jscript: Added String_link implementation.
[wine] / dlls / wined3d / directx.c
1 /*
2  * IWineD3D implementation
3  *
4  * Copyright 2002-2004 Jason Edmeades
5  * Copyright 2003-2004 Raphael Junqueira
6  * Copyright 2004 Christian Costa
7  * Copyright 2005 Oliver Stieber
8  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
9  *
10  * This library is free software; you can redistribute it and/or
11  * modify it under the terms of the GNU Lesser General Public
12  * License as published by the Free Software Foundation; either
13  * version 2.1 of the License, or (at your option) any later version.
14  *
15  * This library is distributed in the hope that it will be useful,
16  * but WITHOUT ANY WARRANTY; without even the implied warranty of
17  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
18  * Lesser General Public License for more details.
19  *
20  * You should have received a copy of the GNU Lesser General Public
21  * License along with this library; if not, write to the Free Software
22  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23  */
24
25 #include "config.h"
26 #include "wined3d_private.h"
27
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
29 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
30
31 #define GLINFO_LOCATION (*gl_info)
32
33 /* The d3d device ID */
34 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
35
36 /* Extension detection */
37 static const struct {
38     const char *extension_string;
39     GL_SupportedExt extension;
40     DWORD version;
41 } EXTENSION_MAP[] = {
42     /* APPLE */
43     {"GL_APPLE_client_storage",             APPLE_CLIENT_STORAGE,           0                           },
44     {"GL_APPLE_fence",                      APPLE_FENCE,                    0                           },
45     {"GL_APPLE_flush_render",               APPLE_FLUSH_RENDER,             0                           },
46     {"GL_APPLE_ycbcr_422",                  APPLE_YCBCR_422,                0                           },
47     {"GL_APPLE_float_pixels",               APPLE_FLOAT_PIXELS,             0                           },
48
49     /* ATI */
50     {"GL_ATI_separate_stencil",             ATI_SEPARATE_STENCIL,           0                           },
51     {"GL_ATI_texture_env_combine3",         ATI_TEXTURE_ENV_COMBINE3,       0                           },
52     {"GL_ATI_texture_mirror_once",          ATI_TEXTURE_MIRROR_ONCE,        0                           },
53     {"GL_ATI_fragment_shader",              ATI_FRAGMENT_SHADER,            0                           },
54     {"GL_ATI_texture_compression_3dc",      ATI_TEXTURE_COMPRESSION_3DC,    0                           },
55
56     /* ARB */
57     {"GL_ARB_color_buffer_float",           ARB_COLOR_BUFFER_FLOAT,         0                           },
58     {"GL_ARB_depth_buffer_float",           ARB_DEPTH_BUFFER_FLOAT,         0                           },
59     {"GL_ARB_depth_texture",                ARB_DEPTH_TEXTURE,              0                           },
60     {"GL_ARB_draw_buffers",                 ARB_DRAW_BUFFERS,               0                           },
61     {"GL_ARB_fragment_program",             ARB_FRAGMENT_PROGRAM,           0                           },
62     {"GL_ARB_fragment_shader",              ARB_FRAGMENT_SHADER,            0                           },
63     {"GL_ARB_geometry_shader4",             ARB_GEOMETRY_SHADER4,           0                           },
64     {"GL_ARB_half_float_pixel",             ARB_HALF_FLOAT_PIXEL,           0                           },
65     {"GL_ARB_imaging",                      ARB_IMAGING,                    0                           },
66     {"GL_ARB_multisample",                  ARB_MULTISAMPLE,                0                           }, /* needs GLX_ARB_MULTISAMPLE as well */
67     {"GL_ARB_multitexture",                 ARB_MULTITEXTURE,               0                           },
68     {"GL_ARB_occlusion_query",              ARB_OCCLUSION_QUERY,            0                           },
69     {"GL_ARB_pixel_buffer_object",          ARB_PIXEL_BUFFER_OBJECT,        0                           },
70     {"GL_ARB_point_parameters",             ARB_POINT_PARAMETERS,           0                           },
71     {"GL_ARB_point_sprite",                 ARB_POINT_SPRITE,               0                           },
72     {"GL_ARB_texture_border_clamp",         ARB_TEXTURE_BORDER_CLAMP,       0                           },
73     {"GL_ARB_texture_compression",          ARB_TEXTURE_COMPRESSION,        0                           },
74     {"GL_ARB_texture_cube_map",             ARB_TEXTURE_CUBE_MAP,           0                           },
75     {"GL_ARB_texture_env_add",              ARB_TEXTURE_ENV_ADD,            0                           },
76     {"GL_ARB_texture_env_combine",          ARB_TEXTURE_ENV_COMBINE,        0                           },
77     {"GL_ARB_texture_env_dot3",             ARB_TEXTURE_ENV_DOT3,           0                           },
78     {"GL_ARB_texture_float",                ARB_TEXTURE_FLOAT,              0                           },
79     {"GL_ARB_texture_mirrored_repeat",      ARB_TEXTURE_MIRRORED_REPEAT,    0                           },
80     {"GL_ARB_texture_non_power_of_two",     ARB_TEXTURE_NON_POWER_OF_TWO,   MAKEDWORD_VERSION(2, 0)     },
81     {"GL_ARB_texture_rectangle",            ARB_TEXTURE_RECTANGLE,          0                           },
82     {"GL_ARB_texture_rg",                   ARB_TEXTURE_RG,                 0                           },
83     {"GL_ARB_vertex_blend",                 ARB_VERTEX_BLEND,               0                           },
84     {"GL_ARB_vertex_buffer_object",         ARB_VERTEX_BUFFER_OBJECT,       0                           },
85     {"GL_ARB_vertex_program",               ARB_VERTEX_PROGRAM,             0                           },
86     {"GL_ARB_vertex_shader",                ARB_VERTEX_SHADER,              0                           },
87     {"GL_ARB_shader_objects",               ARB_SHADER_OBJECTS,             0                           },
88     {"GL_ARB_shader_texture_lod",           ARB_SHADER_TEXTURE_LOD,         0                           },
89     {"GL_ARB_half_float_vertex",            ARB_HALF_FLOAT_VERTEX,          0                           },
90
91     /* EXT */
92     {"GL_EXT_blend_color",                  EXT_BLEND_COLOR,                0                           },
93     {"GL_EXT_blend_minmax",                 EXT_BLEND_MINMAX,               0                           },
94     {"GL_EXT_blend_equation_separate",      EXT_BLEND_EQUATION_SEPARATE,    0                           },
95     {"GL_EXT_blend_func_separate",          EXT_BLEND_FUNC_SEPARATE,        0                           },
96     {"GL_EXT_fog_coord",                    EXT_FOG_COORD,                  0                           },
97     {"GL_EXT_framebuffer_blit",             EXT_FRAMEBUFFER_BLIT,           0                           },
98     {"GL_EXT_framebuffer_multisample",      EXT_FRAMEBUFFER_MULTISAMPLE,    0                           },
99     {"GL_EXT_framebuffer_object",           EXT_FRAMEBUFFER_OBJECT,         0                           },
100     {"GL_EXT_packed_depth_stencil",         EXT_PACKED_DEPTH_STENCIL,       0                           },
101     {"GL_EXT_paletted_texture",             EXT_PALETTED_TEXTURE,           0                           },
102     {"GL_EXT_point_parameters",             EXT_POINT_PARAMETERS,           0                           },
103     {"GL_EXT_secondary_color",              EXT_SECONDARY_COLOR,            0                           },
104     {"GL_EXT_stencil_two_side",             EXT_STENCIL_TWO_SIDE,           0                           },
105     {"GL_EXT_stencil_wrap",                 EXT_STENCIL_WRAP,               0                           },
106     {"GL_EXT_texture3D",                    EXT_TEXTURE3D,                  MAKEDWORD_VERSION(1, 2)     },
107     {"GL_EXT_texture_compression_s3tc",     EXT_TEXTURE_COMPRESSION_S3TC,   0                           },
108     {"GL_EXT_texture_compression_rgtc",     EXT_TEXTURE_COMPRESSION_RGTC,   0                           },
109     {"GL_EXT_texture_env_add",              EXT_TEXTURE_ENV_ADD,            0                           },
110     {"GL_EXT_texture_env_combine",          EXT_TEXTURE_ENV_COMBINE,        0                           },
111     {"GL_EXT_texture_env_dot3",             EXT_TEXTURE_ENV_DOT3,           0                           },
112     {"GL_EXT_texture_sRGB",                 EXT_TEXTURE_SRGB,               0                           },
113     {"GL_EXT_texture_swizzle",              EXT_TEXTURE_SWIZZLE,            0                           },
114     {"GL_EXT_texture_filter_anisotropic",   EXT_TEXTURE_FILTER_ANISOTROPIC, 0                           },
115     {"GL_EXT_texture_lod",                  EXT_TEXTURE_LOD,                0                           },
116     {"GL_EXT_texture_lod_bias",             EXT_TEXTURE_LOD_BIAS,           0                           },
117     {"GL_EXT_vertex_array_bgra",            EXT_VERTEX_ARRAY_BGRA,          0                           },
118     {"GL_EXT_vertex_shader",                EXT_VERTEX_SHADER,              0                           },
119     {"GL_EXT_gpu_program_parameters",       EXT_GPU_PROGRAM_PARAMETERS,     0                           },
120
121     /* NV */
122     {"GL_NV_half_float",                    NV_HALF_FLOAT,                  0                           },
123     {"GL_NV_fence",                         NV_FENCE,                       0                           },
124     {"GL_NV_fog_distance",                  NV_FOG_DISTANCE,                0                           },
125     {"GL_NV_fragment_program",              NV_FRAGMENT_PROGRAM,            0                           },
126     {"GL_NV_fragment_program2",             NV_FRAGMENT_PROGRAM2,           0                           },
127     {"GL_NV_register_combiners",            NV_REGISTER_COMBINERS,          0                           },
128     {"GL_NV_register_combiners2",           NV_REGISTER_COMBINERS2,         0                           },
129     {"GL_NV_texgen_reflection",             NV_TEXGEN_REFLECTION,           0                           },
130     {"GL_NV_texture_env_combine4",          NV_TEXTURE_ENV_COMBINE4,        0                           },
131     {"GL_NV_texture_shader",                NV_TEXTURE_SHADER,              0                           },
132     {"GL_NV_texture_shader2",               NV_TEXTURE_SHADER2,             0                           },
133     {"GL_NV_texture_shader3",               NV_TEXTURE_SHADER3,             0                           },
134     {"GL_NV_occlusion_query",               NV_OCCLUSION_QUERY,             0                           },
135     {"GL_NV_vertex_program",                NV_VERTEX_PROGRAM,              0                           },
136     {"GL_NV_vertex_program1_1",             NV_VERTEX_PROGRAM1_1,           0                           },
137     {"GL_NV_vertex_program2",               NV_VERTEX_PROGRAM2,             0                           },
138     {"GL_NV_vertex_program2_option",        NV_VERTEX_PROGRAM2_OPTION,      0                           },
139     {"GL_NV_vertex_program3",               NV_VERTEX_PROGRAM3,             0                           },
140     {"GL_NV_fragment_program_option",       NV_FRAGMENT_PROGRAM_OPTION,     0                           },
141     {"GL_NV_depth_clamp",                   NV_DEPTH_CLAMP,                 0                           },
142     {"GL_NV_light_max_exponent",            NV_LIGHT_MAX_EXPONENT,          0                           },
143
144     /* SGI */
145     {"GL_SGIS_generate_mipmap",             SGIS_GENERATE_MIPMAP,           0                           },
146 };
147
148 /**********************************************************
149  * Utility functions follow
150  **********************************************************/
151
152 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType);
153 static const struct fragment_pipeline *select_fragment_implementation(struct WineD3DAdapter *adapter,
154         WINED3DDEVTYPE DeviceType);
155 static const shader_backend_t *select_shader_backend(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType);
156 static const struct blit_shader *select_blit_implementation(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType);
157
158 /* lookup tables */
159 const int minLookup[MAX_LOOKUPS] =
160 {
161     WINED3DTADDRESS_WRAP, /* WINELOOKUP_WARPPARAM */
162 };
163
164 const int maxLookup[MAX_LOOKUPS] =
165 {
166     WINED3DTADDRESS_MIRRORONCE, /* WINELOOKUP_WARPPARAM */
167 };
168
169 DWORD *stateLookup[MAX_LOOKUPS];
170
171 struct min_lookup minMipLookup[WINED3DTEXF_ANISOTROPIC + 1];
172 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] =
173 {
174     {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
175     {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
176     {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
177     {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
178 };
179
180 GLenum magLookup[WINED3DTEXF_ANISOTROPIC + 1];
181 const GLenum magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] =
182 {
183     GL_NEAREST, GL_NEAREST, GL_NEAREST, GL_NEAREST
184 };
185
186 /* drawStridedSlow attributes */
187 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
188 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
189 glAttribFunc specular_func_3ubv;
190 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
191 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
192 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
193
194 /**
195  * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
196  * i.e., there is no GL Context - Get a default rendering context to enable the
197  * function query some info from GL.
198  */
199
200 struct wined3d_fake_gl_ctx
201 {
202     HDC dc;
203     HWND wnd;
204     HGLRC gl_ctx;
205 };
206
207 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
208 {
209     TRACE_(d3d_caps)("Destroying fake GL context.\n");
210
211     if (!pwglMakeCurrent(NULL, NULL))
212     {
213         ERR_(d3d_caps)("Failed to disable fake GL context.\n");
214     }
215
216     pwglDeleteContext(ctx->gl_ctx);
217     ReleaseDC(ctx->wnd, ctx->dc);
218     DestroyWindow(ctx->wnd);
219 }
220
221 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
222 {
223     PIXELFORMATDESCRIPTOR pfd;
224     int iPixelFormat;
225
226     TRACE("getting context...\n");
227
228     /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
229     ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
230             WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
231     if (!ctx->wnd)
232     {
233         ERR_(d3d_caps)("Failed to create a window.\n");
234         goto fail;
235     }
236
237     ctx->dc = GetDC(ctx->wnd);
238     if (!ctx->dc)
239     {
240         ERR_(d3d_caps)("Failed to get a DC.\n");
241         goto fail;
242     }
243
244     /* PixelFormat selection */
245     ZeroMemory(&pfd, sizeof(pfd));
246     pfd.nSize = sizeof(pfd);
247     pfd.nVersion = 1;
248     pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
249     pfd.iPixelType = PFD_TYPE_RGBA;
250     pfd.cColorBits = 32;
251     pfd.iLayerType = PFD_MAIN_PLANE;
252
253     iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
254     if (!iPixelFormat)
255     {
256         /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
257         ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
258         goto fail;
259     }
260     DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
261     SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
262
263     /* Create a GL context. */
264     ctx->gl_ctx = pwglCreateContext(ctx->dc);
265     if (!ctx->gl_ctx)
266     {
267         WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
268         goto fail;
269     }
270
271     /* Make it the current GL context. */
272     if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
273     {
274         ERR_(d3d_caps)("Failed to make fake GL context current.\n");
275         goto fail;
276     }
277     context_set_last_device(NULL);
278
279     return TRUE;
280
281 fail:
282     if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
283     ctx->gl_ctx = NULL;
284     if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
285     ctx->dc = NULL;
286     if (ctx->wnd) DestroyWindow(ctx->wnd);
287     ctx->wnd = NULL;
288
289     return FALSE;
290 }
291
292 /* Adjust the amount of used texture memory */
293 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram){
294     struct WineD3DAdapter *adapter = D3DDevice->adapter;
295
296     adapter->UsedTextureRam += glram;
297     TRACE("Adjusted gl ram by %ld to %d\n", glram, adapter->UsedTextureRam);
298     return adapter->UsedTextureRam;
299 }
300
301 /**********************************************************
302  * IUnknown parts follows
303  **********************************************************/
304
305 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
306 {
307     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
308
309     TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
310     if (IsEqualGUID(riid, &IID_IUnknown)
311         || IsEqualGUID(riid, &IID_IWineD3DBase)
312         || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
313         IUnknown_AddRef(iface);
314         *ppobj = This;
315         return S_OK;
316     }
317     *ppobj = NULL;
318     return E_NOINTERFACE;
319 }
320
321 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
322     IWineD3DImpl *This = (IWineD3DImpl *)iface;
323     ULONG refCount = InterlockedIncrement(&This->ref);
324
325     TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
326     return refCount;
327 }
328
329 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
330     IWineD3DImpl *This = (IWineD3DImpl *)iface;
331     ULONG ref;
332     TRACE("(%p) : Releasing from %d\n", This, This->ref);
333     ref = InterlockedDecrement(&This->ref);
334     if (ref == 0) {
335         unsigned int i;
336
337         for (i = 0; i < This->adapter_count; ++i)
338         {
339             HeapFree(GetProcessHeap(), 0, This->adapters[i].cfgs);
340         }
341         HeapFree(GetProcessHeap(), 0, This);
342     }
343
344     return ref;
345 }
346
347 /* Set the shader type for this device, depending on the given capabilities,
348  * the device type, and the user preferences in wined3d_settings */
349
350 static void select_shader_mode(const WineD3D_GL_Info *gl_info, WINED3DDEVTYPE DeviceType, int *ps_selected, int *vs_selected)
351 {
352     if (wined3d_settings.vs_mode == VS_NONE) {
353         *vs_selected = SHADER_NONE;
354     } else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) {
355         /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
356          * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
357          * shaders only on this card. */
358         if(gl_info->vs_nv_version && gl_info->vs_nv_version < VS_VERSION_20)
359             *vs_selected = SHADER_ARB;
360         else
361             *vs_selected = SHADER_GLSL;
362     } else if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
363         *vs_selected = SHADER_ARB;
364     } else {
365         *vs_selected = SHADER_NONE;
366     }
367
368     if (wined3d_settings.ps_mode == PS_NONE) {
369         *ps_selected = SHADER_NONE;
370     } else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) {
371         *ps_selected = SHADER_GLSL;
372     } else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
373         *ps_selected = SHADER_ARB;
374     } else if (gl_info->supported[ATI_FRAGMENT_SHADER]) {
375         *ps_selected = SHADER_ATI;
376     } else {
377         *ps_selected = SHADER_NONE;
378     }
379 }
380
381 /** Select the number of report maximum shader constants based on the selected shader modes */
382 static void select_shader_max_constants(
383     int ps_selected_mode,
384     int vs_selected_mode,
385     WineD3D_GL_Info *gl_info) {
386
387     switch (vs_selected_mode) {
388         case SHADER_GLSL:
389             gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF;
390             break;
391         case SHADER_ARB:
392             gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF;
393             break;
394         default:
395             gl_info->max_vshader_constantsF = 0;
396             break;
397     }
398
399     switch (ps_selected_mode) {
400         case SHADER_GLSL:
401             gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF;
402             break;
403         case SHADER_ARB:
404             gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF;
405             break;
406         default:
407             gl_info->max_pshader_constantsF = 0;
408             break;
409     }
410 }
411
412 /**********************************************************
413  * IWineD3D parts follows
414  **********************************************************/
415
416 /* GL locking is done by the caller */
417 static inline BOOL test_arb_vs_offset_limit(const WineD3D_GL_Info *gl_info)
418 {
419     GLuint prog;
420     BOOL ret = FALSE;
421     const char *testcode =
422         "!!ARBvp1.0\n"
423         "PARAM C[66] = { program.env[0..65] };\n"
424         "ADDRESS A0;"
425         "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
426         "ARL A0.x, zero.x;\n"
427         "MOV result.position, C[A0.x + 65];\n"
428         "END\n";
429
430     while(glGetError());
431     GL_EXTCALL(glGenProgramsARB(1, &prog));
432     if(!prog) {
433         ERR("Failed to create an ARB offset limit test program\n");
434     }
435     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
436     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
437                                   strlen(testcode), testcode));
438     if(glGetError() != 0) {
439         TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
440         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
441         ret = TRUE;
442     } else TRACE("OpenGL implementation allows offsets > 63\n");
443
444     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
445     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
446     checkGLcall("ARB vp offset limit test cleanup");
447
448     return ret;
449 }
450
451 static DWORD ver_for_ext(GL_SupportedExt ext)
452 {
453     unsigned int i;
454     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
455         if(EXTENSION_MAP[i].extension == ext) {
456             return EXTENSION_MAP[i].version;
457         }
458     }
459     return 0;
460 }
461
462 static BOOL match_ati_r300_to_500(const WineD3D_GL_Info *gl_info, const char *gl_renderer)
463 {
464     if (gl_info->gl_vendor != VENDOR_ATI) return FALSE;
465     if (gl_info->gl_card == CARD_ATI_RADEON_9500) return TRUE;
466     if (gl_info->gl_card == CARD_ATI_RADEON_X700) return TRUE;
467     if (gl_info->gl_card == CARD_ATI_RADEON_X1600) return TRUE;
468     return FALSE;
469 }
470
471 static BOOL match_geforce5(const WineD3D_GL_Info *gl_info, const char *gl_renderer)
472 {
473     if (gl_info->gl_vendor == VENDOR_NVIDIA)
474     {
475         if (gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5800 || gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5600)
476         {
477             return TRUE;
478         }
479     }
480     return FALSE;
481 }
482
483 static BOOL match_apple(const WineD3D_GL_Info *gl_info, const char *gl_renderer)
484 {
485     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
486      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
487      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
488      *
489      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
490      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
491      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
492      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
493      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
494      * the chance that other implementations support them is rather small since Win32 QuickTime uses
495      * DirectDraw, not OpenGL. */
496     if (gl_info->supported[APPLE_FENCE]
497             && gl_info->supported[APPLE_CLIENT_STORAGE]
498             && gl_info->supported[APPLE_FLUSH_RENDER]
499             && gl_info->supported[APPLE_YCBCR_422])
500     {
501         TRACE_(d3d_caps)("GL_APPLE_fence, GL_APPLE_client_storage, GL_APPLE_flush_render and GL_ycbcr_422 are supported.\n");
502         TRACE_(d3d_caps)("Activating MacOS fixups.\n");
503         return TRUE;
504     }
505     else
506     {
507         TRACE_(d3d_caps)("Apple extensions are not supported.\n");
508         TRACE_(d3d_caps)("Not activating MacOS fixups.\n");
509         return FALSE;
510     }
511 }
512
513 /* Context activation is done by the caller. */
514 static void test_pbo_functionality(WineD3D_GL_Info *gl_info)
515 {
516     /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
517      * but glTexSubImage from a PBO fails miserably, with the first line repeated over
518      * all the texture. This function detects this bug by its symptom and disables PBOs
519      * if the test fails.
520      *
521      * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
522      * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
523      * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
524      * read back is compared to the original. If they are equal PBOs are assumed to work,
525      * otherwise the PBO extension is disabled. */
526     GLuint texture, pbo;
527     static const unsigned int pattern[] =
528     {
529         0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
530         0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
531         0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
532         0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
533     };
534     unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
535
536     /* No PBO -> No point in testing them. */
537     if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
538
539     ENTER_GL();
540
541     while (glGetError());
542     glGenTextures(1, &texture);
543     glBindTexture(GL_TEXTURE_2D, texture);
544
545     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
546     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
547     checkGLcall("Specifying the PBO test texture");
548
549     GL_EXTCALL(glGenBuffersARB(1, &pbo));
550     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
551     GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
552     checkGLcall("Specifying the PBO test pbo");
553
554     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
555     checkGLcall("Loading the PBO test texture");
556
557     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
558     glFinish(); /* just to be sure */
559
560     memset(check, 0, sizeof(check));
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 WineD3D_GL_Info *gl_info, const char *gl_renderer)
583 {
584     return gl_info->gl_vendor == VENDOR_INTEL && match_apple(gl_info, gl_renderer);
585 }
586
587 static BOOL match_apple_nonr500ati(const WineD3D_GL_Info *gl_info, const char *gl_renderer)
588 {
589     if (!match_apple(gl_info, gl_renderer)) return FALSE;
590     if (gl_info->gl_vendor != VENDOR_ATI) return FALSE;
591     if (gl_info->gl_card == CARD_ATI_RADEON_X1600) return FALSE;
592     return TRUE;
593 }
594
595 static BOOL match_fglrx(const WineD3D_GL_Info *gl_info, const char *gl_renderer)
596 {
597     if (gl_info->gl_vendor != VENDOR_ATI) return FALSE;
598     if (match_apple(gl_info, gl_renderer)) return FALSE;
599     if (strstr(gl_renderer, "DRI")) return FALSE; /* Filter out Mesa DRI drivers. */
600     return TRUE;
601 }
602
603 static BOOL match_dx10_capable(const WineD3D_GL_Info *gl_info, const char *gl_renderer)
604 {
605     /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
606      * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
607      * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
608      * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
609      * hardcoded
610      *
611      * dx10 cards usually have 64 varyings */
612     return gl_info->max_glsl_varyings > 44;
613 }
614
615 static void quirk_arb_constants(WineD3D_GL_Info *gl_info)
616 {
617     TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->vs_arb_constantsF);
618     gl_info->vs_glsl_constantsF = gl_info->vs_arb_constantsF;
619     TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->ps_arb_constantsF);
620     gl_info->ps_glsl_constantsF = gl_info->ps_arb_constantsF;
621 }
622
623 static void quirk_apple_glsl_constants(WineD3D_GL_Info *gl_info)
624 {
625     quirk_arb_constants(gl_info);
626     /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
627      * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
628      * allow 48 different offsets or other helper immediate values. */
629     TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
630     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
631 }
632
633 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
634  * on more than one texture unit. This means that the d3d9 visual point size test will cause a
635  * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
636  * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
637  * most games, but avoids the crash
638  *
639  * A more sophisticated way would be to find all units that need texture coordinates and enable
640  * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
641  * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
642  *
643  * Note that disabling the extension entirely does not gain predictability because there is no point
644  * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
645 static void quirk_one_point_sprite(WineD3D_GL_Info *gl_info)
646 {
647     if (gl_info->supported[ARB_POINT_SPRITE])
648     {
649         TRACE("Limiting point sprites to one texture unit.\n");
650         gl_info->max_point_sprite_units = 1;
651     }
652 }
653
654 static void quirk_ati_dx9(WineD3D_GL_Info *gl_info)
655 {
656     quirk_arb_constants(gl_info);
657
658     /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
659      * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
660      * If real NP2 textures are used, the driver falls back to software. We could just remove the
661      * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
662      * due to the non-normalized texture coordinates. Thus set an internal extension flag,
663      * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
664      * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
665      *
666      * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
667      * has this extension promoted to core. The extension loading code sets this extension supported
668      * due to that, so this code works on fglrx as well. */
669     TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
670     gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
671     gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
672
673     /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
674      * it is generally more efficient. Reserve just 8 constants. */
675     TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
676     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
677 }
678
679 static void quirk_no_np2(WineD3D_GL_Info *gl_info)
680 {
681     /*  The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
682      *  doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
683      *  This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
684      *  within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
685      *  FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
686      *  We therefore completely remove ARB_tex_npot from the list of supported extensions.
687      *
688      *  Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
689      *  triggering the software fallback. There is not much we can do here apart from disabling the
690      *  software-emulated extension and reenable ARB_tex_rect (which was previously disabled
691      *  in IWineD3DImpl_FillGLCaps).
692      *  This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
693      *  post-processing effects in the game "Max Payne 2").
694      *  The behaviour can be verified through a simple test app attached in bugreport #14724. */
695     TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
696     gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
697     gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
698 }
699
700 static void quirk_texcoord_w(WineD3D_GL_Info *gl_info)
701 {
702     /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
703      * with fixed function fragment processing. Ideally this flag should be detected with a test shader
704      * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
705      * do not like vertex shaders in feedback mode and return an error, even though it should be valid
706      * according to the spec.
707      *
708      * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
709      * makes the shader slower and eats instruction slots which should be available to the d3d app.
710      *
711      * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
712      * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
713      * this workaround is activated on cards that do not need it, it won't break things, just affect
714      * performance negatively. */
715     TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
716     gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
717 }
718
719 static void quirk_clip_varying(WineD3D_GL_Info *gl_info)
720 {
721     gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
722 }
723
724 struct driver_quirk
725 {
726     BOOL (*match)(const WineD3D_GL_Info *gl_info, const char *gl_renderer);
727     void (*apply)(WineD3D_GL_Info *gl_info);
728     const char *description;
729 };
730
731 struct driver_quirk quirk_table[] =
732 {
733     {
734         match_ati_r300_to_500,
735         quirk_ati_dx9,
736         "ATI GLSL constant and normalized texrect quirk"
737     },
738     /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
739      * used it falls back to software. While the compiler can detect if the shader uses all declared
740      * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
741      * using relative addressing falls back to software.
742      *
743      * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
744     {
745         match_apple,
746         quirk_apple_glsl_constants,
747         "Apple GLSL uniform override"
748     },
749     {
750         match_geforce5,
751         quirk_no_np2,
752         "Geforce 5 NP2 disable"
753     },
754     {
755         match_apple_intel,
756         quirk_texcoord_w,
757         "Init texcoord .w for Apple Intel GPU driver"
758     },
759     {
760         match_apple_nonr500ati,
761         quirk_texcoord_w,
762         "Init texcoord .w for Apple ATI >= r600 GPU driver"
763     },
764     {
765         match_fglrx,
766         quirk_one_point_sprite,
767         "Fglrx point sprite crash workaround"
768     },
769     {
770         match_dx10_capable,
771         quirk_clip_varying,
772         "Reserved varying for gl_ClipPos"
773     }
774 };
775
776 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
777  * reporting a driver version is moot because we are not the Windows driver, and we have different
778  * bugs, features, etc.
779  *
780  * If a card is not found in this table, the GL driver version is reported. */
781 struct driver_version_information
782 {
783     WORD vendor;                    /* reported PCI card vendor ID  */
784     WORD card;                      /* reported PCI card device ID  */
785     const char *description;        /* Description of the card e.g. NVIDIA RIVA TNT */
786     WORD hipart_hi, hipart_lo;      /* driver hiword to report      */
787     WORD lopart_hi, lopart_lo;      /* driver loword to report      */
788 };
789
790 static const struct driver_version_information driver_version_table[] =
791 {
792     /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (180.x)
793      * GeforceFX support is up to 173.x, - driver uses numbering x.y.11.7341 for 173.41 where x is the windows revision (6=2000/xp, 7=vista), y is unknown
794      * Geforce2MX/3/4 up to 96.x - driver uses numbering 9.6.8.9 for 96.89
795      * TNT/Geforce1/2 up to 71.x - driver uses numbering 7.1.8.6 for 71.86
796      *
797      * All version numbers used below are from the Linux nvidia drivers. */
798     {VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT,           "NVIDIA RIVA TNT",                  7,  1,  8,  6      },
799     {VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT2,          "NVIDIA RIVA TNT2/TNT2 Pro",        7,  1,  8,  6      },
800     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE,            "NVIDIA GeForce 256",               7,  1,  8,  6      },
801     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2_MX,        "NVIDIA GeForce2 MX/MX 400",        9,  6,  4,  3      },
802     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2,           "NVIDIA GeForce2 GTS/GeForce2 Pro", 7,  1,  8,  6      },
803     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE3,           "NVIDIA GeForce3",                  9,  6,  10, 9371   },
804     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_MX,        "NVIDIA GeForce4 MX 460",           9,  6,  10, 9371   },
805     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_TI4200,    "NVIDIA GeForce4 Ti 4200",          9,  6,  10, 9371   },
806     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5200,     "NVIDIA GeForce FX 5200",           7,  15, 11, 7516   },
807     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5600,     "NVIDIA GeForce FX 5600",           7,  15, 11, 7516   },
808     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5800,     "NVIDIA GeForce FX 5800",           7,  15, 11, 7516   },
809     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6200,       "NVIDIA GeForce 6200",              7,  15, 11, 8618   },
810     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6600GT,     "NVIDIA GeForce 6600 GT",           7,  15, 11, 8618   },
811     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6800,       "NVIDIA GeForce 6800",              7,  15, 11, 8618   },
812     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7300,       "NVIDIA GeForce Go 7300",           7,  15, 11, 8585   },
813     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7400,       "NVIDIA GeForce Go 7400",           7,  15, 11, 8585   },
814     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7600,       "NVIDIA GeForce 7600 GT",           7,  15, 11, 8618   },
815     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7800GT,     "NVIDIA GeForce 7800 GT",           7,  15, 11, 8618   },
816     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8300GS,     "NVIDIA GeForce 8300 GS",           7,  15, 11, 8618   },
817     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600GT,     "NVIDIA GeForce 8600 GT",           7,  15, 11, 8618   },
818     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600MGT,    "NVIDIA GeForce 8600M GT",          7,  15, 11, 8585   },
819     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTS,    "NVIDIA GeForce 8800 GTS",          7,  15, 11, 8618   },
820     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9200,       "NVIDIA GeForce 9200",              7,  15, 11, 8618   },
821     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9400GT,     "NVIDIA GeForce 9400 GT",           7,  15, 11, 8618   },
822     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9500GT,     "NVIDIA GeForce 9500 GT",           7,  15, 11, 8618   },
823     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9600GT,     "NVIDIA GeForce 9600 GT",           7,  15, 11, 8618   },
824     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9800GT,     "NVIDIA GeForce 9800 GT",           7,  15, 11, 8618   },
825     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX260,     "NVIDIA GeForce GTX 260",           7,  15, 11, 8618   },
826     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX275,     "NVIDIA GeForce GTX 275",           7,  15, 11, 8618   },
827     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX280,     "NVIDIA GeForce GTX 280",           7,  15, 11, 8618   },
828
829     /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode. */
830     {VENDOR_ATI,        CARD_ATI_RADEON_9500,           "ATI Radeon 9500",                  6,  14, 10, 6764    },
831     {VENDOR_ATI,        CARD_ATI_RADEON_X700,           "ATI Radeon X700 SE",               6,  14, 10, 6764    },
832     {VENDOR_ATI,        CARD_ATI_RADEON_X1600,          "ATI Radeon X1600 Series",          6,  14, 10, 6764    },
833     {VENDOR_ATI,        CARD_ATI_RADEON_HD2300,         "ATI Mobility Radeon HD 2300",      6,  14, 10, 6764    },
834     {VENDOR_ATI,        CARD_ATI_RADEON_HD2600,         "ATI Mobility Radeon HD 2600",      6,  14, 10, 6764    },
835     {VENDOR_ATI,        CARD_ATI_RADEON_HD2900,         "ATI Radeon HD 2900 XT",            6,  14, 10, 6764    },
836     {VENDOR_ATI,        CARD_ATI_RADEON_HD4350,         "ATI Radeon HD 4350",               6,  14, 10, 6764    },
837     {VENDOR_ATI,        CARD_ATI_RADEON_HD4600,         "ATI Radeon HD 4600 Series",        6,  14, 10, 6764    },
838     {VENDOR_ATI,        CARD_ATI_RADEON_HD4700,         "ATI Radeon HD 4700 Series",        6,  14, 10, 6764    },
839     {VENDOR_ATI,        CARD_ATI_RADEON_HD4800,         "ATI Radeon HD 4800 Series",        6,  14, 10, 6764    },
840
841     /* TODO: Add information about legacy ATI hardware, Intel and other cards. */
842 };
843
844 /* Context activation is done by the caller. */
845 static void fixup_extensions(WineD3D_GL_Info *gl_info, const char *gl_renderer)
846 {
847     unsigned int i;
848
849     for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
850     {
851         if (!quirk_table[i].match(gl_info, gl_renderer)) continue;
852         TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
853         quirk_table[i].apply(gl_info);
854     }
855
856     /* Find out if PBOs work as they are supposed to. */
857     test_pbo_functionality(gl_info);
858
859     /* Fixup the driver version */
860     for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); ++i)
861     {
862         if (gl_info->gl_vendor == driver_version_table[i].vendor
863                 && gl_info->gl_card == driver_version_table[i].card)
864         {
865             TRACE_(d3d_caps)("Found card 0x%04x, 0x%04x in driver version DB.\n",
866                     gl_info->gl_vendor, gl_info->gl_card);
867
868             gl_info->driver_version = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
869                     driver_version_table[i].lopart_lo);
870             gl_info->driver_version_hipart = MAKEDWORD_VERSION(driver_version_table[i].hipart_hi,
871                     driver_version_table[i].hipart_lo);
872             gl_info->driver_description = driver_version_table[i].description;
873             break;
874         }
875     }
876 }
877
878 /* Context activation is done by the caller. */
879 static BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
880     const char *GL_Extensions    = NULL;
881     const char *WGL_Extensions   = NULL;
882     const char *gl_string        = NULL;
883     const char *gl_string_cursor = NULL;
884     GLint       gl_max;
885     GLfloat     gl_floatv[2];
886     int         major = 1, minor = 0;
887     unsigned    i;
888     HDC         hdc;
889     unsigned int vidmem=0;
890     char *gl_renderer;
891     DWORD gl_version;
892     size_t len;
893
894     TRACE_(d3d_caps)("(%p)\n", gl_info);
895
896     ENTER_GL();
897
898     gl_string = (const char *)glGetString(GL_RENDERER);
899     TRACE_(d3d_caps)("GL_RENDERER: %s.\n", gl_string);
900     if (!gl_string)
901     {
902         ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
903         return FALSE;
904     }
905
906     len = strlen(gl_string) + 1;
907     gl_renderer = HeapAlloc(GetProcessHeap(), 0, len);
908     if (!gl_renderer)
909     {
910         ERR_(d3d_caps)("Failed to allocate gl_renderer memory.\n");
911         return FALSE;
912     }
913     memcpy(gl_renderer, gl_string, len);
914
915     gl_string = (const char *)glGetString(GL_VENDOR);
916     TRACE_(d3d_caps)("GL_VENDOR: %s.\n", gl_string);
917     if (!gl_string)
918     {
919         ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
920         HeapFree(GetProcessHeap(), 0, gl_renderer);
921         return FALSE;
922     }
923
924     /* Fill in the GL vendor */
925     if (strstr(gl_string, "NVIDIA"))
926     {
927         gl_info->gl_vendor = VENDOR_NVIDIA;
928     }
929     else if (strstr(gl_string, "ATI"))
930     {
931         gl_info->gl_vendor = VENDOR_ATI;
932     }
933     else if (strstr(gl_string, "Intel(R)")
934             || strstr(gl_renderer, "Intel(R)")
935             || strstr(gl_string, "Intel Inc."))
936     {
937         gl_info->gl_vendor = VENDOR_INTEL;
938     }
939     else if (strstr(gl_string, "Mesa"))
940     {
941         gl_info->gl_vendor = VENDOR_MESA;
942     }
943     else
944     {
945         FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Setting VENDOR_WINE.\n", gl_string);
946         gl_info->gl_vendor = VENDOR_WINE;
947     }
948     TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
949
950     /* Parse the GL_VERSION field into major and minor information */
951     gl_string = (const char *)glGetString(GL_VERSION);
952     TRACE_(d3d_caps)("GL_VERSION: %s.\n", gl_string);
953     if (!gl_string)
954     {
955         ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
956         HeapFree(GetProcessHeap(), 0, gl_renderer);
957         return FALSE;
958     }
959
960     /* First, parse the generic opengl version. This is supposed not to be
961      * convoluted with driver specific information. */
962     gl_string_cursor = gl_string;
963
964     major = atoi(gl_string_cursor);
965     if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
966     while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') ++gl_string_cursor;
967     if (*gl_string_cursor++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_string));
968
969     minor = atoi(gl_string_cursor);
970     TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
971     gl_version = MAKEDWORD_VERSION(major, minor);
972
973     /* Now parse the driver specific string which we'll report to the app. */
974     switch (gl_info->gl_vendor)
975     {
976         case VENDOR_NVIDIA:
977             gl_string_cursor = strstr(gl_string, "NVIDIA");
978             if (!gl_string_cursor)
979             {
980                 ERR_(d3d_caps)("Invalid nVidia version string: %s.\n", debugstr_a(gl_string));
981                 break;
982             }
983
984             gl_string_cursor = strstr(gl_string_cursor, " ");
985             if (!gl_string_cursor)
986             {
987                 ERR_(d3d_caps)("Invalid nVidia version string: %s.\n", debugstr_a(gl_string));
988                 break;
989             }
990
991             while (*gl_string_cursor == ' ') ++gl_string_cursor;
992
993             if (!*gl_string_cursor)
994             {
995                 ERR_(d3d_caps)("Invalid nVidia version string: %s.\n", debugstr_a(gl_string));
996                 break;
997             }
998
999             major = atoi(gl_string_cursor);
1000             while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') ++gl_string_cursor;
1001
1002             if (*gl_string_cursor++ != '.')
1003             {
1004                 ERR_(d3d_caps)("Invalid nVidia version string: %s.\n", debugstr_a(gl_string));
1005                 break;
1006             }
1007
1008             minor = atoi(gl_string_cursor);
1009             minor = major * 100 + minor;
1010             major = 10;
1011             break;
1012
1013         case VENDOR_ATI:
1014             major = minor = 0;
1015             gl_string_cursor = strchr(gl_string, '-');
1016             if (gl_string_cursor)
1017             {
1018                 ++gl_string_cursor;
1019
1020                 /* Check if version number is of the form x.y.z. */
1021                 if (*gl_string_cursor < '0' || *gl_string_cursor > '9'
1022                         || gl_string_cursor[1] != '.'
1023                         || gl_string_cursor[2] < '0' || gl_string_cursor[2] > '9'
1024                         || gl_string_cursor[3] != '.'
1025                         || gl_string_cursor[4] < '0' || gl_string_cursor[4] > '9')
1026                     /* Mark version number as malformed. */
1027                     gl_string_cursor = 0;
1028             }
1029
1030             if (!gl_string_cursor)
1031             {
1032                 WARN_(d3d_caps)("malformed GL_VERSION (%s).\n", debugstr_a(gl_string));
1033             }
1034             else
1035             {
1036                 major = *gl_string_cursor - '0';
1037                 minor = (gl_string_cursor[2] - '0') * 256 + (gl_string_cursor[4] - '0');
1038             }
1039             break;
1040
1041         case VENDOR_INTEL:
1042             /* Apple and Mesa version strings look differently, but both provide intel drivers. */
1043             if (strstr(gl_string, "APPLE"))
1044             {
1045                 /* [0-9]+.[0-9]+ APPLE-[0-9]+.[0.9]+.[0.9]+
1046                  * We only need the first part, and use the APPLE as identification
1047                  * "1.2 APPLE-1.4.56". */
1048                 gl_string_cursor = gl_string;
1049                 major = atoi(gl_string_cursor);
1050                 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') ++gl_string_cursor;
1051
1052                 if (*gl_string_cursor++ != '.')
1053                 {
1054                     ERR_(d3d_caps)("Invalid MacOS-Intel version string: %s.\n", debugstr_a(gl_string));
1055                     break;
1056                 }
1057
1058                 minor = atoi(gl_string_cursor);
1059                 break;
1060             }
1061             /* Fallthrough */
1062
1063         case VENDOR_MESA:
1064             gl_string_cursor = strstr(gl_string, "Mesa");
1065             gl_string_cursor = strstr(gl_string_cursor, " ");
1066             while (*gl_string_cursor && ' ' == *gl_string_cursor) ++gl_string_cursor;
1067             if (*gl_string_cursor)
1068             {
1069                 char tmp[16];
1070                 int cursor = 0;
1071
1072                 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0')
1073                 {
1074                     tmp[cursor++] = *gl_string_cursor;
1075                     ++gl_string_cursor;
1076                 }
1077                 tmp[cursor] = 0;
1078                 major = atoi(tmp);
1079
1080                 if (*gl_string_cursor != '.') WARN_(d3d_caps)("malformed GL_VERSION (%s).\n", debugstr_a(gl_string));
1081                 ++gl_string_cursor;
1082
1083                 cursor = 0;
1084                 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0')
1085                 {
1086                     tmp[cursor++] = *gl_string_cursor;
1087                     ++gl_string_cursor;
1088                 }
1089                 tmp[cursor] = 0;
1090                 minor = atoi(tmp);
1091             }
1092             break;
1093
1094         default:
1095             major = 0;
1096             minor = 9;
1097             break;
1098     }
1099
1100     gl_info->driver_version = MAKEDWORD_VERSION(major, minor);
1101     TRACE_(d3d_caps)("found driver version (%s)->%i.%i->(0x%08x).\n",
1102             debugstr_a(gl_string), major, minor, gl_info->driver_version);
1103     /* Current Windows drivers have versions like 6.14.... (some older have an earlier version). */
1104     gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
1105
1106     /*
1107      * Initialize openGL extension related variables
1108      *  with Default values
1109      */
1110     memset(gl_info->supported, 0, sizeof(gl_info->supported));
1111     gl_info->max_buffers        = 1;
1112     gl_info->max_textures       = 1;
1113     gl_info->max_texture_stages = 1;
1114     gl_info->max_fragment_samplers = 1;
1115     gl_info->max_vertex_samplers = 0;
1116     gl_info->max_combined_samplers = gl_info->max_fragment_samplers + gl_info->max_vertex_samplers;
1117     gl_info->max_sampler_stages = 1;
1118     gl_info->ps_arb_version = PS_VERSION_NOT_SUPPORTED;
1119     gl_info->ps_arb_max_temps = 0;
1120     gl_info->ps_arb_max_instructions = 0;
1121     gl_info->vs_arb_version = VS_VERSION_NOT_SUPPORTED;
1122     gl_info->vs_arb_max_temps = 0;
1123     gl_info->vs_arb_max_instructions = 0;
1124     gl_info->vs_nv_version  = VS_VERSION_NOT_SUPPORTED;
1125     gl_info->vs_ati_version = VS_VERSION_NOT_SUPPORTED;
1126     gl_info->vs_glsl_constantsF = 0;
1127     gl_info->ps_glsl_constantsF = 0;
1128     gl_info->vs_arb_constantsF = 0;
1129     gl_info->ps_arb_constantsF = 0;
1130     gl_info->ps_arb_max_local_constants = 0;
1131
1132     /* Retrieve opengl defaults */
1133     glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
1134     gl_info->max_clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
1135     TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
1136
1137     glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
1138     gl_info->max_lights = gl_max;
1139     TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
1140
1141     glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
1142     gl_info->max_texture_size = gl_max;
1143     TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
1144
1145     glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
1146     gl_info->max_pointsizemin = gl_floatv[0];
1147     gl_info->max_pointsize = gl_floatv[1];
1148     TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
1149
1150     /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
1151     GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
1152     if (!GL_Extensions)
1153     {
1154         ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
1155         HeapFree(GetProcessHeap(), 0, gl_renderer);
1156         return FALSE;
1157     }
1158
1159     TRACE_(d3d_caps)("GL_Extensions reported:\n");
1160
1161     gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
1162
1163     while (*GL_Extensions)
1164     {
1165         const char *start;
1166         char current_ext[256];
1167
1168         while (isspace(*GL_Extensions)) ++GL_Extensions;
1169         start = GL_Extensions;
1170         while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
1171
1172         len = GL_Extensions - start;
1173         if (!len || len >= sizeof(current_ext)) continue;
1174
1175         memcpy(current_ext, start, len);
1176         current_ext[len] = '\0';
1177         TRACE_(d3d_caps)("- %s\n", current_ext);
1178
1179         for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
1180         {
1181             if (!strcmp(current_ext, EXTENSION_MAP[i].extension_string))
1182             {
1183                 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
1184                 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
1185                 break;
1186             }
1187         }
1188     }
1189
1190     LEAVE_GL();
1191
1192     /* Now work out what GL support this card really has */
1193 #define USE_GL_FUNC(type, pfn, ext, replace) \
1194 { \
1195     DWORD ver = ver_for_ext(ext); \
1196     if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
1197     else if (ver && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
1198     else gl_info->pfn = NULL; \
1199 }
1200     GL_EXT_FUNCS_GEN;
1201 #undef USE_GL_FUNC
1202
1203 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
1204     WGL_EXT_FUNCS_GEN;
1205 #undef USE_GL_FUNC
1206
1207     ENTER_GL();
1208
1209     /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
1210      * loading the functions, otherwise the code above will load the extension entry points instead of the
1211      * core functions, which may not work. */
1212     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
1213     {
1214         if (!gl_info->supported[EXTENSION_MAP[i].extension]
1215                 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
1216         {
1217             TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
1218             gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
1219         }
1220     }
1221
1222     if (gl_info->supported[APPLE_FENCE])
1223     {
1224         /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
1225          * The apple extension interacts with some other apple exts. Disable the NV
1226          * extension if the apple one is support to prevent confusion in other parts
1227          * of the code. */
1228         gl_info->supported[NV_FENCE] = FALSE;
1229     }
1230     if (gl_info->supported[APPLE_FLOAT_PIXELS])
1231     {
1232         /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
1233          *
1234          * The enums are the same:
1235          * GL_RGBA16F_ARB     = GL_RGBA_FLOAT16_APPLE = 0x881A
1236          * GL_RGB16F_ARB      = GL_RGB_FLOAT16_APPLE  = 0x881B
1237          * GL_RGBA32F_ARB     = GL_RGBA_FLOAT32_APPLE = 0x8814
1238          * GL_RGB32F_ARB      = GL_RGB_FLOAT32_APPLE  = 0x8815
1239          * GL_HALF_FLOAT_ARB  = GL_HALF_APPLE         = 0x140B
1240          */
1241         if (!gl_info->supported[ARB_TEXTURE_FLOAT])
1242         {
1243             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
1244             gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
1245         }
1246         if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
1247         {
1248             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
1249             gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
1250         }
1251     }
1252     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1253     {
1254         TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
1255         gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
1256     }
1257     if (gl_info->supported[NV_TEXTURE_SHADER2])
1258     {
1259         if (gl_info->supported[NV_REGISTER_COMBINERS])
1260         {
1261             /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
1262              * are supported. The nv extensions provide the same functionality as the
1263              * ATI one, and a bit more(signed pixelformats). */
1264             gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
1265         }
1266     }
1267     if (gl_info->supported[ARB_DRAW_BUFFERS])
1268     {
1269         glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
1270         gl_info->max_buffers = gl_max;
1271         TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
1272     }
1273     if (gl_info->supported[ARB_MULTITEXTURE])
1274     {
1275         glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
1276         gl_info->max_textures = min(MAX_TEXTURES, gl_max);
1277         TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->max_textures);
1278
1279         if (gl_info->supported[NV_REGISTER_COMBINERS])
1280         {
1281             GLint tmp;
1282             glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp);
1283             gl_info->max_texture_stages = min(MAX_TEXTURES, tmp);
1284         }
1285         else
1286         {
1287             gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
1288         }
1289         TRACE_(d3d_caps)("Max texture stages: %d.\n", gl_info->max_texture_stages);
1290
1291         if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
1292         {
1293             GLint tmp;
1294             glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
1295             gl_info->max_fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
1296         }
1297         else
1298         {
1299             gl_info->max_fragment_samplers = max(gl_info->max_fragment_samplers, gl_max);
1300         }
1301         TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->max_fragment_samplers);
1302
1303         if (gl_info->supported[ARB_VERTEX_SHADER])
1304         {
1305             GLint tmp;
1306             glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
1307             gl_info->max_vertex_samplers = tmp;
1308             glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
1309             gl_info->max_combined_samplers = tmp;
1310
1311             /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
1312              * is known at shader link time. In a vertex shader + pixel shader combination this isn't
1313              * an issue because then the sampler setup only depends on the two shaders. If a pixel
1314              * shader is used with fixed function vertex processing we're fine too because fixed function
1315              * vertex processing doesn't use any samplers. If fixed function fragment processing is
1316              * used we have to make sure that all vertex sampler setups are valid together with all
1317              * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
1318              * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
1319              * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
1320              * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
1321              * a fixed function pipeline anymore.
1322              *
1323              * So this is just a check to check that our assumption holds true. If not, write a warning
1324              * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
1325             if (gl_info->max_vertex_samplers && gl_info->max_combined_samplers < 12
1326                     && MAX_TEXTURES + gl_info->max_vertex_samplers > gl_info->max_combined_samplers)
1327             {
1328                 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
1329                         gl_info->max_vertex_samplers, gl_info->max_combined_samplers);
1330                 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
1331                 if (gl_info->max_combined_samplers > MAX_TEXTURES)
1332                     gl_info->max_vertex_samplers = gl_info->max_combined_samplers - MAX_TEXTURES;
1333                 else
1334                     gl_info->max_vertex_samplers = 0;
1335             }
1336         }
1337         else
1338         {
1339             gl_info->max_combined_samplers = gl_info->max_fragment_samplers;
1340         }
1341         TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->max_vertex_samplers);
1342         TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->max_combined_samplers);
1343     }
1344     if (gl_info->supported[ARB_VERTEX_BLEND])
1345     {
1346         glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
1347         gl_info->max_blends = gl_max;
1348         TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->max_blends);
1349     }
1350     if (gl_info->supported[EXT_TEXTURE3D])
1351     {
1352         glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
1353         gl_info->max_texture3d_size = gl_max;
1354         TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->max_texture3d_size);
1355     }
1356     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
1357     {
1358         glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
1359         gl_info->max_anisotropy = gl_max;
1360         TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->max_anisotropy);
1361     }
1362     if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
1363     {
1364         gl_info->ps_arb_version = PS_VERSION_11;
1365         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
1366         gl_info->ps_arb_constantsF = gl_max;
1367         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->ps_arb_constantsF);
1368         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
1369         gl_info->ps_arb_max_temps = gl_max;
1370         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->ps_arb_max_temps);
1371         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
1372         gl_info->ps_arb_max_instructions = gl_max;
1373         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->ps_arb_max_instructions);
1374     }
1375     if (gl_info->supported[ARB_VERTEX_PROGRAM])
1376     {
1377         gl_info->vs_arb_version = VS_VERSION_11;
1378         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
1379         gl_info->vs_arb_constantsF = gl_max;
1380         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->vs_arb_constantsF);
1381         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
1382         gl_info->vs_arb_max_temps = gl_max;
1383         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->vs_arb_max_temps);
1384         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
1385         gl_info->vs_arb_max_instructions = gl_max;
1386         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->vs_arb_max_instructions);
1387
1388         if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
1389     }
1390     if (gl_info->supported[ARB_VERTEX_SHADER])
1391     {
1392         glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
1393         gl_info->vs_glsl_constantsF = gl_max / 4;
1394         TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->vs_glsl_constantsF);
1395     }
1396     if (gl_info->supported[ARB_FRAGMENT_SHADER])
1397     {
1398         glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
1399         gl_info->ps_glsl_constantsF = gl_max / 4;
1400         TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->ps_glsl_constantsF);
1401         glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
1402         gl_info->max_glsl_varyings = gl_max;
1403         TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
1404     }
1405     if (gl_info->supported[EXT_VERTEX_SHADER])
1406     {
1407         gl_info->vs_ati_version = VS_VERSION_11;
1408     }
1409     if (gl_info->supported[NV_VERTEX_PROGRAM3])
1410     {
1411         gl_info->vs_nv_version = VS_VERSION_30;
1412     }
1413     else if (gl_info->supported[NV_VERTEX_PROGRAM2])
1414     {
1415         gl_info->vs_nv_version = VS_VERSION_20;
1416     }
1417     else if (gl_info->supported[NV_VERTEX_PROGRAM1_1])
1418     {
1419         gl_info->vs_nv_version = VS_VERSION_11;
1420     }
1421     else if (gl_info->supported[NV_VERTEX_PROGRAM])
1422     {
1423         gl_info->vs_nv_version = VS_VERSION_10;
1424     }
1425     if (gl_info->supported[NV_FRAGMENT_PROGRAM2])
1426     {
1427         gl_info->ps_nv_version = PS_VERSION_30;
1428     }
1429     else if (gl_info->supported[NV_FRAGMENT_PROGRAM])
1430     {
1431         gl_info->ps_nv_version = PS_VERSION_20;
1432     }
1433     if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
1434     {
1435         glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->max_shininess);
1436     }
1437     else
1438     {
1439         gl_info->max_shininess = 128.0f;
1440     }
1441     if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
1442     {
1443         /* If we have full NP2 texture support, disable
1444          * GL_ARB_texture_rectangle because we will never use it.
1445          * This saves a few redundant glDisable calls. */
1446         gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
1447     }
1448     if (gl_info->supported[ATI_FRAGMENT_SHADER])
1449     {
1450         /* Disable NV_register_combiners and fragment shader if this is supported.
1451          * generally the NV extensions are preferred over the ATI ones, and this
1452          * extension is disabled if register_combiners and texture_shader2 are both
1453          * supported. So we reach this place only if we have incomplete NV dxlevel 8
1454          * fragment processing support. */
1455         gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
1456         gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
1457         gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
1458         gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
1459         gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
1460     }
1461     if (gl_info->supported[NV_HALF_FLOAT])
1462     {
1463         /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
1464         gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
1465     }
1466     if (gl_info->supported[ARB_POINT_SPRITE])
1467     {
1468         gl_info->max_point_sprite_units = gl_info->max_textures;
1469     }
1470     else
1471     {
1472         gl_info->max_point_sprite_units = 0;
1473     }
1474     checkGLcall("extension detection");
1475
1476     /* In some cases the number of texture stages can be larger than the number
1477      * of samplers. The GF4 for example can use only 2 samplers (no fragment
1478      * shaders), but 8 texture stages (register combiners). */
1479     gl_info->max_sampler_stages = max(gl_info->max_fragment_samplers, gl_info->max_texture_stages);
1480
1481     /* We can only use ORM_FBO when the hardware supports it. */
1482     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) {
1483         WARN_(d3d_caps)("GL_EXT_framebuffer_object not supported, falling back to backbuffer offscreen rendering mode.\n");
1484         wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
1485     }
1486
1487     /* MRTs are currently only supported when FBOs are used. */
1488     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
1489         gl_info->max_buffers = 1;
1490     }
1491
1492     /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of different GPUs with roughly the same
1493      * features. In most cases GPUs from a certain family differ in clockspeeds, the amount of video memory and
1494      * in case of the latest videocards in the number of pixel/vertex pipelines.
1495      *
1496      * A Direct3D device object contains the PCI id (vendor + device) of the videocard which is used for
1497      * rendering. Various games use this information to get a rough estimation of the features of the card
1498      * and some might use it for enabling 3d effects only on certain types of videocards. In some cases
1499      * games might even use it to work around bugs which happen on certain videocards/driver combinations.
1500      * The problem is that OpenGL only exposes a rendering string containing the name of the videocard and
1501      * not the PCI id.
1502      *
1503      * Various games depend on the PCI id, so somehow we need to provide one. A simple option is to parse
1504      * the renderer string and translate this to the right PCI id. This is a lot of work because there are more
1505      * than 200 GPUs just for Nvidia. Various cards share the same renderer string, so the amount of code might
1506      * be 'small' but there are quite a number of exceptions which would make this a pain to maintain.
1507      * Another way would be to query the PCI id from the operating system (assuming this is the videocard which
1508      * is used for rendering which is not always the case). This would work but it is not very portable. Second
1509      * it would not work well in, let's say, a remote X situation in which the amount of 3d features which can be used
1510      * is limited.
1511      *
1512      * As said most games only use the PCI id to get an indication of the capabilities of the card.
1513      * It doesn't really matter if the given id is the correct one if we return the id of a card with
1514      * similar 3d features.
1515      *
1516      * The code below checks the OpenGL capabilities of a videocard and matches that to a certain level of
1517      * Direct3D functionality. Once a card passes the Direct3D9 check, we know that the card (in case of Nvidia)
1518      * is at least a GeforceFX. To give a better estimate we do a basic check on the renderer string but if that
1519      * won't pass we return a default card. This way is better than maintaining a full card database as even
1520      * without a full database we can return a card with similar features. Second the size of the database
1521      * can be made quite small because when you know what type of 3d functionality a card has, you know to which
1522      * GPU family the GPU must belong. Because of this you only have to check a small part of the renderer string
1523      * to distinguishes between different models from that family.
1524      *
1525      * The code also selects a default amount of video memory which we will use for an estimation of the amount
1526      * of free texture memory. In case of real D3D the amount of texture memory includes video memory and system
1527      * memory (to be specific AGP memory or in case of PCIE TurboCache/HyperMemory). We don't know how much
1528      * system memory can be addressed by the system but we can make a reasonable estimation about the amount of
1529      * video memory. If the value is slightly wrong it doesn't matter as we didn't include AGP-like memory which
1530      * makes the amount of addressable memory higher and second OpenGL isn't that critical it moves to system
1531      * memory behind our backs if really needed.
1532      * Note that the amount of video memory can be overruled using a registry setting.
1533      */
1534     switch (gl_info->gl_vendor) {
1535         case VENDOR_NVIDIA:
1536             /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1537              * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1538              */
1539             if(WINE_D3D9_CAPABLE(gl_info) && (gl_info->vs_nv_version == VS_VERSION_30)) {
1540                 /* Geforce 200 - highend */
1541                 if (strstr(gl_renderer, "GTX 280")
1542                         || strstr(gl_renderer, "GTX 285")
1543                         || strstr(gl_renderer, "GTX 295"))
1544                 {
1545                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_GTX280;
1546                     vidmem = 1024;
1547                 }
1548                 /* Geforce 200 - midend high */
1549                 else if (strstr(gl_renderer, "GTX 275"))
1550                 {
1551                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_GTX275;
1552                     vidmem = 896;
1553                 }
1554                 /* Geforce 200 - midend */
1555                 else if (strstr(gl_renderer, "GTX 260"))
1556                 {
1557                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_GTX260;
1558                     vidmem = 1024;
1559                 }
1560                 /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1561                 else if (strstr(gl_renderer, "9800")
1562                         || strstr(gl_renderer, "GTS 150")
1563                         || strstr(gl_renderer, "GTS 250"))
1564                 {
1565                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_9800GT;
1566                     vidmem = 512;
1567                 }
1568                 /* Geforce9 - midend */
1569                 else if (strstr(gl_renderer, "9600"))
1570                 {
1571                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_9600GT;
1572                     vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1573                 }
1574                 /* Geforce9 - midend low / Geforce 200 - low*/
1575                 else if (strstr(gl_renderer, "9500")
1576                         || strstr(gl_renderer, "GT 120")
1577                         || strstr(gl_renderer, "GT 130"))
1578                 {
1579                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_9500GT;
1580                     vidmem = 256; /* The 9500GT has 256-1024MB */
1581                 }
1582                 /* Geforce9 - lowend */
1583                 else if (strstr(gl_renderer, "9400"))
1584                 {
1585                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_9400GT;
1586                     vidmem = 256; /* The 9400GT has 256-1024MB */
1587                 }
1588                 /* Geforce9 - lowend low */
1589                 else if (strstr(gl_renderer, "9100")
1590                         || strstr(gl_renderer, "9200")
1591                         || strstr(gl_renderer, "9300")
1592                         || strstr(gl_renderer, "G 100"))
1593                 {
1594                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_9200;
1595                     vidmem = 256; /* The 9100-9300 cards have 256MB */
1596                 }
1597                 /* Geforce8 - highend */
1598                 else if (strstr(gl_renderer, "8800"))
1599                 {
1600                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_8800GTS;
1601                     vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1602                 }
1603                 /* Geforce8 - midend mobile */
1604                 else if (strstr(gl_renderer, "8600 M"))
1605                 {
1606                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600MGT;
1607                     vidmem = 512;
1608                 }
1609                 /* Geforce8 - midend */
1610                 else if (strstr(gl_renderer, "8600")
1611                         || strstr(gl_renderer, "8700"))
1612                 {
1613                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600GT;
1614                     vidmem = 256;
1615                 }
1616                 /* Geforce8 - lowend */
1617                 else if (strstr(gl_renderer, "8300")
1618                         || strstr(gl_renderer, "8400")
1619                         || strstr(gl_renderer, "8500"))
1620                 {
1621                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_8300GS;
1622                     vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1623                 }
1624                 /* Geforce7 - highend */
1625                 else if (strstr(gl_renderer, "7800")
1626                         || strstr(gl_renderer, "7900")
1627                         || strstr(gl_renderer, "7950")
1628                         || strstr(gl_renderer, "Quadro FX 4")
1629                         || strstr(gl_renderer, "Quadro FX 5"))
1630                 {
1631                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800GT;
1632                     vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1633                 }
1634                 /* Geforce7 midend */
1635                 else if (strstr(gl_renderer, "7600")
1636                         || strstr(gl_renderer, "7700"))
1637                 {
1638                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_7600;
1639                     vidmem = 256; /* The 7600 uses 256-512MB */
1640                 /* Geforce7 lower medium */
1641                 }
1642                 else if (strstr(gl_renderer, "7400"))
1643                 {
1644                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_7400;
1645                     vidmem = 256; /* The 7400 uses 256-512MB */
1646                 }
1647                 /* Geforce7 lowend */
1648                 else if (strstr(gl_renderer, "7300"))
1649                 {
1650                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_7300;
1651                     vidmem = 256; /* Mac Pros with this card have 256 MB */
1652                 }
1653                 /* Geforce6 highend */
1654                 else if (strstr(gl_renderer, "6800"))
1655                 {
1656                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_6800;
1657                     vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1658                 }
1659                 /* Geforce6 - midend */
1660                 else if (strstr(gl_renderer, "6600")
1661                         || strstr(gl_renderer, "6610")
1662                         || strstr(gl_renderer, "6700"))
1663                 {
1664                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_6600GT;
1665                     vidmem = 128; /* A 6600GT has 128-256MB */
1666                 }
1667                 /* Geforce6/7 lowend */
1668                 else {
1669                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1670                     vidmem = 64; /* */
1671                 }
1672             } else if(WINE_D3D9_CAPABLE(gl_info)) {
1673                 /* GeforceFX - highend */
1674                 if (strstr(gl_renderer, "5800")
1675                         || strstr(gl_renderer, "5900")
1676                         || strstr(gl_renderer, "5950")
1677                         || strstr(gl_renderer, "Quadro FX"))
1678                 {
1679                     gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5800;
1680                     vidmem = 256; /* 5800-5900 cards use 256MB */
1681                 }
1682                 /* GeforceFX - midend */
1683                 else if (strstr(gl_renderer, "5600")
1684                         || strstr(gl_renderer, "5650")
1685                         || strstr(gl_renderer, "5700")
1686                         || strstr(gl_renderer, "5750"))
1687                 {
1688                     gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1689                     vidmem = 128; /* A 5600 uses 128-256MB */
1690                 }
1691                 /* GeforceFX - lowend */
1692                 else {
1693                     gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1694                     vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1695                 }
1696             } else if(WINE_D3D8_CAPABLE(gl_info)) {
1697                 if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1698                 {
1699                     gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1700                     vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1701                 }
1702                 else
1703                 {
1704                     gl_info->gl_card = CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1705                     vidmem = 64; /* Geforce3 cards have 64-128MB */
1706                 }
1707             } else if(WINE_D3D7_CAPABLE(gl_info)) {
1708                 if (strstr(gl_renderer, "GeForce4 MX"))
1709                 {
1710                     gl_info->gl_card = CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1711                     vidmem = 64; /* Most Geforce4MX GPUs have at least 64MB of memory, some early models had 32MB but most have 64MB or even 128MB */
1712                 }
1713                 else if(strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1714                 {
1715                     gl_info->gl_card = CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1716                     vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1717                 }
1718                 else if(strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1719                 {
1720                     gl_info->gl_card = CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1721                     vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1722                 }
1723                 else
1724                 {
1725                     gl_info->gl_card = CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1726                     vidmem = 32; /* Most Geforce1 cards have 32MB, there are also some rare 16 and 64MB (Dell) models */
1727                 }
1728             } else {
1729                 if (strstr(gl_renderer, "TNT2"))
1730                 {
1731                     gl_info->gl_card = CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1732                     vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1733                 }
1734                 else
1735                 {
1736                     gl_info->gl_card = CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1737                     vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1738                 }
1739             }
1740             break;
1741         case VENDOR_ATI:
1742             /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1743              *
1744              * beware: renderer string do not match exact card model,
1745              * eg HD 4800 is returned for multiple card, even for RV790 based one
1746              */
1747             if(WINE_D3D9_CAPABLE(gl_info)) {
1748                 /* Radeon R7xx HD4800 - highend */
1749                 if (strstr(gl_renderer, "HD 4800")          /* Radeon RV7xx HD48xx generic renderer string */
1750                         || strstr(gl_renderer, "HD 4830")   /* Radeon RV770 */
1751                         || strstr(gl_renderer, "HD 4850")   /* Radeon RV770 */
1752                         || strstr(gl_renderer, "HD 4870")   /* Radeon RV770 */
1753                         || strstr(gl_renderer, "HD 4890"))  /* Radeon RV790 */
1754                 {
1755                     gl_info->gl_card = CARD_ATI_RADEON_HD4800;
1756                     vidmem = 512; /* note: HD4890 cards use 1024MB */
1757                 }
1758                 /* Radeon R740 HD4700 - midend */
1759                 else if (strstr(gl_renderer, "HD 4700")     /* Radeon RV770 */
1760                         || strstr(gl_renderer, "HD 4770"))  /* Radeon RV740 */
1761                 {
1762                     gl_info->gl_card = CARD_ATI_RADEON_HD4700;
1763                     vidmem = 512;
1764                 }
1765                 /* Radeon R730 HD4600 - midend */
1766                 else if (strstr(gl_renderer, "HD 4600")     /* Radeon RV730 */
1767                         || strstr(gl_renderer, "HD 4650")   /* Radeon RV730 */
1768                         || strstr(gl_renderer, "HD 4670"))  /* Radeon RV730 */
1769                 {
1770                     gl_info->gl_card = CARD_ATI_RADEON_HD4600;
1771                     vidmem = 512;
1772                 }
1773                 /* Radeon R710 HD4500/HD4350 - lowend */
1774                 else if (strstr(gl_renderer, "HD 4350")     /* Radeon RV710 */
1775                         || strstr(gl_renderer, "HD 4550"))  /* Radeon RV710 */
1776                 {
1777                     gl_info->gl_card = CARD_ATI_RADEON_HD4350;
1778                     vidmem = 256;
1779                 }
1780                 /* Radeon R6xx HD2900/HD3800 - highend */
1781                 else if (strstr(gl_renderer, "HD 2900")
1782                         || strstr(gl_renderer, "HD 3870")
1783                         || strstr(gl_renderer, "HD 3850"))
1784                 {
1785                     gl_info->gl_card = CARD_ATI_RADEON_HD2900;
1786                     vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1787                 }
1788                 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1789                 else if (strstr(gl_renderer, "HD 2600")
1790                         || strstr(gl_renderer, "HD 3830")
1791                         || strstr(gl_renderer, "HD 3690")
1792                         || strstr(gl_renderer, "HD 3650"))
1793                 {
1794                     gl_info->gl_card = CARD_ATI_RADEON_HD2600;
1795                     vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1796                 }
1797                 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1798                 else if (strstr(gl_renderer, "HD 2300")
1799                         || strstr(gl_renderer, "HD 2400")
1800                         || strstr(gl_renderer, "HD 3470")
1801                         || strstr(gl_renderer, "HD 3450")
1802                         || strstr(gl_renderer, "HD 3430")
1803                         || strstr(gl_renderer, "HD 3400"))
1804                 {
1805                     gl_info->gl_card = CARD_ATI_RADEON_HD2300;
1806                     vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1807                 }
1808                 /* Radeon R6xx/R7xx integrated */
1809                 else if (strstr(gl_renderer, "HD 3100")
1810                         || strstr(gl_renderer, "HD 3200")
1811                         || strstr(gl_renderer, "HD 3300"))
1812                 {
1813                     gl_info->gl_card = CARD_ATI_RADEON_HD3200;
1814                     vidmem = 128; /* 128MB */
1815                 }
1816                 /* Radeon R5xx */
1817                 else if (strstr(gl_renderer, "X1600")
1818                         || strstr(gl_renderer, "X1650")
1819                         || strstr(gl_renderer, "X1800")
1820                         || strstr(gl_renderer, "X1900")
1821                         || strstr(gl_renderer, "X1950"))
1822                 {
1823                     gl_info->gl_card = CARD_ATI_RADEON_X1600;
1824                     vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1825                 }
1826                 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1827                 else if(strstr(gl_renderer, "X700")
1828                         || strstr(gl_renderer, "X800")
1829                         || strstr(gl_renderer, "X850")
1830                         || strstr(gl_renderer, "X1300")
1831                         || strstr(gl_renderer, "X1400")
1832                         || strstr(gl_renderer, "X1450")
1833                         || strstr(gl_renderer, "X1550"))
1834                 {
1835                     gl_info->gl_card = CARD_ATI_RADEON_X700;
1836                     vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1837                 }
1838                 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1839                 else if(strstr(gl_renderer, "Radeon Xpress"))
1840                 {
1841                     gl_info->gl_card = CARD_ATI_RADEON_XPRESS_200M;
1842                     vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1843                 }
1844                 /* Radeon R3xx */ 
1845                 else {
1846                     gl_info->gl_card = CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1847                     vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1848                 }
1849             } else if(WINE_D3D8_CAPABLE(gl_info)) {
1850                 gl_info->gl_card = CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1851                 vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1852             } else if(WINE_D3D7_CAPABLE(gl_info)) {
1853                 gl_info->gl_card = CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1854                 vidmem = 32; /* There are models with up to 64MB */
1855             } else {
1856                 gl_info->gl_card = CARD_ATI_RAGE_128PRO;
1857                 vidmem = 16; /* There are 16-32MB models */
1858             }
1859             break;
1860         case VENDOR_INTEL:
1861             if(strstr(gl_renderer, "X3100"))
1862             {
1863                 /* MacOS calls the card GMA X3100, Google findings also suggest the name GM965 */
1864                 gl_info->gl_card = CARD_INTEL_X3100;
1865                 vidmem = 128;
1866             }
1867             else if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1868             {
1869                 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1870                 gl_info->gl_card = CARD_INTEL_I945GM;
1871                 vidmem = 64;
1872             }
1873             else if (strstr(gl_renderer, "915GM"))
1874             {
1875                 gl_info->gl_card = CARD_INTEL_I915GM;
1876             }
1877             else if (strstr(gl_renderer, "915G"))
1878             {
1879                 gl_info->gl_card = CARD_INTEL_I915G;
1880             }
1881             else if (strstr(gl_renderer, "865G"))
1882             {
1883                 gl_info->gl_card = CARD_INTEL_I865G;
1884             }
1885             else if (strstr(gl_renderer, "855G"))
1886             {
1887                 gl_info->gl_card = CARD_INTEL_I855G;
1888             }
1889             else if (strstr(gl_renderer, "830G"))
1890             {
1891                 gl_info->gl_card = CARD_INTEL_I830G;
1892             } else {
1893                 gl_info->gl_card = CARD_INTEL_I915G;
1894             }
1895             break;
1896         case VENDOR_MESA:
1897         case VENDOR_WINE:
1898         default:
1899             /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice 
1900              * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1901              * them a good generic choice.
1902              */
1903             gl_info->gl_vendor = VENDOR_NVIDIA;
1904             if(WINE_D3D9_CAPABLE(gl_info))
1905                 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1906             else if(WINE_D3D8_CAPABLE(gl_info))
1907                 gl_info->gl_card = CARD_NVIDIA_GEFORCE3;
1908             else if(WINE_D3D7_CAPABLE(gl_info))
1909                 gl_info->gl_card = CARD_NVIDIA_GEFORCE;
1910             else if(WINE_D3D6_CAPABLE(gl_info))
1911                 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT;
1912             else
1913                 gl_info->gl_card = CARD_NVIDIA_RIVA_128;
1914     }
1915     TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info->gl_vendor, gl_info->gl_card);
1916
1917     /* If we have an estimate use it, else default to 64MB;  */
1918     if(vidmem)
1919         gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
1920     else
1921         gl_info->vidmem = WINE_DEFAULT_VIDMEM;
1922
1923     /* Load all the lookup tables */
1924     for (i = 0; i < MAX_LOOKUPS; i++) {
1925         stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
1926     }
1927
1928     stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_WRAP   - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
1929     stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_CLAMP  - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
1930     stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1931              gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1932     stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1933              gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1934     stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
1935              gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
1936     stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
1937              gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
1938
1939     magLookup[WINED3DTEXF_NONE        - WINED3DTEXF_NONE]  = GL_NEAREST;
1940     magLookup[WINED3DTEXF_POINT       - WINED3DTEXF_NONE] = GL_NEAREST;
1941     magLookup[WINED3DTEXF_LINEAR      - WINED3DTEXF_NONE] = GL_LINEAR;
1942     magLookup[WINED3DTEXF_ANISOTROPIC - WINED3DTEXF_NONE] =
1943              gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR : GL_NEAREST;
1944
1945
1946     minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_NONE]     = GL_LINEAR;
1947     minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_POINT]    = GL_LINEAR;
1948     minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_LINEAR]   = GL_LINEAR;
1949     minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_NONE]    = GL_NEAREST;
1950     minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_POINT]   = GL_NEAREST_MIPMAP_NEAREST;
1951     minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_LINEAR]  = GL_NEAREST_MIPMAP_LINEAR;
1952     minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_NONE]   = GL_LINEAR;
1953     minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_POINT]  = GL_LINEAR_MIPMAP_NEAREST;
1954     minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
1955     minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_NONE]
1956             = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1957     minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_POINT]
1958             = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
1959     minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_LINEAR]
1960             = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1961
1962 /* TODO: config lookups */
1963
1964     /* Make sure there's an active HDC else the WGL extensions will fail */
1965     hdc = pwglGetCurrentDC();
1966     if (hdc) {
1967         /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
1968         if(GL_EXTCALL(wglGetExtensionsStringARB))
1969             WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
1970
1971         if (NULL == WGL_Extensions) {
1972             ERR("   WGL_Extensions returns NULL\n");
1973         } else {
1974             TRACE_(d3d_caps)("WGL_Extensions reported:\n");
1975             while (*WGL_Extensions != 0x00) {
1976                 const char *Start;
1977                 char ThisExtn[256];
1978
1979                 while (isspace(*WGL_Extensions)) WGL_Extensions++;
1980                 Start = WGL_Extensions;
1981                 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
1982                     WGL_Extensions++;
1983                 }
1984
1985                 len = WGL_Extensions - Start;
1986                 if (len == 0 || len >= sizeof(ThisExtn))
1987                     continue;
1988
1989                 memcpy(ThisExtn, Start, len);
1990                 ThisExtn[len] = '\0';
1991                 TRACE_(d3d_caps)("- %s\n", ThisExtn);
1992
1993                 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
1994                     gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
1995                     TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
1996                 }
1997                 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
1998                     gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
1999                     TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2000                 }
2001                 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2002                     gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2003                     TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2004                 }
2005             }
2006         }
2007     }
2008     LEAVE_GL();
2009
2010     fixup_extensions(gl_info, gl_renderer);
2011     add_gl_compat_wrappers(gl_info);
2012
2013     HeapFree(GetProcessHeap(), 0, gl_renderer);
2014     return TRUE;
2015 }
2016
2017 /**********************************************************
2018  * IWineD3D implementation follows
2019  **********************************************************/
2020
2021 static UINT     WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2022     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2023
2024     TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2025
2026     return This->adapter_count;
2027 }
2028
2029 static HRESULT  WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
2030     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2031     FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
2032     return WINED3D_OK;
2033 }
2034
2035 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2036     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2037
2038     TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2039
2040     if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2041         return NULL;
2042     }
2043
2044     return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2045 }
2046
2047 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2048      of the same bpp but different resolutions                                  */
2049
2050 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2051 static UINT     WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
2052     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2053     TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
2054
2055     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2056         return 0;
2057     }
2058
2059     /* TODO: Store modes per adapter and read it from the adapter structure */
2060     if (Adapter == 0) { /* Display */
2061         unsigned int i = 0;
2062         unsigned int j = 0;
2063         DEVMODEW mode;
2064
2065         memset(&mode, 0, sizeof(mode));
2066         mode.dmSize = sizeof(mode);
2067
2068         while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2069         {
2070             ++j;
2071             switch (Format)
2072             {
2073                 case WINED3DFMT_UNKNOWN:
2074                     /* This is for D3D8, do not enumerate P8 here */
2075                     if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2076                     break;
2077
2078                 case WINED3DFMT_X8R8G8B8:
2079                     if (mode.dmBitsPerPel == 32) ++i;
2080                     break;
2081
2082                 case WINED3DFMT_R5G6B5:
2083                     if (mode.dmBitsPerPel == 16) ++i;
2084                     break;
2085
2086                 case WINED3DFMT_P8:
2087                     if (mode.dmBitsPerPel == 8) ++i;
2088                     break;
2089
2090                 default:
2091                     /* Skip other modes as they do not match the requested format */
2092                     break;
2093             }
2094         }
2095
2096         TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2097         return i;
2098     } else {
2099         FIXME_(d3d_caps)("Adapter not primary display\n");
2100     }
2101     return 0;
2102 }
2103
2104 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2105 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
2106     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2107     TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
2108
2109     /* Validate the parameters as much as possible */
2110     if (NULL == pMode ||
2111         Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
2112         Mode    >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
2113         return WINED3DERR_INVALIDCALL;
2114     }
2115
2116     /* TODO: Store modes per adapter and read it from the adapter structure */
2117     if (Adapter == 0)
2118     {
2119         DEVMODEW DevModeW;
2120         int ModeIdx = 0;
2121         UINT i = 0;
2122         int j = 0;
2123
2124         ZeroMemory(&DevModeW, sizeof(DevModeW));
2125         DevModeW.dmSize = sizeof(DevModeW);
2126
2127         /* If we are filtering to a specific format (D3D9), then need to skip
2128            all unrelated modes, but if mode is irrelevant (D3D8), then we can
2129            just count through the ones with valid bit depths */
2130         while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) {
2131             switch (Format)
2132             {
2133                 case WINED3DFMT_UNKNOWN:
2134                     /* This is D3D8. Do not enumerate P8 here */
2135                     if (DevModeW.dmBitsPerPel == 32 ||
2136                         DevModeW.dmBitsPerPel == 16) i++;
2137                     break;
2138                 case WINED3DFMT_X8R8G8B8:
2139                     if (DevModeW.dmBitsPerPel == 32) i++;
2140                     break;
2141                 case WINED3DFMT_R5G6B5:
2142                     if (DevModeW.dmBitsPerPel == 16) i++;
2143                     break;
2144                 case WINED3DFMT_P8:
2145                     if (DevModeW.dmBitsPerPel == 8) i++;
2146                     break;
2147                 default:
2148                     /* Modes that don't match what we support can get an early-out */
2149                     TRACE_(d3d_caps)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format));
2150                     return WINED3DERR_INVALIDCALL;
2151             }
2152         }
2153
2154         if (i == 0) {
2155             TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
2156             return WINED3DERR_INVALIDCALL;
2157         }
2158         ModeIdx = j - 1;
2159
2160         /* Now get the display mode via the calculated index */
2161         if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2162             pMode->Width        = DevModeW.dmPelsWidth;
2163             pMode->Height       = DevModeW.dmPelsHeight;
2164             pMode->RefreshRate  = WINED3DADAPTER_DEFAULT;
2165             if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2166                 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2167
2168             if (Format == WINED3DFMT_UNKNOWN) {
2169                 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2170             } else {
2171                 pMode->Format = Format;
2172             }
2173         } else {
2174             TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2175             return WINED3DERR_INVALIDCALL;
2176         }
2177
2178         TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2179                 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2180                 DevModeW.dmBitsPerPel);
2181
2182     }
2183     else
2184     {
2185         FIXME_(d3d_caps)("Adapter not primary display\n");
2186     }
2187
2188     return WINED3D_OK;
2189 }
2190
2191 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
2192     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2193     TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
2194
2195     if (NULL == pMode ||
2196         Adapter >= IWineD3D_GetAdapterCount(iface)) {
2197         return WINED3DERR_INVALIDCALL;
2198     }
2199
2200     if (Adapter == 0) { /* Display */
2201         int bpp = 0;
2202         DEVMODEW DevModeW;
2203
2204         ZeroMemory(&DevModeW, sizeof(DevModeW));
2205         DevModeW.dmSize = sizeof(DevModeW);
2206
2207         EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2208         pMode->Width        = DevModeW.dmPelsWidth;
2209         pMode->Height       = DevModeW.dmPelsHeight;
2210         bpp                 = DevModeW.dmBitsPerPel;
2211         pMode->RefreshRate  = WINED3DADAPTER_DEFAULT;
2212         if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2213         {
2214             pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2215         }
2216
2217         pMode->Format = pixelformat_for_depth(bpp);
2218     } else {
2219         FIXME_(d3d_caps)("Adapter not primary display\n");
2220     }
2221
2222     TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2223           pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2224     return WINED3D_OK;
2225 }
2226
2227 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2228    and fields being inserted in the middle, a new structure is used in place    */
2229 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
2230                                                    WINED3DADAPTER_IDENTIFIER* pIdentifier) {
2231     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2232     size_t len;
2233
2234     TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
2235
2236     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2237         return WINED3DERR_INVALIDCALL;
2238     }
2239
2240     /* Return the information requested */
2241     TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2242
2243     if (pIdentifier->driver_size)
2244     {
2245         len = min(strlen(This->adapters[Adapter].driver), pIdentifier->driver_size - 1);
2246         memcpy(pIdentifier->driver, This->adapters[Adapter].driver, len);
2247         pIdentifier->driver[len] = '\0';
2248     }
2249
2250     if (pIdentifier->description_size)
2251     {
2252         const char *description;
2253
2254         if (This->adapters[Adapter].gl_info.driver_description)
2255             description = This->adapters[Adapter].gl_info.driver_description;
2256         else
2257             description = This->adapters[Adapter].description;
2258
2259         len = min(strlen(description), pIdentifier->description_size - 1);
2260         memcpy(pIdentifier->description, description, len);
2261         pIdentifier->description[len] = '\0';
2262     }
2263
2264     /* Note that d3d8 doesn't supply a device name. */
2265     if (pIdentifier->device_name_size)
2266     {
2267         static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2268
2269         len = strlen(device_name);
2270         if (len >= pIdentifier->device_name_size)
2271         {
2272             ERR("Device name size too small.\n");
2273             return WINED3DERR_INVALIDCALL;
2274         }
2275
2276         memcpy(pIdentifier->device_name, device_name, len);
2277         pIdentifier->device_name[len] = '\0';
2278     }
2279
2280     pIdentifier->driver_version.u.HighPart = This->adapters[Adapter].gl_info.driver_version_hipart;
2281     pIdentifier->driver_version.u.LowPart = This->adapters[Adapter].gl_info.driver_version;
2282     pIdentifier->vendor_id = This->adapters[Adapter].gl_info.gl_vendor;
2283     pIdentifier->device_id = This->adapters[Adapter].gl_info.gl_card;
2284     pIdentifier->subsystem_id = 0;
2285     pIdentifier->revision = 0;
2286     memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
2287
2288     if(wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
2289     {
2290         TRACE_(d3d_caps)("Overriding pci device id with: %x\n", wined3d_settings.pci_device_id);
2291         pIdentifier->device_id = wined3d_settings.pci_device_id;
2292     }
2293
2294     if(wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
2295     {
2296         TRACE_(d3d_caps)("Overriding pci vendor id with: %x\n", wined3d_settings.pci_vendor_id);
2297         pIdentifier->vendor_id = wined3d_settings.pci_vendor_id;
2298     }
2299
2300     pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2301
2302     return WINED3D_OK;
2303 }
2304
2305 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const WineD3D_GL_Info *gl_info,
2306         const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
2307 {
2308     short redSize, greenSize, blueSize, alphaSize, colorBits;
2309
2310     if(!cfg)
2311         return FALSE;
2312
2313     if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
2314         if (!getColorBits(format_desc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2315         {
2316             ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2317             return FALSE;
2318         }
2319
2320         if(cfg->redSize < redSize)
2321             return FALSE;
2322
2323         if(cfg->greenSize < greenSize)
2324             return FALSE;
2325
2326         if(cfg->blueSize < blueSize)
2327             return FALSE;
2328
2329         if(cfg->alphaSize < alphaSize)
2330             return FALSE;
2331
2332         return TRUE;
2333     } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
2334         if (format_desc->format == WINED3DFMT_R16_FLOAT)
2335             return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2336         if (format_desc->format == WINED3DFMT_R16G16_FLOAT)
2337             return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2338         if (format_desc->format == WINED3DFMT_R16G16B16A16_FLOAT)
2339             return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
2340         if (format_desc->format == WINED3DFMT_R32_FLOAT)
2341             return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2342         if (format_desc->format == WINED3DFMT_R32G32_FLOAT)
2343             return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2344         if (format_desc->format == WINED3DFMT_R32G32B32A32_FLOAT)
2345             return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
2346     } else {
2347         /* Probably a color index mode */
2348         return FALSE;
2349     }
2350
2351     return FALSE;
2352 }
2353
2354 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const WineD3D_GL_Info *gl_info,
2355         const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
2356 {
2357     short depthSize, stencilSize;
2358     BOOL lockable = FALSE;
2359
2360     if(!cfg)
2361         return FALSE;
2362
2363     if (!getDepthStencilBits(format_desc, &depthSize, &stencilSize))
2364     {
2365         ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2366         return FALSE;
2367     }
2368
2369     if ((format_desc->format == WINED3DFMT_D16_LOCKABLE) || (format_desc->format == WINED3DFMT_D32F_LOCKABLE))
2370         lockable = TRUE;
2371
2372     /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
2373      * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
2374      * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
2375     if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
2376         return FALSE;
2377
2378     /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
2379      * allow more stencil bits than requested. */
2380     if(cfg->stencilSize < stencilSize)
2381         return FALSE;
2382
2383     return TRUE;
2384 }
2385
2386 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2387                                                    WINED3DFORMAT AdapterFormat,
2388                                                    WINED3DFORMAT RenderTargetFormat,
2389                                                    WINED3DFORMAT DepthStencilFormat) {
2390     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2391     int nCfgs;
2392     const WineD3D_PixelFormat *cfgs;
2393     const struct WineD3DAdapter *adapter;
2394     const struct GlPixelFormatDesc *rt_format_desc;
2395     const struct GlPixelFormatDesc *ds_format_desc;
2396     int it;
2397
2398     WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
2399            This, Adapter,
2400            DeviceType, debug_d3ddevicetype(DeviceType),
2401            AdapterFormat, debug_d3dformat(AdapterFormat),
2402            RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
2403            DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
2404
2405     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2406         TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
2407         return WINED3DERR_INVALIDCALL;
2408     }
2409
2410     adapter = &This->adapters[Adapter];
2411     rt_format_desc = getFormatDescEntry(RenderTargetFormat, &adapter->gl_info);
2412     ds_format_desc = getFormatDescEntry(DepthStencilFormat, &adapter->gl_info);
2413     cfgs = adapter->cfgs;
2414     nCfgs = adapter->nCfgs;
2415     for (it = 0; it < nCfgs; ++it) {
2416         if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format_desc))
2417         {
2418             if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format_desc))
2419             {
2420                 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
2421                 return WINED3D_OK;
2422             }
2423         }
2424     }
2425     WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
2426
2427     return WINED3DERR_NOTAVAILABLE;
2428 }
2429
2430 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, 
2431                                                        WINED3DFORMAT SurfaceFormat,
2432                                                        BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD*   pQualityLevels) {
2433
2434     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2435     const struct GlPixelFormatDesc *glDesc;
2436     const struct WineD3DAdapter *adapter;
2437
2438     TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
2439           This,
2440           Adapter,
2441           DeviceType, debug_d3ddevicetype(DeviceType),
2442           SurfaceFormat, debug_d3dformat(SurfaceFormat),
2443           Windowed,
2444           MultiSampleType,
2445           pQualityLevels);
2446
2447     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2448         return WINED3DERR_INVALIDCALL;
2449     }
2450
2451     /* TODO: handle Windowed, add more quality levels */
2452
2453     if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
2454         if(pQualityLevels) *pQualityLevels = 1;
2455         return WINED3D_OK;
2456     }
2457
2458     /* By default multisampling is disabled right now as it causes issues
2459      * on some Nvidia driver versions and it doesn't work well in combination
2460      * with FBOs yet. */
2461     if(!wined3d_settings.allow_multisampling)
2462         return WINED3DERR_NOTAVAILABLE;
2463
2464     adapter = &This->adapters[Adapter];
2465     glDesc = getFormatDescEntry(SurfaceFormat, &adapter->gl_info);
2466     if (!glDesc) return WINED3DERR_INVALIDCALL;
2467
2468     if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
2469         int i, nCfgs;
2470         const WineD3D_PixelFormat *cfgs;
2471
2472         cfgs = adapter->cfgs;
2473         nCfgs = adapter->nCfgs;
2474         for(i=0; i<nCfgs; i++) {
2475             if(cfgs[i].numSamples != MultiSampleType)
2476                 continue;
2477
2478             if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], glDesc))
2479                 continue;
2480
2481             TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
2482
2483             if(pQualityLevels)
2484                 *pQualityLevels = 1; /* Guess at a value! */
2485             return WINED3D_OK;
2486         }
2487     }
2488     else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
2489         short redSize, greenSize, blueSize, alphaSize, colorBits;
2490         int i, nCfgs;
2491         const WineD3D_PixelFormat *cfgs;
2492
2493         if (!getColorBits(glDesc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2494         {
2495             ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
2496             return WINED3DERR_NOTAVAILABLE;
2497         }
2498
2499         cfgs = adapter->cfgs;
2500         nCfgs = adapter->nCfgs;
2501         for(i=0; i<nCfgs; i++) {
2502             if(cfgs[i].numSamples != MultiSampleType)
2503                 continue;
2504             if(cfgs[i].redSize != redSize)
2505                 continue;
2506             if(cfgs[i].greenSize != greenSize)
2507                 continue;
2508             if(cfgs[i].blueSize != blueSize)
2509                 continue;
2510             if(cfgs[i].alphaSize != alphaSize)
2511                 continue;
2512
2513             TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
2514
2515             if(pQualityLevels)
2516                 *pQualityLevels = 1; /* Guess at a value! */
2517             return WINED3D_OK;
2518         }
2519     }
2520     return WINED3DERR_NOTAVAILABLE;
2521 }
2522
2523 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2524                                             WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
2525
2526     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2527     HRESULT hr = WINED3DERR_NOTAVAILABLE;
2528     UINT nmodes;
2529
2530     TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
2531           This,
2532           Adapter,
2533           DeviceType, debug_d3ddevicetype(DeviceType),
2534           DisplayFormat, debug_d3dformat(DisplayFormat),
2535           BackBufferFormat, debug_d3dformat(BackBufferFormat),
2536           Windowed);
2537
2538     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2539         WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
2540         return WINED3DERR_INVALIDCALL;
2541     }
2542
2543     /* The task of this function is to check whether a certain display / backbuffer format
2544      * combination is available on the given adapter. In fullscreen mode microsoft specified
2545      * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
2546      * and display format should match exactly.
2547      * In windowed mode format conversion can occur and this depends on the driver. When format
2548      * conversion is done, this function should nevertheless fail and applications need to use
2549      * CheckDeviceFormatConversion.
2550      * At the moment we assume that fullscreen and windowed have the same capabilities */
2551
2552     /* There are only 4 display formats */
2553     if(!((DisplayFormat == WINED3DFMT_R5G6B5) ||
2554          (DisplayFormat == WINED3DFMT_X1R5G5B5) ||
2555          (DisplayFormat == WINED3DFMT_X8R8G8B8) ||
2556          (DisplayFormat == WINED3DFMT_A2R10G10B10)))
2557     {
2558         TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
2559         return WINED3DERR_NOTAVAILABLE;
2560     }
2561
2562     /* If the requested DisplayFormat is not available, don't continue */
2563     nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
2564     if(!nmodes) {
2565         TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
2566         return WINED3DERR_NOTAVAILABLE;
2567     }
2568
2569     /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
2570     if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
2571         TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
2572         return WINED3DERR_NOTAVAILABLE;
2573     }
2574
2575     /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
2576     if( (DisplayFormat == WINED3DFMT_R5G6B5) && (BackBufferFormat != WINED3DFMT_R5G6B5) ) {
2577         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2578         return WINED3DERR_NOTAVAILABLE;
2579     }
2580
2581     /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
2582     if( (DisplayFormat == WINED3DFMT_X1R5G5B5) && !((BackBufferFormat == WINED3DFMT_X1R5G5B5) || (BackBufferFormat == WINED3DFMT_A1R5G5B5)) ) {
2583         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2584         return WINED3DERR_NOTAVAILABLE;
2585     }
2586
2587     /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
2588     if( (DisplayFormat == WINED3DFMT_X8R8G8B8) && !((BackBufferFormat == WINED3DFMT_X8R8G8B8) || (BackBufferFormat == WINED3DFMT_A8R8G8B8)) ) {
2589         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2590         return WINED3DERR_NOTAVAILABLE;
2591     }
2592
2593     /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
2594     if( (DisplayFormat == WINED3DFMT_A2R10G10B10) && ((BackBufferFormat != WINED3DFMT_A2R10G10B10) || Windowed)) {
2595         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2596         return WINED3DERR_NOTAVAILABLE;
2597     }
2598
2599     /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
2600     hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
2601     if(FAILED(hr))
2602         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2603
2604     return hr;
2605 }
2606
2607
2608 /* Check if we support bumpmapping for a format */
2609 static BOOL CheckBumpMapCapability(struct WineD3DAdapter *adapter,
2610         WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2611 {
2612     const struct fragment_pipeline *fp;
2613
2614     switch(format_desc->format)
2615     {
2616         case WINED3DFMT_R8G8_SNORM:
2617         case WINED3DFMT_R16G16_SNORM:
2618         case WINED3DFMT_L6V5U5:
2619         case WINED3DFMT_X8L8V8U8:
2620         case WINED3DFMT_R8G8B8A8_SNORM:
2621             /* Ask the fixed function pipeline implementation if it can deal
2622              * with the conversion. If we've got a GL extension giving native
2623              * support this will be an identity conversion. */
2624             fp = select_fragment_implementation(adapter, DeviceType);
2625             if (fp->color_fixup_supported(format_desc->color_fixup))
2626             {
2627                 TRACE_(d3d_caps)("[OK]\n");
2628                 return TRUE;
2629             }
2630             TRACE_(d3d_caps)("[FAILED]\n");
2631             return FALSE;
2632
2633         default:
2634             TRACE_(d3d_caps)("[FAILED]\n");
2635             return FALSE;
2636     }
2637 }
2638
2639 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
2640 static BOOL CheckDepthStencilCapability(struct WineD3DAdapter *adapter,
2641         const struct GlPixelFormatDesc *display_format_desc, const struct GlPixelFormatDesc *ds_format_desc)
2642 {
2643     int it=0;
2644
2645     /* Only allow depth/stencil formats */
2646     if (!(ds_format_desc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))) return FALSE;
2647
2648     /* Walk through all WGL pixel formats to find a match */
2649     for (it = 0; it < adapter->nCfgs; ++it)
2650     {
2651         WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
2652         if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format_desc))
2653         {
2654             if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format_desc))
2655             {
2656                 return TRUE;
2657             }
2658         }
2659     }
2660
2661     return FALSE;
2662 }
2663
2664 static BOOL CheckFilterCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2665 {
2666     /* The flags entry of a format contains the filtering capability */
2667     if (format_desc->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
2668
2669     return FALSE;
2670 }
2671
2672 /* Check the render target capabilities of a format */
2673 static BOOL CheckRenderTargetCapability(struct WineD3DAdapter *adapter,
2674         const struct GlPixelFormatDesc *adapter_format_desc, const struct GlPixelFormatDesc *check_format_desc)
2675 {
2676     /* Filter out non-RT formats */
2677     if (!(check_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
2678
2679     if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
2680         WineD3D_PixelFormat *cfgs = adapter->cfgs;
2681         int it;
2682         short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
2683         short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
2684
2685         getColorBits(adapter_format_desc, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
2686         getColorBits(check_format_desc, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
2687
2688         /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
2689          * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
2690         if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
2691             TRACE_(d3d_caps)("[FAILED]\n");
2692             return FALSE;
2693         }
2694
2695         /* Check if there is a WGL pixel format matching the requirements, the format should also be window
2696          * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
2697         for (it = 0; it < adapter->nCfgs; ++it)
2698         {
2699             if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
2700                     &cfgs[it], check_format_desc))
2701             {
2702                 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
2703                         cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
2704                 return TRUE;
2705             }
2706         }
2707     } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
2708         /* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
2709         WineD3D_PixelFormat *cfgs = adapter->cfgs;
2710         int it;
2711
2712         /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
2713         for (it = 0; it < adapter->nCfgs; ++it)
2714         {
2715             if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
2716                     &cfgs[it], check_format_desc))
2717             {
2718                 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
2719                         cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
2720                 return TRUE;
2721             }
2722         }
2723     } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){
2724         /* For now return TRUE for FBOs until we have some proper checks.
2725          * Note that this function will only be called when the format is around for texturing. */
2726         return TRUE;
2727     }
2728     return FALSE;
2729 }
2730
2731 static BOOL CheckSrgbReadCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2732 {
2733     const WineD3D_GL_Info *gl_info = &adapter->gl_info;
2734
2735     /* Check for supported sRGB formats (Texture loading and framebuffer) */
2736     if(!GL_SUPPORT(EXT_TEXTURE_SRGB)) {
2737         TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
2738         return FALSE;
2739     }
2740
2741     switch (format_desc->format)
2742     {
2743         case WINED3DFMT_A8R8G8B8:
2744         case WINED3DFMT_X8R8G8B8:
2745         case WINED3DFMT_A4R4G4B4:
2746         case WINED3DFMT_L8:
2747         case WINED3DFMT_A8L8:
2748         case WINED3DFMT_DXT1:
2749         case WINED3DFMT_DXT2:
2750         case WINED3DFMT_DXT3:
2751         case WINED3DFMT_DXT4:
2752         case WINED3DFMT_DXT5:
2753             TRACE_(d3d_caps)("[OK]\n");
2754             return TRUE;
2755
2756         default:
2757             TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(format_desc->format));
2758             return FALSE;
2759     }
2760     return FALSE;
2761 }
2762
2763 static BOOL CheckSrgbWriteCapability(struct WineD3DAdapter *adapter,
2764         WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2765 {
2766     /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
2767      * doing the color fixup in shaders.
2768      * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
2769     if ((format_desc->format == WINED3DFMT_X8R8G8B8) || (format_desc->format == WINED3DFMT_A8R8G8B8))
2770     {
2771         int vs_selected_mode;
2772         int ps_selected_mode;
2773         select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
2774
2775         if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
2776             TRACE_(d3d_caps)("[OK]\n");
2777             return TRUE;
2778         }
2779     }
2780
2781     TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(format_desc->format));
2782     return FALSE;
2783 }
2784
2785 /* Check if a format support blending in combination with pixel shaders */
2786 static BOOL CheckPostPixelShaderBlendingCapability(struct WineD3DAdapter *adapter,
2787         const struct GlPixelFormatDesc *format_desc)
2788 {
2789     /* The flags entry of a format contains the post pixel shader blending capability */
2790     if (format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
2791
2792     return FALSE;
2793 }
2794
2795 static BOOL CheckWrapAndMipCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2796 {
2797     /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
2798      * but we have to report mipmapping so we cannot reject this flag. Tests show that
2799      * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
2800      * that wrapping is supported. The lack of filtering will sort out the mipmapping
2801      * capability anyway.
2802      *
2803      * For now lets report this on all formats, but in the future we may want to
2804      * restrict it to some should games need that
2805      */
2806     return TRUE;
2807 }
2808
2809 /* Check if a texture format is supported on the given adapter */
2810 static BOOL CheckTextureCapability(struct WineD3DAdapter *adapter,
2811         WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2812 {
2813     const WineD3D_GL_Info *gl_info = &adapter->gl_info;
2814     const shader_backend_t *shader_backend;
2815     const struct fragment_pipeline *fp;
2816
2817     switch (format_desc->format)
2818     {
2819         /*****
2820          *  supported: RGB(A) formats
2821          */
2822         case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
2823         case WINED3DFMT_A8R8G8B8:
2824         case WINED3DFMT_X8R8G8B8:
2825         case WINED3DFMT_R5G6B5:
2826         case WINED3DFMT_X1R5G5B5:
2827         case WINED3DFMT_A1R5G5B5:
2828         case WINED3DFMT_A4R4G4B4:
2829         case WINED3DFMT_A8_UNORM:
2830         case WINED3DFMT_X4R4G4B4:
2831         case WINED3DFMT_R8G8B8A8_UNORM:
2832         case WINED3DFMT_X8B8G8R8:
2833         case WINED3DFMT_A2R10G10B10:
2834         case WINED3DFMT_R10G10B10A2_UNORM:
2835         case WINED3DFMT_R16G16_UNORM:
2836             TRACE_(d3d_caps)("[OK]\n");
2837             return TRUE;
2838
2839         case WINED3DFMT_R3G3B2:
2840             TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
2841             return FALSE;
2842
2843         /*****
2844          *  supported: Palettized
2845          */
2846         case WINED3DFMT_P8:
2847             TRACE_(d3d_caps)("[OK]\n");
2848             return TRUE;
2849         /* No Windows driver offers A8P8, so don't offer it either */
2850         case WINED3DFMT_A8P8:
2851             return FALSE;
2852
2853         /*****
2854          *  Supported: (Alpha)-Luminance
2855          */
2856         case WINED3DFMT_L8:
2857         case WINED3DFMT_A8L8:
2858         case WINED3DFMT_L16:
2859             TRACE_(d3d_caps)("[OK]\n");
2860             return TRUE;
2861
2862         /* Not supported on Windows, thus disabled */
2863         case WINED3DFMT_A4L4:
2864             TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
2865             return FALSE;
2866
2867         /*****
2868          *  Supported: Depth/Stencil formats
2869          */
2870         case WINED3DFMT_D16_LOCKABLE:
2871         case WINED3DFMT_D16_UNORM:
2872         case WINED3DFMT_D15S1:
2873         case WINED3DFMT_D24X8:
2874         case WINED3DFMT_D24X4S4:
2875         case WINED3DFMT_D24S8:
2876         case WINED3DFMT_D24FS8:
2877         case WINED3DFMT_D32:
2878         case WINED3DFMT_D32F_LOCKABLE:
2879             return TRUE;
2880
2881         /*****
2882          *  Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
2883          *  GL_NV_texture_shader). Emulated by shaders
2884          */
2885         case WINED3DFMT_R8G8_SNORM:
2886         case WINED3DFMT_X8L8V8U8:
2887         case WINED3DFMT_L6V5U5:
2888         case WINED3DFMT_R8G8B8A8_SNORM:
2889         case WINED3DFMT_R16G16_SNORM:
2890             /* Ask the shader backend if it can deal with the conversion. If
2891              * we've got a GL extension giving native support this will be an
2892              * identity conversion. */
2893             shader_backend = select_shader_backend(adapter, DeviceType);
2894             if (shader_backend->shader_color_fixup_supported(format_desc->color_fixup))
2895             {
2896                 TRACE_(d3d_caps)("[OK]\n");
2897                 return TRUE;
2898             }
2899             TRACE_(d3d_caps)("[FAILED]\n");
2900             return FALSE;
2901
2902         case WINED3DFMT_DXT1:
2903         case WINED3DFMT_DXT2:
2904         case WINED3DFMT_DXT3:
2905         case WINED3DFMT_DXT4:
2906         case WINED3DFMT_DXT5:
2907             if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
2908                 TRACE_(d3d_caps)("[OK]\n");
2909                 return TRUE;
2910             }
2911             TRACE_(d3d_caps)("[FAILED]\n");
2912             return FALSE;
2913
2914
2915         /*****
2916          *  Odd formats - not supported
2917          */
2918         case WINED3DFMT_VERTEXDATA:
2919         case WINED3DFMT_R16_UINT:
2920         case WINED3DFMT_R32_UINT:
2921         case WINED3DFMT_R16G16B16A16_SNORM:
2922         case WINED3DFMT_A2W10V10U10:
2923         case WINED3DFMT_W11V11U10:
2924             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2925             return FALSE;
2926
2927         /*****
2928          *  WINED3DFMT_CxV8U8: Not supported right now
2929          */
2930         case WINED3DFMT_CxV8U8:
2931             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2932             return FALSE;
2933
2934         /* YUV formats */
2935         case WINED3DFMT_UYVY:
2936         case WINED3DFMT_YUY2:
2937             if(GL_SUPPORT(APPLE_YCBCR_422)) {
2938                 TRACE_(d3d_caps)("[OK]\n");
2939                 return TRUE;
2940             }
2941             TRACE_(d3d_caps)("[FAILED]\n");
2942             return FALSE;
2943         case WINED3DFMT_YV12:
2944             TRACE_(d3d_caps)("[FAILED]\n");
2945             return FALSE;
2946
2947             /* Not supported */
2948         case WINED3DFMT_R16G16B16A16_UNORM:
2949         case WINED3DFMT_A8R3G3B2:
2950             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2951             return FALSE;
2952
2953             /* Floating point formats */
2954         case WINED3DFMT_R16_FLOAT:
2955         case WINED3DFMT_R16G16_FLOAT:
2956         case WINED3DFMT_R16G16B16A16_FLOAT:
2957             if(GL_SUPPORT(ARB_TEXTURE_FLOAT) && GL_SUPPORT(ARB_HALF_FLOAT_PIXEL)) {
2958                 TRACE_(d3d_caps)("[OK]\n");
2959                 return TRUE;
2960             }
2961             TRACE_(d3d_caps)("[FAILED]\n");
2962             return FALSE;
2963
2964         case WINED3DFMT_R32_FLOAT:
2965         case WINED3DFMT_R32G32_FLOAT:
2966         case WINED3DFMT_R32G32B32A32_FLOAT:
2967             if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2968                 TRACE_(d3d_caps)("[OK]\n");
2969                 return TRUE;
2970             }
2971             TRACE_(d3d_caps)("[FAILED]\n");
2972             return FALSE;
2973
2974         /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
2975          * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
2976          * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
2977          * We can do instancing with all shader versions, but we need vertex shaders.
2978          *
2979          * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
2980          * to enable instancing. WineD3D doesn't need that and just ignores it.
2981          *
2982          * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
2983          */
2984         case WINEMAKEFOURCC('I','N','S','T'):
2985             TRACE("ATI Instancing check hack\n");
2986             if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
2987                 TRACE_(d3d_caps)("[OK]\n");
2988                 return TRUE;
2989             }
2990             TRACE_(d3d_caps)("[FAILED]\n");
2991             return FALSE;
2992
2993         /* Some weird FOURCC formats */
2994         case WINED3DFMT_R8G8_B8G8:
2995         case WINED3DFMT_G8R8_G8B8:
2996         case WINED3DFMT_MULTI2_ARGB8:
2997             TRACE_(d3d_caps)("[FAILED]\n");
2998             return FALSE;
2999
3000         /* Vendor specific formats */
3001         case WINED3DFMT_ATI2N:
3002             if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC) || GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
3003                 shader_backend = select_shader_backend(adapter, DeviceType);
3004                 fp = select_fragment_implementation(adapter, DeviceType);
3005                 if (shader_backend->shader_color_fixup_supported(format_desc->color_fixup)
3006                         && fp->color_fixup_supported(format_desc->color_fixup))
3007                 {
3008                     TRACE_(d3d_caps)("[OK]\n");
3009                     return TRUE;
3010                 }
3011
3012                 TRACE_(d3d_caps)("[OK]\n");
3013                 return TRUE;
3014             }
3015             TRACE_(d3d_caps)("[FAILED]\n");
3016             return FALSE;
3017
3018         case WINED3DFMT_NVHU:
3019         case WINED3DFMT_NVHS:
3020             /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3021              * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3022              * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3023              * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3024              * Applications have to deal with not having NVHS and NVHU.
3025              */
3026             TRACE_(d3d_caps)("[FAILED]\n");
3027             return FALSE;
3028
3029         case WINED3DFMT_UNKNOWN:
3030             return FALSE;
3031
3032         default:
3033             ERR("Unhandled format=%s\n", debug_d3dformat(format_desc->format));
3034             break;
3035     }
3036     return FALSE;
3037 }
3038
3039 static BOOL CheckSurfaceCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *adapter_format_desc,
3040         WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *check_format_desc, WINED3DSURFTYPE SurfaceType)
3041 {
3042     const struct blit_shader *blitter;
3043
3044     if(SurfaceType == SURFACE_GDI) {
3045         switch(check_format_desc->format)
3046         {
3047             case WINED3DFMT_R8G8B8:
3048             case WINED3DFMT_A8R8G8B8:
3049             case WINED3DFMT_X8R8G8B8:
3050             case WINED3DFMT_R5G6B5:
3051             case WINED3DFMT_X1R5G5B5:
3052             case WINED3DFMT_A1R5G5B5:
3053             case WINED3DFMT_A4R4G4B4:
3054             case WINED3DFMT_R3G3B2:
3055             case WINED3DFMT_A8_UNORM:
3056             case WINED3DFMT_A8R3G3B2:
3057             case WINED3DFMT_X4R4G4B4:
3058             case WINED3DFMT_R10G10B10A2_UNORM:
3059             case WINED3DFMT_R8G8B8A8_UNORM:
3060             case WINED3DFMT_X8B8G8R8:
3061             case WINED3DFMT_R16G16_UNORM:
3062             case WINED3DFMT_A2R10G10B10:
3063             case WINED3DFMT_R16G16B16A16_UNORM:
3064             case WINED3DFMT_P8:
3065                 TRACE_(d3d_caps)("[OK]\n");
3066                 return TRUE;
3067             default:
3068                 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3069                 return FALSE;
3070         }
3071     }
3072
3073     /* All format that are supported for textures are supported for surfaces as well */
3074     if (CheckTextureCapability(adapter, DeviceType, check_format_desc)) return TRUE;
3075     /* All depth stencil formats are supported on surfaces */
3076     if (CheckDepthStencilCapability(adapter, adapter_format_desc, check_format_desc)) return TRUE;
3077
3078     /* If opengl can't process the format natively, the blitter may be able to convert it */
3079     blitter = select_blit_implementation(adapter, DeviceType);
3080     if (blitter->color_fixup_supported(check_format_desc->color_fixup))
3081     {
3082         TRACE_(d3d_caps)("[OK]\n");
3083         return TRUE;
3084     }
3085
3086     /* Reject other formats */
3087     TRACE_(d3d_caps)("[FAILED]\n");
3088     return FALSE;
3089 }
3090
3091 static BOOL CheckVertexTextureCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
3092 {
3093     const WineD3D_GL_Info *gl_info = &adapter->gl_info;
3094
3095     if (!GL_LIMITS(vertex_samplers)) {
3096         TRACE_(d3d_caps)("[FAILED]\n");
3097         return FALSE;
3098     }
3099
3100     switch (format_desc->format)
3101     {
3102         case WINED3DFMT_R32G32B32A32_FLOAT:
3103             if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
3104                 TRACE_(d3d_caps)("[FAILED]\n");
3105                 return FALSE;
3106             }
3107             TRACE_(d3d_caps)("[OK]\n");
3108             return TRUE;
3109
3110         default:
3111             TRACE_(d3d_caps)("[FAILED]\n");
3112             return FALSE;
3113     }
3114     return FALSE;
3115 }
3116
3117 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, 
3118         WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
3119         WINED3DSURFTYPE SurfaceType) {
3120     IWineD3DImpl *This = (IWineD3DImpl *)iface;
3121     struct WineD3DAdapter *adapter = &This->adapters[Adapter];
3122     const WineD3D_GL_Info *gl_info = &adapter->gl_info;
3123     const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(CheckFormat, gl_info);
3124     const struct GlPixelFormatDesc *adapter_format_desc = getFormatDescEntry(AdapterFormat, gl_info);
3125     DWORD UsageCaps = 0;
3126
3127     TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3128           This,
3129           Adapter,
3130           DeviceType, debug_d3ddevicetype(DeviceType),
3131           AdapterFormat, debug_d3dformat(AdapterFormat),
3132           Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3133           RType, debug_d3dresourcetype(RType),
3134           CheckFormat, debug_d3dformat(CheckFormat));
3135
3136     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3137         return WINED3DERR_INVALIDCALL;
3138     }
3139
3140     if(RType == WINED3DRTYPE_CUBETEXTURE) {
3141
3142         if(SurfaceType != SURFACE_OPENGL) {
3143             TRACE("[FAILED]\n");
3144             return WINED3DERR_NOTAVAILABLE;
3145         }
3146
3147         /* Cubetexture allows:
3148          *                    - D3DUSAGE_AUTOGENMIPMAP
3149          *                    - D3DUSAGE_DEPTHSTENCIL
3150          *                    - D3DUSAGE_DYNAMIC
3151          *                    - D3DUSAGE_NONSECURE (d3d9ex)
3152          *                    - D3DUSAGE_RENDERTARGET
3153          *                    - D3DUSAGE_SOFTWAREPROCESSING
3154          *                    - D3DUSAGE_QUERY_WRAPANDMIP
3155          */
3156         if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3157             /* Check if the texture format is around */
3158             if (CheckTextureCapability(adapter, DeviceType, format_desc))
3159             {
3160                 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
3161                     /* Check for automatic mipmap generation support */
3162                     if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
3163                         UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3164                     } else {
3165                         /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
3166                         TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3167                     }
3168                 }
3169
3170                 /* Always report dynamic locking */
3171                 if(Usage & WINED3DUSAGE_DYNAMIC)
3172                     UsageCaps |= WINED3DUSAGE_DYNAMIC;
3173
3174                 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3175                     if(CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3176                     {
3177                         UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3178                     } else {
3179                         TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3180                         return WINED3DERR_NOTAVAILABLE;
3181                     }
3182                 }
3183
3184                 /* Always report software processing */
3185                 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3186                     UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3187
3188                 /* Check QUERY_FILTER support */
3189                 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3190                     if (CheckFilterCapability(adapter, format_desc))
3191                     {
3192                         UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3193                     } else {
3194                         TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3195                         return WINED3DERR_NOTAVAILABLE;
3196                     }
3197                 }
3198
3199                 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3200                 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3201                     if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3202                     {
3203                         UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3204                     } else {
3205                         TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3206                         return WINED3DERR_NOTAVAILABLE;
3207                     }
3208                 }
3209
3210                 /* Check QUERY_SRGBREAD support */
3211                 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3212                     if (CheckSrgbReadCapability(adapter, format_desc))
3213                     {
3214                         UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3215                     } else {
3216                         TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3217                         return WINED3DERR_NOTAVAILABLE;
3218                     }
3219                 }
3220
3221                 /* Check QUERY_SRGBWRITE support */
3222                 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3223                     if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3224                     {
3225                         UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3226                     } else {
3227                         TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3228                         return WINED3DERR_NOTAVAILABLE;
3229                     }
3230                 }
3231
3232                 /* Check QUERY_VERTEXTEXTURE support */
3233                 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3234                     if (CheckVertexTextureCapability(adapter, format_desc))
3235                     {
3236                         UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3237                     } else {
3238                         TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3239                         return WINED3DERR_NOTAVAILABLE;
3240                     }
3241                 }
3242
3243                 /* Check QUERY_WRAPANDMIP support */
3244                 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3245                     if (CheckWrapAndMipCapability(adapter, format_desc))
3246                     {
3247                         UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3248                     } else {
3249                         TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3250                         return WINED3DERR_NOTAVAILABLE;
3251                     }
3252                 }
3253             } else {
3254                 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3255                 return WINED3DERR_NOTAVAILABLE;
3256             }
3257         } else {
3258             TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3259             return WINED3DERR_NOTAVAILABLE;
3260         }
3261     } else if(RType == WINED3DRTYPE_SURFACE) {
3262         /* Surface allows:
3263          *                - D3DUSAGE_DEPTHSTENCIL
3264          *                - D3DUSAGE_NONSECURE (d3d9ex)
3265          *                - D3DUSAGE_RENDERTARGET
3266          */
3267
3268         if (CheckSurfaceCapability(adapter, adapter_format_desc, DeviceType, format_desc, SurfaceType))
3269         {
3270             if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
3271                 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3272                 {
3273                     UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3274                 } else {
3275                     TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3276                     return WINED3DERR_NOTAVAILABLE;
3277                 }
3278             }
3279
3280             if(Usage & WINED3DUSAGE_RENDERTARGET) {
3281                 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3282                 {
3283                     UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3284                 } else {
3285                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3286                     return WINED3DERR_NOTAVAILABLE;
3287                 }
3288             }
3289
3290             /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3291             if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3292                 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3293                 {
3294                     UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3295                 } else {
3296                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3297                     return WINED3DERR_NOTAVAILABLE;
3298                 }
3299             }
3300         } else {
3301             TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3302             return WINED3DERR_NOTAVAILABLE;
3303         }
3304
3305     } else if(RType == WINED3DRTYPE_TEXTURE) {
3306         /* Texture allows:
3307          *                - D3DUSAGE_AUTOGENMIPMAP
3308          *                - D3DUSAGE_DEPTHSTENCIL
3309          *                - D3DUSAGE_DMAP
3310          *                - D3DUSAGE_DYNAMIC
3311          *                - D3DUSAGE_NONSECURE (d3d9ex)
3312          *                - D3DUSAGE_RENDERTARGET
3313          *                - D3DUSAGE_SOFTWAREPROCESSING
3314          *                - D3DUSAGE_TEXTAPI (d3d9ex)
3315          *                - D3DUSAGE_QUERY_WRAPANDMIP
3316          */
3317
3318         if(SurfaceType != SURFACE_OPENGL) {
3319             TRACE("[FAILED]\n");
3320             return WINED3DERR_NOTAVAILABLE;
3321         }
3322
3323         /* Check if the texture format is around */
3324         if (CheckTextureCapability(adapter, DeviceType, format_desc))
3325         {
3326             if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
3327                 /* Check for automatic mipmap generation support */
3328                 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
3329                     UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3330                 } else {
3331                     /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
3332                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3333                 }
3334             }
3335
3336             /* Always report dynamic locking */
3337             if(Usage & WINED3DUSAGE_DYNAMIC)
3338                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3339
3340             if(Usage & WINED3DUSAGE_RENDERTARGET) {
3341                 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3342                 {
3343                     UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3344                 } else {
3345                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3346                      return WINED3DERR_NOTAVAILABLE;
3347                  }
3348             }
3349
3350             /* Always report software processing */
3351             if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3352                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3353
3354             /* Check QUERY_FILTER support */
3355             if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3356                 if (CheckFilterCapability(adapter, format_desc))
3357                 {
3358                     UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3359                 } else {
3360                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3361                     return WINED3DERR_NOTAVAILABLE;
3362                 }
3363             }
3364
3365             /* Check QUERY_LEGACYBUMPMAP support */
3366             if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
3367                 if (CheckBumpMapCapability(adapter, DeviceType, format_desc))
3368                 {
3369                     UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3370                 } else {
3371                     TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3372                     return WINED3DERR_NOTAVAILABLE;
3373                 }
3374             }
3375
3376             /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3377             if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3378                 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3379                 {
3380                     UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3381                 } else {
3382                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3383                     return WINED3DERR_NOTAVAILABLE;
3384                 }
3385             }
3386
3387             /* Check QUERY_SRGBREAD support */
3388             if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3389                 if (CheckSrgbReadCapability(adapter, format_desc))
3390                 {
3391                     UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3392                 } else {
3393                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3394                     return WINED3DERR_NOTAVAILABLE;
3395                 }
3396             }
3397
3398             /* Check QUERY_SRGBWRITE support */
3399             if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3400                 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3401                 {
3402                     UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3403                 } else {
3404                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3405                     return WINED3DERR_NOTAVAILABLE;
3406                 }
3407             }
3408
3409             /* Check QUERY_VERTEXTEXTURE support */
3410             if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3411                 if (CheckVertexTextureCapability(adapter, format_desc))
3412                 {
3413                     UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3414                 } else {
3415                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3416                     return WINED3DERR_NOTAVAILABLE;
3417                 }
3418             }
3419
3420             /* Check QUERY_WRAPANDMIP support */
3421             if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3422                 if (CheckWrapAndMipCapability(adapter, format_desc))
3423                 {
3424                     UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3425                 } else {
3426                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3427                     return WINED3DERR_NOTAVAILABLE;
3428                 }
3429             }
3430
3431             if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
3432                 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3433                 {
3434                     UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3435                 } else {
3436                     TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
3437                     return WINED3DERR_NOTAVAILABLE;
3438                 }
3439             }
3440         } else {
3441             TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3442             return WINED3DERR_NOTAVAILABLE;
3443         }
3444     } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
3445         /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
3446          * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
3447          *
3448          * Volumetexture allows:
3449          *                      - D3DUSAGE_DYNAMIC
3450          *                      - D3DUSAGE_NONSECURE (d3d9ex)
3451          *                      - D3DUSAGE_SOFTWAREPROCESSING
3452          *                      - D3DUSAGE_QUERY_WRAPANDMIP
3453          */
3454
3455         if(SurfaceType != SURFACE_OPENGL) {
3456             TRACE("[FAILED]\n");
3457             return WINED3DERR_NOTAVAILABLE;
3458         }
3459
3460         /* Check volume texture and volume usage caps */
3461         if(GL_SUPPORT(EXT_TEXTURE3D)) {
3462             if (!CheckTextureCapability(adapter, DeviceType, format_desc))
3463             {
3464                 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
3465                 return WINED3DERR_NOTAVAILABLE;
3466             }
3467
3468             /* Always report dynamic locking */
3469             if(Usage & WINED3DUSAGE_DYNAMIC)
3470                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3471
3472             /* Always report software processing */
3473             if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3474                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3475
3476             /* Check QUERY_FILTER support */
3477             if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3478                 if (CheckFilterCapability(adapter, format_desc))
3479                 {
3480                     UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3481                 } else {
3482                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3483                     return WINED3DERR_NOTAVAILABLE;
3484                 }
3485             }
3486
3487             /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3488             if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3489                 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3490                 {
3491                     UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3492                 } else {
3493                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3494                     return WINED3DERR_NOTAVAILABLE;
3495                 }
3496             }
3497
3498             /* Check QUERY_SRGBREAD support */
3499             if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3500                 if (CheckSrgbReadCapability(adapter, format_desc))
3501                 {
3502                     UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3503                 } else {
3504                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3505                     return WINED3DERR_NOTAVAILABLE;
3506                 }
3507             }
3508
3509             /* Check QUERY_SRGBWRITE support */
3510             if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3511                 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3512                 {
3513                     UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3514                 } else {
3515                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3516                     return WINED3DERR_NOTAVAILABLE;
3517                 }
3518             }
3519
3520             /* Check QUERY_VERTEXTEXTURE support */
3521             if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3522                 if (CheckVertexTextureCapability(adapter, format_desc))
3523                 {
3524                     UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3525                 } else {
3526                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3527                     return WINED3DERR_NOTAVAILABLE;
3528                 }
3529             }
3530
3531             /* Check QUERY_WRAPANDMIP support */
3532             if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3533                 if (CheckWrapAndMipCapability(adapter, format_desc))
3534                 {
3535                     UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3536                 } else {
3537                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3538                     return WINED3DERR_NOTAVAILABLE;
3539                 }
3540             }
3541         } else {
3542             TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
3543             return WINED3DERR_NOTAVAILABLE;
3544         }
3545
3546         /* Filter formats that need conversion; For one part, this conversion is unimplemented,
3547          * and volume textures are huge, so it would be a big performance hit. Unless we hit an
3548          * app needing one of those formats, don't advertize them to avoid leading apps into
3549          * temptation. The windows drivers don't support most of those formats on volumes anyway,
3550          * except of R32F.
3551          */
3552         switch(CheckFormat) {
3553             case WINED3DFMT_P8:
3554             case WINED3DFMT_A4L4:
3555             case WINED3DFMT_R32_FLOAT:
3556             case WINED3DFMT_R16_FLOAT:
3557             case WINED3DFMT_X8L8V8U8:
3558             case WINED3DFMT_L6V5U5:
3559             case WINED3DFMT_R16G16_UNORM:
3560                 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3561                 return WINED3DERR_NOTAVAILABLE;
3562
3563             case WINED3DFMT_R8G8B8A8_SNORM:
3564             case WINED3DFMT_R16G16_SNORM:
3565             if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
3566                 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3567                 return WINED3DERR_NOTAVAILABLE;
3568             }
3569             break;
3570
3571             case WINED3DFMT_R8G8_SNORM:
3572             if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
3573                 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3574                 return WINED3DERR_NOTAVAILABLE;
3575             }
3576             break;
3577
3578             case WINED3DFMT_DXT1:
3579             case WINED3DFMT_DXT2:
3580             case WINED3DFMT_DXT3:
3581             case WINED3DFMT_DXT4:
3582             case WINED3DFMT_DXT5:
3583                 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
3584                  * compressed texture results in an error. While the D3D refrast does
3585                  * support s3tc volumes, at least the nvidia windows driver does not, so
3586                  * we're free not to support this format.
3587                  */
3588                 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
3589                 return WINED3DERR_NOTAVAILABLE;
3590
3591             default:
3592                 /* Do nothing, continue with checking the format below */
3593                 break;
3594         }
3595     } else if(RType == WINED3DRTYPE_BUFFER){
3596         /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
3597         TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
3598         return WINED3DERR_NOTAVAILABLE;
3599     }
3600
3601     /* This format is nothing special and it is supported perfectly.
3602      * However, ati and nvidia driver on windows do not mark this format as
3603      * supported (tested with the dxCapsViewer) and pretending to
3604      * support this format uncovers a bug in Battlefield 1942 (fonts are missing)
3605      * So do the same as Windows drivers and pretend not to support it on dx8 and 9
3606      * Enable it on dx7. It will need additional checking on dx10 when we support it.
3607      */
3608     if(This->dxVersion > 7 && CheckFormat == WINED3DFMT_R8G8B8) {
3609         TRACE_(d3d_caps)("[FAILED]\n");
3610         return WINED3DERR_NOTAVAILABLE;
3611     }
3612
3613     /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
3614      * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
3615      * usage flags match. */
3616     if(UsageCaps == Usage) {
3617         return WINED3D_OK;
3618     } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
3619         return WINED3DOK_NOAUTOGEN;
3620     } else {
3621         TRACE_(d3d_caps)("[FAILED] - Usage=%#08x requested for CheckFormat=%s and RType=%d but only %#08x is available\n", Usage, debug_d3dformat(CheckFormat), RType, UsageCaps);
3622         return WINED3DERR_NOTAVAILABLE;
3623     }
3624 }
3625
3626 static HRESULT  WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3627                                                           WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
3628     IWineD3DImpl *This = (IWineD3DImpl *)iface;
3629
3630     FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
3631           This,
3632           Adapter,
3633           DeviceType, debug_d3ddevicetype(DeviceType),
3634           SourceFormat, debug_d3dformat(SourceFormat),
3635           TargetFormat, debug_d3dformat(TargetFormat));
3636     return WINED3D_OK;
3637 }
3638
3639 static const shader_backend_t *select_shader_backend(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType)
3640 {
3641     const shader_backend_t *ret;
3642     int vs_selected_mode;
3643     int ps_selected_mode;
3644
3645     select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3646     if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) {
3647         ret = &glsl_shader_backend;
3648     } else if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) {
3649         ret = &arb_program_shader_backend;
3650     } else {
3651         ret = &none_shader_backend;
3652     }
3653     return ret;
3654 }
3655
3656 static const struct fragment_pipeline *select_fragment_implementation(struct WineD3DAdapter *adapter,
3657         WINED3DDEVTYPE DeviceType)
3658 {
3659     const WineD3D_GL_Info *gl_info = &adapter->gl_info;
3660     int vs_selected_mode;
3661     int ps_selected_mode;
3662
3663     select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3664     if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3665         return &arbfp_fragment_pipeline;
3666     } else if(ps_selected_mode == SHADER_ATI) {
3667         return &atifs_fragment_pipeline;
3668     } else if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
3669         return &nvts_fragment_pipeline;
3670     } else if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3671         return &nvrc_fragment_pipeline;
3672     } else {
3673         return &ffp_fragment_pipeline;
3674     }
3675 }
3676
3677 static const struct blit_shader *select_blit_implementation(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType)
3678 {
3679     const WineD3D_GL_Info *gl_info = &adapter->gl_info;
3680     int vs_selected_mode;
3681     int ps_selected_mode;
3682
3683     select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3684     if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3685         return &arbfp_blit;
3686     } else {
3687         return &ffp_blit;
3688     }
3689 }
3690
3691 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
3692       subset of a D3DCAPS9 structure. However, it has to come via a void *
3693       as the d3d8 interface cannot import the d3d9 header                  */
3694 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
3695
3696     IWineD3DImpl    *This = (IWineD3DImpl *)iface;
3697     struct WineD3DAdapter *adapter = &This->adapters[Adapter];
3698     const WineD3D_GL_Info *gl_info = &adapter->gl_info;
3699     int vs_selected_mode;
3700     int ps_selected_mode;
3701     struct shader_caps shader_caps;
3702     struct fragment_caps fragment_caps;
3703     const shader_backend_t *shader_backend;
3704     const struct fragment_pipeline *frag_pipeline = NULL;
3705     DWORD ckey_caps, blit_caps, fx_caps;
3706
3707     TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
3708
3709     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3710         return WINED3DERR_INVALIDCALL;
3711     }
3712
3713     select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3714
3715     /* This function should *not* be modifying GL caps
3716      * TODO: move the functionality where it belongs */
3717     select_shader_max_constants(ps_selected_mode, vs_selected_mode, &adapter->gl_info);
3718
3719     /* ------------------------------------------------
3720        The following fields apply to both d3d8 and d3d9
3721        ------------------------------------------------ */
3722     pCaps->DeviceType              = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF;  /* Not quite true, but use h/w supported by opengl I suppose */
3723     pCaps->AdapterOrdinal          = Adapter;
3724
3725     pCaps->Caps                    = 0;
3726     pCaps->Caps2                   = WINED3DCAPS2_CANRENDERWINDOWED |
3727                                      WINED3DCAPS2_FULLSCREENGAMMA |
3728                                      WINED3DCAPS2_DYNAMICTEXTURES;
3729     if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
3730         pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
3731     }
3732
3733     pCaps->Caps3                   = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
3734                                      WINED3DCAPS3_COPY_TO_VIDMEM                   |
3735                                      WINED3DCAPS3_COPY_TO_SYSTEMMEM;
3736
3737     pCaps->PresentationIntervals   = WINED3DPRESENT_INTERVAL_IMMEDIATE  |
3738                                      WINED3DPRESENT_INTERVAL_ONE;
3739
3740     pCaps->CursorCaps              = WINED3DCURSORCAPS_COLOR            |
3741                                      WINED3DCURSORCAPS_LOWRES;
3742
3743     pCaps->DevCaps                 = WINED3DDEVCAPS_FLOATTLVERTEX       |
3744                                      WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
3745                                      WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
3746                                      WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
3747                                      WINED3DDEVCAPS_DRAWPRIMTLVERTEX    |
3748                                      WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
3749                                      WINED3DDEVCAPS_EXECUTEVIDEOMEMORY  |
3750                                      WINED3DDEVCAPS_PUREDEVICE          |
3751                                      WINED3DDEVCAPS_HWRASTERIZATION     |
3752                                      WINED3DDEVCAPS_TEXTUREVIDEOMEMORY  |
3753                                      WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
3754                                      WINED3DDEVCAPS_CANRENDERAFTERFLIP  |
3755                                      WINED3DDEVCAPS_DRAWPRIMITIVES2     |
3756                                      WINED3DDEVCAPS_DRAWPRIMITIVES2EX   |
3757                                      WINED3DDEVCAPS_RTPATCHES;
3758
3759     pCaps->PrimitiveMiscCaps       = WINED3DPMISCCAPS_CULLNONE              |
3760                                      WINED3DPMISCCAPS_CULLCCW               |
3761                                      WINED3DPMISCCAPS_CULLCW                |
3762                                      WINED3DPMISCCAPS_COLORWRITEENABLE      |
3763                                      WINED3DPMISCCAPS_CLIPTLVERTS           |
3764                                      WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
3765                                      WINED3DPMISCCAPS_MASKZ                 |
3766                                      WINED3DPMISCCAPS_BLENDOP               |
3767                                      WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
3768                                     /* TODO:
3769                                         WINED3DPMISCCAPS_NULLREFERENCE
3770                                         WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
3771                                         WINED3DPMISCCAPS_FOGANDSPECULARALPHA
3772                                         WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
3773                                         WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
3774
3775     if(GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE) && GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE))
3776         pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
3777
3778     pCaps->RasterCaps              = WINED3DPRASTERCAPS_DITHER    |
3779                                      WINED3DPRASTERCAPS_PAT       |
3780                                      WINED3DPRASTERCAPS_WFOG      |
3781                                      WINED3DPRASTERCAPS_ZFOG      |
3782                                      WINED3DPRASTERCAPS_FOGVERTEX |
3783                                      WINED3DPRASTERCAPS_FOGTABLE  |
3784                                      WINED3DPRASTERCAPS_STIPPLE   |
3785                                      WINED3DPRASTERCAPS_SUBPIXEL  |
3786                                      WINED3DPRASTERCAPS_ZTEST     |
3787                                      WINED3DPRASTERCAPS_SCISSORTEST   |
3788                                      WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
3789                                      WINED3DPRASTERCAPS_DEPTHBIAS;
3790
3791     if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3792         pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY    |
3793                              WINED3DPRASTERCAPS_ZBIAS         |
3794                              WINED3DPRASTERCAPS_MIPMAPLODBIAS;
3795     }
3796     if(GL_SUPPORT(NV_FOG_DISTANCE)) {
3797         pCaps->RasterCaps         |= WINED3DPRASTERCAPS_FOGRANGE;
3798     }
3799                         /* FIXME Add:
3800                            WINED3DPRASTERCAPS_COLORPERSPECTIVE
3801                            WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
3802                            WINED3DPRASTERCAPS_ANTIALIASEDGES
3803                            WINED3DPRASTERCAPS_ZBUFFERLESSHSR
3804                            WINED3DPRASTERCAPS_WBUFFER */
3805
3806     pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS       |
3807                       WINED3DPCMPCAPS_EQUAL        |
3808                       WINED3DPCMPCAPS_GREATER      |
3809                       WINED3DPCMPCAPS_GREATEREQUAL |
3810                       WINED3DPCMPCAPS_LESS         |
3811                       WINED3DPCMPCAPS_LESSEQUAL    |
3812                       WINED3DPCMPCAPS_NEVER        |
3813                       WINED3DPCMPCAPS_NOTEQUAL;
3814
3815     pCaps->SrcBlendCaps  = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
3816                            WINED3DPBLENDCAPS_BOTHSRCALPHA    |
3817                            WINED3DPBLENDCAPS_DESTALPHA       |
3818                            WINED3DPBLENDCAPS_DESTCOLOR       |
3819                            WINED3DPBLENDCAPS_INVDESTALPHA    |
3820                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
3821                            WINED3DPBLENDCAPS_INVSRCALPHA     |
3822                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
3823                            WINED3DPBLENDCAPS_ONE             |
3824                            WINED3DPBLENDCAPS_SRCALPHA        |
3825                            WINED3DPBLENDCAPS_SRCALPHASAT     |
3826                            WINED3DPBLENDCAPS_SRCCOLOR        |
3827                            WINED3DPBLENDCAPS_ZERO;
3828
3829     pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA       |
3830                            WINED3DPBLENDCAPS_DESTCOLOR       |
3831                            WINED3DPBLENDCAPS_INVDESTALPHA    |
3832                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
3833                            WINED3DPBLENDCAPS_INVSRCALPHA     |
3834                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
3835                            WINED3DPBLENDCAPS_ONE             |
3836                            WINED3DPBLENDCAPS_SRCALPHA        |
3837                            WINED3DPBLENDCAPS_SRCCOLOR        |
3838                            WINED3DPBLENDCAPS_ZERO;
3839     /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
3840      * according to the glBlendFunc manpage
3841      *
3842      * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
3843      * legacy settings for srcblend only
3844      */
3845
3846     if( GL_SUPPORT(EXT_BLEND_COLOR)) {
3847         pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3848         pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3849     }
3850
3851
3852     pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS       |
3853                           WINED3DPCMPCAPS_EQUAL        |
3854                           WINED3DPCMPCAPS_GREATER      |
3855                           WINED3DPCMPCAPS_GREATEREQUAL |
3856                           WINED3DPCMPCAPS_LESS         |
3857                           WINED3DPCMPCAPS_LESSEQUAL    |
3858                           WINED3DPCMPCAPS_NEVER        |
3859                           WINED3DPCMPCAPS_NOTEQUAL;
3860
3861     pCaps->ShadeCaps     = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
3862                            WINED3DPSHADECAPS_COLORGOURAUDRGB    |
3863                            WINED3DPSHADECAPS_ALPHAFLATBLEND     |
3864                            WINED3DPSHADECAPS_ALPHAGOURAUDBLEND  |
3865                            WINED3DPSHADECAPS_COLORFLATRGB       |
3866                            WINED3DPSHADECAPS_FOGFLAT            |
3867                            WINED3DPSHADECAPS_FOGGOURAUD         |
3868                            WINED3DPSHADECAPS_SPECULARFLATRGB;
3869
3870     pCaps->TextureCaps =  WINED3DPTEXTURECAPS_ALPHA              |
3871                           WINED3DPTEXTURECAPS_ALPHAPALETTE       |
3872                           WINED3DPTEXTURECAPS_TRANSPARENCY       |
3873                           WINED3DPTEXTURECAPS_BORDER             |
3874                           WINED3DPTEXTURECAPS_MIPMAP             |
3875                           WINED3DPTEXTURECAPS_PROJECTED          |
3876                           WINED3DPTEXTURECAPS_PERSPECTIVE;
3877
3878     if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
3879         pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
3880                               WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
3881     }
3882
3883     if( GL_SUPPORT(EXT_TEXTURE3D)) {
3884         pCaps->TextureCaps |=  WINED3DPTEXTURECAPS_VOLUMEMAP      |
3885                                WINED3DPTEXTURECAPS_MIPVOLUMEMAP   |
3886                                WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
3887     }
3888
3889     if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3890         pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP     |
3891                               WINED3DPTEXTURECAPS_MIPCUBEMAP    |
3892                               WINED3DPTEXTURECAPS_CUBEMAP_POW2;
3893
3894     }
3895
3896     pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
3897                                WINED3DPTFILTERCAPS_MAGFPOINT        |
3898                                WINED3DPTFILTERCAPS_MINFLINEAR       |
3899                                WINED3DPTFILTERCAPS_MINFPOINT        |
3900                                WINED3DPTFILTERCAPS_MIPFLINEAR       |
3901                                WINED3DPTFILTERCAPS_MIPFPOINT        |
3902                                WINED3DPTFILTERCAPS_LINEAR           |
3903                                WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
3904                                WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3905                                WINED3DPTFILTERCAPS_MIPLINEAR        |
3906                                WINED3DPTFILTERCAPS_MIPNEAREST       |
3907                                WINED3DPTFILTERCAPS_NEAREST;
3908
3909     if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3910         pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3911                                     WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3912     }
3913
3914     if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3915         pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
3916                                        WINED3DPTFILTERCAPS_MAGFPOINT        |
3917                                        WINED3DPTFILTERCAPS_MINFLINEAR       |
3918                                        WINED3DPTFILTERCAPS_MINFPOINT        |
3919                                        WINED3DPTFILTERCAPS_MIPFLINEAR       |
3920                                        WINED3DPTFILTERCAPS_MIPFPOINT        |
3921                                        WINED3DPTFILTERCAPS_LINEAR           |
3922                                        WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
3923                                        WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3924                                        WINED3DPTFILTERCAPS_MIPLINEAR        |
3925                                        WINED3DPTFILTERCAPS_MIPNEAREST       |
3926                                        WINED3DPTFILTERCAPS_NEAREST;
3927
3928         if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3929             pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3930                                             WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3931         }
3932     } else
3933         pCaps->CubeTextureFilterCaps = 0;
3934
3935     if (GL_SUPPORT(EXT_TEXTURE3D)) {
3936         pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
3937                                          WINED3DPTFILTERCAPS_MAGFPOINT        |
3938                                          WINED3DPTFILTERCAPS_MINFLINEAR       |
3939                                          WINED3DPTFILTERCAPS_MINFPOINT        |
3940                                          WINED3DPTFILTERCAPS_MIPFLINEAR       |
3941                                          WINED3DPTFILTERCAPS_MIPFPOINT        |
3942                                          WINED3DPTFILTERCAPS_LINEAR           |
3943                                          WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
3944                                          WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3945                                          WINED3DPTFILTERCAPS_MIPLINEAR        |
3946                                          WINED3DPTFILTERCAPS_MIPNEAREST       |
3947                                          WINED3DPTFILTERCAPS_NEAREST;
3948     } else
3949         pCaps->VolumeTextureFilterCaps = 0;
3950
3951     pCaps->TextureAddressCaps =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3952                                  WINED3DPTADDRESSCAPS_CLAMP  |
3953                                  WINED3DPTADDRESSCAPS_WRAP;
3954
3955     if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3956         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3957     }
3958     if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3959         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3960     }
3961     if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3962         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3963     }
3964
3965     if (GL_SUPPORT(EXT_TEXTURE3D)) {
3966         pCaps->VolumeTextureAddressCaps =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3967                                            WINED3DPTADDRESSCAPS_CLAMP  |
3968                                            WINED3DPTADDRESSCAPS_WRAP;
3969         if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3970             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3971         }
3972         if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3973             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3974         }
3975         if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3976             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3977         }
3978     } else
3979         pCaps->VolumeTextureAddressCaps = 0;
3980
3981     pCaps->LineCaps = WINED3DLINECAPS_TEXTURE       |
3982                       WINED3DLINECAPS_ZTEST         |
3983                       WINED3DLINECAPS_BLEND         |
3984                       WINED3DLINECAPS_ALPHACMP      |
3985                       WINED3DLINECAPS_FOG;
3986     /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
3987      * idea how generating the smoothing alpha values works; the result is different
3988      */
3989
3990     pCaps->MaxTextureWidth  = GL_LIMITS(texture_size);
3991     pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
3992
3993     if(GL_SUPPORT(EXT_TEXTURE3D))
3994         pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
3995     else
3996         pCaps->MaxVolumeExtent = 0;
3997
3998     pCaps->MaxTextureRepeat = 32768;
3999     pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
4000     pCaps->MaxVertexW = 1.0f;
4001
4002     pCaps->GuardBandLeft = 0.0f;
4003     pCaps->GuardBandTop = 0.0f;
4004     pCaps->GuardBandRight = 0.0f;
4005     pCaps->GuardBandBottom = 0.0f;
4006
4007     pCaps->ExtentsAdjust = 0.0f;
4008
4009     pCaps->StencilCaps =  WINED3DSTENCILCAPS_DECRSAT |
4010                           WINED3DSTENCILCAPS_INCRSAT |
4011                           WINED3DSTENCILCAPS_INVERT  |
4012                           WINED3DSTENCILCAPS_KEEP    |
4013                           WINED3DSTENCILCAPS_REPLACE |
4014                           WINED3DSTENCILCAPS_ZERO;
4015     if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
4016         pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR  |
4017                               WINED3DSTENCILCAPS_INCR;
4018     }
4019     if ( This->dxVersion > 8 &&
4020         ( GL_SUPPORT(EXT_STENCIL_TWO_SIDE) ||
4021             GL_SUPPORT(ATI_SEPARATE_STENCIL) ) ) {
4022         pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4023     }
4024
4025     pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4026
4027     pCaps->MaxUserClipPlanes       = GL_LIMITS(clipplanes);
4028     pCaps->MaxActiveLights         = GL_LIMITS(lights);
4029
4030     pCaps->MaxVertexBlendMatrices      = GL_LIMITS(blends);
4031     pCaps->MaxVertexBlendMatrixIndex   = 0;
4032
4033     pCaps->MaxAnisotropy   = GL_LIMITS(anisotropy);
4034     pCaps->MaxPointSize    = GL_LIMITS(pointsize);
4035
4036
4037     pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4038                                   WINED3DVTXPCAPS_MATERIALSOURCE7   |
4039                                   WINED3DVTXPCAPS_POSITIONALLIGHTS  |
4040                                   WINED3DVTXPCAPS_LOCALVIEWER       |
4041                                   WINED3DVTXPCAPS_VERTEXFOG         |
4042                                   WINED3DVTXPCAPS_TEXGEN;
4043                                   /* FIXME: Add 
4044                                      D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4045
4046     pCaps->MaxPrimitiveCount   = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4047     pCaps->MaxVertexIndex      = 0xFFFFF;
4048     pCaps->MaxStreams          = MAX_STREAMS;
4049     pCaps->MaxStreamStride     = 1024;
4050
4051     /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4052     pCaps->DevCaps2                          = WINED3DDEVCAPS2_STREAMOFFSET |
4053                                                WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4054     pCaps->MaxNpatchTessellationLevel        = 0;
4055     pCaps->MasterAdapterOrdinal              = 0;
4056     pCaps->AdapterOrdinalInGroup             = 0;
4057     pCaps->NumberOfAdaptersInGroup           = 1;
4058
4059     pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
4060
4061     pCaps->StretchRectFilterCaps             = WINED3DPTFILTERCAPS_MINFPOINT  |
4062                                                 WINED3DPTFILTERCAPS_MAGFPOINT  |
4063                                                 WINED3DPTFILTERCAPS_MINFLINEAR |
4064                                                 WINED3DPTFILTERCAPS_MAGFLINEAR;
4065     pCaps->VertexTextureFilterCaps           = 0;
4066
4067     memset(&shader_caps, 0, sizeof(shader_caps));
4068     shader_backend = select_shader_backend(adapter, DeviceType);
4069     shader_backend->shader_get_caps(DeviceType, &adapter->gl_info, &shader_caps);
4070
4071     memset(&fragment_caps, 0, sizeof(fragment_caps));
4072     frag_pipeline = select_fragment_implementation(adapter, DeviceType);
4073     frag_pipeline->get_caps(DeviceType, &adapter->gl_info, &fragment_caps);
4074
4075     /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4076     pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4077
4078     /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4079      * Ignore shader model capabilities if disabled in config
4080      */
4081     if(vs_selected_mode == SHADER_NONE) {
4082         TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4083         pCaps->VertexShaderVersion          = WINED3DVS_VERSION(0,0);
4084         pCaps->MaxVertexShaderConst         = 0;
4085     } else {
4086         pCaps->VertexShaderVersion          = shader_caps.VertexShaderVersion;
4087         pCaps->MaxVertexShaderConst         = shader_caps.MaxVertexShaderConst;
4088     }
4089
4090     if(ps_selected_mode == SHADER_NONE) {
4091         TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4092         pCaps->PixelShaderVersion           = WINED3DPS_VERSION(0,0);
4093         pCaps->PixelShader1xMaxValue        = 0.0f;
4094     } else {
4095         pCaps->PixelShaderVersion           = shader_caps.PixelShaderVersion;
4096         pCaps->PixelShader1xMaxValue        = shader_caps.PixelShader1xMaxValue;
4097     }
4098
4099     pCaps->TextureOpCaps                    = fragment_caps.TextureOpCaps;
4100     pCaps->MaxTextureBlendStages            = fragment_caps.MaxTextureBlendStages;
4101     pCaps->MaxSimultaneousTextures          = fragment_caps.MaxSimultaneousTextures;
4102
4103     pCaps->VS20Caps                         = shader_caps.VS20Caps;
4104     pCaps->MaxVShaderInstructionsExecuted   = shader_caps.MaxVShaderInstructionsExecuted;
4105     pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
4106     pCaps->PS20Caps                         = shader_caps.PS20Caps;
4107     pCaps->MaxPShaderInstructionsExecuted   = shader_caps.MaxPShaderInstructionsExecuted;
4108     pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
4109
4110     /* The following caps are shader specific, but they are things we cannot detect, or which
4111      * are the same among all shader models. So to avoid code duplication set the shader version
4112      * specific, but otherwise constant caps here
4113      */
4114     if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4115         /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4116         use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4117         pCaps->VS20Caps.Caps                     = WINED3DVS20CAPS_PREDICATION;
4118         pCaps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4119         pCaps->VS20Caps.NumTemps                 = max(32, adapter->gl_info.vs_arb_max_temps);
4120         pCaps->VS20Caps.StaticFlowControlDepth   = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4121
4122         pCaps->MaxVShaderInstructionsExecuted    = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4123         pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.vs_arb_max_instructions);
4124     } else if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
4125         pCaps->VS20Caps.Caps                     = 0;
4126         pCaps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4127         pCaps->VS20Caps.NumTemps                 = max(12, adapter->gl_info.vs_arb_max_temps);
4128         pCaps->VS20Caps.StaticFlowControlDepth   = 1;
4129
4130         pCaps->MaxVShaderInstructionsExecuted    = 65535;
4131         pCaps->MaxVertexShader30InstructionSlots = 0;
4132     } else { /* VS 1.x */
4133         pCaps->VS20Caps.Caps                     = 0;
4134         pCaps->VS20Caps.DynamicFlowControlDepth  = 0;
4135         pCaps->VS20Caps.NumTemps                 = 0;
4136         pCaps->VS20Caps.StaticFlowControlDepth   = 0;
4137
4138         pCaps->MaxVShaderInstructionsExecuted    = 0;
4139         pCaps->MaxVertexShader30InstructionSlots = 0;
4140     }
4141
4142     if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4143         /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4144         use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4145
4146         /* Caps is more or less undocumented on MSDN but it appears to be used for PS20Caps based on results from R9600/FX5900/Geforce6800 cards from Windows */
4147         pCaps->PS20Caps.Caps                     = WINED3DPS20CAPS_ARBITRARYSWIZZLE     |
4148                 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4149                 WINED3DPS20CAPS_PREDICATION          |
4150                 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4151                 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4152         pCaps->PS20Caps.DynamicFlowControlDepth  = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4153         pCaps->PS20Caps.NumTemps                 = max(32, adapter->gl_info.ps_arb_max_temps);
4154         pCaps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4155         pCaps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4156
4157         pCaps->MaxPShaderInstructionsExecuted    = 65535;
4158         pCaps->MaxPixelShader30InstructionSlots  = max(WINED3DMIN30SHADERINSTRUCTIONS, adapter->gl_info.ps_arb_max_instructions);
4159     } else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
4160         /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4161         pCaps->PS20Caps.Caps                     = 0;
4162         pCaps->PS20Caps.DynamicFlowControlDepth  = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4163         pCaps->PS20Caps.NumTemps                 = max(12, adapter->gl_info.ps_arb_max_temps);
4164         pCaps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4165         pCaps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4166
4167         pCaps->MaxPShaderInstructionsExecuted    = 512; /* Minimum value, a GeforceFX uses 1024 */
4168         pCaps->MaxPixelShader30InstructionSlots  = 0;
4169     } else { /* PS 1.x */
4170         pCaps->PS20Caps.Caps                     = 0;
4171         pCaps->PS20Caps.DynamicFlowControlDepth  = 0;
4172         pCaps->PS20Caps.NumTemps                 = 0;
4173         pCaps->PS20Caps.StaticFlowControlDepth   = 0;
4174         pCaps->PS20Caps.NumInstructionSlots      = 0;
4175
4176         pCaps->MaxPShaderInstructionsExecuted    = 0;
4177         pCaps->MaxPixelShader30InstructionSlots  = 0;
4178     }
4179
4180     if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4181         /* OpenGL supports all the formats below, perhaps not always
4182          * without conversion, but it supports them.
4183          * Further GLSL doesn't seem to have an official unsigned type so
4184          * don't advertise it yet as I'm not sure how we handle it.
4185          * We might need to add some clamping in the shader engine to
4186          * support it.
4187          * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4188         pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4    |
4189                            WINED3DDTCAPS_UBYTE4N   |
4190                            WINED3DDTCAPS_SHORT2N   |
4191                            WINED3DDTCAPS_SHORT4N;
4192         if (GL_SUPPORT(ARB_HALF_FLOAT_VERTEX)) {
4193             pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4194                                 WINED3DDTCAPS_FLOAT16_4;
4195         }
4196     } else
4197         pCaps->DeclTypes                         = 0;
4198
4199     /* Set DirectDraw helper Caps */
4200     ckey_caps =                         WINEDDCKEYCAPS_DESTBLT              |
4201                                         WINEDDCKEYCAPS_SRCBLT;
4202     fx_caps =                           WINEDDFXCAPS_BLTALPHA               |
4203                                         WINEDDFXCAPS_BLTMIRRORLEFTRIGHT     |
4204                                         WINEDDFXCAPS_BLTMIRRORUPDOWN        |
4205                                         WINEDDFXCAPS_BLTROTATION90          |
4206                                         WINEDDFXCAPS_BLTSHRINKX             |
4207                                         WINEDDFXCAPS_BLTSHRINKXN            |
4208                                         WINEDDFXCAPS_BLTSHRINKY             |
4209                                         WINEDDFXCAPS_BLTSHRINKXN            |
4210                                         WINEDDFXCAPS_BLTSTRETCHX            |
4211                                         WINEDDFXCAPS_BLTSTRETCHXN           |
4212                                         WINEDDFXCAPS_BLTSTRETCHY            |
4213                                         WINEDDFXCAPS_BLTSTRETCHYN;
4214     blit_caps =                         WINEDDCAPS_BLT                      |
4215                                         WINEDDCAPS_BLTCOLORFILL             |
4216                                         WINEDDCAPS_BLTDEPTHFILL             |
4217                                         WINEDDCAPS_BLTSTRETCH               |
4218                                         WINEDDCAPS_CANBLTSYSMEM             |
4219                                         WINEDDCAPS_CANCLIP                  |
4220                                         WINEDDCAPS_CANCLIPSTRETCHED         |
4221                                         WINEDDCAPS_COLORKEY                 |
4222                                         WINEDDCAPS_COLORKEYHWASSIST         |
4223                                         WINEDDCAPS_ALIGNBOUNDARYSRC;
4224
4225     /* Fill the ddraw caps structure */
4226     pCaps->DirectDrawCaps.Caps =        WINEDDCAPS_GDI                      |
4227                                         WINEDDCAPS_PALETTE                  |
4228                                         blit_caps;
4229     pCaps->DirectDrawCaps.Caps2 =       WINEDDCAPS2_CERTIFIED                |
4230                                         WINEDDCAPS2_NOPAGELOCKREQUIRED       |
4231                                         WINEDDCAPS2_PRIMARYGAMMA             |
4232                                         WINEDDCAPS2_WIDESURFACES             |
4233                                         WINEDDCAPS2_CANRENDERWINDOWED;
4234     pCaps->DirectDrawCaps.SVBCaps =     blit_caps;
4235     pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4236     pCaps->DirectDrawCaps.SVBFXCaps =   fx_caps;
4237     pCaps->DirectDrawCaps.VSBCaps =     blit_caps;
4238     pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4239     pCaps->DirectDrawCaps.VSBFXCaps =   fx_caps;
4240     pCaps->DirectDrawCaps.SSBCaps =     blit_caps;
4241     pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4242     pCaps->DirectDrawCaps.SSBFXCaps =   fx_caps;
4243
4244     pCaps->DirectDrawCaps.ddsCaps =     WINEDDSCAPS_ALPHA                   |
4245                                         WINEDDSCAPS_BACKBUFFER              |
4246                                         WINEDDSCAPS_FLIP                    |
4247                                         WINEDDSCAPS_FRONTBUFFER             |
4248                                         WINEDDSCAPS_OFFSCREENPLAIN          |
4249                                         WINEDDSCAPS_PALETTE                 |
4250                                         WINEDDSCAPS_PRIMARYSURFACE          |
4251                                         WINEDDSCAPS_SYSTEMMEMORY            |
4252                                         WINEDDSCAPS_VIDEOMEMORY             |
4253                                         WINEDDSCAPS_VISIBLE;
4254     pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4255
4256     /* Set D3D caps if OpenGL is available. */
4257     if (adapter->opengl)
4258     {
4259         pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE                |
4260                                         WINEDDSCAPS_MIPMAP                  |
4261                                         WINEDDSCAPS_TEXTURE                 |
4262                                         WINEDDSCAPS_ZBUFFER;
4263         pCaps->DirectDrawCaps.Caps |=   WINEDDCAPS_3D;
4264     }
4265
4266     return WINED3D_OK;
4267 }
4268
4269 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
4270    and fields being inserted in the middle, a new structure is used in place    */
4271 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
4272         WINED3DDEVTYPE DeviceType, HWND hFocusWindow, DWORD BehaviourFlags, IUnknown *parent,
4273         IWineD3DDeviceParent *device_parent, IWineD3DDevice **ppReturnedDeviceInterface)
4274 {
4275     IWineD3DDeviceImpl *object  = NULL;
4276     IWineD3DImpl       *This    = (IWineD3DImpl *)iface;
4277     struct WineD3DAdapter *adapter = &This->adapters[Adapter];
4278     WINED3DDISPLAYMODE  mode;
4279     const struct fragment_pipeline *frag_pipeline = NULL;
4280     int i;
4281     struct fragment_caps ffp_caps;
4282     struct shader_caps shader_caps;
4283     HRESULT hr;
4284
4285     /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4286      * number and create a device without a 3D adapter for 2D only operation.
4287      */
4288     if (IWineD3D_GetAdapterCount(iface) && Adapter >= IWineD3D_GetAdapterCount(iface)) {
4289         return WINED3DERR_INVALIDCALL;
4290     }
4291
4292     /* Create a WineD3DDevice object */
4293     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
4294     *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
4295     TRACE("Created WineD3DDevice object @ %p\n", object);
4296     if (NULL == object) {
4297       return WINED3DERR_OUTOFVIDEOMEMORY;
4298     }
4299
4300     /* Set up initial COM information */
4301     object->lpVtbl  = &IWineD3DDevice_Vtbl;
4302     object->ref     = 1;
4303     object->wineD3D = iface;
4304     object->adapter = This->adapter_count ? adapter : NULL;
4305     IWineD3D_AddRef(object->wineD3D);
4306     object->parent  = parent;
4307     object->device_parent = device_parent;
4308     list_init(&object->resources);
4309     list_init(&object->shaders);
4310
4311     if(This->dxVersion == 7) {
4312         object->surface_alignment = DDRAW_PITCH_ALIGNMENT;
4313     } else {
4314         object->surface_alignment = D3D8_PITCH_ALIGNMENT;
4315     }
4316     object->posFixup[0] = 1.0f; /* This is needed to get the x coord unmodified through a MAD. */
4317
4318     /* Set the state up as invalid until the device is fully created */
4319     object->state   = WINED3DERR_DRIVERINTERNALERROR;
4320
4321     TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType,
4322           hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
4323
4324     /* Save the creation parameters */
4325     object->createParms.AdapterOrdinal = Adapter;
4326     object->createParms.DeviceType     = DeviceType;
4327     object->createParms.hFocusWindow   = hFocusWindow;
4328     object->createParms.BehaviorFlags  = BehaviourFlags;
4329
4330     /* Initialize other useful values */
4331     object->adapterNo                    = Adapter;
4332     object->devType                      = DeviceType;
4333
4334     select_shader_mode(&adapter->gl_info, DeviceType,
4335             &object->ps_selected_mode, &object->vs_selected_mode);
4336     object->shader_backend = select_shader_backend(adapter, DeviceType);
4337
4338     memset(&shader_caps, 0, sizeof(shader_caps));
4339     object->shader_backend->shader_get_caps(DeviceType, &adapter->gl_info, &shader_caps);
4340     object->d3d_vshader_constantF = shader_caps.MaxVertexShaderConst;
4341     object->d3d_pshader_constantF = shader_caps.MaxPixelShaderConst;
4342     object->vs_clipping = shader_caps.VSClipping;
4343
4344     memset(&ffp_caps, 0, sizeof(ffp_caps));
4345     frag_pipeline = select_fragment_implementation(adapter, DeviceType);
4346     object->frag_pipe = frag_pipeline;
4347     frag_pipeline->get_caps(DeviceType, &adapter->gl_info, &ffp_caps);
4348     object->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
4349     object->max_ffp_texture_stages = ffp_caps.MaxTextureBlendStages;
4350     hr = compile_state_table(object->StateTable, object->multistate_funcs, &adapter->gl_info,
4351                         ffp_vertexstate_template, frag_pipeline, misc_state_template);
4352
4353     if (FAILED(hr)) {
4354         IWineD3D_Release(object->wineD3D);
4355         HeapFree(GetProcessHeap(), 0, object);
4356
4357         return hr;
4358     }
4359
4360     object->blitter = select_blit_implementation(adapter, DeviceType);
4361
4362     /* set the state of the device to valid */
4363     object->state = WINED3D_OK;
4364
4365     /* Get the initial screen setup for ddraw */
4366     IWineD3DImpl_GetAdapterDisplayMode(iface, Adapter, &mode);
4367
4368     object->ddraw_width = mode.Width;
4369     object->ddraw_height = mode.Height;
4370     object->ddraw_format = mode.Format;
4371
4372     for(i = 0; i < PATCHMAP_SIZE; i++) {
4373         list_init(&object->patches[i]);
4374     }
4375
4376     IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *ppReturnedDeviceInterface);
4377
4378     return WINED3D_OK;
4379 }
4380
4381 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
4382     IWineD3DImpl *This = (IWineD3DImpl *)iface;
4383     IUnknown_AddRef(This->parent);
4384     *pParent = This->parent;
4385     return WINED3D_OK;
4386 }
4387
4388 ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface) {
4389     IUnknown* surfaceParent;
4390     TRACE("(%p) call back\n", pSurface);
4391
4392     /* Now, release the parent, which will take care of cleaning up the surface for us */
4393     IWineD3DSurface_GetParent(pSurface, &surfaceParent);
4394     IUnknown_Release(surfaceParent);
4395     return IUnknown_Release(surfaceParent);
4396 }
4397
4398 ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
4399     IUnknown* volumeParent;
4400     TRACE("(%p) call back\n", pVolume);
4401
4402     /* Now, release the parent, which will take care of cleaning up the volume for us */
4403     IWineD3DVolume_GetParent(pVolume, &volumeParent);
4404     IUnknown_Release(volumeParent);
4405     return IUnknown_Release(volumeParent);
4406 }
4407
4408 static void WINE_GLAPI invalid_func(const void *data)
4409 {
4410     ERR("Invalid vertex attribute function called\n");
4411     DebugBreak();
4412 }
4413
4414 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4415 {
4416     ERR("Invalid texcoord function called\n");
4417     DebugBreak();
4418 }
4419
4420 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4421  * the extension detection and are used in drawStridedSlow
4422  */
4423 static void WINE_GLAPI position_d3dcolor(const void *data)
4424 {
4425     DWORD pos = *((const DWORD *)data);
4426
4427     FIXME("Add a test for fixed function position from d3dcolor type\n");
4428     glVertex4s(D3DCOLOR_B_R(pos),
4429                D3DCOLOR_B_G(pos),
4430                D3DCOLOR_B_B(pos),
4431                D3DCOLOR_B_A(pos));
4432 }
4433
4434 static void WINE_GLAPI position_float4(const void *data)
4435 {
4436     const GLfloat *pos = data;
4437
4438     if (pos[3] != 0.0f && pos[3] != 1.0f)
4439     {
4440         float w = 1.0f / pos[3];
4441
4442         glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4443     }
4444     else
4445     {
4446         glVertex3fv(pos);
4447     }
4448 }
4449
4450 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4451 {
4452     DWORD diffuseColor = *((const DWORD *)data);
4453
4454     glColor4ub(D3DCOLOR_B_R(diffuseColor),
4455                D3DCOLOR_B_G(diffuseColor),
4456                D3DCOLOR_B_B(diffuseColor),
4457                D3DCOLOR_B_A(diffuseColor));
4458 }
4459
4460 static void WINE_GLAPI specular_d3dcolor(const void *data)
4461 {
4462     DWORD specularColor = *((const DWORD *)data);
4463     GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4464             D3DCOLOR_B_G(specularColor),
4465             D3DCOLOR_B_B(specularColor)};
4466
4467     specular_func_3ubv(d);
4468 }
4469
4470 static void WINE_GLAPI warn_no_specular_func(const void *data)
4471 {
4472     WARN("GL_EXT_secondary_color not supported\n");
4473 }
4474
4475 static void fillGLAttribFuncs(const WineD3D_GL_Info *gl_info)
4476 {
4477     position_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
4478     position_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
4479     position_funcs[WINED3D_FFP_EMIT_FLOAT3]      = (glAttribFunc)glVertex3fv;
4480     position_funcs[WINED3D_FFP_EMIT_FLOAT4]      = position_float4;
4481     position_funcs[WINED3D_FFP_EMIT_D3DCOLOR]    = position_d3dcolor;
4482     position_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
4483     position_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
4484     position_funcs[WINED3D_FFP_EMIT_SHORT4]      = (glAttribFunc)glVertex2sv;
4485     position_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
4486     position_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
4487     position_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
4488     position_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
4489     position_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
4490     position_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
4491     position_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
4492     position_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
4493     position_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
4494
4495     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1]       = invalid_func;
4496     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2]       = invalid_func;
4497     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3]       = (glAttribFunc)glColor3fv;
4498     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4]       = (glAttribFunc)glColor4fv;
4499     diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR]     = diffuse_d3dcolor;
4500     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4]       = invalid_func;
4501     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2]       = invalid_func;
4502     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4]       = invalid_func;
4503     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N]      = (glAttribFunc)glColor4ubv;
4504     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N]      = invalid_func;
4505     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N]      = (glAttribFunc)glColor4sv;
4506     diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N]     = invalid_func;
4507     diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N]     = (glAttribFunc)glColor4usv;
4508     diffuse_funcs[WINED3D_FFP_EMIT_UDEC3]        = invalid_func;
4509     diffuse_funcs[WINED3D_FFP_EMIT_DEC3N]        = invalid_func;
4510     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2]    = invalid_func;
4511     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4]    = invalid_func;
4512
4513     /* No 4 component entry points here */
4514     specular_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
4515     specular_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
4516     if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4517         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4518     } else {
4519         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = warn_no_specular_func;
4520     }
4521     specular_funcs[WINED3D_FFP_EMIT_FLOAT4]      = invalid_func;
4522     if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4523         specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4524         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4525     } else {
4526         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4527     }
4528     specular_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
4529     specular_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
4530     specular_funcs[WINED3D_FFP_EMIT_SHORT4]      = invalid_func;
4531     specular_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
4532     specular_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
4533     specular_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
4534     specular_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
4535     specular_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
4536     specular_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
4537     specular_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
4538     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
4539     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
4540
4541     /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4542      * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4543      */
4544     normal_funcs[WINED3D_FFP_EMIT_FLOAT1]         = invalid_func;
4545     normal_funcs[WINED3D_FFP_EMIT_FLOAT2]         = invalid_func;
4546     normal_funcs[WINED3D_FFP_EMIT_FLOAT3]         = (glAttribFunc)glNormal3fv;
4547     normal_funcs[WINED3D_FFP_EMIT_FLOAT4]         = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4548     normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR]       = invalid_func;
4549     normal_funcs[WINED3D_FFP_EMIT_UBYTE4]         = invalid_func;
4550     normal_funcs[WINED3D_FFP_EMIT_SHORT2]         = invalid_func;
4551     normal_funcs[WINED3D_FFP_EMIT_SHORT4]         = invalid_func;
4552     normal_funcs[WINED3D_FFP_EMIT_UBYTE4N]        = invalid_func;
4553     normal_funcs[WINED3D_FFP_EMIT_SHORT2N]        = invalid_func;
4554     normal_funcs[WINED3D_FFP_EMIT_SHORT4N]        = invalid_func;
4555     normal_funcs[WINED3D_FFP_EMIT_USHORT2N]       = invalid_func;
4556     normal_funcs[WINED3D_FFP_EMIT_USHORT4N]       = invalid_func;
4557     normal_funcs[WINED3D_FFP_EMIT_UDEC3]          = invalid_func;
4558     normal_funcs[WINED3D_FFP_EMIT_DEC3N]          = invalid_func;
4559     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2]      = invalid_func;
4560     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4]      = invalid_func;
4561
4562     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4563     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
4564     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
4565     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
4566     multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR]  = invalid_texcoord_func;
4567     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4]    = invalid_texcoord_func;
4568     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
4569     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
4570     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N]   = invalid_texcoord_func;
4571     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N]   = invalid_texcoord_func;
4572     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N]   = invalid_texcoord_func;
4573     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N]  = invalid_texcoord_func;
4574     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N]  = invalid_texcoord_func;
4575     multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3]     = invalid_texcoord_func;
4576     multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N]     = invalid_texcoord_func;
4577     if (GL_SUPPORT(NV_HALF_FLOAT))
4578     {
4579         /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
4580         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
4581         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
4582     } else {
4583         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
4584         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
4585     }
4586 }
4587
4588 BOOL InitAdapters(IWineD3DImpl *This)
4589 {
4590     static HMODULE mod_gl;
4591     BOOL ret;
4592     int ps_selected_mode, vs_selected_mode;
4593
4594     /* No need to hold any lock. The calling library makes sure only one thread calls
4595      * wined3d simultaneously
4596      */
4597
4598     TRACE("Initializing adapters\n");
4599
4600     if(!mod_gl) {
4601 #ifdef USE_WIN32_OPENGL
4602 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4603         mod_gl = LoadLibraryA("opengl32.dll");
4604         if(!mod_gl) {
4605             ERR("Can't load opengl32.dll!\n");
4606             goto nogl_adapter;
4607         }
4608 #else
4609 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4610         /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4611         mod_gl = GetModuleHandleA("gdi32.dll");
4612 #endif
4613     }
4614
4615 /* Load WGL core functions from opengl32.dll */
4616 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
4617     WGL_FUNCS_GEN;
4618 #undef USE_WGL_FUNC
4619
4620     if(!pwglGetProcAddress) {
4621         ERR("Unable to load wglGetProcAddress!\n");
4622         goto nogl_adapter;
4623     }
4624
4625 /* Dynamically load all GL core functions */
4626     GL_FUNCS_GEN;
4627 #undef USE_GL_FUNC
4628
4629     /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
4630      * otherwise because we have to use winex11.drv's override
4631      */
4632 #ifdef USE_WIN32_OPENGL
4633     glFinish = (void*)GetProcAddress(mod_gl, "glFinish");
4634     glFlush = (void*)GetProcAddress(mod_gl, "glFlush");
4635 #else
4636     glFinish = (void*)pwglGetProcAddress("wglFinish");
4637     glFlush = (void*)pwglGetProcAddress("wglFlush");
4638 #endif
4639
4640     glEnableWINE = glEnable;
4641     glDisableWINE = glDisable;
4642
4643     /* For now only one default adapter */
4644     {
4645         struct WineD3DAdapter *adapter = &This->adapters[0];
4646         const WineD3D_GL_Info *gl_info = &adapter->gl_info;
4647         struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
4648         int iPixelFormat;
4649         int res;
4650         int i;
4651         WineD3D_PixelFormat *cfgs;
4652         DISPLAY_DEVICEW DisplayDevice;
4653         HDC hdc;
4654
4655         TRACE("Initializing default adapter\n");
4656         adapter->num = 0;
4657         adapter->monitorPoint.x = -1;
4658         adapter->monitorPoint.y = -1;
4659
4660         if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
4661         {
4662             ERR("Failed to get a gl context for default adapter\n");
4663             goto nogl_adapter;
4664         }
4665
4666         ret = IWineD3DImpl_FillGLCaps(&adapter->gl_info);
4667         if(!ret) {
4668             ERR("Failed to initialize gl caps for default adapter\n");
4669             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4670             goto nogl_adapter;
4671         }
4672         ret = initPixelFormats(&adapter->gl_info);
4673         if(!ret) {
4674             ERR("Failed to init gl formats\n");
4675             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4676             goto nogl_adapter;
4677         }
4678
4679         hdc = fake_gl_ctx.dc;
4680
4681         adapter->driver = "Display";
4682         adapter->description = "Direct3D HAL";
4683
4684         /* Use the VideoRamSize registry setting when set */
4685         if(wined3d_settings.emulated_textureram)
4686             adapter->TextureRam = wined3d_settings.emulated_textureram;
4687         else
4688             adapter->TextureRam = adapter->gl_info.vidmem;
4689         adapter->UsedTextureRam = 0;
4690         TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
4691
4692         /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
4693         DisplayDevice.cb = sizeof(DisplayDevice);
4694         EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
4695         TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
4696         strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
4697
4698         if(GL_SUPPORT(WGL_ARB_PIXEL_FORMAT))
4699         {
4700             int attribute;
4701             int attribs[10];
4702             int values[10];
4703             int nAttribs = 0;
4704
4705             attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
4706             GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
4707
4708             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
4709             cfgs = adapter->cfgs;
4710             attribs[nAttribs++] = WGL_RED_BITS_ARB;
4711             attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
4712             attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
4713             attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
4714             attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
4715             attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
4716             attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
4717             attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
4718             attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
4719             attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
4720
4721             for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
4722             {
4723                 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
4724
4725                 if(!res)
4726                     continue;
4727
4728                 /* Cache the pixel format */
4729                 cfgs->iPixelFormat = iPixelFormat;
4730                 cfgs->redSize = values[0];
4731                 cfgs->greenSize = values[1];
4732                 cfgs->blueSize = values[2];
4733                 cfgs->alphaSize = values[3];
4734                 cfgs->depthSize = values[4];
4735                 cfgs->stencilSize = values[5];
4736                 cfgs->windowDrawable = values[6];
4737                 cfgs->iPixelType = values[7];
4738                 cfgs->doubleBuffer = values[8];
4739                 cfgs->auxBuffers = values[9];
4740
4741                 cfgs->pbufferDrawable = FALSE;
4742                 /* Check for pbuffer support when it is around as wglGetPixelFormatAttribiv fails for unknown attributes. */
4743                 if(GL_SUPPORT(WGL_ARB_PBUFFER)) {
4744                     int attrib = WGL_DRAW_TO_PBUFFER_ARB;
4745                     int value;
4746                     if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
4747                         cfgs->pbufferDrawable = value;
4748                 }
4749
4750                 cfgs->numSamples = 0;
4751                 /* Check multisample support */
4752                 if(GL_SUPPORT(ARB_MULTISAMPLE)) {
4753                     int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
4754                     int value[2];
4755                     if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
4756                         /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
4757                         * value[1] = number of multi sample buffers*/
4758                         if(value[0])
4759                             cfgs->numSamples = value[1];
4760                     }
4761                 }
4762
4763                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable);
4764                 cfgs++;
4765             }
4766         }
4767         else
4768         {
4769             int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
4770             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
4771             adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
4772
4773             cfgs = adapter->cfgs;
4774             for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
4775             {
4776                 PIXELFORMATDESCRIPTOR ppfd;
4777
4778                 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
4779                 if(!res)
4780                     continue;
4781
4782                 /* We only want HW acceleration using an OpenGL ICD driver.
4783                  * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
4784                  * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
4785                  */
4786                 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
4787                 {
4788                     TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
4789                     continue;
4790                 }
4791
4792                 cfgs->iPixelFormat = iPixelFormat;
4793                 cfgs->redSize = ppfd.cRedBits;
4794                 cfgs->greenSize = ppfd.cGreenBits;
4795                 cfgs->blueSize = ppfd.cBlueBits;
4796                 cfgs->alphaSize = ppfd.cAlphaBits;
4797                 cfgs->depthSize = ppfd.cDepthBits;
4798                 cfgs->stencilSize = ppfd.cStencilBits;
4799                 cfgs->pbufferDrawable = 0;
4800                 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
4801                 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
4802                 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
4803                 cfgs->auxBuffers = ppfd.cAuxBuffers;
4804                 cfgs->numSamples = 0;
4805
4806                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable);
4807                 cfgs++;
4808                 adapter->nCfgs++;
4809             }
4810
4811             /* Yikes we haven't found any suitable formats. This should only happen in case of GDI software rendering which we can't use anyway as its 3D functionality is very, very limited */
4812             if(!adapter->nCfgs)
4813             {
4814                 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
4815
4816                 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4817                 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
4818                 goto nogl_adapter;
4819             }
4820         }
4821
4822         /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
4823          * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
4824          * but just fake it using D24(X8?) which is fine. D3D also allows that.
4825          * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
4826          * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
4827          * driver is allowed to consume more bits EXCEPT for stencil bits.
4828          *
4829          * Mark an adapter with this broken stencil behavior.
4830          */
4831         adapter->brokenStencil = TRUE;
4832         for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
4833         {
4834             /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
4835             if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
4836                 adapter->brokenStencil = FALSE;
4837                 break;
4838             }
4839         }
4840
4841         WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4842
4843         select_shader_mode(&adapter->gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
4844         select_shader_max_constants(ps_selected_mode, vs_selected_mode, &adapter->gl_info);
4845         fillGLAttribFuncs(&adapter->gl_info);
4846         adapter->opengl = TRUE;
4847     }
4848     This->adapter_count = 1;
4849     TRACE("%u adapters successfully initialized\n", This->adapter_count);
4850
4851     return TRUE;
4852
4853 nogl_adapter:
4854     /* Initialize an adapter for ddraw-only memory counting */
4855     memset(This->adapters, 0, sizeof(This->adapters));
4856     This->adapters[0].num = 0;
4857     This->adapters[0].opengl = FALSE;
4858     This->adapters[0].monitorPoint.x = -1;
4859     This->adapters[0].monitorPoint.y = -1;
4860
4861     This->adapters[0].driver = "Display";
4862     This->adapters[0].description = "WineD3D DirectDraw Emulation";
4863     if(wined3d_settings.emulated_textureram) {
4864         This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4865     } else {
4866         This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
4867     }
4868
4869     initPixelFormatsNoGL(&This->adapters[0].gl_info);
4870
4871     This->adapter_count = 1;
4872     return FALSE;
4873 }
4874
4875 /**********************************************************
4876  * IWineD3D VTbl follows
4877  **********************************************************/
4878
4879 const IWineD3DVtbl IWineD3D_Vtbl =
4880 {
4881     /* IUnknown */
4882     IWineD3DImpl_QueryInterface,
4883     IWineD3DImpl_AddRef,
4884     IWineD3DImpl_Release,
4885     /* IWineD3D */
4886     IWineD3DImpl_GetParent,
4887     IWineD3DImpl_GetAdapterCount,
4888     IWineD3DImpl_RegisterSoftwareDevice,
4889     IWineD3DImpl_GetAdapterMonitor,
4890     IWineD3DImpl_GetAdapterModeCount,
4891     IWineD3DImpl_EnumAdapterModes,
4892     IWineD3DImpl_GetAdapterDisplayMode,
4893     IWineD3DImpl_GetAdapterIdentifier,
4894     IWineD3DImpl_CheckDeviceMultiSampleType,
4895     IWineD3DImpl_CheckDepthStencilMatch,
4896     IWineD3DImpl_CheckDeviceType,
4897     IWineD3DImpl_CheckDeviceFormat,
4898     IWineD3DImpl_CheckDeviceFormatConversion,
4899     IWineD3DImpl_GetDeviceCaps,
4900     IWineD3DImpl_CreateDevice
4901 };