d, UINT adapter_idx,
3731         WINED3DDEVTYPE device_type, enum wined3d_format_id adapter_format_id, DWORD usage,
3732         WINED3DRESOURCETYPE resource_type, enum wined3d_format_id check_format_id, WINED3DSURFTYPE surface_type)
3733 {
3734     const struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
3735     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3736     const struct wined3d_format *adapter_format = wined3d_get_format(gl_info, adapter_format_id);
3737     const struct wined3d_format *format = wined3d_get_format(gl_info, check_format_id);
3738     DWORD usage_caps = 0;
3739
3740     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, adapter_format %s, usage %s, %s,\n"
3741             "resource_type %s, check_format %s, surface_type %#x.\n",
3742             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(adapter_format_id),
3743             debug_d3dusage(usage), debug_d3dusagequery(usage), debug_d3dresourcetype(resource_type),
3744             debug_d3dformat(check_format_id), surface_type);
3745
3746     if (adapter_idx >= wined3d->adapter_count)
3747         return WINED3DERR_INVALIDCALL;
3748
3749     switch (resource_type)
3750     {
3751         case WINED3DRTYPE_CUBETEXTURE:
3752             /* Cubetexture allows:
3753              *      - WINED3DUSAGE_AUTOGENMIPMAP
3754              *      - WINED3DUSAGE_DEPTHSTENCIL
3755              *      - WINED3DUSAGE_DYNAMIC
3756              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3757              *      - WINED3DUSAGE_RENDERTARGET
3758              *      - WINED3DUSAGE_SOFTWAREPROCESSING
3759              *      - WINED3DUSAGE_QUERY_WRAPANDMIP
3760              */
3761             if (surface_type != SURFACE_OPENGL)
3762             {
3763                 TRACE_(d3d_caps)("[FAILED]\n");
3764                 return WINED3DERR_NOTAVAILABLE;
3765             }
3766
3767             if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3768             {
3769                 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3770                 return WINED3DERR_NOTAVAILABLE;
3771             }
3772
3773             if (!CheckTextureCapability(adapter, format))
3774             {
3775                 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3776                 return WINED3DERR_NOTAVAILABLE;
3777             }
3778
3779             if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
3780             {
3781                 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3782                     /* When autogenmipmap isn't around continue and return
3783                      * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3784                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3785                 else
3786                     usage_caps |= WINED3DUSAGE_AUTOGENMIPMAP;
3787             }
3788
3789             /* Always report dynamic locking. */
3790             if (usage & WINED3DUSAGE_DYNAMIC)
3791                 usage_caps |= WINED3DUSAGE_DYNAMIC;
3792
3793             if (usage & WINED3DUSAGE_RENDERTARGET)
3794             {
3795                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3796                 {
3797                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3798                     return WINED3DERR_NOTAVAILABLE;
3799                 }
3800                 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3801             }
3802
3803             /* Always report software processing. */
3804             if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3805                 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3806
3807             if (usage & WINED3DUSAGE_QUERY_FILTER)
3808             {
3809                 if (!CheckFilterCapability(adapter, format))
3810                 {
3811                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3812                     return WINED3DERR_NOTAVAILABLE;
3813                 }
3814                 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
3815             }
3816
3817             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3818             {
3819                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3820                 {
3821                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3822                     return WINED3DERR_NOTAVAILABLE;
3823                 }
3824                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3825             }
3826
3827             if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
3828             {
3829                 if (!CheckSrgbReadCapability(adapter, format))
3830                 {
3831                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3832                     return WINED3DERR_NOTAVAILABLE;
3833                 }
3834                 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
3835             }
3836
3837             if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3838             {
3839                 if (!CheckSrgbWriteCapability(adapter, format))
3840                 {
3841                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3842                     return WINED3DERR_NOTAVAILABLE;
3843                 }
3844                 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3845             }
3846
3847             if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3848             {
3849                 if (!CheckVertexTextureCapability(adapter, format))
3850                 {
3851                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3852                     return WINED3DERR_NOTAVAILABLE;
3853                 }
3854                 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3855             }
3856
3857             if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3858             {
3859                 if (!CheckWrapAndMipCapability(adapter, format))
3860                 {
3861                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3862                     return WINED3DERR_NOTAVAILABLE;
3863                 }
3864                 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3865             }
3866             break;
3867
3868         case WINED3DRTYPE_SURFACE:
3869             /* Surface allows:
3870              *      - WINED3DUSAGE_DEPTHSTENCIL
3871              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3872              *      - WINED3DUSAGE_RENDERTARGET
3873              */
3874             if (!CheckSurfaceCapability(adapter, adapter_format, format, surface_type))
3875             {
3876                 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3877                 return WINED3DERR_NOTAVAILABLE;
3878             }
3879
3880             if (usage & WINED3DUSAGE_DEPTHSTENCIL)
3881             {
3882                 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3883                 {
3884                     TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3885                     return WINED3DERR_NOTAVAILABLE;
3886                 }
3887                 usage_caps |= WINED3DUSAGE_DEPTHSTENCIL;
3888             }
3889
3890             if (usage & WINED3DUSAGE_RENDERTARGET)
3891             {
3892                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3893                 {
3894                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3895                     return WINED3DERR_NOTAVAILABLE;
3896                 }
3897                 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3898             }
3899
3900             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3901             {
3902                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3903                 {
3904                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3905                     return WINED3DERR_NOTAVAILABLE;
3906                 }
3907                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3908             }
3909             break;
3910
3911         case WINED3DRTYPE_TEXTURE:
3912             /* Texture allows:
3913              *      - WINED3DUSAGE_AUTOGENMIPMAP
3914              *      - WINED3DUSAGE_DEPTHSTENCIL
3915              *      - WINED3DUSAGE_DMAP
3916              *      - WINED3DUSAGE_DYNAMIC
3917              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3918              *      - WINED3DUSAGE_RENDERTARGET
3919              *      - WINED3DUSAGE_SOFTWAREPROCESSING
3920              *      - WINED3DUSAGE_TEXTAPI (d3d9ex)
3921              *      - WINED3DUSAGE_QUERY_WRAPANDMIP
3922              */
3923             if (surface_type != SURFACE_OPENGL)
3924             {
3925                 TRACE_(d3d_caps)("[FAILED]\n");
3926                 return WINED3DERR_NOTAVAILABLE;
3927             }
3928
3929             if (!CheckTextureCapability(adapter, format))
3930             {
3931                 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3932                 return WINED3DERR_NOTAVAILABLE;
3933             }
3934
3935             if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
3936             {
3937                 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3938                     /* When autogenmipmap isn't around continue and return
3939                      * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3940                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3941                 else
3942                     usage_caps |= WINED3DUSAGE_AUTOGENMIPMAP;
3943             }
3944
3945             /* Always report dynamic locking. */
3946             if (usage & WINED3DUSAGE_DYNAMIC)
3947                 usage_caps |= WINED3DUSAGE_DYNAMIC;
3948
3949             if (usage & WINED3DUSAGE_RENDERTARGET)
3950             {
3951                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3952                 {
3953                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3954                     return WINED3DERR_NOTAVAILABLE;
3955                 }
3956                 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3957             }
3958
3959             /* Always report software processing. */
3960             if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3961                 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3962
3963             if (usage & WINED3DUSAGE_QUERY_FILTER)
3964             {
3965                 if (!CheckFilterCapability(adapter, format))
3966                 {
3967                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3968                     return WINED3DERR_NOTAVAILABLE;
3969                 }
3970                 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
3971             }
3972
3973             if (usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
3974             {
3975                 if (!CheckBumpMapCapability(adapter, format))
3976                 {
3977                     TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3978                     return WINED3DERR_NOTAVAILABLE;
3979                 }
3980                 usage_caps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3981             }
3982
3983             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3984             {
3985                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3986                 {
3987                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3988                     return WINED3DERR_NOTAVAILABLE;
3989                 }
3990                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3991             }
3992
3993             if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
3994             {
3995                 if (!CheckSrgbReadCapability(adapter, format))
3996                 {
3997                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3998                     return WINED3DERR_NOTAVAILABLE;
3999                 }
4000                 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
4001             }
4002
4003             if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4004             {
4005                 if (!CheckSrgbWriteCapability(adapter, format))
4006                 {
4007                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4008                     return WINED3DERR_NOTAVAILABLE;
4009                 }
4010                 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4011             }
4012
4013             if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4014             {
4015                 if (!CheckVertexTextureCapability(adapter, format))
4016                 {
4017                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4018                     return WINED3DERR_NOTAVAILABLE;
4019                 }
4020                 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4021             }
4022
4023             if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4024             {
4025                 if (!CheckWrapAndMipCapability(adapter, format))
4026                 {
4027                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4028                     return WINED3DERR_NOTAVAILABLE;
4029                 }
4030                 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4031             }
4032
4033             if (usage & WINED3DUSAGE_DEPTHSTENCIL)
4034             {
4035                 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
4036                 {
4037                     TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
4038                     return WINED3DERR_NOTAVAILABLE;
4039                 }
4040                 if ((format->flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
4041                 {
4042                     TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
4043                     return WINED3DERR_NOTAVAILABLE;
4044                 }
4045                 usage_caps |= WINED3DUSAGE_DEPTHSTENCIL;
4046             }
4047             break;
4048
4049         case WINED3DRTYPE_VOLUMETEXTURE:
4050         case WINED3DRTYPE_VOLUME:
4051             /* Volume is to VolumeTexture what Surface is to Texture, but its
4052              * usage caps are not documented. Most driver seem to offer
4053              * (nearly) the same on Volume and VolumeTexture, so do that too.
4054              *
4055              * Volumetexture allows:
4056              *      - D3DUSAGE_DYNAMIC
4057              *      - D3DUSAGE_NONSECURE (d3d9ex)
4058              *      - D3DUSAGE_SOFTWAREPROCESSING
4059              *      - D3DUSAGE_QUERY_WRAPANDMIP
4060              */
4061             if (surface_type != SURFACE_OPENGL)
4062             {
4063                 TRACE_(d3d_caps)("[FAILED]\n");
4064                 return WINED3DERR_NOTAVAILABLE;
4065             }
4066
4067             if (!gl_info->supported[EXT_TEXTURE3D])
4068             {
4069                 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
4070                 return WINED3DERR_NOTAVAILABLE;
4071             }
4072
4073             if (!CheckTextureCapability(adapter, format))
4074             {
4075                 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
4076                 return WINED3DERR_NOTAVAILABLE;
4077             }
4078
4079             /* Filter formats that need conversion; For one part, this
4080              * conversion is unimplemented, and volume textures are huge, so
4081              * it would be a big performance hit. Unless we hit an application
4082              * needing one of those formats, don't advertize them to avoid
4083              * leading applications into temptation. The windows drivers don't
4084              * support most of those formats on volumes anyway, except for
4085              * WINED3DFMT_R32_FLOAT. */
4086             switch (check_format_id)
4087             {
4088                 case WINED3DFMT_P8_UINT:
4089                 case WINED3DFMT_L4A4_UNORM:
4090                 case WINED3DFMT_R32_FLOAT:
4091                 case WINED3DFMT_R16_FLOAT:
4092                 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
4093                 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
4094                 case WINED3DFMT_R16G16_UNORM:
4095                     TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4096                     return WINED3DERR_NOTAVAILABLE;
4097
4098                 case WINED3DFMT_R8G8B8A8_SNORM:
4099                 case WINED3DFMT_R16G16_SNORM:
4100                     if (!gl_info->supported[NV_TEXTURE_SHADER])
4101                     {
4102                         TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4103                         return WINED3DERR_NOTAVAILABLE;
4104                     }
4105                     break;
4106
4107                 case WINED3DFMT_R8G8_SNORM:
4108                     if (!gl_info->supported[NV_TEXTURE_SHADER])
4109                     {
4110                         TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4111                         return WINED3DERR_NOTAVAILABLE;
4112                     }
4113                     break;
4114
4115                 case WINED3DFMT_DXT1:
4116                 case WINED3DFMT_DXT2:
4117                 case WINED3DFMT_DXT3:
4118                 case WINED3DFMT_DXT4:
4119                 case WINED3DFMT_DXT5:
4120                     /* The GL_EXT_texture_compression_s3tc spec requires that
4121                      * loading an s3tc compressed texture results in an error.
4122                      * While the D3D refrast does support s3tc volumes, at
4123                      * least the nvidia windows driver does not, so we're free
4124                      * not to support this format. */
4125                     TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4126                     return WINED3DERR_NOTAVAILABLE;
4127
4128                 default:
4129                     /* Do nothing, continue with checking the format below */
4130                     break;
4131             }
4132
4133             /* Always report dynamic locking. */
4134             if (usage & WINED3DUSAGE_DYNAMIC)
4135                 usage_caps |= WINED3DUSAGE_DYNAMIC;
4136
4137             /* Always report software processing. */
4138             if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4139                 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4140
4141             if (usage & WINED3DUSAGE_QUERY_FILTER)
4142             {
4143                 if (!CheckFilterCapability(adapter, format))
4144                 {
4145                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
4146                     return WINED3DERR_NOTAVAILABLE;
4147                 }
4148                 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
4149             }
4150
4151             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
4152             {
4153                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
4154                 {
4155                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4156                     return WINED3DERR_NOTAVAILABLE;
4157                 }
4158                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4159             }
4160
4161             if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
4162             {
4163                 if (!CheckSrgbReadCapability(adapter, format))
4164                 {
4165                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4166                     return WINED3DERR_NOTAVAILABLE;
4167                 }
4168                 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
4169             }
4170
4171             if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4172             {
4173                 if (!CheckSrgbWriteCapability(adapter, format))
4174                 {
4175                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4176                     return WINED3DERR_NOTAVAILABLE;
4177                 }
4178                 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4179             }
4180
4181             if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4182             {
4183                 if (!CheckVertexTextureCapability(adapter, format))
4184                 {
4185                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4186                     return WINED3DERR_NOTAVAILABLE;
4187                 }
4188                 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4189             }
4190
4191             if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4192             {
4193                 if (!CheckWrapAndMipCapability(adapter, format))
4194                 {
4195                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4196                     return WINED3DERR_NOTAVAILABLE;
4197                 }
4198                 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4199             }
4200             break;
4201
4202         default:
4203             FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(resource_type));
4204             return WINED3DERR_NOTAVAILABLE;
4205     }
4206
4207     /* When the usage_caps exactly matches usage return WINED3D_OK except for
4208      * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4209      * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4210     if (usage_caps == usage)
4211         return WINED3D_OK;
4212     if (usage_caps == (usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4213         return WINED3DOK_NOAUTOGEN;
4214
4215     TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for format %s and resource_type %s but only %#x is available.\n",
4216             usage, debug_d3dformat(check_format_id), debug_d3dresourcetype(resource_type), usage_caps);
4217
4218     return WINED3DERR_NOTAVAILABLE;
4219 }
4220
4221 HRESULT CDECL wined3d_check_device_format_conversion(const struct wined3d *wined3d, UINT adapter_idx,
4222         WINED3DDEVTYPE device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format)
4223 {
4224     FIXME("wined3d %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4225             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4226             debug_d3dformat(dst_format));
4227
4228     return WINED3D_OK;
4229 }
4230
4231 HRESULT CDECL wined3d_check_device_type(const struct wined3d *wined3d, UINT adapter_idx, WINED3DDEVTYPE device_type,
4232         enum wined3d_format_id display_format, enum wined3d_format_id backbuffer_format, BOOL windowed)
4233 {
4234     UINT mode_count;
4235     HRESULT hr;
4236
4237     TRACE("wined3d %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
4238             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(display_format),
4239             debug_d3dformat(backbuffer_format), windowed);
4240
4241     if (adapter_idx >= wined3d->adapter_count)
4242         return WINED3DERR_INVALIDCALL;
4243
4244     /* The task of this function is to check whether a certain display / backbuffer format
4245      * combination is available on the given adapter. In fullscreen mode microsoft specified
4246      * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
4247      * and display format should match exactly.
4248      * In windowed mode format conversion can occur and this depends on the driver. When format
4249      * conversion is done, this function should nevertheless fail and applications need to use
4250      * CheckDeviceFormatConversion.
4251      * At the moment we assume that fullscreen and windowed have the same capabilities. */
4252
4253     /* There are only 4 display formats. */
4254     if (!(display_format == WINED3DFMT_B5G6R5_UNORM
4255             || display_format == WINED3DFMT_B5G5R5X1_UNORM
4256             || display_format == WINED3DFMT_B8G8R8X8_UNORM
4257             || display_format == WINED3DFMT_B10G10R10A2_UNORM))
4258     {
4259         TRACE_(d3d_caps)("Format %s is not supported as display format.\n", debug_d3dformat(display_format));
4260         return WINED3DERR_NOTAVAILABLE;
4261     }
4262
4263     /* If the requested display format is not available, don't continue. */
4264     mode_count = wined3d_get_adapter_mode_count(wined3d, adapter_idx, display_format);
4265     if (!mode_count)
4266     {
4267         TRACE_(d3d_caps)("No available modes for display format %s.\n", debug_d3dformat(display_format));
4268         return WINED3DERR_NOTAVAILABLE;
4269     }
4270
4271     /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbuffer format,
4272      * it means 'reuse' the display format for the backbuffer. */
4273     if (!windowed && backbuffer_format == WINED3DFMT_UNKNOWN)
4274     {
4275         TRACE_(d3d_caps)("backbuffer_format WINED3FMT_UNKNOWN only available in windowed mode.\n");
4276         return WINED3DERR_NOTAVAILABLE;
4277     }
4278
4279     /* In FULLSCREEN mode WINED3DFMT_B5G6R5_UNORM can only be mixed with
4280      * backbuffer format WINED3DFMT_B5G6R5_UNORM. */
4281     if (display_format == WINED3DFMT_B5G6R5_UNORM && backbuffer_format != WINED3DFMT_B5G6R5_UNORM)
4282     {
4283         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4284                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4285         return WINED3DERR_NOTAVAILABLE;
4286     }
4287
4288     /* In FULLSCREEN mode WINED3DFMT_B5G5R5X1_UNORM can only be mixed with
4289      * backbuffer formats WINED3DFMT_B5G5R5X1_UNORM and
4290      * WINED3DFMT_B5G5R5A1_UNORM. */
4291     if (display_format == WINED3DFMT_B5G5R5X1_UNORM
4292             && !(backbuffer_format == WINED3DFMT_B5G5R5X1_UNORM || backbuffer_format == WINED3DFMT_B5G5R5A1_UNORM))
4293     {
4294         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4295                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4296         return WINED3DERR_NOTAVAILABLE;
4297     }
4298
4299     /* In FULLSCREEN mode WINED3DFMT_B8G8R8X8_UNORM can only be mixed with
4300      * backbuffer formats WINED3DFMT_B8G8R8X8_UNORM and
4301      * WINED3DFMT_B8G8R8A8_UNORM. */
4302     if (display_format == WINED3DFMT_B8G8R8X8_UNORM
4303             && !(backbuffer_format == WINED3DFMT_B8G8R8X8_UNORM || backbuffer_format == WINED3DFMT_B8G8R8A8_UNORM))
4304     {
4305         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4306                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4307         return WINED3DERR_NOTAVAILABLE;
4308     }
4309
4310     /* WINED3DFMT_B10G10R10A2_UNORM is only allowed in fullscreen mode and it
4311      * can only be mixed with backbuffer format WINED3DFMT_B10G10R10A2_UNORM. */
4312     if (display_format == WINED3DFMT_B10G10R10A2_UNORM
4313             && (backbuffer_format != WINED3DFMT_B10G10R10A2_UNORM || windowed))
4314     {
4315         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4316                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4317         return WINED3DERR_NOTAVAILABLE;
4318     }
4319
4320     /* Use CheckDeviceFormat to see if the backbuffer_format is usable with the given display_format */
4321     hr = wined3d_check_device_format(wined3d, adapter_idx, device_type, display_format,
4322             WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, backbuffer_format, SURFACE_OPENGL);
4323     if (FAILED(hr))
4324         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4325                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4326
4327     return hr;
4328 }
4329
4330 HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapter_idx,
4331         WINED3DDEVTYPE device_type, WINED3DCAPS *caps)
4332 {
4333     const struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
4334     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4335     int vs_selected_mode;
4336     int ps_selected_mode;
4337     struct shader_caps shader_caps;
4338     struct fragment_caps fragment_caps;
4339     DWORD ckey_caps, blit_caps, fx_caps, pal_caps;
4340
4341     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, caps %p.\n",
4342             wined3d, adapter_idx, debug_d3ddevicetype(device_type), caps);
4343
4344     if (adapter_idx >= wined3d->adapter_count)
4345         return WINED3DERR_INVALIDCALL;
4346
4347     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4348
4349     /* ------------------------------------------------
4350        The following fields apply to both d3d8 and d3d9
4351        ------------------------------------------------ */
4352     /* Not quite true, but use h/w supported by opengl I suppose */
4353     caps->DeviceType               = (device_type == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF;
4354     caps->AdapterOrdinal           = adapter_idx;
4355
4356     caps->Caps                     = 0;
4357     caps->Caps2                    = WINED3DCAPS2_CANRENDERWINDOWED |
4358                                      WINED3DCAPS2_FULLSCREENGAMMA |
4359                                      WINED3DCAPS2_DYNAMICTEXTURES;
4360     if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4361         caps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4362
4363     caps->Caps3                    = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4364                                      WINED3DCAPS3_COPY_TO_VIDMEM                   |
4365                                      WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4366
4367     caps->PresentationIntervals    = WINED3DPRESENT_INTERVAL_IMMEDIATE  |
4368                                      WINED3DPRESENT_INTERVAL_ONE;
4369
4370     caps->CursorCaps               = WINED3DCURSORCAPS_COLOR            |
4371                                      WINED3DCURSORCAPS_LOWRES;
4372
4373     caps->DevCaps                  = WINED3DDEVCAPS_FLOATTLVERTEX       |
4374                                      WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4375                                      WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4376                                      WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4377                                      WINED3DDEVCAPS_DRAWPRIMTLVERTEX    |
4378                                      WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4379                                      WINED3DDEVCAPS_EXECUTEVIDEOMEMORY  |
4380                                      WINED3DDEVCAPS_PUREDEVICE          |
4381                                      WINED3DDEVCAPS_HWRASTERIZATION     |
4382                                      WINED3DDEVCAPS_TEXTUREVIDEOMEMORY  |
4383                                      WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4384                                      WINED3DDEVCAPS_CANRENDERAFTERFLIP  |
4385                                      WINED3DDEVCAPS_DRAWPRIMITIVES2     |
4386                                      WINED3DDEVCAPS_DRAWPRIMITIVES2EX   |
4387                                      WINED3DDEVCAPS_RTPATCHES;
4388
4389     caps->PrimitiveMiscCaps        = WINED3DPMISCCAPS_CULLNONE              |
4390                                      WINED3DPMISCCAPS_CULLCCW               |
4391                                      WINED3DPMISCCAPS_CULLCW                |
4392                                      WINED3DPMISCCAPS_COLORWRITEENABLE      |
4393                                      WINED3DPMISCCAPS_CLIPTLVERTS           |
4394                                      WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4395                                      WINED3DPMISCCAPS_MASKZ                 |
4396                                      WINED3DPMISCCAPS_BLENDOP               |
4397                                      WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4398                                     /* TODO:
4399                                         WINED3DPMISCCAPS_NULLREFERENCE
4400                                         WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4401                                         WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4402                                         WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4403
4404     if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4405         caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4406     if (gl_info->supported[EXT_DRAW_BUFFERS2])
4407         caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4408
4409     caps->RasterCaps               = WINED3DPRASTERCAPS_DITHER    |
4410                                      WINED3DPRASTERCAPS_PAT       |
4411                                      WINED3DPRASTERCAPS_WFOG      |
4412                                      WINED3DPRASTERCAPS_ZFOG      |
4413                                      WINED3DPRASTERCAPS_FOGVERTEX |
4414                                      WINED3DPRASTERCAPS_FOGTABLE  |
4415                                      WINED3DPRASTERCAPS_STIPPLE   |
4416                                      WINED3DPRASTERCAPS_SUBPIXEL  |
4417                                      WINED3DPRASTERCAPS_ZTEST     |
4418                                      WINED3DPRASTERCAPS_SCISSORTEST   |
4419                                      WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4420                                      WINED3DPRASTERCAPS_DEPTHBIAS;
4421
4422     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4423     {
4424         caps->RasterCaps  |= WINED3DPRASTERCAPS_ANISOTROPY    |
4425                              WINED3DPRASTERCAPS_ZBIAS         |
4426                              WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4427     }
4428     if (gl_info->supported[NV_FOG_DISTANCE])
4429     {
4430         caps->RasterCaps          |= WINED3DPRASTERCAPS_FOGRANGE;
4431     }
4432                         /* FIXME Add:
4433                            WINED3DPRASTERCAPS_COLORPERSPECTIVE
4434                            WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4435                            WINED3DPRASTERCAPS_ANTIALIASEDGES
4436                            WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4437                            WINED3DPRASTERCAPS_WBUFFER */
4438
4439     caps->ZCmpCaps =  WINED3DPCMPCAPS_ALWAYS       |
4440                       WINED3DPCMPCAPS_EQUAL        |
4441                       WINED3DPCMPCAPS_GREATER      |
4442                       WINED3DPCMPCAPS_GREATEREQUAL |
4443                       WINED3DPCMPCAPS_LESS         |
4444                       WINED3DPCMPCAPS_LESSEQUAL    |
4445                       WINED3DPCMPCAPS_NEVER        |
4446                       WINED3DPCMPCAPS_NOTEQUAL;
4447
4448     caps->SrcBlendCaps  =  WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4449                            WINED3DPBLENDCAPS_BOTHSRCALPHA    |
4450                            WINED3DPBLENDCAPS_DESTALPHA       |
4451                            WINED3DPBLENDCAPS_DESTCOLOR       |
4452                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4453                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4454                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4455                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4456                            WINED3DPBLENDCAPS_ONE             |
4457                            WINED3DPBLENDCAPS_SRCALPHA        |
4458                            WINED3DPBLENDCAPS_SRCALPHASAT     |
4459                            WINED3DPBLENDCAPS_SRCCOLOR        |
4460                            WINED3DPBLENDCAPS_ZERO;
4461
4462     caps->DestBlendCaps =  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_SRCCOLOR        |
4471                            WINED3DPBLENDCAPS_ZERO;
4472     /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4473      * according to the glBlendFunc manpage
4474      *
4475      * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4476      * legacy settings for srcblend only
4477      */
4478
4479     if (gl_info->supported[EXT_BLEND_COLOR])
4480     {
4481         caps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4482         caps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4483     }
4484
4485
4486     caps->AlphaCmpCaps  = WINED3DPCMPCAPS_ALWAYS       |
4487                           WINED3DPCMPCAPS_EQUAL        |
4488                           WINED3DPCMPCAPS_GREATER      |
4489                           WINED3DPCMPCAPS_GREATEREQUAL |
4490                           WINED3DPCMPCAPS_LESS         |
4491                           WINED3DPCMPCAPS_LESSEQUAL    |
4492                           WINED3DPCMPCAPS_NEVER        |
4493                           WINED3DPCMPCAPS_NOTEQUAL;
4494
4495     caps->ShadeCaps      = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4496                            WINED3DPSHADECAPS_COLORGOURAUDRGB    |
4497                            WINED3DPSHADECAPS_ALPHAFLATBLEND     |
4498                            WINED3DPSHADECAPS_ALPHAGOURAUDBLEND  |
4499                            WINED3DPSHADECAPS_COLORFLATRGB       |
4500                            WINED3DPSHADECAPS_FOGFLAT            |
4501                            WINED3DPSHADECAPS_FOGGOURAUD         |
4502                            WINED3DPSHADECAPS_SPECULARFLATRGB;
4503
4504     caps->TextureCaps   = WINED3DPTEXTURECAPS_ALPHA              |
4505                           WINED3DPTEXTURECAPS_ALPHAPALETTE       |
4506                           WINED3DPTEXTURECAPS_TRANSPARENCY       |
4507                           WINED3DPTEXTURECAPS_BORDER             |
4508                           WINED3DPTEXTURECAPS_MIPMAP             |
4509                           WINED3DPTEXTURECAPS_PROJECTED          |
4510                           WINED3DPTEXTURECAPS_PERSPECTIVE;
4511
4512     if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4513     {
4514         caps->TextureCaps  |= WINED3DPTEXTURECAPS_POW2 |
4515                               WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4516     }
4517
4518     if (gl_info->supported[EXT_TEXTURE3D])
4519     {
4520         caps->TextureCaps  |=  WINED3DPTEXTURECAPS_VOLUMEMAP      |
4521                                WINED3DPTEXTURECAPS_MIPVOLUMEMAP;
4522         if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4523         {
4524             caps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4525         }
4526     }
4527
4528     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4529     {
4530         caps->TextureCaps  |= WINED3DPTEXTURECAPS_CUBEMAP     |
4531                               WINED3DPTEXTURECAPS_MIPCUBEMAP;
4532         if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4533         {
4534             caps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4535         }
4536     }
4537
4538     caps->TextureFilterCaps =  WINED3DPTFILTERCAPS_MAGFLINEAR       |
4539                                WINED3DPTFILTERCAPS_MAGFPOINT        |
4540                                WINED3DPTFILTERCAPS_MINFLINEAR       |
4541                                WINED3DPTFILTERCAPS_MINFPOINT        |
4542                                WINED3DPTFILTERCAPS_MIPFLINEAR       |
4543                                WINED3DPTFILTERCAPS_MIPFPOINT        |
4544                                WINED3DPTFILTERCAPS_LINEAR           |
4545                                WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4546                                WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4547                                WINED3DPTFILTERCAPS_MIPLINEAR        |
4548                                WINED3DPTFILTERCAPS_MIPNEAREST       |
4549                                WINED3DPTFILTERCAPS_NEAREST;
4550
4551     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4552     {
4553         caps->TextureFilterCaps  |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4554                                     WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4555     }
4556
4557     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4558     {
4559         caps->CubeTextureFilterCaps =  WINED3DPTFILTERCAPS_MAGFLINEAR       |
4560                                        WINED3DPTFILTERCAPS_MAGFPOINT        |
4561                                        WINED3DPTFILTERCAPS_MINFLINEAR       |
4562                                        WINED3DPTFILTERCAPS_MINFPOINT        |
4563                                        WINED3DPTFILTERCAPS_MIPFLINEAR       |
4564                                        WINED3DPTFILTERCAPS_MIPFPOINT        |
4565                                        WINED3DPTFILTERCAPS_LINEAR           |
4566                                        WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4567                                        WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4568                                        WINED3DPTFILTERCAPS_MIPLINEAR        |
4569                                        WINED3DPTFILTERCAPS_MIPNEAREST       |
4570                                        WINED3DPTFILTERCAPS_NEAREST;
4571
4572         if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4573         {
4574             caps->CubeTextureFilterCaps  |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4575                                             WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4576         }
4577     }
4578     else
4579     {
4580         caps->CubeTextureFilterCaps = 0;
4581     }
4582
4583     if (gl_info->supported[EXT_TEXTURE3D])
4584     {
4585         caps->VolumeTextureFilterCaps  = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4586                                          WINED3DPTFILTERCAPS_MAGFPOINT        |
4587                                          WINED3DPTFILTERCAPS_MINFLINEAR       |
4588                                          WINED3DPTFILTERCAPS_MINFPOINT        |
4589                                          WINED3DPTFILTERCAPS_MIPFLINEAR       |
4590                                          WINED3DPTFILTERCAPS_MIPFPOINT        |
4591                                          WINED3DPTFILTERCAPS_LINEAR           |
4592                                          WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4593                                          WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4594                                          WINED3DPTFILTERCAPS_MIPLINEAR        |
4595                                          WINED3DPTFILTERCAPS_MIPNEAREST       |
4596                                          WINED3DPTFILTERCAPS_NEAREST;
4597     }
4598     else
4599     {
4600         caps->VolumeTextureFilterCaps = 0;
4601     }
4602
4603     caps->TextureAddressCaps  =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4604                                  WINED3DPTADDRESSCAPS_CLAMP  |
4605                                  WINED3DPTADDRESSCAPS_WRAP;
4606
4607     if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4608     {
4609         caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4610     }
4611     if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4612     {
4613         caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4614     }
4615     if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4616     {
4617         caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4618     }
4619
4620     if (gl_info->supported[EXT_TEXTURE3D])
4621     {
4622         caps->VolumeTextureAddressCaps =   WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4623                                            WINED3DPTADDRESSCAPS_CLAMP  |
4624                                            WINED3DPTADDRESSCAPS_WRAP;
4625         if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4626         {
4627             caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4628         }
4629         if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4630         {
4631             caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4632         }
4633         if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4634         {
4635             caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4636         }
4637     }
4638     else
4639     {
4640         caps->VolumeTextureAddressCaps = 0;
4641     }
4642
4643     caps->LineCaps  = WINED3DLINECAPS_TEXTURE       |
4644                       WINED3DLINECAPS_ZTEST         |
4645                       WINED3DLINECAPS_BLEND         |
4646                       WINED3DLINECAPS_ALPHACMP      |
4647                       WINED3DLINECAPS_FOG;
4648     /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4649      * idea how generating the smoothing alpha values works; the result is different
4650      */
4651
4652     caps->MaxTextureWidth = gl_info->limits.texture_size;
4653     caps->MaxTextureHeight = gl_info->limits.texture_size;
4654
4655     if (gl_info->supported[EXT_TEXTURE3D])
4656         caps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4657     else
4658         caps->MaxVolumeExtent = 0;
4659
4660     caps->MaxTextureRepeat = 32768;
4661     caps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4662     caps->MaxVertexW = 1.0f;
4663
4664     caps->GuardBandLeft = 0.0f;
4665     caps->GuardBandTop = 0.0f;
4666     caps->GuardBandRight = 0.0f;
4667     caps->GuardBandBottom = 0.0f;
4668
4669     caps->ExtentsAdjust = 0.0f;
4670
4671     caps->StencilCaps   = WINED3DSTENCILCAPS_DECRSAT |
4672                           WINED3DSTENCILCAPS_INCRSAT |
4673                           WINED3DSTENCILCAPS_INVERT  |
4674                           WINED3DSTENCILCAPS_KEEP    |
4675                           WINED3DSTENCILCAPS_REPLACE |
4676                           WINED3DSTENCILCAPS_ZERO;
4677     if (gl_info->supported[EXT_STENCIL_WRAP])
4678     {
4679         caps->StencilCaps |= WINED3DSTENCILCAPS_DECR  |
4680                               WINED3DSTENCILCAPS_INCR;
4681     }
4682     if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4683     {
4684         caps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4685     }
4686
4687     caps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4688
4689     caps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4690     caps->MaxActiveLights = gl_info->limits.lights;
4691
4692     caps->MaxVertexBlendMatrices = gl_info->limits.blends;
4693     caps->MaxVertexBlendMatrixIndex   = 0;
4694
4695     caps->MaxAnisotropy = gl_info->limits.anisotropy;
4696     caps->MaxPointSize = gl_info->limits.pointsize_max;
4697
4698
4699     /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4700     caps->VertexProcessingCaps  = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4701                                   WINED3DVTXPCAPS_MATERIALSOURCE7   |
4702                                   WINED3DVTXPCAPS_POSITIONALLIGHTS  |
4703                                   WINED3DVTXPCAPS_LOCALVIEWER       |
4704                                   WINED3DVTXPCAPS_VERTEXFOG         |
4705                                   WINED3DVTXPCAPS_TEXGEN;
4706
4707     caps->MaxPrimitiveCount   = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4708     caps->MaxVertexIndex      = 0xFFFFF;
4709     caps->MaxStreams          = MAX_STREAMS;
4710     caps->MaxStreamStride     = 1024;
4711
4712     /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4713     caps->DevCaps2                          = WINED3DDEVCAPS2_STREAMOFFSET |
4714                                               WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4715     caps->MaxNpatchTessellationLevel        = 0;
4716     caps->MasterAdapterOrdinal              = 0;
4717     caps->AdapterOrdinalInGroup             = 0;
4718     caps->NumberOfAdaptersInGroup           = 1;
4719
4720     caps->NumSimultaneousRTs = gl_info->limits.buffers;
4721
4722     caps->StretchRectFilterCaps               = WINED3DPTFILTERCAPS_MINFPOINT  |
4723                                                 WINED3DPTFILTERCAPS_MAGFPOINT  |
4724                                                 WINED3DPTFILTERCAPS_MINFLINEAR |
4725                                                 WINED3DPTFILTERCAPS_MAGFLINEAR;
4726     caps->VertexTextureFilterCaps             = 0;
4727
4728     adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4729     adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4730
4731     /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4732     caps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4733
4734     /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4735      * Ignore shader model capabilities if disabled in config
4736      */
4737     if (vs_selected_mode == SHADER_NONE)
4738     {
4739         TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4740         caps->VertexShaderVersion          = 0;
4741         caps->MaxVertexShaderConst         = 0;
4742     }
4743     else
4744     {
4745         caps->VertexShaderVersion          = shader_caps.VertexShaderVersion;
4746         caps->MaxVertexShaderConst         = shader_caps.MaxVertexShaderConst;
4747     }
4748
4749     if (ps_selected_mode == SHADER_NONE)
4750     {
4751         TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4752         caps->PixelShaderVersion           = 0;
4753         caps->PixelShader1xMaxValue        = 0.0f;
4754     } else {
4755         caps->PixelShaderVersion           = shader_caps.PixelShaderVersion;
4756         caps->PixelShader1xMaxValue        = shader_caps.PixelShader1xMaxValue;
4757     }
4758
4759     caps->TextureOpCaps                    = fragment_caps.TextureOpCaps;
4760     caps->MaxTextureBlendStages            = fragment_caps.MaxTextureBlendStages;
4761     caps->MaxSimultaneousTextures          = fragment_caps.MaxSimultaneousTextures;
4762
4763     /* The following caps are shader specific, but they are things we cannot detect, or which
4764      * are the same among all shader models. So to avoid code duplication set the shader version
4765      * specific, but otherwise constant caps here
4766      */
4767     if (caps->VertexShaderVersion >= 3)
4768     {
4769         /* Where possible set the caps based on OpenGL extensions and if they
4770          * aren't set (in case of software rendering) use the VS 3.0 from
4771          * MSDN or else if there's OpenGL spec use a hardcoded value minimum
4772          * VS3.0 value. */
4773         caps->VS20Caps.Caps                     = WINED3DVS20CAPS_PREDICATION;
4774         /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4775         caps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH;
4776         caps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4777         /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4778         caps->VS20Caps.StaticFlowControlDepth   = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH;
4779
4780         caps->MaxVShaderInstructionsExecuted    = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4781         caps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4782     }
4783     else if (caps->VertexShaderVersion == 2)
4784     {
4785         caps->VS20Caps.Caps                     = 0;
4786         caps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4787         caps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4788         caps->VS20Caps.StaticFlowControlDepth   = 1;
4789
4790         caps->MaxVShaderInstructionsExecuted    = 65535;
4791         caps->MaxVertexShader30InstructionSlots = 0;
4792     }
4793     else
4794     { /* VS 1.x */
4795         caps->VS20Caps.Caps                     = 0;
4796         caps->VS20Caps.DynamicFlowControlDepth  = 0;
4797         caps->VS20Caps.NumTemps                 = 0;
4798         caps->VS20Caps.StaticFlowControlDepth   = 0;
4799
4800         caps->MaxVShaderInstructionsExecuted    = 0;
4801         caps->MaxVertexShader30InstructionSlots = 0;
4802     }
4803
4804     if (caps->PixelShaderVersion >= 3)
4805     {
4806         /* Where possible set the caps based on OpenGL extensions and if they
4807          * aren't set (in case of software rendering) use the PS 3.0 from
4808          * MSDN or else if there's OpenGL spec use a hardcoded value minimum
4809          * PS 3.0 value. */
4810
4811         /* Caps is more or less undocumented on MSDN but it appears to be
4812          * used for PS20Caps based on results from R9600/FX5900/Geforce6800
4813          * cards from Windows */
4814         caps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4815                 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4816                 WINED3DPS20CAPS_PREDICATION          |
4817                 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4818                 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4819         /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4820         caps->PS20Caps.DynamicFlowControlDepth  = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH;
4821         caps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4822         /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4823         caps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH;
4824         /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4825         caps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS;
4826
4827         caps->MaxPShaderInstructionsExecuted = 65535;
4828         caps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4829                 adapter->gl_info.limits.arb_ps_instructions);
4830     }
4831     else if(caps->PixelShaderVersion == 2)
4832     {
4833         /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4834         caps->PS20Caps.Caps                     = 0;
4835         caps->PS20Caps.DynamicFlowControlDepth  = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4836         caps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4837         caps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4838         /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4839         caps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS;
4840
4841         caps->MaxPShaderInstructionsExecuted    = 512; /* Minimum value, a GeforceFX uses 1024 */
4842         caps->MaxPixelShader30InstructionSlots  = 0;
4843     }
4844     else /* PS 1.x */
4845     {
4846         caps->PS20Caps.Caps                     = 0;
4847         caps->PS20Caps.DynamicFlowControlDepth  = 0;
4848         caps->PS20Caps.NumTemps                 = 0;
4849         caps->PS20Caps.StaticFlowControlDepth   = 0;
4850         caps->PS20Caps.NumInstructionSlots      = 0;
4851
4852         caps->MaxPShaderInstructionsExecuted    = 0;
4853         caps->MaxPixelShader30InstructionSlots  = 0;
4854     }
4855
4856     if (caps->VertexShaderVersion >= 2)
4857     {
4858         /* OpenGL supports all the formats below, perhaps not always
4859          * without conversion, but it supports them.
4860          * Further GLSL doesn't seem to have an official unsigned type so
4861          * don't advertise it yet as I'm not sure how we handle it.
4862          * We might need to add some clamping in the shader engine to
4863          * support it.
4864          * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4865         caps->DeclTypes = WINED3DDTCAPS_UBYTE4    |
4866                           WINED3DDTCAPS_UBYTE4N   |
4867                           WINED3DDTCAPS_SHORT2N   |
4868                           WINED3DDTCAPS_SHORT4N;
4869         if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4870         {
4871             caps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4872                                WINED3DDTCAPS_FLOAT16_4;
4873         }
4874     }
4875     else
4876     {
4877         caps->DeclTypes = 0;
4878     }
4879
4880     /* Set DirectDraw helper Caps */
4881     ckey_caps =                         WINEDDCKEYCAPS_DESTBLT              |
4882                                         WINEDDCKEYCAPS_SRCBLT;
4883     fx_caps =                           WINEDDFXCAPS_BLTALPHA               |
4884                                         WINEDDFXCAPS_BLTMIRRORLEFTRIGHT     |
4885                                         WINEDDFXCAPS_BLTMIRRORUPDOWN        |
4886                                         WINEDDFXCAPS_BLTROTATION90          |
4887                                         WINEDDFXCAPS_BLTSHRINKX             |
4888                                         WINEDDFXCAPS_BLTSHRINKXN            |
4889                                         WINEDDFXCAPS_BLTSHRINKY             |
4890                                         WINEDDFXCAPS_BLTSHRINKXN            |
4891                                         WINEDDFXCAPS_BLTSTRETCHX            |
4892                                         WINEDDFXCAPS_BLTSTRETCHXN           |
4893                                         WINEDDFXCAPS_BLTSTRETCHY            |
4894                                         WINEDDFXCAPS_BLTSTRETCHYN;
4895     blit_caps =                         WINEDDCAPS_BLT                      |
4896                                         WINEDDCAPS_BLTCOLORFILL             |
4897                                         WINEDDCAPS_BLTDEPTHFILL             |
4898                                         WINEDDCAPS_BLTSTRETCH               |
4899                                         WINEDDCAPS_CANBLTSYSMEM             |
4900                                         WINEDDCAPS_CANCLIP                  |
4901                                         WINEDDCAPS_CANCLIPSTRETCHED         |
4902                                         WINEDDCAPS_COLORKEY                 |
4903                                         WINEDDCAPS_COLORKEYHWASSIST         |
4904                                         WINEDDCAPS_ALIGNBOUNDARYSRC;
4905     pal_caps =                          WINEDDPCAPS_8BIT                    |
4906                                         WINEDDPCAPS_PRIMARYSURFACE;
4907
4908     /* Fill the ddraw caps structure */
4909     caps->DirectDrawCaps.Caps =         WINEDDCAPS_GDI                      |
4910                                         WINEDDCAPS_PALETTE                  |
4911                                         blit_caps;
4912     caps->DirectDrawCaps.Caps2 =        WINEDDCAPS2_CERTIFIED                |
4913                                         WINEDDCAPS2_NOPAGELOCKREQUIRED       |
4914                                         WINEDDCAPS2_PRIMARYGAMMA             |
4915                                         WINEDDCAPS2_WIDESURFACES             |
4916                                         WINEDDCAPS2_CANRENDERWINDOWED;
4917     caps->DirectDrawCaps.CKeyCaps =     ckey_caps;
4918     caps->DirectDrawCaps.FXCaps =       fx_caps;
4919     caps->DirectDrawCaps.PalCaps =      pal_caps;
4920     caps->DirectDrawCaps.SVBCaps =      blit_caps;
4921     caps->DirectDrawCaps.SVBCKeyCaps =  ckey_caps;
4922     caps->DirectDrawCaps.SVBFXCaps =    fx_caps;
4923     caps->DirectDrawCaps.VSBCaps =      blit_caps;
4924     caps->DirectDrawCaps.VSBCKeyCaps =  ckey_caps;
4925     caps->DirectDrawCaps.VSBFXCaps =    fx_caps;
4926     caps->DirectDrawCaps.SSBCaps =      blit_caps;
4927     caps->DirectDrawCaps.SSBCKeyCaps =  ckey_caps;
4928     caps->DirectDrawCaps.SSBFXCaps =    fx_caps;
4929
4930     caps->DirectDrawCaps.ddsCaps =      WINEDDSCAPS_ALPHA                   |
4931                                         WINEDDSCAPS_BACKBUFFER              |
4932                                         WINEDDSCAPS_FLIP                    |
4933                                         WINEDDSCAPS_FRONTBUFFER             |
4934                                         WINEDDSCAPS_OFFSCREENPLAIN          |
4935                                         WINEDDSCAPS_PALETTE                 |
4936                                         WINEDDSCAPS_PRIMARYSURFACE          |
4937                                         WINEDDSCAPS_SYSTEMMEMORY            |
4938                                         WINEDDSCAPS_VIDEOMEMORY             |
4939                                         WINEDDSCAPS_VISIBLE;
4940     caps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4941
4942     /* Set D3D caps if OpenGL is available. */
4943     if (adapter->opengl)
4944     {
4945         caps->DirectDrawCaps.ddsCaps |= WINEDDSCAPS_3DDEVICE                |
4946                                         WINEDDSCAPS_MIPMAP                  |
4947                                         WINEDDSCAPS_TEXTURE                 |
4948                                         WINEDDSCAPS_ZBUFFER;
4949         caps->DirectDrawCaps.Caps |=    WINEDDCAPS_3D;
4950     }
4951
4952     return WINED3D_OK;
4953 }
4954
4955 HRESULT CDECL wined3d_device_create(struct wined3d *wined3d, UINT adapter_idx, WINED3DDEVTYPE device_type,
4956         HWND focus_window, DWORD flags, BYTE surface_alignment, struct wined3d_device_parent *device_parent,
4957         struct wined3d_device **device)
4958 {
4959     struct wined3d_device *object;
4960     HRESULT hr;
4961
4962     TRACE("wined3d %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, device_parent %p, device %p.\n",
4963             wined3d, adapter_idx, device_type, focus_window, flags, device_parent, device);
4964
4965     /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4966      * number and create a device without a 3D adapter for 2D only operation. */
4967     if (wined3d->adapter_count && adapter_idx >= wined3d->adapter_count)
4968         return WINED3DERR_INVALIDCALL;
4969
4970     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4971     if (!object)
4972     {
4973         ERR("Failed to allocate device memory.\n");
4974         return E_OUTOFMEMORY;
4975     }
4976
4977     hr = device_init(object, wined3d, adapter_idx, device_type,
4978             focus_window, flags, surface_alignment, device_parent);
4979     if (FAILED(hr))
4980     {
4981         WARN("Failed to initialize device, hr %#x.\n", hr);
4982         HeapFree(GetProcessHeap(), 0, object);
4983         return hr;
4984     }
4985
4986     TRACE("Created device %p.\n", object);
4987     *device = object;
4988
4989     device_parent->ops->wined3d_device_created(device_parent, *device);
4990
4991     return WINED3D_OK;
4992 }
4993
4994 void * CDECL wined3d_get_parent(const struct wined3d *wined3d)
4995 {
4996     TRACE("wined3d %p.\n", wined3d);
4997
4998     return wined3d->parent;
4999 }
5000
5001 static void WINE_GLAPI invalid_func(const void *data)
5002 {
5003     ERR("Invalid vertex attribute function called\n");
5004     DebugBreak();
5005 }
5006
5007 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
5008 {
5009     ERR("Invalid texcoord function called\n");
5010     DebugBreak();
5011 }
5012
5013 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
5014  * the extension detection and are used in drawStridedSlow
5015  */
5016 static void WINE_GLAPI position_d3dcolor(const void *data)
5017 {
5018     DWORD pos = *((const DWORD *)data);
5019
5020     FIXME("Add a test for fixed function position from d3dcolor type\n");
5021     glVertex4s(D3DCOLOR_B_R(pos),
5022                D3DCOLOR_B_G(pos),
5023                D3DCOLOR_B_B(pos),
5024                D3DCOLOR_B_A(pos));
5025 }
5026
5027 static void WINE_GLAPI position_float4(const void *data)
5028 {
5029     const GLfloat *pos = data;
5030
5031     if (pos[3] != 0.0f && pos[3] != 1.0f)
5032     {
5033         float w = 1.0f / pos[3];
5034
5035         glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
5036     }
5037     else
5038     {
5039         glVertex3fv(pos);
5040     }
5041 }
5042
5043 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
5044 {
5045     DWORD diffuseColor = *((const DWORD *)data);
5046
5047     glColor4ub(D3DCOLOR_B_R(diffuseColor),
5048                D3DCOLOR_B_G(diffuseColor),
5049                D3DCOLOR_B_B(diffuseColor),
5050                D3DCOLOR_B_A(diffuseColor));
5051 }
5052
5053 static void WINE_GLAPI specular_d3dcolor(const void *data)
5054 {
5055     DWORD specularColor = *((const DWORD *)data);
5056     GLbyte d[] = {D3DCOLOR_B_R(specularColor),
5057             D3DCOLOR_B_G(specularColor),
5058             D3DCOLOR_B_B(specularColor)};
5059
5060     specular_func_3ubv(d);
5061 }
5062
5063 static void WINE_GLAPI warn_no_specular_func(const void *data)
5064 {
5065     WARN("GL_EXT_secondary_color not supported\n");
5066 }
5067
5068 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
5069 {
5070     position_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
5071     position_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
5072     position_funcs[WINED3D_FFP_EMIT_FLOAT3]      = (glAttribFunc)glVertex3fv;
5073     position_funcs[WINED3D_FFP_EMIT_FLOAT4]      = position_float4;
5074     position_funcs[WINED3D_FFP_EMIT_D3DCOLOR]    = position_d3dcolor;
5075     position_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
5076     position_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
5077     position_funcs[WINED3D_FFP_EMIT_SHORT4]      = (glAttribFunc)glVertex2sv;
5078     position_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
5079     position_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
5080     position_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
5081     position_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
5082     position_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
5083     position_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
5084     position_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
5085     position_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
5086     position_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
5087
5088     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1]       = invalid_func;
5089     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2]       = invalid_func;
5090     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3]       = (glAttribFunc)glColor3fv;
5091     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4]       = (glAttribFunc)glColor4fv;
5092     diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR]     = diffuse_d3dcolor;
5093     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4]       = invalid_func;
5094     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2]       = invalid_func;
5095     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4]       = invalid_func;
5096     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N]      = (glAttribFunc)glColor4ubv;
5097     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N]      = invalid_func;
5098     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N]      = (glAttribFunc)glColor4sv;
5099     diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N]     = invalid_func;
5100     diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N]     = (glAttribFunc)glColor4usv;
5101     diffuse_funcs[WINED3D_FFP_EMIT_UDEC3]        = invalid_func;
5102     diffuse_funcs[WINED3D_FFP_EMIT_DEC3N]        = invalid_func;
5103     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2]    = invalid_func;
5104     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4]    = invalid_func;
5105
5106     /* No 4 component entry points here */
5107     specular_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
5108     specular_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
5109     if (gl_info->supported[EXT_SECONDARY_COLOR])
5110     {
5111         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
5112     }
5113     else
5114     {
5115         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = warn_no_specular_func;
5116     }
5117     specular_funcs[WINED3D_FFP_EMIT_FLOAT4]      = invalid_func;
5118     if (gl_info->supported[EXT_SECONDARY_COLOR])
5119     {
5120         specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
5121         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
5122     }
5123     else
5124     {
5125         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
5126     }
5127     specular_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
5128     specular_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
5129     specular_funcs[WINED3D_FFP_EMIT_SHORT4]      = invalid_func;
5130     specular_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
5131     specular_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
5132     specular_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
5133     specular_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
5134     specular_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
5135     specular_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
5136     specular_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
5137     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
5138     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
5139
5140     /* Only 3 component entry points here. Test how others behave. Float4 normals are used
5141      * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
5142      */
5143     normal_funcs[WINED3D_FFP_EMIT_FLOAT1]         = invalid_func;
5144     normal_funcs[WINED3D_FFP_EMIT_FLOAT2]         = invalid_func;
5145     normal_funcs[WINED3D_FFP_EMIT_FLOAT3]         = (glAttribFunc)glNormal3fv;
5146     normal_funcs[WINED3D_FFP_EMIT_FLOAT4]         = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
5147     normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR]       = invalid_func;
5148     normal_funcs[WINED3D_FFP_EMIT_UBYTE4]         = invalid_func;
5149     normal_funcs[WINED3D_FFP_EMIT_SHORT2]         = invalid_func;
5150     normal_funcs[WINED3D_FFP_EMIT_SHORT4]         = invalid_func;
5151     normal_funcs[WINED3D_FFP_EMIT_UBYTE4N]        = invalid_func;
5152     normal_funcs[WINED3D_FFP_EMIT_SHORT2N]        = invalid_func;
5153     normal_funcs[WINED3D_FFP_EMIT_SHORT4N]        = invalid_func;
5154     normal_funcs[WINED3D_FFP_EMIT_USHORT2N]       = invalid_func;
5155     normal_funcs[WINED3D_FFP_EMIT_USHORT4N]       = invalid_func;
5156     normal_funcs[WINED3D_FFP_EMIT_UDEC3]          = invalid_func;
5157     normal_funcs[WINED3D_FFP_EMIT_DEC3N]          = invalid_func;
5158     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2]      = invalid_func;
5159     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4]      = invalid_func;
5160
5161     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
5162     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
5163     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
5164     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
5165     multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR]  = invalid_texcoord_func;
5166     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4]    = invalid_texcoord_func;
5167     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
5168     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
5169     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N]   = invalid_texcoord_func;
5170     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N]   = invalid_texcoord_func;
5171     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N]   = invalid_texcoord_func;
5172     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N]  = invalid_texcoord_func;
5173     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N]  = invalid_texcoord_func;
5174     multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3]     = invalid_texcoord_func;
5175     multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N]     = invalid_texcoord_func;
5176     if (gl_info->supported[NV_HALF_FLOAT])
5177     {
5178         /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
5179         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
5180         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
5181     } else {
5182         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
5183         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
5184     }
5185 }
5186
5187 /* Do not call while under the GL lock. */
5188 static BOOL InitAdapters(struct wined3d *wined3d)
5189 {
5190     static HMODULE mod_gl;
5191     BOOL ret;
5192     int ps_selected_mode, vs_selected_mode;
5193
5194     /* No need to hold any lock. The calling library makes sure only one thread calls
5195      * wined3d simultaneously
5196      */
5197
5198     TRACE("Initializing adapters\n");
5199
5200     if(!mod_gl) {
5201 #ifdef USE_WIN32_OPENGL
5202 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
5203         mod_gl = LoadLibraryA("opengl32.dll");
5204         if(!mod_gl) {
5205             ERR("Can't load opengl32.dll!\n");
5206             goto nogl_adapter;
5207         }
5208 #else
5209 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
5210         /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
5211         mod_gl = GetModuleHandleA("gdi32.dll");
5212 #endif
5213     }
5214
5215 /* Load WGL core functions from opengl32.dll */
5216 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5217     WGL_FUNCS_GEN;
5218 #undef USE_WGL_FUNC
5219
5220     if(!pwglGetProcAddress) {
5221         ERR("Unable to load wglGetProcAddress!\n");
5222         goto nogl_adapter;
5223     }
5224
5225 /* Dynamically load all GL core functions */
5226     GL_FUNCS_GEN;
5227 #undef USE_GL_FUNC
5228
5229     /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5230      * otherwise because we have to use winex11.drv's override
5231      */
5232 #ifdef USE_WIN32_OPENGL
5233     wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5234     wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5235 #else
5236     wglFinish = (void*)pwglGetProcAddress("wglFinish");
5237     wglFlush = (void*)pwglGetProcAddress("wglFlush");
5238 #endif
5239
5240     glEnableWINE = glEnable;
5241     glDisableWINE = glDisable;
5242
5243     /* For now only one default adapter */
5244     {
5245         struct wined3d_adapter *adapter = &wined3d->adapters[0];
5246         const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5247         struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5248         struct wined3d_pixel_format *cfgs;
5249         int iPixelFormat;
5250         int res;
5251         int i;
5252         DISPLAY_DEVICEW DisplayDevice;
5253         HDC hdc;
5254
5255         TRACE("Initializing default adapter\n");
5256         adapter->ordinal = 0;
5257         adapter->monitorPoint.x = -1;
5258         adapter->monitorPoint.y = -1;
5259
5260         if (!AllocateLocallyUniqueId(&adapter->luid))
5261         {
5262             DWORD err = GetLastError();
5263             ERR("Failed to set adapter LUID (%#x).\n", err);
5264             goto nogl_adapter;
5265         }
5266         TRACE("Allocated LUID %08x:%08x for adapter.\n",
5267                 adapter->luid.HighPart, adapter->luid.LowPart);
5268
5269         if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5270         {
5271             ERR("Failed to get a gl context for default adapter\n");
5272             goto nogl_adapter;
5273         }
5274
5275         ret = wined3d_adapter_init_gl_caps(adapter);
5276         if(!ret) {
5277             ERR("Failed to initialize gl caps for default adapter\n");
5278             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5279             goto nogl_adapter;
5280         }
5281         ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5282         if(!ret) {
5283             ERR("Failed to init gl formats\n");
5284             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5285             goto nogl_adapter;
5286         }
5287
5288         hdc = fake_gl_ctx.dc;
5289
5290         adapter->TextureRam = adapter->driver_info.vidmem;
5291         adapter->UsedTextureRam = 0;
5292         TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5293
5294         /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5295         DisplayDevice.cb = sizeof(DisplayDevice);
5296         EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5297         TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5298         strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5299
5300         if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5301         {
5302             GLint cfg_count;
5303             int attribute;
5304             int attribs[11];
5305             int values[11];
5306             int nAttribs = 0;
5307
5308             attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5309             GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &cfg_count));
5310             adapter->cfg_count = cfg_count;
5311
5312             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->cfg_count * sizeof(*adapter->cfgs));
5313             cfgs = adapter->cfgs;
5314             attribs[nAttribs++] = WGL_RED_BITS_ARB;
5315             attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5316             attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5317             attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5318             attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5319             attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5320             attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5321             attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5322             attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5323             attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5324             attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5325
5326             for (iPixelFormat=1; iPixelFormat <= adapter->cfg_count; ++iPixelFormat)
5327             {
5328                 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5329
5330                 if(!res)
5331                     continue;
5332
5333                 /* Cache the pixel format */
5334                 cfgs->iPixelFormat = iPixelFormat;
5335                 cfgs->redSize = values[0];
5336                 cfgs->greenSize = values[1];
5337                 cfgs->blueSize = values[2];
5338                 cfgs->alphaSize = values[3];
5339                 cfgs->colorSize = values[4];
5340                 cfgs->depthSize = values[5];
5341                 cfgs->stencilSize = values[6];
5342                 cfgs->windowDrawable = values[7];
5343                 cfgs->iPixelType = values[8];
5344                 cfgs->doubleBuffer = values[9];
5345                 cfgs->auxBuffers = values[10];
5346
5347                 cfgs->numSamples = 0;
5348                 /* Check multisample support */
5349                 if (gl_info->supported[ARB_MULTISAMPLE])
5350                 {
5351                     int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5352                     int value[2];
5353                     if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5354                         /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5355                         * value[1] = number of multi sample buffers*/
5356                         if(value[0])
5357                             cfgs->numSamples = value[1];
5358                     }
5359                 }
5360
5361                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5362                         "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5363                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5364                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5365                         cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5366                 cfgs++;
5367             }
5368         }
5369         else
5370         {
5371             int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5372             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs * sizeof(*adapter->cfgs));
5373             adapter->cfg_count = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5374
5375             cfgs = adapter->cfgs;
5376             for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5377             {
5378                 PIXELFORMATDESCRIPTOR ppfd;
5379
5380                 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5381                 if(!res)
5382                     continue;
5383
5384                 /* We only want HW acceleration using an OpenGL ICD driver.
5385                  * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5386                  * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5387                  */
5388                 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5389                 {
5390                     TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5391                     continue;
5392                 }
5393
5394                 cfgs->iPixelFormat = iPixelFormat;
5395                 cfgs->redSize = ppfd.cRedBits;
5396                 cfgs->greenSize = ppfd.cGreenBits;
5397                 cfgs->blueSize = ppfd.cBlueBits;
5398                 cfgs->alphaSize = ppfd.cAlphaBits;
5399                 cfgs->colorSize = ppfd.cColorBits;
5400                 cfgs->depthSize = ppfd.cDepthBits;
5401                 cfgs->stencilSize = ppfd.cStencilBits;
5402                 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5403                 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5404                 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5405                 cfgs->auxBuffers = ppfd.cAuxBuffers;
5406                 cfgs->numSamples = 0;
5407
5408                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5409                         "depth=%d, stencil=%d, windowDrawable=%d\n",
5410                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5411                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5412                         cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5413                 cfgs++;
5414                 adapter->cfg_count++;
5415             }
5416
5417             /* We haven't found any suitable formats. This should only happen
5418              * in case of GDI software rendering, which is pretty useless
5419              * anyway. */
5420             if (!adapter->cfg_count)
5421             {
5422                 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5423
5424                 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5425                 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5426                 goto nogl_adapter;
5427             }
5428         }
5429
5430         /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5431          * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5432          * but just fake it using D24(X8?) which is fine. D3D also allows that.
5433          * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5434          * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5435          * driver is allowed to consume more bits EXCEPT for stencil bits.
5436          *
5437          * Mark an adapter with this broken stencil behavior.
5438          */
5439         adapter->brokenStencil = TRUE;
5440         for (i = 0, cfgs = adapter->cfgs; i < adapter->cfg_count; ++i)
5441         {
5442             /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5443             if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5444                 adapter->brokenStencil = FALSE;
5445                 break;
5446             }
5447         }
5448
5449         WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5450
5451         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5452         fillGLAttribFuncs(&adapter->gl_info);
5453         adapter->opengl = TRUE;
5454     }
5455     wined3d->adapter_count = 1;
5456     TRACE("%u adapters successfully initialized.\n", wined3d->adapter_count);
5457
5458     return TRUE;
5459
5460 nogl_adapter:
5461     /* Initialize an adapter for ddraw-only memory counting */
5462     memset(wined3d->adapters, 0, sizeof(wined3d->adapters));
5463     wined3d->adapters[0].ordinal = 0;
5464     wined3d->adapters[0].opengl = FALSE;
5465     wined3d->adapters[0].monitorPoint.x = -1;
5466     wined3d->adapters[0].monitorPoint.y = -1;
5467
5468     wined3d->adapters[0].driver_info.name = "Display";
5469     wined3d->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5470     if (wined3d_settings.emulated_textureram)
5471         wined3d->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5472     else
5473         wined3d->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5474
5475     initPixelFormatsNoGL(&wined3d->adapters[0].gl_info);
5476
5477     wined3d->adapter_count = 1;
5478     return FALSE;
5479 }
5480
5481 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5482
5483 const struct wined3d_parent_ops wined3d_null_parent_ops =
5484 {
5485     wined3d_null_wined3d_object_destroyed,
5486 };
5487
5488 /* Do not call while under the GL lock. */
5489 HRESULT wined3d_init(struct wined3d *wined3d, UINT version, DWORD flags, void *parent)
5490 {
5491     wined3d->dxVersion = version;
5492     wined3d->ref = 1;
5493     wined3d->parent = parent;
5494     wined3d->flags = flags;
5495
5496     if (!InitAdapters(wined3d))
5497     {
5498         WARN("Failed to initialize adapters.\n");
5499         if (version > 7)
5500         {
5501             MESSAGE("Direct3D%u is not available without OpenGL.\n", version);
5502             return E_FAIL;
5503         }
5504     }
5505
5506     return WINED3D_OK;
5507 }