wined3d: Use lookup tables in select_card_nvidia_binary().
[wine] / dlls / wined3d / directx.c
1 /*
2  * IWineD3D implementation
3  *
4  * Copyright 2002-2004 Jason Edmeades
5  * Copyright 2003-2004 Raphael Junqueira
6  * Copyright 2004 Christian Costa
7  * Copyright 2005 Oliver Stieber
8  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
9  * Copyright 2009 Henri Verbeet for CodeWeavers
10  *
11  * This library is free software; you can redistribute it and/or
12  * modify it under the terms of the GNU Lesser General Public
13  * License as published by the Free Software Foundation; either
14  * version 2.1 of the License, or (at your option) any later version.
15  *
16  * This library is distributed in the hope that it will be useful,
17  * but WITHOUT ANY WARRANTY; without even the implied warranty of
18  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
19  * Lesser General Public License for more details.
20  *
21  * You should have received a copy of the GNU Lesser General Public
22  * License along with this library; if not, write to the Free Software
23  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24  */
25
26 #include "config.h"
27 #include <stdio.h>
28 #include "wined3d_private.h"
29
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
32
33 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
34
35 /* The d3d device ID */
36 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
37
38 /* Extension detection */
39 static const struct {
40     const char *extension_string;
41     GL_SupportedExt extension;
42     DWORD version;
43 } EXTENSION_MAP[] = {
44     /* APPLE */
45     {"GL_APPLE_client_storage",             APPLE_CLIENT_STORAGE,           0                           },
46     {"GL_APPLE_fence",                      APPLE_FENCE,                    0                           },
47     {"GL_APPLE_float_pixels",               APPLE_FLOAT_PIXELS,             0                           },
48     {"GL_APPLE_flush_buffer_range",         APPLE_FLUSH_BUFFER_RANGE,       0                           },
49     {"GL_APPLE_flush_render",               APPLE_FLUSH_RENDER,             0                           },
50     {"GL_APPLE_ycbcr_422",                  APPLE_YCBCR_422,                0                           },
51
52     /* ARB */
53     {"GL_ARB_color_buffer_float",           ARB_COLOR_BUFFER_FLOAT,         0                           },
54     {"GL_ARB_depth_buffer_float",           ARB_DEPTH_BUFFER_FLOAT,         0                           },
55     {"GL_ARB_depth_clamp",                  ARB_DEPTH_CLAMP,                0                           },
56     {"GL_ARB_depth_texture",                ARB_DEPTH_TEXTURE,              0                           },
57     {"GL_ARB_draw_buffers",                 ARB_DRAW_BUFFERS,               0                           },
58     {"GL_ARB_fragment_program",             ARB_FRAGMENT_PROGRAM,           0                           },
59     {"GL_ARB_fragment_shader",              ARB_FRAGMENT_SHADER,            0                           },
60     {"GL_ARB_framebuffer_object",           ARB_FRAMEBUFFER_OBJECT,         0                           },
61     {"GL_ARB_geometry_shader4",             ARB_GEOMETRY_SHADER4,           0                           },
62     {"GL_ARB_half_float_pixel",             ARB_HALF_FLOAT_PIXEL,           0                           },
63     {"GL_ARB_half_float_vertex",            ARB_HALF_FLOAT_VERTEX,          0                           },
64     {"GL_ARB_imaging",                      ARB_IMAGING,                    0                           },
65     {"GL_ARB_map_buffer_range",             ARB_MAP_BUFFER_RANGE,           0                           },
66     {"GL_ARB_multisample",                  ARB_MULTISAMPLE,                0                           }, /* needs GLX_ARB_MULTISAMPLE as well */
67     {"GL_ARB_multitexture",                 ARB_MULTITEXTURE,               0                           },
68     {"GL_ARB_occlusion_query",              ARB_OCCLUSION_QUERY,            0                           },
69     {"GL_ARB_pixel_buffer_object",          ARB_PIXEL_BUFFER_OBJECT,        0                           },
70     {"GL_ARB_point_parameters",             ARB_POINT_PARAMETERS,           0                           },
71     {"GL_ARB_point_sprite",                 ARB_POINT_SPRITE,               0                           },
72     {"GL_ARB_provoking_vertex",             ARB_PROVOKING_VERTEX,           0                           },
73     {"GL_ARB_shader_objects",               ARB_SHADER_OBJECTS,             0                           },
74     {"GL_ARB_shader_texture_lod",           ARB_SHADER_TEXTURE_LOD,         0                           },
75     {"GL_ARB_shading_language_100",         ARB_SHADING_LANGUAGE_100,       0                           },
76     {"GL_ARB_shadow",                       ARB_SHADOW,                     0                           },
77     {"GL_ARB_sync",                         ARB_SYNC,                       0                           },
78     {"GL_ARB_texture_border_clamp",         ARB_TEXTURE_BORDER_CLAMP,       0                           },
79     {"GL_ARB_texture_compression",          ARB_TEXTURE_COMPRESSION,        0                           },
80     {"GL_ARB_texture_compression_rgtc",     ARB_TEXTURE_COMPRESSION_RGTC,   0                           },
81     {"GL_ARB_texture_cube_map",             ARB_TEXTURE_CUBE_MAP,           0                           },
82     {"GL_ARB_texture_env_add",              ARB_TEXTURE_ENV_ADD,            0                           },
83     {"GL_ARB_texture_env_combine",          ARB_TEXTURE_ENV_COMBINE,        0                           },
84     {"GL_ARB_texture_env_dot3",             ARB_TEXTURE_ENV_DOT3,           0                           },
85     {"GL_ARB_texture_float",                ARB_TEXTURE_FLOAT,              0                           },
86     {"GL_ARB_texture_mirrored_repeat",      ARB_TEXTURE_MIRRORED_REPEAT,    0                           },
87     {"GL_ARB_texture_non_power_of_two",     ARB_TEXTURE_NON_POWER_OF_TWO,   MAKEDWORD_VERSION(2, 0)     },
88     {"GL_ARB_texture_rectangle",            ARB_TEXTURE_RECTANGLE,          0                           },
89     {"GL_ARB_texture_rg",                   ARB_TEXTURE_RG,                 0                           },
90     {"GL_ARB_vertex_array_bgra",            ARB_VERTEX_ARRAY_BGRA,          0                           },
91     {"GL_ARB_vertex_blend",                 ARB_VERTEX_BLEND,               0                           },
92     {"GL_ARB_vertex_buffer_object",         ARB_VERTEX_BUFFER_OBJECT,       0                           },
93     {"GL_ARB_vertex_program",               ARB_VERTEX_PROGRAM,             0                           },
94     {"GL_ARB_vertex_shader",                ARB_VERTEX_SHADER,              0                           },
95
96     /* ATI */
97     {"GL_ATI_fragment_shader",              ATI_FRAGMENT_SHADER,            0                           },
98     {"GL_ATI_separate_stencil",             ATI_SEPARATE_STENCIL,           0                           },
99     {"GL_ATI_texture_compression_3dc",      ATI_TEXTURE_COMPRESSION_3DC,    0                           },
100     {"GL_ATI_texture_env_combine3",         ATI_TEXTURE_ENV_COMBINE3,       0                           },
101     {"GL_ATI_texture_mirror_once",          ATI_TEXTURE_MIRROR_ONCE,        0                           },
102
103     /* EXT */
104     {"GL_EXT_blend_color",                  EXT_BLEND_COLOR,                0                           },
105     {"GL_EXT_blend_equation_separate",      EXT_BLEND_EQUATION_SEPARATE,    0                           },
106     {"GL_EXT_blend_func_separate",          EXT_BLEND_FUNC_SEPARATE,        0                           },
107     {"GL_EXT_blend_minmax",                 EXT_BLEND_MINMAX,               0                           },
108     {"GL_EXT_depth_bounds_test",            EXT_DEPTH_BOUNDS_TEST,          0                           },
109     {"GL_EXT_draw_buffers2",                EXT_DRAW_BUFFERS2,              0                           },
110     {"GL_EXT_fog_coord",                    EXT_FOG_COORD,                  0                           },
111     {"GL_EXT_framebuffer_blit",             EXT_FRAMEBUFFER_BLIT,           0                           },
112     {"GL_EXT_framebuffer_multisample",      EXT_FRAMEBUFFER_MULTISAMPLE,    0                           },
113     {"GL_EXT_framebuffer_object",           EXT_FRAMEBUFFER_OBJECT,         0                           },
114     {"GL_EXT_gpu_program_parameters",       EXT_GPU_PROGRAM_PARAMETERS,     0                           },
115     {"GL_EXT_gpu_shader4",                  EXT_GPU_SHADER4,                0                           },
116     {"GL_EXT_packed_depth_stencil",         EXT_PACKED_DEPTH_STENCIL,       0                           },
117     {"GL_EXT_paletted_texture",             EXT_PALETTED_TEXTURE,           0                           },
118     {"GL_EXT_point_parameters",             EXT_POINT_PARAMETERS,           0                           },
119     {"GL_EXT_provoking_vertex",             EXT_PROVOKING_VERTEX,           0                           },
120     {"GL_EXT_secondary_color",              EXT_SECONDARY_COLOR,            0                           },
121     {"GL_EXT_stencil_two_side",             EXT_STENCIL_TWO_SIDE,           0                           },
122     {"GL_EXT_stencil_wrap",                 EXT_STENCIL_WRAP,               0                           },
123     {"GL_EXT_texture3D",                    EXT_TEXTURE3D,                  MAKEDWORD_VERSION(1, 2)     },
124     {"GL_EXT_texture_compression_rgtc",     EXT_TEXTURE_COMPRESSION_RGTC,   0                           },
125     {"GL_EXT_texture_compression_s3tc",     EXT_TEXTURE_COMPRESSION_S3TC,   0                           },
126     {"GL_EXT_texture_env_add",              EXT_TEXTURE_ENV_ADD,            0                           },
127     {"GL_EXT_texture_env_combine",          EXT_TEXTURE_ENV_COMBINE,        0                           },
128     {"GL_EXT_texture_env_dot3",             EXT_TEXTURE_ENV_DOT3,           0                           },
129     {"GL_EXT_texture_filter_anisotropic",   EXT_TEXTURE_FILTER_ANISOTROPIC, 0                           },
130     {"GL_EXT_texture_lod_bias",             EXT_TEXTURE_LOD_BIAS,           0                           },
131     {"GL_EXT_texture_sRGB",                 EXT_TEXTURE_SRGB,               0                           },
132     {"GL_EXT_vertex_array_bgra",            EXT_VERTEX_ARRAY_BGRA,          0                           },
133
134     /* NV */
135     {"GL_NV_depth_clamp",                   NV_DEPTH_CLAMP,                 0                           },
136     {"GL_NV_fence",                         NV_FENCE,                       0                           },
137     {"GL_NV_fog_distance",                  NV_FOG_DISTANCE,                0                           },
138     {"GL_NV_fragment_program",              NV_FRAGMENT_PROGRAM,            0                           },
139     {"GL_NV_fragment_program2",             NV_FRAGMENT_PROGRAM2,           0                           },
140     {"GL_NV_fragment_program_option",       NV_FRAGMENT_PROGRAM_OPTION,     0                           },
141     {"GL_NV_half_float",                    NV_HALF_FLOAT,                  0                           },
142     {"GL_NV_light_max_exponent",            NV_LIGHT_MAX_EXPONENT,          0                           },
143     {"GL_NV_point_sprite",                  NV_POINT_SPRITE,                0                           },
144     {"GL_NV_register_combiners",            NV_REGISTER_COMBINERS,          0                           },
145     {"GL_NV_register_combiners2",           NV_REGISTER_COMBINERS2,         0                           },
146     {"GL_NV_texgen_reflection",             NV_TEXGEN_REFLECTION,           0                           },
147     {"GL_NV_texture_env_combine4",          NV_TEXTURE_ENV_COMBINE4,        0                           },
148     {"GL_NV_texture_shader",                NV_TEXTURE_SHADER,              0                           },
149     {"GL_NV_texture_shader2",               NV_TEXTURE_SHADER2,             0                           },
150     {"GL_NV_vertex_program",                NV_VERTEX_PROGRAM,              0                           },
151     {"GL_NV_vertex_program1_1",             NV_VERTEX_PROGRAM1_1,           0                           },
152     {"GL_NV_vertex_program2",               NV_VERTEX_PROGRAM2,             0                           },
153     {"GL_NV_vertex_program2_option",        NV_VERTEX_PROGRAM2_OPTION,      0                           },
154     {"GL_NV_vertex_program3",               NV_VERTEX_PROGRAM3,             0                           },
155
156     /* SGI */
157     {"GL_SGIS_generate_mipmap",             SGIS_GENERATE_MIPMAP,           0                           },
158 };
159
160 /**********************************************************
161  * Utility functions follow
162  **********************************************************/
163
164 const struct min_lookup minMipLookup[] =
165 {
166     /* NONE         POINT                       LINEAR */
167     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
168     {{GL_NEAREST,   GL_NEAREST_MIPMAP_NEAREST,  GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
169     {{GL_LINEAR,    GL_LINEAR_MIPMAP_NEAREST,   GL_LINEAR_MIPMAP_LINEAR}},  /* LINEAR */
170 };
171
172 const struct min_lookup minMipLookup_noFilter[] =
173 {
174     /* NONE         POINT                       LINEAR */
175     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
176     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
177     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* LINEAR */
178 };
179
180 const struct min_lookup minMipLookup_noMip[] =
181 {
182     /* NONE         POINT                       LINEAR */
183     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
184     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
185     {{GL_LINEAR,    GL_LINEAR,                  GL_LINEAR }},               /* LINEAR */
186 };
187
188 const GLenum magLookup[] =
189 {
190     /* NONE     POINT       LINEAR */
191     GL_NEAREST, GL_NEAREST, GL_LINEAR,
192 };
193
194 const GLenum magLookup_noFilter[] =
195 {
196     /* NONE     POINT       LINEAR */
197     GL_NEAREST, GL_NEAREST, GL_NEAREST,
198 };
199
200 /* drawStridedSlow attributes */
201 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
202 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
203 glAttribFunc specular_func_3ubv;
204 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
205 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
206 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
207
208 /**
209  * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
210  * i.e., there is no GL Context - Get a default rendering context to enable the
211  * function query some info from GL.
212  */
213
214 struct wined3d_fake_gl_ctx
215 {
216     HDC dc;
217     HWND wnd;
218     HGLRC gl_ctx;
219     HDC restore_dc;
220     HGLRC restore_gl_ctx;
221 };
222
223 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
224 {
225     TRACE_(d3d_caps)("Destroying fake GL context.\n");
226
227     if (!pwglMakeCurrent(NULL, NULL))
228     {
229         ERR_(d3d_caps)("Failed to disable fake GL context.\n");
230     }
231
232     if (!pwglDeleteContext(ctx->gl_ctx))
233     {
234         DWORD err = GetLastError();
235         ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
236     }
237
238     ReleaseDC(ctx->wnd, ctx->dc);
239     DestroyWindow(ctx->wnd);
240
241     if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
242     {
243         ERR_(d3d_caps)("Failed to restore previous GL context.\n");
244     }
245 }
246
247 /* Do not call while under the GL lock. */
248 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
249 {
250     PIXELFORMATDESCRIPTOR pfd;
251     int iPixelFormat;
252
253     TRACE("getting context...\n");
254
255     ctx->restore_dc = pwglGetCurrentDC();
256     ctx->restore_gl_ctx = pwglGetCurrentContext();
257
258     /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
259     ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
260             WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
261     if (!ctx->wnd)
262     {
263         ERR_(d3d_caps)("Failed to create a window.\n");
264         goto fail;
265     }
266
267     ctx->dc = GetDC(ctx->wnd);
268     if (!ctx->dc)
269     {
270         ERR_(d3d_caps)("Failed to get a DC.\n");
271         goto fail;
272     }
273
274     /* PixelFormat selection */
275     ZeroMemory(&pfd, sizeof(pfd));
276     pfd.nSize = sizeof(pfd);
277     pfd.nVersion = 1;
278     pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
279     pfd.iPixelType = PFD_TYPE_RGBA;
280     pfd.cColorBits = 32;
281     pfd.iLayerType = PFD_MAIN_PLANE;
282
283     iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
284     if (!iPixelFormat)
285     {
286         /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
287         ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
288         goto fail;
289     }
290     DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
291     SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
292
293     /* Create a GL context. */
294     ctx->gl_ctx = pwglCreateContext(ctx->dc);
295     if (!ctx->gl_ctx)
296     {
297         WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
298         goto fail;
299     }
300
301     /* Make it the current GL context. */
302     if (!context_set_current(NULL))
303     {
304         ERR_(d3d_caps)("Failed to clear current D3D context.\n");
305     }
306
307     if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
308     {
309         ERR_(d3d_caps)("Failed to make fake GL context current.\n");
310         goto fail;
311     }
312
313     return TRUE;
314
315 fail:
316     if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
317     ctx->gl_ctx = NULL;
318     if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
319     ctx->dc = NULL;
320     if (ctx->wnd) DestroyWindow(ctx->wnd);
321     ctx->wnd = NULL;
322     if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
323     {
324         ERR_(d3d_caps)("Failed to restore previous GL context.\n");
325     }
326
327     return FALSE;
328 }
329
330 /* Adjust the amount of used texture memory */
331 unsigned int WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *device, unsigned int glram)
332 {
333     struct wined3d_adapter *adapter = device->adapter;
334
335     adapter->UsedTextureRam += glram;
336     TRACE("Adjusted gl ram by %d to %d\n", glram, adapter->UsedTextureRam);
337     return adapter->UsedTextureRam;
338 }
339
340 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
341 {
342     HeapFree(GetProcessHeap(), 0, adapter->gl_info.formats);
343     HeapFree(GetProcessHeap(), 0, adapter->cfgs);
344 }
345
346 /**********************************************************
347  * IUnknown parts follows
348  **********************************************************/
349
350 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
351 {
352     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
353
354     TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
355     if (IsEqualGUID(riid, &IID_IUnknown)
356         || IsEqualGUID(riid, &IID_IWineD3DBase)
357         || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
358         IUnknown_AddRef(iface);
359         *ppobj = This;
360         return S_OK;
361     }
362     *ppobj = NULL;
363     return E_NOINTERFACE;
364 }
365
366 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
367     IWineD3DImpl *This = (IWineD3DImpl *)iface;
368     ULONG refCount = InterlockedIncrement(&This->ref);
369
370     TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
371     return refCount;
372 }
373
374 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
375     IWineD3DImpl *This = (IWineD3DImpl *)iface;
376     ULONG ref;
377     TRACE("(%p) : Releasing from %d\n", This, This->ref);
378     ref = InterlockedDecrement(&This->ref);
379
380     if (!ref)
381     {
382         unsigned int i;
383
384         for (i = 0; i < This->adapter_count; ++i)
385         {
386             wined3d_adapter_cleanup(&This->adapters[i]);
387         }
388         HeapFree(GetProcessHeap(), 0, This);
389     }
390
391     return ref;
392 }
393
394 /**********************************************************
395  * IWineD3D parts follows
396  **********************************************************/
397
398 /* GL locking is done by the caller */
399 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
400 {
401     GLuint prog;
402     BOOL ret = FALSE;
403     const char *testcode =
404         "!!ARBvp1.0\n"
405         "PARAM C[66] = { program.env[0..65] };\n"
406         "ADDRESS A0;"
407         "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
408         "ARL A0.x, zero.x;\n"
409         "MOV result.position, C[A0.x + 65];\n"
410         "END\n";
411
412     while(glGetError());
413     GL_EXTCALL(glGenProgramsARB(1, &prog));
414     if(!prog) {
415         ERR("Failed to create an ARB offset limit test program\n");
416     }
417     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
418     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
419                                   strlen(testcode), testcode));
420     if (glGetError())
421     {
422         TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
423         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
424         ret = TRUE;
425     } else TRACE("OpenGL implementation allows offsets > 63\n");
426
427     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
428     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
429     checkGLcall("ARB vp offset limit test cleanup");
430
431     return ret;
432 }
433
434 static DWORD ver_for_ext(GL_SupportedExt ext)
435 {
436     unsigned int i;
437     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
438         if(EXTENSION_MAP[i].extension == ext) {
439             return EXTENSION_MAP[i].version;
440         }
441     }
442     return 0;
443 }
444
445 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
446         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
447 {
448     if (card_vendor != HW_VENDOR_ATI) return FALSE;
449     if (device == CARD_ATI_RADEON_9500) return TRUE;
450     if (device == CARD_ATI_RADEON_X700) return TRUE;
451     if (device == CARD_ATI_RADEON_X1600) return TRUE;
452     return FALSE;
453 }
454
455 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
456         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
457 {
458     if (card_vendor == HW_VENDOR_NVIDIA)
459     {
460         if (device == CARD_NVIDIA_GEFORCEFX_5200 ||
461             device == CARD_NVIDIA_GEFORCEFX_5600 ||
462             device == CARD_NVIDIA_GEFORCEFX_5800)
463         {
464             return TRUE;
465         }
466     }
467     return FALSE;
468 }
469
470 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
471         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
472 {
473     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
474      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
475      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
476      *
477      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
478      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
479      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
480      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
481      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
482      * the chance that other implementations support them is rather small since Win32 QuickTime uses
483      * DirectDraw, not OpenGL.
484      *
485      * This test has been moved into wined3d_guess_gl_vendor()
486      */
487     if (gl_vendor == GL_VENDOR_APPLE)
488     {
489         return TRUE;
490     }
491     return FALSE;
492 }
493
494 /* Context activation is done by the caller. */
495 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
496 {
497     /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
498      * but glTexSubImage from a PBO fails miserably, with the first line repeated over
499      * all the texture. This function detects this bug by its symptom and disables PBOs
500      * if the test fails.
501      *
502      * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
503      * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
504      * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
505      * read back is compared to the original. If they are equal PBOs are assumed to work,
506      * otherwise the PBO extension is disabled. */
507     GLuint texture, pbo;
508     static const unsigned int pattern[] =
509     {
510         0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
511         0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
512         0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
513         0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
514     };
515     unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
516
517     /* No PBO -> No point in testing them. */
518     if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
519
520     ENTER_GL();
521
522     while (glGetError());
523     glGenTextures(1, &texture);
524     glBindTexture(GL_TEXTURE_2D, texture);
525
526     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
527     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
528     checkGLcall("Specifying the PBO test texture");
529
530     GL_EXTCALL(glGenBuffersARB(1, &pbo));
531     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
532     GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
533     checkGLcall("Specifying the PBO test pbo");
534
535     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
536     checkGLcall("Loading the PBO test texture");
537
538     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
539     LEAVE_GL();
540
541     wglFinish(); /* just to be sure */
542
543     memset(check, 0, sizeof(check));
544     ENTER_GL();
545     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
546     checkGLcall("Reading back the PBO test texture");
547
548     glDeleteTextures(1, &texture);
549     GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
550     checkGLcall("PBO test cleanup");
551
552     LEAVE_GL();
553
554     if (memcmp(check, pattern, sizeof(check)))
555     {
556         WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
557         WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
558         gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
559     }
560     else
561     {
562         TRACE_(d3d_caps)("PBO test successful.\n");
563     }
564 }
565
566 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
567         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
568 {
569     return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
570 }
571
572 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
573         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
574 {
575     if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
576     if (card_vendor != HW_VENDOR_ATI) return FALSE;
577     if (device == CARD_ATI_RADEON_X1600) return FALSE;
578     return TRUE;
579 }
580
581 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
582         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
583 {
584     return gl_vendor == GL_VENDOR_FGLRX;
585
586 }
587
588 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
589         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
590 {
591     /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
592      * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
593      * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
594      * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
595      * hardcoded
596      *
597      * dx10 cards usually have 64 varyings */
598     return gl_info->limits.glsl_varyings > 44;
599 }
600
601 /* A GL context is provided by the caller */
602 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
603         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
604 {
605     GLenum error;
606     DWORD data[16];
607
608     if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
609
610     ENTER_GL();
611     while(glGetError());
612     GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
613     error = glGetError();
614     LEAVE_GL();
615
616     if(error == GL_NO_ERROR)
617     {
618         TRACE("GL Implementation accepts 4 component specular color pointers\n");
619         return TRUE;
620     }
621     else
622     {
623         TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
624               debug_glerror(error));
625         return FALSE;
626     }
627 }
628
629 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
630         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
631 {
632     if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
633     return gl_info->supported[NV_TEXTURE_SHADER];
634 }
635
636 /* A GL context is provided by the caller */
637 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
638         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
639 {
640     GLuint prog;
641     BOOL ret = FALSE;
642     GLint pos;
643     const char *testcode =
644         "!!ARBvp1.0\n"
645         "OPTION NV_vertex_program2;\n"
646         "MOV result.clip[0], 0.0;\n"
647         "MOV result.position, 0.0;\n"
648         "END\n";
649
650     if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
651
652     ENTER_GL();
653     while(glGetError());
654
655     GL_EXTCALL(glGenProgramsARB(1, &prog));
656     if(!prog)
657     {
658         ERR("Failed to create the NVvp clip test program\n");
659         LEAVE_GL();
660         return FALSE;
661     }
662     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
663     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
664                                   strlen(testcode), testcode));
665     glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
666     if(pos != -1)
667     {
668         WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
669         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
670         ret = TRUE;
671         while(glGetError());
672     }
673     else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
674
675     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
676     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
677     checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
678
679     LEAVE_GL();
680     return ret;
681 }
682
683 /* Context activation is done by the caller. */
684 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
685         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
686 {
687     char data[4 * 4 * 4];
688     GLuint tex, fbo;
689     GLenum status;
690
691     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
692
693     memset(data, 0xcc, sizeof(data));
694
695     ENTER_GL();
696
697     glGenTextures(1, &tex);
698     glBindTexture(GL_TEXTURE_2D, tex);
699     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
700     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
701     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
702     checkGLcall("glTexImage2D");
703
704     gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
705     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
706     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
707     checkGLcall("glFramebufferTexture2D");
708
709     status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
710     if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
711     checkGLcall("glCheckFramebufferStatus");
712
713     memset(data, 0x11, sizeof(data));
714     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
715     checkGLcall("glTexSubImage2D");
716
717     glClearColor(0.996f, 0.729f, 0.745f, 0.792f);
718     glClear(GL_COLOR_BUFFER_BIT);
719     checkGLcall("glClear");
720
721     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
722     checkGLcall("glGetTexImage");
723
724     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
725     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
726     glBindTexture(GL_TEXTURE_2D, 0);
727     checkGLcall("glBindTexture");
728
729     gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
730     glDeleteTextures(1, &tex);
731     checkGLcall("glDeleteTextures");
732
733     LEAVE_GL();
734
735     return *(DWORD *)data == 0x11111111;
736 }
737
738 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
739 {
740     TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
741     gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
742     TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
743     gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
744 }
745
746 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
747 {
748     quirk_arb_constants(gl_info);
749     /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
750      * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
751      * allow 48 different offsets or other helper immediate values. */
752     TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
753     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
754 }
755
756 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
757  * on more than one texture unit. This means that the d3d9 visual point size test will cause a
758  * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
759  * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
760  * most games, but avoids the crash
761  *
762  * A more sophisticated way would be to find all units that need texture coordinates and enable
763  * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
764  * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
765  *
766  * Note that disabling the extension entirely does not gain predictability because there is no point
767  * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
768 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
769 {
770     if (gl_info->supported[ARB_POINT_SPRITE])
771     {
772         TRACE("Limiting point sprites to one texture unit.\n");
773         gl_info->limits.point_sprite_units = 1;
774     }
775 }
776
777 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
778 {
779     quirk_arb_constants(gl_info);
780
781     /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
782      * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
783      * If real NP2 textures are used, the driver falls back to software. We could just remove the
784      * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
785      * due to the non-normalized texture coordinates. Thus set an internal extension flag,
786      * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
787      * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
788      *
789      * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
790      * has this extension promoted to core. The extension loading code sets this extension supported
791      * due to that, so this code works on fglrx as well. */
792     if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
793     {
794         TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
795         gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
796         gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] = TRUE;
797     }
798
799     /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
800      * it is generally more efficient. Reserve just 8 constants. */
801     TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
802     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
803 }
804
805 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
806 {
807     /*  The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
808      *  doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
809      *  This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
810      *  within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
811      *  FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
812      *  We therefore completely remove ARB_tex_npot from the list of supported extensions.
813      *
814      *  Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
815      *  triggering the software fallback. There is not much we can do here apart from disabling the
816      *  software-emulated extension and reenable ARB_tex_rect (which was previously disabled
817      *  in IWineD3DImpl_FillGLCaps).
818      *  This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
819      *  post-processing effects in the game "Max Payne 2").
820      *  The behaviour can be verified through a simple test app attached in bugreport #14724. */
821     TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
822     gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
823     gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
824 }
825
826 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
827 {
828     /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
829      * with fixed function fragment processing. Ideally this flag should be detected with a test shader
830      * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
831      * do not like vertex shaders in feedback mode and return an error, even though it should be valid
832      * according to the spec.
833      *
834      * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
835      * makes the shader slower and eats instruction slots which should be available to the d3d app.
836      *
837      * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
838      * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
839      * this workaround is activated on cards that do not need it, it won't break things, just affect
840      * performance negatively. */
841     TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
842     gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
843 }
844
845 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
846 {
847     gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
848 }
849
850 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
851 {
852     gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
853 }
854
855 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
856 {
857     gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
858     gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
859 }
860
861 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
862 {
863     gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
864 }
865
866 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
867 {
868     gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
869 }
870
871 struct driver_quirk
872 {
873     BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
874             enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
875     void (*apply)(struct wined3d_gl_info *gl_info);
876     const char *description;
877 };
878
879 static const struct driver_quirk quirk_table[] =
880 {
881     {
882         match_ati_r300_to_500,
883         quirk_ati_dx9,
884         "ATI GLSL constant and normalized texrect quirk"
885     },
886     /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
887      * used it falls back to software. While the compiler can detect if the shader uses all declared
888      * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
889      * using relative addressing falls back to software.
890      *
891      * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
892     {
893         match_apple,
894         quirk_apple_glsl_constants,
895         "Apple GLSL uniform override"
896     },
897     {
898         match_geforce5,
899         quirk_no_np2,
900         "Geforce 5 NP2 disable"
901     },
902     {
903         match_apple_intel,
904         quirk_texcoord_w,
905         "Init texcoord .w for Apple Intel GPU driver"
906     },
907     {
908         match_apple_nonr500ati,
909         quirk_texcoord_w,
910         "Init texcoord .w for Apple ATI >= r600 GPU driver"
911     },
912     {
913         match_fglrx,
914         quirk_one_point_sprite,
915         "Fglrx point sprite crash workaround"
916     },
917     {
918         match_dx10_capable,
919         quirk_clip_varying,
920         "Reserved varying for gl_ClipPos"
921     },
922     {
923         /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
924          * GL implementations accept it. The Mac GL is the only implementation known to
925          * reject it.
926          *
927          * If we can pass 4 component specular colors, do it, because (a) we don't have
928          * to screw around with the data, and (b) the D3D fixed function vertex pipeline
929          * passes specular alpha to the pixel shader if any is used. Otherwise the
930          * specular alpha is used to pass the fog coordinate, which we pass to opengl
931          * via GL_EXT_fog_coord.
932          */
933         match_allows_spec_alpha,
934         quirk_allows_specular_alpha,
935         "Allow specular alpha quirk"
936     },
937     {
938         /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
939          * (rdar://5682521).
940          */
941         match_apple_nvts,
942         quirk_apple_nvts,
943         "Apple NV_texture_shader disable"
944     },
945     {
946         match_broken_nv_clip,
947         quirk_disable_nvvp_clip,
948         "Apple NV_vertex_program clip bug quirk"
949     },
950     {
951         match_fbo_tex_update,
952         quirk_fbo_tex_update,
953         "FBO rebind for attachment updates"
954     },
955 };
956
957 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
958  * reporting a driver version is moot because we are not the Windows driver, and we have different
959  * bugs, features, etc.
960  *
961  * The driver version has the form "x.y.z.w".
962  *
963  * "x" is the Windows version the driver is meant for:
964  * 4 -> 95/98/NT4
965  * 5 -> 2000
966  * 6 -> 2000/XP
967  * 7 -> Vista
968  * 8 -> Win 7
969  *
970  * "y" is the maximum Direct3D version the driver supports.
971  * y  -> d3d version mapping:
972  * 11 -> d3d6
973  * 12 -> d3d7
974  * 13 -> d3d8
975  * 14 -> d3d9
976  * 15 -> d3d10
977  * 16 -> d3d10.1
978  * 17 -> d3d11
979  *
980  * "z" is the subversion number.
981  *
982  * "w" is the vendor specific driver build number.
983  */
984
985 struct driver_version_information
986 {
987     enum wined3d_display_driver driver;
988     enum wined3d_driver_model driver_model;
989     const char *driver_name;            /* name of Windows driver */
990     WORD version;                       /* version word ('y'), contained in low word of DriverVersion.HighPart */
991     WORD subversion;                    /* subversion word ('z'), contained in high word of DriverVersion.LowPart */
992     WORD build;                         /* build number ('w'), contained in low word of DriverVersion.LowPart */
993 };
994
995 /* The driver version table contains driver information for different devices on several OS versions. */
996 static const struct driver_version_information driver_version_table[] =
997 {
998     /* ATI
999      * - Radeon HD2x00 (R600) and up supported by current drivers.
1000      * - Radeon 9500 (R300) - X1*00 (R5xx) supported up to Catalyst 9.3 (Linux) and 10.2 (XP/Vista/Win7)
1001      * - Radeon 7xxx (R100) - 9250 (RV250) supported up to Catalyst 6.11 (XP)
1002      * - Rage 128 supported up to XP, latest official build 6.13.3279 dated October 2001 */
1003     {DRIVER_ATI_RAGE_128PRO,    DRIVER_MODEL_NT5X,  "ati2dvaa.dll", 13, 3279,  0},
1004     {DRIVER_ATI_R100,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 6614},
1005     {DRIVER_ATI_R300,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 6764},
1006     {DRIVER_ATI_R600,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 8681},
1007     {DRIVER_ATI_R300,           DRIVER_MODEL_NT6X,  "atiumdag.dll", 14, 10, 741 },
1008     {DRIVER_ATI_R600,           DRIVER_MODEL_NT6X,  "atiumdag.dll", 14, 10, 741 },
1009
1010     /* Intel
1011      * The drivers are unified but not all versions support all GPUs. At some point the 2k/xp
1012      * drivers used ialmrnt5.dll for GMA800/GMA900 but at some point the file was renamed to
1013      * igxprd32.dll but the GMA800 driver was never updated. */
1014     {DRIVER_INTEL_GMA800,       DRIVER_MODEL_NT5X,  "ialmrnt5.dll", 14, 10, 3889},
1015     {DRIVER_INTEL_GMA900,       DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 4764},
1016     {DRIVER_INTEL_GMA950,       DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 4926},
1017     {DRIVER_INTEL_GMA3000,      DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 5218},
1018     {DRIVER_INTEL_GMA950,       DRIVER_MODEL_NT6X,  "igdumd32.dll", 14, 10, 1504},
1019     {DRIVER_INTEL_GMA3000,      DRIVER_MODEL_NT6X,  "igdumd32.dll", 15, 10, 1666},
1020
1021     /* Nvidia
1022      * - Geforce6 and newer cards are supported by the current driver (197.x) on XP-Win7
1023      * - GeforceFX support is up to 173.x on <= XP
1024      * - Geforce2MX/3/4 up to 96.x on <= XP
1025      * - TNT/Geforce1/2 up to 71.x on <= XP
1026      * All version numbers used below are from the Linux nvidia drivers. */
1027     {DRIVER_NVIDIA_TNT,         DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 10, 7186},
1028     {DRIVER_NVIDIA_GEFORCE2MX,  DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 10, 9371},
1029     {DRIVER_NVIDIA_GEFORCEFX,   DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 11, 7516},
1030     {DRIVER_NVIDIA_GEFORCE6,    DRIVER_MODEL_NT5X,  "nv4_disp.dll", 15, 11, 9745},
1031     {DRIVER_NVIDIA_GEFORCE6,    DRIVER_MODEL_NT6X,  "nvd3dum.dll",  15, 11, 9745},
1032 };
1033
1034 struct gpu_description
1035 {
1036     WORD vendor;                    /* reported PCI card vendor ID  */
1037     WORD card;                      /* reported PCI card device ID  */
1038     const char *description;        /* Description of the card e.g. NVIDIA RIVA TNT */
1039     enum wined3d_display_driver driver;
1040     unsigned int vidmem;
1041 };
1042
1043 /* The amount of video memory stored in the gpu description table is the minimum amount of video memory
1044  * found on a board containing a specific GPU. */
1045 static const struct gpu_description gpu_description_table[] =
1046 {
1047     /* Nvidia cards */
1048     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT,           "NVIDIA RIVA TNT",                  DRIVER_NVIDIA_TNT,       16  },
1049     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT2,          "NVIDIA RIVA TNT2/TNT2 Pro",        DRIVER_NVIDIA_TNT,       32  },
1050     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE,            "NVIDIA GeForce 256",               DRIVER_NVIDIA_TNT,       32  },
1051     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2,           "NVIDIA GeForce2 GTS/GeForce2 Pro", DRIVER_NVIDIA_TNT,       32  },
1052     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2_MX,        "NVIDIA GeForce2 MX/MX 400",        DRIVER_NVIDIA_GEFORCE2MX,32  },
1053     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE3,           "NVIDIA GeForce3",                  DRIVER_NVIDIA_GEFORCE2MX,64  },
1054     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_MX,        "NVIDIA GeForce4 MX 460",           DRIVER_NVIDIA_GEFORCE2MX,64  },
1055     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_TI4200,    "NVIDIA GeForce4 Ti 4200",          DRIVER_NVIDIA_GEFORCE2MX,64, },
1056     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5200,     "NVIDIA GeForce FX 5200",           DRIVER_NVIDIA_GEFORCEFX, 64  },
1057     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5600,     "NVIDIA GeForce FX 5600",           DRIVER_NVIDIA_GEFORCEFX, 128 },
1058     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5800,     "NVIDIA GeForce FX 5800",           DRIVER_NVIDIA_GEFORCEFX, 256 },
1059     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6200,       "NVIDIA GeForce 6200",              DRIVER_NVIDIA_GEFORCE6,  64  },
1060     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6600GT,     "NVIDIA GeForce 6600 GT",           DRIVER_NVIDIA_GEFORCE6,  128 },
1061     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6800,       "NVIDIA GeForce 6800",              DRIVER_NVIDIA_GEFORCE6,  128 },
1062     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7300,       "NVIDIA GeForce Go 7300",           DRIVER_NVIDIA_GEFORCE6,  256 },
1063     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7400,       "NVIDIA GeForce Go 7400",           DRIVER_NVIDIA_GEFORCE6,  256 },
1064     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7600,       "NVIDIA GeForce 7600 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1065     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7800GT,     "NVIDIA GeForce 7800 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1066     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8300GS,     "NVIDIA GeForce 8300 GS",           DRIVER_NVIDIA_GEFORCE6,  128 },
1067     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8400GS,     "NVIDIA GeForce 8400 GS",           DRIVER_NVIDIA_GEFORCE6,  128 },
1068     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600GT,     "NVIDIA GeForce 8600 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1069     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600MGT,    "NVIDIA GeForce 8600M GT",          DRIVER_NVIDIA_GEFORCE6,  512 },
1070     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTS,    "NVIDIA GeForce 8800 GTS",          DRIVER_NVIDIA_GEFORCE6,  320 },
1071     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTX,    "NVIDIA GeForce 8800 GTX",          DRIVER_NVIDIA_GEFORCE6,  768 },
1072     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9200,       "NVIDIA GeForce 9200",              DRIVER_NVIDIA_GEFORCE6,  256 },
1073     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9400GT,     "NVIDIA GeForce 9400 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1074     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9500GT,     "NVIDIA GeForce 9500 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1075     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9600GT,     "NVIDIA GeForce 9600 GT",           DRIVER_NVIDIA_GEFORCE6,  384 },
1076     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9800GT,     "NVIDIA GeForce 9800 GT",           DRIVER_NVIDIA_GEFORCE6,  512 },
1077     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_210,        "NVIDIA GeForce 210",               DRIVER_NVIDIA_GEFORCE6,  512 },
1078     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT220,      "NVIDIA GeForce GT 220",            DRIVER_NVIDIA_GEFORCE6,  512 },
1079     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT240,      "NVIDIA GeForce GT 240",            DRIVER_NVIDIA_GEFORCE6,  512 },
1080     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX260,     "NVIDIA GeForce GTX 260",           DRIVER_NVIDIA_GEFORCE6,  1024},
1081     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX275,     "NVIDIA GeForce GTX 275",           DRIVER_NVIDIA_GEFORCE6,  896 },
1082     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX280,     "NVIDIA GeForce GTX 280",           DRIVER_NVIDIA_GEFORCE6,  1024},
1083     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT325M,     "NVIDIA GeForce GT 325M",           DRIVER_NVIDIA_GEFORCE6,  1024},
1084     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTS350M,    "NVIDIA GeForce GTS 350M",          DRIVER_NVIDIA_GEFORCE6,  1024},
1085     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX460,     "NVIDIA GeForce GTX 460",           DRIVER_NVIDIA_GEFORCE6,  768 },
1086     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX465,     "NVIDIA GeForce GTX 465",           DRIVER_NVIDIA_GEFORCE6,  1024},
1087     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX470,     "NVIDIA GeForce GTX 470",           DRIVER_NVIDIA_GEFORCE6,  1280},
1088     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX480,     "NVIDIA GeForce GTX 480",           DRIVER_NVIDIA_GEFORCE6,  1536},
1089     /* ATI cards */
1090     {HW_VENDOR_ATI,        CARD_ATI_RAGE_128PRO,           "ATI Rage Fury",                    DRIVER_ATI_RAGE_128PRO,  16  },
1091     {HW_VENDOR_ATI,        CARD_ATI_RADEON_7200,           "ATI RADEON 7200 SERIES",           DRIVER_ATI_R100,         32  },
1092     {HW_VENDOR_ATI,        CARD_ATI_RADEON_8500,           "ATI RADEON 8500 SERIES",           DRIVER_ATI_R100,         64  },
1093     {HW_VENDOR_ATI,        CARD_ATI_RADEON_9500,           "ATI Radeon 9500",                  DRIVER_ATI_R300,         64  },
1094     {HW_VENDOR_ATI,        CARD_ATI_RADEON_XPRESS_200M,    "ATI RADEON XPRESS 200M Series",    DRIVER_ATI_R300,         64  },
1095     {HW_VENDOR_ATI,        CARD_ATI_RADEON_X700,           "ATI Radeon X700 SE",               DRIVER_ATI_R300,         128 },
1096     {HW_VENDOR_ATI,        CARD_ATI_RADEON_X1600,          "ATI Radeon X1600 Series",          DRIVER_ATI_R300,         128 },
1097     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD2350,         "ATI Mobility Radeon HD 2350",      DRIVER_ATI_R600,         256 },
1098     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD2600,         "ATI Mobility Radeon HD 2600",      DRIVER_ATI_R600,         256 },
1099     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD2900,         "ATI Radeon HD 2900 XT",            DRIVER_ATI_R600,         512 },
1100     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD3200,         "ATI Radeon HD 3200 Graphics",      DRIVER_ATI_R600,         128 },
1101     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4350,         "ATI Radeon HD 4350",               DRIVER_ATI_R600,         256 },
1102     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4600,         "ATI Radeon HD 4600 Series",        DRIVER_ATI_R600,         512 },
1103     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4700,         "ATI Radeon HD 4700 Series",        DRIVER_ATI_R600,         512 },
1104     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4800,         "ATI Radeon HD 4800 Series",        DRIVER_ATI_R600,         512 },
1105     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD5400,         "ATI Radeon HD 5400 Series",        DRIVER_ATI_R600,         512 },
1106     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD5600,         "ATI Radeon HD 5600 Series",        DRIVER_ATI_R600,         512 },
1107     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD5700,         "ATI Radeon HD 5700 Series",        DRIVER_ATI_R600,         512 },
1108     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD5800,         "ATI Radeon HD 5800 Series",        DRIVER_ATI_R600,         1024},
1109     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD5900,         "ATI Radeon HD 5900 Series",        DRIVER_ATI_R600,         1024},
1110     /* Intel cards */
1111     {HW_VENDOR_INTEL,      CARD_INTEL_I830G,               "Intel(R) 82830M Graphics Controller",                       DRIVER_INTEL_GMA800,  32 },
1112     {HW_VENDOR_INTEL,      CARD_INTEL_I855G,               "Intel(R) 82852/82855 GM/GME Graphics Controller",           DRIVER_INTEL_GMA800,  32 },
1113     {HW_VENDOR_INTEL,      CARD_INTEL_I865G,               "Intel(R) 82865G Graphics Controller",                       DRIVER_INTEL_GMA800,  32 },
1114     {HW_VENDOR_INTEL,      CARD_INTEL_I915G,               "Intel(R) 82915G/GV/910GL Express Chipset Family",           DRIVER_INTEL_GMA900,  64 },
1115     {HW_VENDOR_INTEL,      CARD_INTEL_I915GM,              "Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family",   DRIVER_INTEL_GMA900,  64 },
1116     {HW_VENDOR_INTEL,      CARD_INTEL_I945GM,              "Mobile Intel(R) 945GM Express Chipset Family",              DRIVER_INTEL_GMA950,  64 },
1117     {HW_VENDOR_INTEL,      CARD_INTEL_X3100,               "Mobile Intel(R) 965 Express Chipset Family",                DRIVER_INTEL_GMA3000, 128}
1118 };
1119
1120 static const struct driver_version_information *get_driver_version_info(enum wined3d_display_driver driver,
1121         enum wined3d_driver_model driver_model)
1122 {
1123     unsigned int i;
1124
1125     TRACE("Looking up version info for driver=%d driver_model=%d\n", driver, driver_model);
1126     for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++)
1127     {
1128         const struct driver_version_information *entry = &driver_version_table[i];
1129
1130         if (entry->driver == driver && entry->driver_model == driver_model)
1131         {
1132             TRACE_(d3d_caps)("Found driver '%s' version=%d subversion=%d build=%d\n",
1133                 entry->driver_name, entry->version, entry->subversion, entry->build);
1134
1135             return entry;
1136         }
1137     }
1138     return NULL;
1139 }
1140
1141 static void init_driver_info(struct wined3d_driver_info *driver_info,
1142         enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1143 {
1144     OSVERSIONINFOW os_version;
1145     WORD driver_os_version;
1146     unsigned int i;
1147     enum wined3d_display_driver driver = DRIVER_UNKNOWN;
1148     enum wined3d_driver_model driver_model;
1149     const struct driver_version_information *version_info;
1150
1151     if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1152     {
1153         TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1154         vendor = wined3d_settings.pci_vendor_id;
1155     }
1156     driver_info->vendor = vendor;
1157
1158     if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1159     {
1160         TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1161         device = wined3d_settings.pci_device_id;
1162     }
1163     driver_info->device = device;
1164
1165     /* Set a default amount of video memory (64MB). In general this code isn't used unless the user
1166      * overrides the pci ids to a card which is not in our database. */
1167     driver_info->vidmem = WINE_DEFAULT_VIDMEM;
1168
1169     memset(&os_version, 0, sizeof(os_version));
1170     os_version.dwOSVersionInfoSize = sizeof(os_version);
1171     if (!GetVersionExW(&os_version))
1172     {
1173         ERR("Failed to get OS version, reporting 2000/XP.\n");
1174         driver_os_version = 6;
1175         driver_model = DRIVER_MODEL_NT5X;
1176     }
1177     else
1178     {
1179         TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1180         switch (os_version.dwMajorVersion)
1181         {
1182             case 4:
1183                 /* If needed we could distinguish between 9x and NT4, but this code won't make
1184                  * sense for NT4 since it had no way to obtain this info through DirectDraw 3.0.
1185                  */
1186                 driver_os_version = 4;
1187                 driver_model = DRIVER_MODEL_WIN9X;
1188                 break;
1189
1190             case 5:
1191                 driver_os_version = 6;
1192                 driver_model = DRIVER_MODEL_NT5X;
1193                 break;
1194
1195             case 6:
1196                 if (os_version.dwMinorVersion == 0)
1197                 {
1198                     driver_os_version = 7;
1199                     driver_model = DRIVER_MODEL_NT6X;
1200                 }
1201                 else
1202                 {
1203                     if (os_version.dwMinorVersion > 1)
1204                     {
1205                         FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1206                                 os_version.dwMajorVersion, os_version.dwMinorVersion);
1207                     }
1208                     driver_os_version = 8;
1209                     driver_model = DRIVER_MODEL_NT6X;
1210                 }
1211                 break;
1212
1213             default:
1214                 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1215                         os_version.dwMajorVersion, os_version.dwMinorVersion);
1216                 driver_os_version = 6;
1217                 driver_model = DRIVER_MODEL_NT5X;
1218                 break;
1219         }
1220     }
1221
1222     /* When we reach this stage we always have a vendor or device id (it can be a default one).
1223      * This means that unless the ids are overriden, we will always find a GPU description. */
1224     for (i = 0; i < (sizeof(gpu_description_table) / sizeof(gpu_description_table[0])); i++)
1225     {
1226         if (vendor == gpu_description_table[i].vendor && device == gpu_description_table[i].card)
1227         {
1228             TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1229
1230             driver_info->description = gpu_description_table[i].description;
1231             driver_info->vidmem = gpu_description_table[i].vidmem * 1024*1024;
1232             driver = gpu_description_table[i].driver;
1233             break;
1234         }
1235     }
1236
1237     if (wined3d_settings.emulated_textureram)
1238     {
1239         TRACE_(d3d_caps)("Overriding amount of video memory with: %d byte\n", wined3d_settings.emulated_textureram);
1240         driver_info->vidmem = wined3d_settings.emulated_textureram;
1241     }
1242
1243     /* Try to obtain driver version information for the current Windows version. This fails in
1244      * some cases:
1245      * - the gpu is not available on the currently selected OS version:
1246      *   - Geforce GTX480 on Win98. When running applications in compatibility mode on Windows,
1247      *     version information for the current Windows version is returned instead of faked info.
1248      *     We do the same and assume the default Windows version to emulate is WinXP.
1249      *
1250      *   - Videocard is a Riva TNT but winver is set to win7 (there are no drivers for this beast)
1251      *     For now return the XP driver info. Perhaps later on we should return VESA.
1252      *
1253      * - the gpu is not in our database (can happen when the user overrides the vendor_id / device_id)
1254      *   This could be an indication that our database is not up to date, so this should be fixed.
1255      */
1256     version_info = get_driver_version_info(driver, driver_model);
1257     if (version_info)
1258     {
1259         driver_info->name = version_info->driver_name;
1260         driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1261         driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1262     }
1263     else
1264     {
1265         version_info = get_driver_version_info(driver, DRIVER_MODEL_NT5X);
1266         if (version_info)
1267         {
1268             driver_info->name = version_info->driver_name;
1269             driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1270             driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1271         }
1272         else
1273         {
1274             driver_info->description = "Direct3D HAL";
1275             driver_info->name = "Display";
1276             driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1277             driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1278
1279             FIXME("Unable to find a driver/device info for vendor_id=%#x device_id=%#x for driver_model=%d\n",
1280                     vendor, device, driver_model);
1281         }
1282     }
1283
1284     TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1285             driver_info->version_high, driver_info->version_low);
1286 }
1287
1288 /* Context activation is done by the caller. */
1289 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1290         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1291 {
1292     unsigned int i;
1293
1294     for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1295     {
1296         if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1297         TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1298         quirk_table[i].apply(gl_info);
1299     }
1300
1301     /* Find out if PBOs work as they are supposed to. */
1302     test_pbo_functionality(gl_info);
1303 }
1304
1305 static DWORD wined3d_parse_gl_version(const char *gl_version)
1306 {
1307     const char *ptr = gl_version;
1308     int major, minor;
1309
1310     major = atoi(ptr);
1311     if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1312
1313     while (isdigit(*ptr)) ++ptr;
1314     if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1315
1316     minor = atoi(ptr);
1317
1318     TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1319
1320     return MAKEDWORD_VERSION(major, minor);
1321 }
1322
1323 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1324 {
1325
1326     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1327      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1328      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1329      *
1330      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1331      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1332      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1333      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1334      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1335      * the chance that other implementations support them is rather small since Win32 QuickTime uses
1336      * DirectDraw, not OpenGL. */
1337     if (gl_info->supported[APPLE_FENCE]
1338             && gl_info->supported[APPLE_CLIENT_STORAGE]
1339             && gl_info->supported[APPLE_FLUSH_RENDER]
1340             && gl_info->supported[APPLE_YCBCR_422])
1341         return GL_VENDOR_APPLE;
1342
1343     if (strstr(gl_vendor_string, "NVIDIA"))
1344         return GL_VENDOR_NVIDIA;
1345
1346     if (strstr(gl_vendor_string, "ATI"))
1347         return GL_VENDOR_FGLRX;
1348
1349     if (strstr(gl_vendor_string, "Intel(R)")
1350             /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1351             || strstr(gl_renderer, "Intel")
1352             || strstr(gl_vendor_string, "Intel Inc."))
1353         return GL_VENDOR_INTEL;
1354
1355     if (strstr(gl_vendor_string, "Mesa")
1356             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1357             || strstr(gl_vendor_string, "DRI R300 Project")
1358             || strstr(gl_vendor_string, "X.Org R300 Project")
1359             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1360             || strstr(gl_vendor_string, "VMware, Inc.")
1361             || strstr(gl_renderer, "Mesa")
1362             || strstr(gl_renderer, "Gallium"))
1363         return GL_VENDOR_MESA;
1364
1365     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1366             debugstr_a(gl_vendor_string));
1367
1368     return GL_VENDOR_UNKNOWN;
1369 }
1370
1371 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1372 {
1373     if (strstr(gl_vendor_string, "NVIDIA"))
1374         return HW_VENDOR_NVIDIA;
1375
1376     if (strstr(gl_vendor_string, "ATI")
1377             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1378             || strstr(gl_vendor_string, "X.Org R300 Project")
1379             || strstr(gl_renderer, "AMD")
1380             || strstr(gl_renderer, "R100")
1381             || strstr(gl_renderer, "R200")
1382             || strstr(gl_renderer, "R300")
1383             || strstr(gl_renderer, "R600")
1384             || strstr(gl_renderer, "R700"))
1385         return HW_VENDOR_ATI;
1386
1387     if (strstr(gl_vendor_string, "Intel(R)")
1388             /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1389             || strstr(gl_renderer, "Intel")
1390             || strstr(gl_vendor_string, "Intel Inc."))
1391         return HW_VENDOR_INTEL;
1392
1393     if (strstr(gl_vendor_string, "Mesa")
1394             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1395             || strstr(gl_vendor_string, "VMware, Inc."))
1396         return HW_VENDOR_SOFTWARE;
1397
1398     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1399
1400     return HW_VENDOR_NVIDIA;
1401 }
1402
1403
1404
1405 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1406         const char *gl_renderer)
1407 {
1408     unsigned int i;
1409
1410     if (WINE_D3D10_CAPABLE(gl_info))
1411     {
1412         static const struct
1413         {
1414             const char *renderer;
1415             enum wined3d_pci_device id;
1416         }
1417         cards[] =
1418         {
1419             {"GTX 480",     CARD_NVIDIA_GEFORCE_GTX480},    /* Geforce 400 - highend */
1420             {"GTX 470",     CARD_NVIDIA_GEFORCE_GTX470},    /* Geforce 400 - midend high */
1421             {"GTX 465",     CARD_NVIDIA_GEFORCE_GTX465},    /* Geforce 400 - midend */
1422             {"GTX 460",     CARD_NVIDIA_GEFORCE_GTX460},    /* Geforce 400 - midend */
1423             {"GTS 360M",    CARD_NVIDIA_GEFORCE_GTS350M},   /* Geforce 300 - highend mobile */
1424             {"GTS 350M",    CARD_NVIDIA_GEFORCE_GTS350M},   /* Geforce 300 - highend mobile */
1425             {"GT 330M",     CARD_NVIDIA_GEFORCE_GT325M},    /* Geforce 300 - midend mobile */
1426             {"GT 325M",     CARD_NVIDIA_GEFORCE_GT325M},    /* Geforce 300 - midend mobile */
1427             {"GTX 295",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1428             {"GTX 285",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1429             {"GTX 280",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1430             {"GTX 275",     CARD_NVIDIA_GEFORCE_GTX275},    /* Geforce 200 - midend high */
1431             {"GTX 260",     CARD_NVIDIA_GEFORCE_GTX260},    /* Geforce 200 - midend */
1432             {"GT 240",      CARD_NVIDIA_GEFORCE_GT240},     /* Geforce 200 - midend */
1433             {"GT 220",      CARD_NVIDIA_GEFORCE_GT220},     /* Geforce 200 - lowend */
1434             {"Geforce 310", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1435             {"Geforce 305", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1436             {"Geforce 210", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1437             {"G 210",       CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1438             {"GTS 250",     CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1439             {"GTS 150",     CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1440             {"9800",        CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1441             {"GT 140",      CARD_NVIDIA_GEFORCE_9600GT},    /* Geforce 9 - midend */
1442             {"9600",        CARD_NVIDIA_GEFORCE_9600GT},    /* Geforce 9 - midend */
1443             {"GT 130",      CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1444             {"GT 120",      CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1445             {"9500",        CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1446             {"9400",        CARD_NVIDIA_GEFORCE_9400GT},    /* Geforce 9 - lowend */
1447             {"9300",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1448             {"9200",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1449             {"9100",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1450             {"G 100",       CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1451             {"8800 GTX",    CARD_NVIDIA_GEFORCE_8800GTX},   /* Geforce 8 - highend high */
1452             {"8800",        CARD_NVIDIA_GEFORCE_8800GTS},   /* Geforce 8 - highend */
1453             {"8600 M",      CARD_NVIDIA_GEFORCE_8600MGT},   /* Geforce 8 - midend mobile */
1454             {"8700",        CARD_NVIDIA_GEFORCE_8600GT},    /* Geforce 8 - midend */
1455             {"8600",        CARD_NVIDIA_GEFORCE_8600GT},    /* Geforce 8 - midend */
1456             {"8500",        CARD_NVIDIA_GEFORCE_8400GS},    /* Geforce 8 - mid-lowend */
1457             {"8400",        CARD_NVIDIA_GEFORCE_8400GS},    /* Geforce 8 - mid-lowend */
1458             {"8300",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1459             {"8200",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1460             {"8100",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1461         };
1462
1463         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1464         {
1465             if (strstr(gl_renderer, cards[i].renderer))
1466                 return cards[i].id;
1467         }
1468
1469         /* Geforce8-compatible fall back if the GPU is not in the list yet */
1470         return CARD_NVIDIA_GEFORCE_8300GS;
1471     }
1472
1473     /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1474      * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1475      */
1476     if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1477     {
1478         static const struct
1479         {
1480             const char *renderer;
1481             enum wined3d_pci_device id;
1482         }
1483         cards[] =
1484         {
1485             {"Quadro FX 5", CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1486             {"Quadro FX 4", CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1487             {"7950",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1488             {"7900",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1489             {"7800",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1490             {"7700",        CARD_NVIDIA_GEFORCE_7600},      /* Geforce 7 - midend */
1491             {"7600",        CARD_NVIDIA_GEFORCE_7600},      /* Geforce 7 - midend */
1492             {"7400",        CARD_NVIDIA_GEFORCE_7400},      /* Geforce 7 - lower medium */
1493             {"7300",        CARD_NVIDIA_GEFORCE_7300},      /* Geforce 7 - lowend */
1494             {"6800",        CARD_NVIDIA_GEFORCE_6800},      /* Geforce 6 - highend */
1495             {"6700",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1496             {"6610",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1497             {"6600",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1498         };
1499
1500         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1501         {
1502             if (strstr(gl_renderer, cards[i].renderer))
1503                 return cards[i].id;
1504         }
1505
1506         /* Geforce 6/7 - lowend */
1507         return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1508     }
1509
1510     if (WINE_D3D9_CAPABLE(gl_info))
1511     {
1512         /* GeforceFX - highend */
1513         if (strstr(gl_renderer, "5800")
1514                 || strstr(gl_renderer, "5900")
1515                 || strstr(gl_renderer, "5950")
1516                 || strstr(gl_renderer, "Quadro FX"))
1517         {
1518             return CARD_NVIDIA_GEFORCEFX_5800;
1519         }
1520
1521         /* GeforceFX - midend */
1522         if (strstr(gl_renderer, "5600")
1523                 || strstr(gl_renderer, "5650")
1524                 || strstr(gl_renderer, "5700")
1525                 || strstr(gl_renderer, "5750"))
1526         {
1527             return CARD_NVIDIA_GEFORCEFX_5600;
1528         }
1529
1530         /* GeforceFX - lowend */
1531         return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1532     }
1533
1534     if (WINE_D3D8_CAPABLE(gl_info))
1535     {
1536         if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1537         {
1538             return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1539         }
1540
1541         return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1542     }
1543
1544     if (WINE_D3D7_CAPABLE(gl_info))
1545     {
1546         if (strstr(gl_renderer, "GeForce4 MX"))
1547         {
1548             return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1549         }
1550
1551         if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1552         {
1553             return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1554         }
1555
1556         if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1557         {
1558             return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1559         }
1560
1561         return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1562     }
1563
1564     if (strstr(gl_renderer, "TNT2"))
1565     {
1566         return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1567     }
1568
1569     return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1570 }
1571
1572 static enum wined3d_pci_device select_card_ati_binary(const struct wined3d_gl_info *gl_info,
1573         const char *gl_renderer)
1574 {
1575     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1576      *
1577      * Beware: renderer string do not match exact card model,
1578      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1579     if (WINE_D3D10_CAPABLE(gl_info))
1580     {
1581         /* Radeon EG CYPRESS XT / PRO HD5800 - highend */
1582         if (strstr(gl_renderer, "HD 5800")          /* Radeon EG CYPRESS HD58xx generic renderer string */
1583                 || strstr(gl_renderer, "HD 5850")   /* Radeon EG CYPRESS XT */
1584                 || strstr(gl_renderer, "HD 5870"))  /* Radeon EG CYPRESS PRO */
1585         {
1586             return CARD_ATI_RADEON_HD5800;
1587         }
1588
1589         /* Radeon EG JUNIPER XT / LE HD5700 - midend */
1590         if (strstr(gl_renderer, "HD 5700")          /* Radeon EG JUNIPER HD57xx generic renderer string */
1591                 || strstr(gl_renderer, "HD 5750")   /* Radeon EG JUNIPER LE */
1592                 || strstr(gl_renderer, "HD 5770"))  /* Radeon EG JUNIPER XT */
1593         {
1594             return CARD_ATI_RADEON_HD5700;
1595         }
1596
1597         /* Radeon R7xx HD4800 - highend */
1598         if (strstr(gl_renderer, "HD 4800")          /* Radeon RV7xx HD48xx generic renderer string */
1599                 || strstr(gl_renderer, "HD 4830")   /* Radeon RV770 */
1600                 || strstr(gl_renderer, "HD 4850")   /* Radeon RV770 */
1601                 || strstr(gl_renderer, "HD 4870")   /* Radeon RV770 */
1602                 || strstr(gl_renderer, "HD 4890"))  /* Radeon RV790 */
1603         {
1604             return CARD_ATI_RADEON_HD4800;
1605         }
1606
1607         /* Radeon R740 HD4700 - midend */
1608         if (strstr(gl_renderer, "HD 4700")          /* Radeon RV770 */
1609                 || strstr(gl_renderer, "HD 4770"))  /* Radeon RV740 */
1610         {
1611             return CARD_ATI_RADEON_HD4700;
1612         }
1613
1614         /* Radeon R730 HD4600 - midend */
1615         if (strstr(gl_renderer, "HD 4600")          /* Radeon RV730 */
1616                 || strstr(gl_renderer, "HD 4650")   /* Radeon RV730 */
1617                 || strstr(gl_renderer, "HD 4670"))  /* Radeon RV730 */
1618         {
1619             return CARD_ATI_RADEON_HD4600;
1620         }
1621
1622         /* Radeon R710 HD4500/HD4350 - lowend */
1623         if (strstr(gl_renderer, "HD 4350")          /* Radeon RV710 */
1624                 || strstr(gl_renderer, "HD 4550"))  /* Radeon RV710 */
1625         {
1626             return CARD_ATI_RADEON_HD4350;
1627         }
1628
1629         /* Radeon R6xx HD2900/HD3800 - highend */
1630         if (strstr(gl_renderer, "HD 2900")
1631                 || strstr(gl_renderer, "HD 3870")
1632                 || strstr(gl_renderer, "HD 3850"))
1633         {
1634             return CARD_ATI_RADEON_HD2900;
1635         }
1636
1637         /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1638         if (strstr(gl_renderer, "HD 2600")
1639                 || strstr(gl_renderer, "HD 3830")
1640                 || strstr(gl_renderer, "HD 3690")
1641                 || strstr(gl_renderer, "HD 3650"))
1642         {
1643             return CARD_ATI_RADEON_HD2600;
1644         }
1645
1646         /* Radeon R6xx HD2350/HD2400/HD3400 - lowend
1647          * Note HD2300=DX9, HD2350=DX10 */
1648         if (strstr(gl_renderer, "HD 2350")
1649                 || strstr(gl_renderer, "HD 2400")
1650                 || strstr(gl_renderer, "HD 3470")
1651                 || strstr(gl_renderer, "HD 3450")
1652                 || strstr(gl_renderer, "HD 3430")
1653                 || strstr(gl_renderer, "HD 3400"))
1654         {
1655             return CARD_ATI_RADEON_HD2350;
1656         }
1657
1658         /* Radeon R6xx/R7xx integrated */
1659         if (strstr(gl_renderer, "HD 3100")
1660                 || strstr(gl_renderer, "HD 3200")
1661                 || strstr(gl_renderer, "HD 3300"))
1662         {
1663             return CARD_ATI_RADEON_HD3200;
1664         }
1665
1666         /* Default for when no GPU has been found */
1667         return CARD_ATI_RADEON_HD3200;
1668     }
1669
1670     if (WINE_D3D8_CAPABLE(gl_info))
1671     {
1672         /* Radeon R5xx */
1673         if (strstr(gl_renderer, "X1600")
1674                 || strstr(gl_renderer, "X1650")
1675                 || strstr(gl_renderer, "X1800")
1676                 || strstr(gl_renderer, "X1900")
1677                 || strstr(gl_renderer, "X1950"))
1678         {
1679             return CARD_ATI_RADEON_X1600;
1680         }
1681
1682         /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1683          * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1684         if (strstr(gl_renderer, "X700")
1685                 || strstr(gl_renderer, "X800")
1686                 || strstr(gl_renderer, "X850")
1687                 || strstr(gl_renderer, "X1300")
1688                 || strstr(gl_renderer, "X1400")
1689                 || strstr(gl_renderer, "X1450")
1690                 || strstr(gl_renderer, "X1550")
1691                 || strstr(gl_renderer, "X2300")
1692                 || strstr(gl_renderer, "X2500")
1693                 || strstr(gl_renderer, "HD 2300")
1694                 )
1695         {
1696             return CARD_ATI_RADEON_X700;
1697         }
1698
1699         /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1700         if (strstr(gl_renderer, "Radeon Xpress"))
1701         {
1702             return CARD_ATI_RADEON_XPRESS_200M;
1703         }
1704
1705         /* Radeon R3xx */
1706         return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1707     }
1708
1709     if (WINE_D3D8_CAPABLE(gl_info))
1710     {
1711         return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1712     }
1713
1714     if (WINE_D3D7_CAPABLE(gl_info))
1715     {
1716         return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1717     }
1718
1719     return CARD_ATI_RAGE_128PRO;
1720 }
1721
1722 static enum wined3d_pci_device select_card_intel(const struct wined3d_gl_info *gl_info,
1723         const char *gl_renderer)
1724 {
1725     if (strstr(gl_renderer, "X3100") || strstr(gl_renderer, "965GM"))
1726     {
1727         /* MacOS calls the card GMA X3100, otherwise known as GM965/GL960 */
1728         return CARD_INTEL_X3100;
1729     }
1730
1731     if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1732     {
1733         /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1734         return CARD_INTEL_I945GM;
1735     }
1736
1737     if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1738     if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1739     if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1740     if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1741     if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1742     return CARD_INTEL_I915G;
1743
1744 }
1745
1746 static enum wined3d_pci_device select_card_ati_mesa(const struct wined3d_gl_info *gl_info,
1747         const char *gl_renderer)
1748 {
1749     unsigned int i;
1750
1751     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1752      *
1753      * Beware: renderer string do not match exact card model,
1754      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1755     if (strstr(gl_renderer, "Gallium"))
1756     {
1757         /* 20101109 - These are never returned by current Gallium radeon
1758          * drivers: R700, RV790, R680, RV535, RV516, R410, RS485, RV360, RV351.
1759          *
1760          * These are returned but not handled: RC410, RV380. */
1761         static const struct
1762         {
1763             const char *renderer;
1764             enum wined3d_pci_device id;
1765         }
1766         cards[] =
1767         {
1768             /* Evergreen */
1769             {"HEMLOCK", CARD_ATI_RADEON_HD5900},
1770             {"CYPRESS", CARD_ATI_RADEON_HD5800},
1771             {"JUNIPER", CARD_ATI_RADEON_HD5700},
1772             {"REDWOOD", CARD_ATI_RADEON_HD5600},
1773             {"CEDAR",   CARD_ATI_RADEON_HD5400},
1774             /* R700 */
1775             {"R700",    CARD_ATI_RADEON_HD4800},    /* HD4800 - highend */
1776             {"RV790",   CARD_ATI_RADEON_HD4800},
1777             {"RV770",   CARD_ATI_RADEON_HD4800},
1778             {"RV740",   CARD_ATI_RADEON_HD4700},    /* HD4700 - midend */
1779             {"RV730",   CARD_ATI_RADEON_HD4600},    /* HD4600 - midend */
1780             {"RV710",   CARD_ATI_RADEON_HD4350},    /* HD4500/HD4350 - lowend */
1781             /* R600/R700 integrated */
1782             {"RS880",   CARD_ATI_RADEON_HD3200},
1783             {"RS780",   CARD_ATI_RADEON_HD3200},
1784             /* R600 */
1785             {"R680",    CARD_ATI_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1786             {"R600",    CARD_ATI_RADEON_HD2900},
1787             {"RV670",   CARD_ATI_RADEON_HD2900},
1788             {"RV635",   CARD_ATI_RADEON_HD2600},    /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1789             {"RV630",   CARD_ATI_RADEON_HD2600},
1790             {"RV620",   CARD_ATI_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1791             {"RV610",   CARD_ATI_RADEON_HD2350},
1792             /* R500 */
1793             {"R580",    CARD_ATI_RADEON_X1600},
1794             {"R520",    CARD_ATI_RADEON_X1600},
1795             {"RV570",   CARD_ATI_RADEON_X1600},
1796             {"RV560",   CARD_ATI_RADEON_X1600},
1797             {"RV535",   CARD_ATI_RADEON_X1600},
1798             {"RV530",   CARD_ATI_RADEON_X1600},
1799             {"RV516",   CARD_ATI_RADEON_X700},      /* X700 is actually R400. */
1800             {"RV515",   CARD_ATI_RADEON_X700},
1801             /* R400 */
1802             {"R481",    CARD_ATI_RADEON_X700},
1803             {"R480",    CARD_ATI_RADEON_X700},
1804             {"R430",    CARD_ATI_RADEON_X700},
1805             {"R423",    CARD_ATI_RADEON_X700},
1806             {"R420",    CARD_ATI_RADEON_X700},
1807             {"R410",    CARD_ATI_RADEON_X700},
1808             {"RV410",   CARD_ATI_RADEON_X700},
1809             /* Radeon Xpress - onboard, DX9b, Shader 2.0, 300-400MHz */
1810             {"RS740",   CARD_ATI_RADEON_XPRESS_200M},
1811             {"RS690",   CARD_ATI_RADEON_XPRESS_200M},
1812             {"RS600",   CARD_ATI_RADEON_XPRESS_200M},
1813             {"RS485",   CARD_ATI_RADEON_XPRESS_200M},
1814             {"RS482",   CARD_ATI_RADEON_XPRESS_200M},
1815             {"RS480",   CARD_ATI_RADEON_XPRESS_200M},
1816             {"RS400",   CARD_ATI_RADEON_XPRESS_200M},
1817             /* R300 */
1818             {"R360",    CARD_ATI_RADEON_9500},
1819             {"R350",    CARD_ATI_RADEON_9500},
1820             {"R300",    CARD_ATI_RADEON_9500},
1821             {"RV370",   CARD_ATI_RADEON_9500},
1822             {"RV360",   CARD_ATI_RADEON_9500},
1823             {"RV351",   CARD_ATI_RADEON_9500},
1824             {"RV350",   CARD_ATI_RADEON_9500},
1825         };
1826
1827         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1828         {
1829             if (strstr(gl_renderer, cards[i].renderer))
1830                 return cards[i].id;
1831         }
1832     }
1833
1834     if (WINE_D3D9_CAPABLE(gl_info))
1835     {
1836         static const struct
1837         {
1838             const char *renderer;
1839             enum wined3d_pci_device id;
1840         }
1841         cards[] =
1842         {
1843             /* R700 */
1844             {"(R700",   CARD_ATI_RADEON_HD4800},    /* HD4800 - highend */
1845             {"(RV790",  CARD_ATI_RADEON_HD4800},
1846             {"(RV770",  CARD_ATI_RADEON_HD4800},
1847             {"(RV740",  CARD_ATI_RADEON_HD4700},    /* HD4700 - midend */
1848             {"(RV730",  CARD_ATI_RADEON_HD4600},    /* HD4600 - midend */
1849             {"(RV710",  CARD_ATI_RADEON_HD4350},    /* HD4500/HD4350 - lowend */
1850             /* R600/R700 integrated */
1851             {"RS880",   CARD_ATI_RADEON_HD3200},
1852             {"RS780",   CARD_ATI_RADEON_HD3200},
1853             /* R600 */
1854             {"(R680",   CARD_ATI_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1855             {"(R600",   CARD_ATI_RADEON_HD2900},
1856             {"(RV670",  CARD_ATI_RADEON_HD2900},
1857             {"(RV635",  CARD_ATI_RADEON_HD2600},    /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1858             {"(RV630",  CARD_ATI_RADEON_HD2600},
1859             {"(RV620",  CARD_ATI_RADEON_HD2350},    /* HD2300/HD2400/HD3400 - lowend */
1860             {"(RV610",  CARD_ATI_RADEON_HD2350},
1861         };
1862
1863         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1864         {
1865             if (strstr(gl_renderer, cards[i].renderer))
1866                 return cards[i].id;
1867         }
1868     }
1869
1870     if (WINE_D3D8_CAPABLE(gl_info))
1871     {
1872         return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1873     }
1874
1875     if (WINE_D3D7_CAPABLE(gl_info))
1876     {
1877         return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1878     }
1879
1880     return CARD_ATI_RAGE_128PRO;
1881 }
1882
1883 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
1884         const char *gl_renderer)
1885 {
1886     FIXME_(d3d_caps)("Card selection not handled for Mesa Nouveau driver\n");
1887     if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1888     if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1889     if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1890     if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1891     return CARD_NVIDIA_RIVA_128;
1892 }
1893
1894
1895 struct vendor_card_selection
1896 {
1897     enum wined3d_gl_vendor gl_vendor;
1898     enum wined3d_pci_vendor card_vendor;
1899     const char *description;        /* Description of the card selector i.e. Apple OS/X Intel */
1900     enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer);
1901 };
1902
1903 static const struct vendor_card_selection vendor_card_select_table[] =
1904 {
1905     {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA,  "Nvidia binary driver",     select_card_nvidia_binary},
1906     {GL_VENDOR_APPLE,  HW_VENDOR_NVIDIA,  "Apple OSX NVidia binary driver",   select_card_nvidia_binary},
1907     {GL_VENDOR_APPLE,  HW_VENDOR_ATI,     "Apple OSX AMD/ATI binary driver",  select_card_ati_binary},
1908     {GL_VENDOR_APPLE,  HW_VENDOR_INTEL,   "Apple OSX Intel binary driver",    select_card_intel},
1909     {GL_VENDOR_FGLRX,  HW_VENDOR_ATI,     "AMD/ATI binary driver",    select_card_ati_binary},
1910     {GL_VENDOR_MESA,   HW_VENDOR_ATI,     "Mesa AMD/ATI driver",      select_card_ati_mesa},
1911     {GL_VENDOR_MESA,   HW_VENDOR_NVIDIA,  "Mesa Nouveau driver",      select_card_nvidia_mesa},
1912     {GL_VENDOR_MESA,   HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel},
1913     {GL_VENDOR_INTEL,  HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel}
1914 };
1915
1916
1917 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1918         enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor)
1919 {
1920     /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
1921      * different GPUs with roughly the same features. In most cases GPUs from a
1922      * certain family differ in clockspeeds, the amount of video memory and the
1923      * number of shader pipelines.
1924      *
1925      * A Direct3D device object contains the PCI id (vendor + device) of the
1926      * videocard which is used for rendering. Various applications use this
1927      * information to get a rough estimation of the features of the card and
1928      * some might use it for enabling 3d effects only on certain types of
1929      * videocards. In some cases games might even use it to work around bugs
1930      * which happen on certain videocards/driver combinations. The problem is
1931      * that OpenGL only exposes a rendering string containing the name of the
1932      * videocard and not the PCI id.
1933      *
1934      * Various games depend on the PCI id, so somehow we need to provide one.
1935      * A simple option is to parse the renderer string and translate this to
1936      * the right PCI id. This is a lot of work because there are more than 200
1937      * GPUs just for Nvidia. Various cards share the same renderer string, so
1938      * the amount of code might be 'small' but there are quite a number of
1939      * exceptions which would make this a pain to maintain. Another way would
1940      * be to query the PCI id from the operating system (assuming this is the
1941      * videocard which is used for rendering which is not always the case).
1942      * This would work but it is not very portable. Second it would not work
1943      * well in, let's say, a remote X situation in which the amount of 3d
1944      * features which can be used is limited.
1945      *
1946      * As said most games only use the PCI id to get an indication of the
1947      * capabilities of the card. It doesn't really matter if the given id is
1948      * the correct one if we return the id of a card with similar 3d features.
1949      *
1950      * The code below checks the OpenGL capabilities of a videocard and matches
1951      * that to a certain level of Direct3D functionality. Once a card passes
1952      * the Direct3D9 check, we know that the card (in case of Nvidia) is at
1953      * least a GeforceFX. To give a better estimate we do a basic check on the
1954      * renderer string but if that won't pass we return a default card. This
1955      * way is better than maintaining a full card database as even without a
1956      * full database we can return a card with similar features. Second the
1957      * size of the database can be made quite small because when you know what
1958      * type of 3d functionality a card has, you know to which GPU family the
1959      * GPU must belong. Because of this you only have to check a small part of
1960      * the renderer string to distinguishes between different models from that
1961      * family.
1962      *
1963      * The code also selects a default amount of video memory which we will
1964      * use for an estimation of the amount of free texture memory. In case of
1965      * real D3D the amount of texture memory includes video memory and system
1966      * memory (to be specific AGP memory or in case of PCIE TurboCache /
1967      * HyperMemory). We don't know how much system memory can be addressed by
1968      * the system but we can make a reasonable estimation about the amount of
1969      * video memory. If the value is slightly wrong it doesn't matter as we
1970      * didn't include AGP-like memory which makes the amount of addressable
1971      * memory higher and second OpenGL isn't that critical it moves to system
1972      * memory behind our backs if really needed. Note that the amount of video
1973      * memory can be overruled using a registry setting. */
1974
1975     int i;
1976
1977     for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
1978     {
1979         if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
1980             || (vendor_card_select_table[i].card_vendor != *card_vendor))
1981                 continue;
1982         TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
1983         return vendor_card_select_table[i].select_card(gl_info, gl_renderer);
1984     }
1985
1986     FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
1987                      *gl_vendor, *card_vendor);
1988
1989     /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1990      * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1991      * them a good generic choice. */
1992     *card_vendor = HW_VENDOR_NVIDIA;
1993     if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1994     if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1995     if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1996     if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1997     return CARD_NVIDIA_RIVA_128;
1998 }
1999
2000 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
2001 {
2002     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2003     int vs_selected_mode, ps_selected_mode;
2004
2005     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2006     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2007             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
2008     else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
2009     else if (gl_info->supported[NV_REGISTER_COMBINERS]
2010             && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
2011     else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
2012     else return &ffp_fragment_pipeline;
2013 }
2014
2015 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
2016 {
2017     int vs_selected_mode, ps_selected_mode;
2018
2019     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2020     if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
2021     if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
2022     return &none_shader_backend;
2023 }
2024
2025 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
2026 {
2027     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2028     int vs_selected_mode, ps_selected_mode;
2029
2030     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2031     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2032             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2033     else return &ffp_blit;
2034 }
2035
2036 static void load_gl_funcs(struct wined3d_gl_info *gl_info, DWORD gl_version)
2037 {
2038     DWORD ver;
2039
2040 #define USE_GL_FUNC(type, pfn, ext, replace) \
2041     if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2042     else if ((ver = ver_for_ext(ext)) && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2043     else gl_info->pfn = NULL;
2044
2045     GL_EXT_FUNCS_GEN;
2046 #undef USE_GL_FUNC
2047
2048 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2049     WGL_EXT_FUNCS_GEN;
2050 #undef USE_GL_FUNC
2051 }
2052
2053 /* Context activation is done by the caller. */
2054 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
2055 {
2056     struct wined3d_driver_info *driver_info = &adapter->driver_info;
2057     struct wined3d_gl_info *gl_info = &adapter->gl_info;
2058     const char *GL_Extensions    = NULL;
2059     const char *WGL_Extensions   = NULL;
2060     const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2061     struct fragment_caps fragment_caps;
2062     enum wined3d_gl_vendor gl_vendor;
2063     enum wined3d_pci_vendor card_vendor;
2064     enum wined3d_pci_device device;
2065     GLint       gl_max;
2066     GLfloat     gl_floatv[2];
2067     unsigned    i;
2068     HDC         hdc;
2069     DWORD gl_version;
2070     size_t len;
2071
2072     TRACE_(d3d_caps)("(%p)\n", gl_info);
2073
2074     ENTER_GL();
2075
2076     gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2077     TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2078     if (!gl_renderer_str)
2079     {
2080         LEAVE_GL();
2081         ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2082         return FALSE;
2083     }
2084
2085     gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2086     TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2087     if (!gl_vendor_str)
2088     {
2089         LEAVE_GL();
2090         ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2091         return FALSE;
2092     }
2093
2094     /* Parse the GL_VERSION field into major and minor information */
2095     gl_version_str = (const char *)glGetString(GL_VERSION);
2096     TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2097     if (!gl_version_str)
2098     {
2099         LEAVE_GL();
2100         ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2101         return FALSE;
2102     }
2103     gl_version = wined3d_parse_gl_version(gl_version_str);
2104
2105     /*
2106      * Initialize openGL extension related variables
2107      *  with Default values
2108      */
2109     memset(gl_info->supported, 0, sizeof(gl_info->supported));
2110     gl_info->limits.blends = 1;
2111     gl_info->limits.buffers = 1;
2112     gl_info->limits.textures = 1;
2113     gl_info->limits.fragment_samplers = 1;
2114     gl_info->limits.vertex_samplers = 0;
2115     gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2116     gl_info->limits.sampler_stages = 1;
2117     gl_info->limits.glsl_vs_float_constants = 0;
2118     gl_info->limits.glsl_ps_float_constants = 0;
2119     gl_info->limits.arb_vs_float_constants = 0;
2120     gl_info->limits.arb_vs_native_constants = 0;
2121     gl_info->limits.arb_vs_instructions = 0;
2122     gl_info->limits.arb_vs_temps = 0;
2123     gl_info->limits.arb_ps_float_constants = 0;
2124     gl_info->limits.arb_ps_local_constants = 0;
2125     gl_info->limits.arb_ps_instructions = 0;
2126     gl_info->limits.arb_ps_temps = 0;
2127
2128     /* Retrieve opengl defaults */
2129     glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2130     gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2131     TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2132
2133     glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2134     gl_info->limits.lights = gl_max;
2135     TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2136
2137     glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2138     gl_info->limits.texture_size = gl_max;
2139     TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2140
2141     glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2142     gl_info->limits.pointsize_min = gl_floatv[0];
2143     gl_info->limits.pointsize_max = gl_floatv[1];
2144     TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2145
2146     /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2147     GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2148     if (!GL_Extensions)
2149     {
2150         LEAVE_GL();
2151         ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2152         return FALSE;
2153     }
2154
2155     LEAVE_GL();
2156
2157     TRACE_(d3d_caps)("GL_Extensions reported:\n");
2158
2159     gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2160
2161     while (*GL_Extensions)
2162     {
2163         const char *start;
2164
2165         while (isspace(*GL_Extensions)) ++GL_Extensions;
2166         start = GL_Extensions;
2167         while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2168
2169         len = GL_Extensions - start;
2170         if (!len) continue;
2171
2172         TRACE_(d3d_caps)("- %s\n", debugstr_an(start, len));
2173
2174         for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2175         {
2176             if (len == strlen(EXTENSION_MAP[i].extension_string)
2177                     && !memcmp(start, EXTENSION_MAP[i].extension_string, len))
2178             {
2179                 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2180                 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2181                 break;
2182             }
2183         }
2184     }
2185
2186     /* Now work out what GL support this card really has */
2187     load_gl_funcs( gl_info, gl_version );
2188
2189     ENTER_GL();
2190
2191     /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2192      * loading the functions, otherwise the code above will load the extension entry points instead of the
2193      * core functions, which may not work. */
2194     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2195     {
2196         if (!gl_info->supported[EXTENSION_MAP[i].extension]
2197                 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2198         {
2199             TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2200             gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2201         }
2202     }
2203
2204     if (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
2205
2206     if (gl_info->supported[APPLE_FENCE])
2207     {
2208         /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2209          * The apple extension interacts with some other apple exts. Disable the NV
2210          * extension if the apple one is support to prevent confusion in other parts
2211          * of the code. */
2212         gl_info->supported[NV_FENCE] = FALSE;
2213     }
2214     if (gl_info->supported[APPLE_FLOAT_PIXELS])
2215     {
2216         /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2217          *
2218          * The enums are the same:
2219          * GL_RGBA16F_ARB     = GL_RGBA_FLOAT16_APPLE = 0x881A
2220          * GL_RGB16F_ARB      = GL_RGB_FLOAT16_APPLE  = 0x881B
2221          * GL_RGBA32F_ARB     = GL_RGBA_FLOAT32_APPLE = 0x8814
2222          * GL_RGB32F_ARB      = GL_RGB_FLOAT32_APPLE  = 0x8815
2223          * GL_HALF_FLOAT_ARB  = GL_HALF_APPLE         = 0x140B
2224          */
2225         if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2226         {
2227             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2228             gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2229         }
2230         if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2231         {
2232             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2233             gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2234         }
2235     }
2236     if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2237     {
2238         /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2239          * functionality. Prefer the ARB extension */
2240         gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2241     }
2242     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2243     {
2244         TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2245         gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2246     }
2247     if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2248     {
2249         TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2250         gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2251     }
2252     if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2253     {
2254         TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2255         gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2256     }
2257     if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
2258     {
2259         TRACE_(d3d_caps)(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
2260         gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
2261     }
2262     if (gl_info->supported[NV_TEXTURE_SHADER2])
2263     {
2264         if (gl_info->supported[NV_REGISTER_COMBINERS])
2265         {
2266             /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2267              * are supported. The nv extensions provide the same functionality as the
2268              * ATI one, and a bit more(signed pixelformats). */
2269             gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2270         }
2271     }
2272
2273     if (gl_info->supported[NV_REGISTER_COMBINERS])
2274     {
2275         glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2276         gl_info->limits.general_combiners = gl_max;
2277         TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2278     }
2279     if (gl_info->supported[ARB_DRAW_BUFFERS])
2280     {
2281         glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2282         gl_info->limits.buffers = gl_max;
2283         TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2284     }
2285     if (gl_info->supported[ARB_MULTITEXTURE])
2286     {
2287         glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2288         gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2289         TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2290
2291         if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2292         {
2293             GLint tmp;
2294             glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2295             gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2296         }
2297         else
2298         {
2299             gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2300         }
2301         TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2302
2303         if (gl_info->supported[ARB_VERTEX_SHADER])
2304         {
2305             GLint tmp;
2306             glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2307             gl_info->limits.vertex_samplers = tmp;
2308             glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2309             gl_info->limits.combined_samplers = tmp;
2310
2311             /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2312              * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2313              * an issue because then the sampler setup only depends on the two shaders. If a pixel
2314              * shader is used with fixed function vertex processing we're fine too because fixed function
2315              * vertex processing doesn't use any samplers. If fixed function fragment processing is
2316              * used we have to make sure that all vertex sampler setups are valid together with all
2317              * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2318              * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2319              * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2320              * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2321              * a fixed function pipeline anymore.
2322              *
2323              * So this is just a check to check that our assumption holds true. If not, write a warning
2324              * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2325             if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2326                     && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2327             {
2328                 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2329                         gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2330                 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2331                 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2332                     gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2333                 else
2334                     gl_info->limits.vertex_samplers = 0;
2335             }
2336         }
2337         else
2338         {
2339             gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2340         }
2341         TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2342         TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2343     }
2344     if (gl_info->supported[ARB_VERTEX_BLEND])
2345     {
2346         glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2347         gl_info->limits.blends = gl_max;
2348         TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2349     }
2350     if (gl_info->supported[EXT_TEXTURE3D])
2351     {
2352         glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2353         gl_info->limits.texture3d_size = gl_max;
2354         TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2355     }
2356     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2357     {
2358         glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2359         gl_info->limits.anisotropy = gl_max;
2360         TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2361     }
2362     if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2363     {
2364         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2365         gl_info->limits.arb_ps_float_constants = gl_max;
2366         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2367         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2368         gl_info->limits.arb_ps_native_constants = gl_max;
2369         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2370                 gl_info->limits.arb_ps_native_constants);
2371         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2372         gl_info->limits.arb_ps_temps = gl_max;
2373         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2374         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2375         gl_info->limits.arb_ps_instructions = gl_max;
2376         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2377         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2378         gl_info->limits.arb_ps_local_constants = gl_max;
2379         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2380     }
2381     if (gl_info->supported[ARB_VERTEX_PROGRAM])
2382     {
2383         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2384         gl_info->limits.arb_vs_float_constants = gl_max;
2385         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2386         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2387         gl_info->limits.arb_vs_native_constants = gl_max;
2388         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2389                 gl_info->limits.arb_vs_native_constants);
2390         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2391         gl_info->limits.arb_vs_temps = gl_max;
2392         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2393         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2394         gl_info->limits.arb_vs_instructions = gl_max;
2395         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2396
2397         if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2398     }
2399     if (gl_info->supported[ARB_VERTEX_SHADER])
2400     {
2401         glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2402         gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2403         TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2404     }
2405     if (gl_info->supported[ARB_FRAGMENT_SHADER])
2406     {
2407         glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2408         gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2409         TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2410         glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2411         gl_info->limits.glsl_varyings = gl_max;
2412         TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2413     }
2414     if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2415     {
2416         const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2417         unsigned int major, minor;
2418
2419         TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2420
2421         /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2422         sscanf(str, "%u.%u", &major, &minor);
2423         gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2424     }
2425     if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2426     {
2427         glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2428     }
2429     else
2430     {
2431         gl_info->limits.shininess = 128.0f;
2432     }
2433     if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2434     {
2435         /* If we have full NP2 texture support, disable
2436          * GL_ARB_texture_rectangle because we will never use it.
2437          * This saves a few redundant glDisable calls. */
2438         gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2439     }
2440     if (gl_info->supported[ATI_FRAGMENT_SHADER])
2441     {
2442         /* Disable NV_register_combiners and fragment shader if this is supported.
2443          * generally the NV extensions are preferred over the ATI ones, and this
2444          * extension is disabled if register_combiners and texture_shader2 are both
2445          * supported. So we reach this place only if we have incomplete NV dxlevel 8
2446          * fragment processing support. */
2447         gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2448         gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2449         gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2450         gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2451     }
2452     if (gl_info->supported[NV_HALF_FLOAT])
2453     {
2454         /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2455         gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2456     }
2457     if (gl_info->supported[ARB_POINT_SPRITE])
2458     {
2459         gl_info->limits.point_sprite_units = gl_info->limits.textures;
2460     }
2461     else
2462     {
2463         gl_info->limits.point_sprite_units = 0;
2464     }
2465     checkGLcall("extension detection");
2466
2467     LEAVE_GL();
2468
2469     adapter->fragment_pipe = select_fragment_implementation(adapter);
2470     adapter->shader_backend = select_shader_backend(adapter);
2471     adapter->blitter = select_blit_implementation(adapter);
2472
2473     adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2474     gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2475     TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2476
2477     /* In some cases the number of texture stages can be larger than the number
2478      * of samplers. The GF4 for example can use only 2 samplers (no fragment
2479      * shaders), but 8 texture stages (register combiners). */
2480     gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2481
2482     if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2483     {
2484         gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2485         gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2486         gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2487         gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2488         gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2489         gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2490         gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2491         gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2492         gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2493         gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2494         gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2495         gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2496         gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2497         gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2498         gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2499         gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2500         gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2501         gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2502         gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2503     }
2504     else
2505     {
2506         if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2507         {
2508             gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2509             gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2510             gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2511             gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2512             gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2513             gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2514             gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2515             gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2516             gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2517             gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2518             gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2519             gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2520             gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2521             gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2522             gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2523             gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2524             gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2525         }
2526         else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2527         {
2528             WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2529             wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2530         }
2531         if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2532         {
2533             gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2534         }
2535         if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2536         {
2537             gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2538         }
2539     }
2540
2541     /* MRTs are currently only supported when FBOs are used. */
2542     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2543     {
2544         gl_info->limits.buffers = 1;
2545     }
2546
2547     gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2548     card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2549     TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2550
2551     device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor);
2552     TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2553
2554     gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2555     gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2556             gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2557     gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2558     gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2559             gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2560     gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2561             gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2562
2563     /* Make sure there's an active HDC else the WGL extensions will fail */
2564     hdc = pwglGetCurrentDC();
2565     if (hdc) {
2566         /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2567         if(GL_EXTCALL(wglGetExtensionsStringARB))
2568             WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2569
2570         if (!WGL_Extensions)
2571         {
2572             ERR("   WGL_Extensions returns NULL\n");
2573         }
2574         else
2575         {
2576             TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2577             while (*WGL_Extensions)
2578             {
2579                 const char *Start;
2580                 char ThisExtn[256];
2581
2582                 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2583                 Start = WGL_Extensions;
2584                 while (!isspace(*WGL_Extensions) && *WGL_Extensions) ++WGL_Extensions;
2585
2586                 len = WGL_Extensions - Start;
2587                 if (!len || len >= sizeof(ThisExtn))
2588                     continue;
2589
2590                 memcpy(ThisExtn, Start, len);
2591                 ThisExtn[len] = '\0';
2592                 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2593
2594                 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2595                     gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2596                     TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2597                 }
2598                 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2599                     gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2600                     TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2601                 }
2602             }
2603         }
2604     }
2605
2606     fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2607     init_driver_info(driver_info, card_vendor, device);
2608     add_gl_compat_wrappers(gl_info);
2609
2610     return TRUE;
2611 }
2612
2613 /**********************************************************
2614  * IWineD3D implementation follows
2615  **********************************************************/
2616
2617 static UINT     WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2618     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2619
2620     TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2621
2622     return This->adapter_count;
2623 }
2624
2625 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void *init_function)
2626 {
2627     FIXME("iface %p, init_function %p stub!\n", iface, init_function);
2628
2629     return WINED3D_OK;
2630 }
2631
2632 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2633     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2634
2635     TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2636
2637     if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2638         return NULL;
2639     }
2640
2641     return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2642 }
2643
2644 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2645      of the same bpp but different resolutions                                  */
2646
2647 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2648 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, enum wined3d_format_id format_id)
2649 {
2650     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2651
2652     TRACE_(d3d_caps)("iface %p, adapter %u, format_id: %s.\n", iface, Adapter, debug_d3dformat(format_id));
2653
2654     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2655         return 0;
2656     }
2657
2658     /* TODO: Store modes per adapter and read it from the adapter structure */
2659     if (Adapter == 0)
2660     {
2661         const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2662         UINT format_bits = format->byte_count * CHAR_BIT;
2663         unsigned int i = 0;
2664         unsigned int j = 0;
2665         DEVMODEW mode;
2666
2667         memset(&mode, 0, sizeof(mode));
2668         mode.dmSize = sizeof(mode);
2669
2670         while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2671         {
2672             ++j;
2673
2674             if (format_id == WINED3DFMT_UNKNOWN)
2675             {
2676                 /* This is for D3D8, do not enumerate P8 here */
2677                 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2678             }
2679             else if (mode.dmBitsPerPel == format_bits)
2680             {
2681                 ++i;
2682             }
2683         }
2684
2685         TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2686         return i;
2687     } else {
2688         FIXME_(d3d_caps)("Adapter not primary display\n");
2689     }
2690     return 0;
2691 }
2692
2693 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2694 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter,
2695         enum wined3d_format_id format_id, UINT Mode, WINED3DDISPLAYMODE *pMode)
2696 {
2697     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2698
2699     TRACE_(d3d_caps)("iface %p, adapter_idx %u, format %s, mode_idx %u, mode %p.\n",
2700             iface, Adapter, debug_d3dformat(format_id), Mode, pMode);
2701
2702     /* Validate the parameters as much as possible */
2703     if (!pMode || Adapter >= IWineD3DImpl_GetAdapterCount(iface)
2704             || Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, format_id))
2705     {
2706         return WINED3DERR_INVALIDCALL;
2707     }
2708
2709     /* TODO: Store modes per adapter and read it from the adapter structure */
2710     if (Adapter == 0)
2711     {
2712         const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2713         UINT format_bits = format->byte_count * CHAR_BIT;
2714         DEVMODEW DevModeW;
2715         int ModeIdx = 0;
2716         UINT i = 0;
2717         int j = 0;
2718
2719         ZeroMemory(&DevModeW, sizeof(DevModeW));
2720         DevModeW.dmSize = sizeof(DevModeW);
2721
2722         /* If we are filtering to a specific format (D3D9), then need to skip
2723            all unrelated modes, but if mode is irrelevant (D3D8), then we can
2724            just count through the ones with valid bit depths */
2725         while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2726         {
2727             if (format_id == WINED3DFMT_UNKNOWN)
2728             {
2729                 /* This is for D3D8, do not enumerate P8 here */
2730                 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2731             }
2732             else if (DevModeW.dmBitsPerPel == format_bits)
2733             {
2734                 ++i;
2735             }
2736         }
2737
2738         if (!i)
2739         {
2740             TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", format_id, debug_d3dformat(format_id));
2741             return WINED3DERR_INVALIDCALL;
2742         }
2743         ModeIdx = j - 1;
2744
2745         /* Now get the display mode via the calculated index */
2746         if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2747             pMode->Width        = DevModeW.dmPelsWidth;
2748             pMode->Height       = DevModeW.dmPelsHeight;
2749             pMode->RefreshRate  = DEFAULT_REFRESH_RATE;
2750             if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2751                 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2752
2753             if (format_id == WINED3DFMT_UNKNOWN)
2754                 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2755             else
2756                 pMode->Format = format_id;
2757         }
2758         else
2759         {
2760             TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2761             return WINED3DERR_INVALIDCALL;
2762         }
2763
2764         TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2765                 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2766                 DevModeW.dmBitsPerPel);
2767
2768     }
2769     else
2770     {
2771         FIXME_(d3d_caps)("Adapter not primary display\n");
2772     }
2773
2774     return WINED3D_OK;
2775 }
2776
2777 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE *pMode)
2778 {
2779     TRACE("iface %p, adapter_idx %u, display_mode %p.\n", iface, Adapter, pMode);
2780
2781     if (!pMode || Adapter >= IWineD3D_GetAdapterCount(iface))
2782         return WINED3DERR_INVALIDCALL;
2783
2784     if (Adapter == 0) { /* Display */
2785         int bpp = 0;
2786         DEVMODEW DevModeW;
2787
2788         ZeroMemory(&DevModeW, sizeof(DevModeW));
2789         DevModeW.dmSize = sizeof(DevModeW);
2790
2791         EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2792         pMode->Width        = DevModeW.dmPelsWidth;
2793         pMode->Height       = DevModeW.dmPelsHeight;
2794         bpp                 = DevModeW.dmBitsPerPel;
2795         pMode->RefreshRate  = DEFAULT_REFRESH_RATE;
2796         if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2797         {
2798             pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2799         }
2800
2801         pMode->Format = pixelformat_for_depth(bpp);
2802     } else {
2803         FIXME_(d3d_caps)("Adapter not primary display\n");
2804     }
2805
2806     TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2807           pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2808     return WINED3D_OK;
2809 }
2810
2811 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2812    and fields being inserted in the middle, a new structure is used in place    */
2813 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
2814                                                    WINED3DADAPTER_IDENTIFIER* pIdentifier) {
2815     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2816     struct wined3d_adapter *adapter;
2817     size_t len;
2818
2819     TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
2820
2821     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2822         return WINED3DERR_INVALIDCALL;
2823     }
2824
2825     adapter = &This->adapters[Adapter];
2826
2827     /* Return the information requested */
2828     TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2829
2830     if (pIdentifier->driver_size)
2831     {
2832         const char *name = adapter->driver_info.name;
2833         len = min(strlen(name), pIdentifier->driver_size - 1);
2834         memcpy(pIdentifier->driver, name, len);
2835         pIdentifier->driver[len] = '\0';
2836     }
2837
2838     if (pIdentifier->description_size)
2839     {
2840         const char *description = adapter->driver_info.description;
2841         len = min(strlen(description), pIdentifier->description_size - 1);
2842         memcpy(pIdentifier->description, description, len);
2843         pIdentifier->description[len] = '\0';
2844     }
2845
2846     /* Note that d3d8 doesn't supply a device name. */
2847     if (pIdentifier->device_name_size)
2848     {
2849         static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2850
2851         len = strlen(device_name);
2852         if (len >= pIdentifier->device_name_size)
2853         {
2854             ERR("Device name size too small.\n");
2855             return WINED3DERR_INVALIDCALL;
2856         }
2857
2858         memcpy(pIdentifier->device_name, device_name, len);
2859         pIdentifier->device_name[len] = '\0';
2860     }
2861
2862     pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
2863     pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
2864     pIdentifier->vendor_id = adapter->driver_info.vendor;
2865     pIdentifier->device_id = adapter->driver_info.device;
2866     pIdentifier->subsystem_id = 0;
2867     pIdentifier->revision = 0;
2868     memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
2869     pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2870     memcpy(&pIdentifier->adapter_luid, &adapter->luid, sizeof(pIdentifier->adapter_luid));
2871     pIdentifier->video_memory = adapter->TextureRam;
2872
2873     return WINED3D_OK;
2874 }
2875
2876 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
2877         const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
2878 {
2879     short redSize, greenSize, blueSize, alphaSize, colorBits;
2880
2881     if(!cfg)
2882         return FALSE;
2883
2884     /* Float formats need FBOs. If FBOs are used this function isn't called */
2885     if (format->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2886
2887     if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
2888         if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2889         {
2890             ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
2891             return FALSE;
2892         }
2893
2894         if(cfg->redSize < redSize)
2895             return FALSE;
2896
2897         if(cfg->greenSize < greenSize)
2898             return FALSE;
2899
2900         if(cfg->blueSize < blueSize)
2901             return FALSE;
2902
2903         if(cfg->alphaSize < alphaSize)
2904             return FALSE;
2905
2906         return TRUE;
2907     }
2908
2909     /* Probably a RGBA_float or color index mode */
2910     return FALSE;
2911 }
2912
2913 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
2914         const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
2915 {
2916     short depthSize, stencilSize;
2917     BOOL lockable = FALSE;
2918
2919     if(!cfg)
2920         return FALSE;
2921
2922     if (!getDepthStencilBits(format, &depthSize, &stencilSize))
2923     {
2924         ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
2925         return FALSE;
2926     }
2927
2928     /* Float formats need FBOs. If FBOs are used this function isn't called */
2929     if (format->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2930
2931     if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
2932         lockable = TRUE;
2933
2934     /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
2935      * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
2936      * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
2937     if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
2938         return FALSE;
2939
2940     /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
2941      * allow more stencil bits than requested. */
2942     if(cfg->stencilSize < stencilSize)
2943         return FALSE;
2944
2945     return TRUE;
2946 }
2947
2948 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface,
2949         UINT Adapter, WINED3DDEVTYPE DeviceType, enum wined3d_format_id AdapterFormat,
2950         enum wined3d_format_id RenderTargetFormat, enum wined3d_format_id DepthStencilFormat)
2951 {
2952     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2953     int nCfgs;
2954     const WineD3D_PixelFormat *cfgs;
2955     const struct wined3d_adapter *adapter;
2956     const struct wined3d_format *rt_format;
2957     const struct wined3d_format *ds_format;
2958     int it;
2959
2960     WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
2961            This, Adapter,
2962            DeviceType, debug_d3ddevicetype(DeviceType),
2963            AdapterFormat, debug_d3dformat(AdapterFormat),
2964            RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
2965            DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
2966
2967     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2968         TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
2969         return WINED3DERR_INVALIDCALL;
2970     }
2971
2972     adapter = &This->adapters[Adapter];
2973     rt_format = wined3d_get_format(&adapter->gl_info, RenderTargetFormat);
2974     ds_format = wined3d_get_format(&adapter->gl_info, DepthStencilFormat);
2975     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2976     {
2977         if ((rt_format->Flags & WINED3DFMT_FLAG_RENDERTARGET)
2978                 && (ds_format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
2979         {
2980             TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
2981             return WINED3D_OK;
2982         }
2983     }
2984     else
2985     {
2986         cfgs = adapter->cfgs;
2987         nCfgs = adapter->nCfgs;
2988         for (it = 0; it < nCfgs; ++it)
2989         {
2990             if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format))
2991             {
2992                 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format))
2993                 {
2994                     TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
2995                     return WINED3D_OK;
2996                 }
2997             }
2998         }
2999     }
3000     WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
3001
3002     return WINED3DERR_NOTAVAILABLE;
3003 }
3004
3005 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter,
3006         WINED3DDEVTYPE DeviceType, enum wined3d_format_id SurfaceFormat, BOOL Windowed,
3007         WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
3008 {
3009     IWineD3DImpl *This = (IWineD3DImpl *)iface;
3010     const struct wined3d_adapter *adapter;
3011     const struct wined3d_format *format;
3012
3013     TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
3014           This,
3015           Adapter,
3016           DeviceType, debug_d3ddevicetype(DeviceType),
3017           SurfaceFormat, debug_d3dformat(SurfaceFormat),
3018           Windowed,
3019           MultiSampleType,
3020           pQualityLevels);
3021
3022     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3023         return WINED3DERR_INVALIDCALL;
3024     }
3025
3026     /* TODO: handle Windowed, add more quality levels */
3027
3028     if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
3029         if(pQualityLevels) *pQualityLevels = 1;
3030         return WINED3D_OK;
3031     }
3032
3033     /* By default multisampling is disabled right now as it causes issues
3034      * on some Nvidia driver versions and it doesn't work well in combination
3035      * with FBOs yet. */
3036     if(!wined3d_settings.allow_multisampling)
3037         return WINED3DERR_NOTAVAILABLE;
3038
3039     adapter = &This->adapters[Adapter];
3040     format = wined3d_get_format(&adapter->gl_info, SurfaceFormat);
3041     if (!format) return WINED3DERR_INVALIDCALL;
3042
3043     if (format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
3044     {
3045         int i, nCfgs;
3046         const WineD3D_PixelFormat *cfgs;
3047
3048         cfgs = adapter->cfgs;
3049         nCfgs = adapter->nCfgs;
3050         for(i=0; i<nCfgs; i++) {
3051             if(cfgs[i].numSamples != MultiSampleType)
3052                 continue;
3053
3054             if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], format))
3055                 continue;
3056
3057             TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3058
3059             if(pQualityLevels)
3060                 *pQualityLevels = 1; /* Guess at a value! */
3061             return WINED3D_OK;
3062         }
3063     }
3064     else if (format->Flags & WINED3DFMT_FLAG_RENDERTARGET)
3065     {
3066         short redSize, greenSize, blueSize, alphaSize, colorBits;
3067         int i, nCfgs;
3068         const WineD3D_PixelFormat *cfgs;
3069
3070         if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3071         {
3072             ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
3073             return WINED3DERR_NOTAVAILABLE;
3074         }
3075
3076         cfgs = adapter->cfgs;
3077         nCfgs = adapter->nCfgs;
3078         for(i=0; i<nCfgs; i++) {
3079             if(cfgs[i].numSamples != MultiSampleType)
3080                 continue;
3081             if(cfgs[i].redSize != redSize)
3082                 continue;
3083             if(cfgs[i].greenSize != greenSize)
3084                 continue;
3085             if(cfgs[i].blueSize != blueSize)
3086                 continue;
3087             /* Not all drivers report alpha-less formats since they use 32-bit anyway, so accept alpha even if we didn't ask for it. */
3088             if(alphaSize && cfgs[i].alphaSize != alphaSize)
3089                 continue;
3090             if (cfgs[i].colorSize != (format->byte_count << 3))
3091                 continue;
3092
3093             TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3094
3095             if(pQualityLevels)
3096                 *pQualityLevels = 1; /* Guess at a value! */
3097             return WINED3D_OK;
3098         }
3099     }
3100     return WINED3DERR_NOTAVAILABLE;
3101 }
3102
3103 /* Check if we support bumpmapping for a format */
3104 static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3105 {
3106     /* Ask the fixed function pipeline implementation if it can deal
3107      * with the conversion. If we've got a GL extension giving native
3108      * support this will be an identity conversion. */
3109     return (format->Flags & WINED3DFMT_FLAG_BUMPMAP)
3110             && adapter->fragment_pipe->color_fixup_supported(format->color_fixup);
3111 }
3112
3113 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3114 static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
3115         const struct wined3d_format *display_format, const struct wined3d_format *ds_format)
3116 {
3117     int it=0;
3118
3119     /* Only allow depth/stencil formats */
3120     if (!(ds_format->depth_size || ds_format->stencil_size)) return FALSE;
3121
3122     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3123     {
3124         /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3125         if (ds_format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3126     }
3127     else
3128     {
3129         /* Walk through all WGL pixel formats to find a match */
3130         for (it = 0; it < adapter->nCfgs; ++it)
3131         {
3132             WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
3133             if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format))
3134             {
3135                 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format))
3136                 {
3137                     return TRUE;
3138                 }
3139             }
3140         }
3141     }
3142
3143     return FALSE;
3144 }
3145
3146 static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3147 {
3148     /* The flags entry of a format contains the filtering capability */
3149     if (format->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3150
3151     return FALSE;
3152 }
3153
3154 /* Check the render target capabilities of a format */
3155 static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
3156         const struct wined3d_format *adapter_format, const struct wined3d_format *check_format)
3157 {
3158     /* Filter out non-RT formats */
3159     if (!(check_format->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3160     if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
3161     {
3162         WineD3D_PixelFormat *cfgs = adapter->cfgs;
3163         int it;
3164         short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3165         short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3166
3167         getColorBits(adapter_format, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3168         getColorBits(check_format, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3169
3170         /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3171          * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3172         if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3173             TRACE_(d3d_caps)("[FAILED]\n");
3174             return FALSE;
3175         }
3176
3177         /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3178          * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3179         for (it = 0; it < adapter->nCfgs; ++it)
3180         {
3181             if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3182                     &cfgs[it], check_format))
3183             {
3184                 TRACE_(d3d_caps)("Pixel format %d is compatible with format %s.\n",
3185                         cfgs[it].iPixelFormat, debug_d3dformat(check_format->id));
3186                 return TRUE;
3187             }
3188         }
3189     }
3190     else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3191     {
3192         /* For now return TRUE for FBOs until we have some proper checks.
3193          * Note that this function will only be called when the format is around for texturing. */
3194         return TRUE;
3195     }
3196     return FALSE;
3197 }
3198
3199 static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3200 {
3201     return adapter->gl_info.supported[EXT_TEXTURE_SRGB] && (format->Flags & WINED3DFMT_FLAG_SRGB_READ);
3202 }
3203
3204 static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3205 {
3206     /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3207      * doing the color fixup in shaders.
3208      * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3209     if (format->Flags & WINED3DFMT_FLAG_SRGB_WRITE)
3210     {
3211         int vs_selected_mode;
3212         int ps_selected_mode;
3213         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3214
3215         if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3216             TRACE_(d3d_caps)("[OK]\n");
3217             return TRUE;
3218         }
3219     }
3220
3221     TRACE_(d3d_caps)("[FAILED] - sRGB writes not supported by format %s.\n", debug_d3dformat(format->id));
3222     return FALSE;
3223 }
3224
3225 /* Check if a format support blending in combination with pixel shaders */
3226 static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
3227         const struct wined3d_format *format)
3228 {
3229     /* The flags entry of a format contains the post pixel shader blending capability */
3230     if (format->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3231
3232     return FALSE;
3233 }
3234
3235 static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3236 {
3237     /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3238      * but we have to report mipmapping so we cannot reject this flag. Tests show that
3239      * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3240      * that wrapping is supported. The lack of filtering will sort out the mipmapping
3241      * capability anyway.
3242      *
3243      * For now lets report this on all formats, but in the future we may want to
3244      * restrict it to some should games need that
3245      */
3246     return TRUE;
3247 }
3248
3249 /* Check if a texture format is supported on the given adapter */
3250 static BOOL CheckTextureCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3251 {
3252     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3253
3254     switch (format->id)
3255     {
3256         /*****
3257          *  supported: RGB(A) formats
3258          */
3259         case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3260         case WINED3DFMT_B8G8R8A8_UNORM:
3261         case WINED3DFMT_B8G8R8X8_UNORM:
3262         case WINED3DFMT_B5G6R5_UNORM:
3263         case WINED3DFMT_B5G5R5X1_UNORM:
3264         case WINED3DFMT_B5G5R5A1_UNORM:
3265         case WINED3DFMT_B4G4R4A4_UNORM:
3266         case WINED3DFMT_A8_UNORM:
3267         case WINED3DFMT_B4G4R4X4_UNORM:
3268         case WINED3DFMT_R8G8B8A8_UNORM:
3269         case WINED3DFMT_R8G8B8X8_UNORM:
3270         case WINED3DFMT_B10G10R10A2_UNORM:
3271         case WINED3DFMT_R10G10B10A2_UNORM:
3272         case WINED3DFMT_R16G16_UNORM:
3273             TRACE_(d3d_caps)("[OK]\n");
3274             return TRUE;
3275
3276         case WINED3DFMT_B2G3R3_UNORM:
3277             TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3278             return FALSE;
3279
3280         /*****
3281          *  Not supported: Palettized
3282          *  Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3283          *  Since it is not widely available, don't offer it. Further no Windows driver offers
3284          *  WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3285          */
3286         case WINED3DFMT_P8_UINT:
3287         case WINED3DFMT_P8_UINT_A8_UNORM:
3288             return FALSE;
3289
3290         /*****
3291          *  Supported: (Alpha)-Luminance
3292          */
3293         case WINED3DFMT_L8_UNORM:
3294         case WINED3DFMT_L8A8_UNORM:
3295         case WINED3DFMT_L16_UNORM:
3296             TRACE_(d3d_caps)("[OK]\n");
3297             return TRUE;
3298
3299         /* Not supported on Windows, thus disabled */
3300         case WINED3DFMT_L4A4_UNORM:
3301             TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3302             return FALSE;
3303
3304         /*****
3305          *  Supported: Depth/Stencil formats
3306          */
3307         case WINED3DFMT_D16_LOCKABLE:
3308         case WINED3DFMT_D16_UNORM:
3309         case WINED3DFMT_S1_UINT_D15_UNORM:
3310         case WINED3DFMT_X8D24_UNORM:
3311         case WINED3DFMT_S4X4_UINT_D24_UNORM:
3312         case WINED3DFMT_D24_UNORM_S8_UINT:
3313         case WINED3DFMT_S8_UINT_D24_FLOAT:
3314         case WINED3DFMT_D32_UNORM:
3315         case WINED3DFMT_D32_FLOAT:
3316             return TRUE;
3317
3318         case WINED3DFMT_INTZ:
3319             if (gl_info->supported[EXT_PACKED_DEPTH_STENCIL]
3320                     || gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3321                 return TRUE;
3322             return FALSE;
3323
3324         /*****
3325          *  Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3326          *  GL_NV_texture_shader). Emulated by shaders
3327          */
3328         case WINED3DFMT_R8G8_SNORM:
3329         case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3330         case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3331         case WINED3DFMT_R8G8B8A8_SNORM:
3332         case WINED3DFMT_R16G16_SNORM:
3333             /* Ask the shader backend if it can deal with the conversion. If
3334              * we've got a GL extension giving native support this will be an
3335              * identity conversion. */
3336             if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup))
3337             {
3338                 TRACE_(d3d_caps)("[OK]\n");
3339                 return TRUE;
3340             }
3341             TRACE_(d3d_caps)("[FAILED]\n");
3342             return FALSE;
3343
3344         case WINED3DFMT_DXT1:
3345         case WINED3DFMT_DXT2:
3346         case WINED3DFMT_DXT3:
3347         case WINED3DFMT_DXT4:
3348         case WINED3DFMT_DXT5:
3349             if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3350             {
3351                 TRACE_(d3d_caps)("[OK]\n");
3352                 return TRUE;
3353             }
3354             TRACE_(d3d_caps)("[FAILED]\n");
3355             return FALSE;
3356
3357
3358         /*****
3359          *  Odd formats - not supported
3360          */
3361         case WINED3DFMT_VERTEXDATA:
3362         case WINED3DFMT_R16_UINT:
3363         case WINED3DFMT_R32_UINT:
3364         case WINED3DFMT_R16G16B16A16_SNORM:
3365         case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3366         case WINED3DFMT_R10G11B11_SNORM:
3367             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3368             return FALSE;
3369
3370         /*****
3371          *  WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3372          */
3373         case WINED3DFMT_R8G8_SNORM_Cx:
3374             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3375             return FALSE;
3376
3377         /* YUV formats */
3378         case WINED3DFMT_UYVY:
3379         case WINED3DFMT_YUY2:
3380             if (gl_info->supported[APPLE_YCBCR_422])
3381             {
3382                 TRACE_(d3d_caps)("[OK]\n");
3383                 return TRUE;
3384             }
3385             TRACE_(d3d_caps)("[FAILED]\n");
3386             return FALSE;
3387         case WINED3DFMT_YV12:
3388             TRACE_(d3d_caps)("[FAILED]\n");
3389             return FALSE;
3390
3391             /* Not supported */
3392         case WINED3DFMT_R16G16B16A16_UNORM:
3393         case WINED3DFMT_B2G3R3A8_UNORM:
3394             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3395             return FALSE;
3396
3397             /* Floating point formats */
3398         case WINED3DFMT_R16_FLOAT:
3399         case WINED3DFMT_R16G16_FLOAT:
3400         case WINED3DFMT_R16G16B16A16_FLOAT:
3401             if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3402             {
3403                 TRACE_(d3d_caps)("[OK]\n");
3404                 return TRUE;
3405             }
3406             TRACE_(d3d_caps)("[FAILED]\n");
3407             return FALSE;
3408
3409         case WINED3DFMT_R32_FLOAT:
3410         case WINED3DFMT_R32G32_FLOAT:
3411         case WINED3DFMT_R32G32B32A32_FLOAT:
3412             if (gl_info->supported[ARB_TEXTURE_FLOAT])
3413             {
3414                 TRACE_(d3d_caps)("[OK]\n");
3415                 return TRUE;
3416             }
3417             TRACE_(d3d_caps)("[FAILED]\n");
3418             return FALSE;
3419
3420         /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3421          * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3422          * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3423          * We can do instancing with all shader versions, but we need vertex shaders.
3424          *
3425          * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3426          * to enable instancing. WineD3D doesn't need that and just ignores it.
3427          *
3428          * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3429          */
3430         case WINED3DFMT_INST:
3431             TRACE("ATI Instancing check hack\n");
3432             if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3433             {
3434                 TRACE_(d3d_caps)("[OK]\n");
3435                 return TRUE;
3436             }
3437             TRACE_(d3d_caps)("[FAILED]\n");
3438             return FALSE;
3439
3440         /* Some weird FOURCC formats */
3441         case WINED3DFMT_R8G8_B8G8:
3442         case WINED3DFMT_G8R8_G8B8:
3443         case WINED3DFMT_MULTI2_ARGB8:
3444             TRACE_(d3d_caps)("[FAILED]\n");
3445             return FALSE;
3446
3447         /* Vendor specific formats */
3448         case WINED3DFMT_ATI2N:
3449             if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3450                     || gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
3451             {
3452                 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3453                         && adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3454                 {
3455                     TRACE_(d3d_caps)("[OK]\n");
3456                     return TRUE;
3457                 }
3458
3459                 TRACE_(d3d_caps)("[OK]\n");
3460                 return TRUE;
3461             }
3462             TRACE_(d3d_caps)("[FAILED]\n");
3463             return FALSE;
3464
3465         /* Depth bound test. To query if the card supports it CheckDeviceFormat with the special
3466          * format MAKEFOURCC('N','V','D','B') is used.
3467          * It is enabled by setting D3DRS_ADAPTIVETESS_X render state to MAKEFOURCC('N','V','D','B') and
3468          * then controlled by setting D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax)
3469          * to test value.
3470          */
3471         case WINED3DFMT_NVDB:
3472             if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
3473             {
3474                 TRACE_(d3d_caps)("[OK]\n");
3475                 return TRUE;
3476             }
3477             TRACE_(d3d_caps)("[FAILED]\n");
3478             return FALSE;
3479
3480         case WINED3DFMT_NVHU:
3481         case WINED3DFMT_NVHS:
3482             /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3483              * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3484              * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3485              * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3486              * Applications have to deal with not having NVHS and NVHU.
3487              */
3488             TRACE_(d3d_caps)("[FAILED]\n");
3489             return FALSE;
3490
3491         case WINED3DFMT_UNKNOWN:
3492             return FALSE;
3493
3494         default:
3495             ERR("Unhandled format %s.\n", debug_d3dformat(format->id));
3496             break;
3497     }
3498     return FALSE;
3499 }
3500
3501 static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter,
3502         const struct wined3d_format *adapter_format,
3503         const struct wined3d_format *check_format,
3504         WINED3DSURFTYPE SurfaceType)
3505 {
3506     if (SurfaceType == SURFACE_GDI)
3507     {
3508         switch (check_format->id)
3509         {
3510             case WINED3DFMT_B8G8R8_UNORM:
3511             case WINED3DFMT_B8G8R8A8_UNORM:
3512             case WINED3DFMT_B8G8R8X8_UNORM:
3513             case WINED3DFMT_B5G6R5_UNORM:
3514             case WINED3DFMT_B5G5R5X1_UNORM:
3515             case WINED3DFMT_B5G5R5A1_UNORM:
3516             case WINED3DFMT_B4G4R4A4_UNORM:
3517             case WINED3DFMT_B2G3R3_UNORM:
3518             case WINED3DFMT_A8_UNORM:
3519             case WINED3DFMT_B2G3R3A8_UNORM:
3520             case WINED3DFMT_B4G4R4X4_UNORM:
3521             case WINED3DFMT_R10G10B10A2_UNORM:
3522             case WINED3DFMT_R8G8B8A8_UNORM:
3523             case WINED3DFMT_R8G8B8X8_UNORM:
3524             case WINED3DFMT_R16G16_UNORM:
3525             case WINED3DFMT_B10G10R10A2_UNORM:
3526             case WINED3DFMT_R16G16B16A16_UNORM:
3527             case WINED3DFMT_P8_UINT:
3528                 TRACE_(d3d_caps)("[OK]\n");
3529                 return TRUE;
3530             default:
3531                 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3532                 return FALSE;
3533         }
3534     }
3535
3536     /* All format that are supported for textures are supported for surfaces as well */
3537     if (CheckTextureCapability(adapter, check_format)) return TRUE;
3538     /* All depth stencil formats are supported on surfaces */
3539     if (CheckDepthStencilCapability(adapter, adapter_format, check_format)) return TRUE;
3540
3541     /* If opengl can't process the format natively, the blitter may be able to convert it */
3542     if (adapter->blitter->blit_supported(&adapter->gl_info, BLIT_OP_BLIT,
3543             NULL, WINED3DPOOL_DEFAULT, 0, check_format,
3544             NULL, WINED3DPOOL_DEFAULT, 0, adapter_format))
3545     {
3546         TRACE_(d3d_caps)("[OK]\n");
3547         return TRUE;
3548     }
3549
3550     /* Reject other formats */
3551     TRACE_(d3d_caps)("[FAILED]\n");
3552     return FALSE;
3553 }
3554
3555 static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter,
3556         const struct wined3d_format *format)
3557 {
3558     return adapter->gl_info.limits.vertex_samplers && (format->Flags & WINED3DFMT_FLAG_VTF);
3559 }
3560
3561 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3562         enum wined3d_format_id AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType,
3563         enum wined3d_format_id CheckFormat, WINED3DSURFTYPE SurfaceType)
3564 {
3565     IWineD3DImpl *This = (IWineD3DImpl *)iface;
3566     struct wined3d_adapter *adapter = &This->adapters[Adapter];
3567     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3568     const struct wined3d_format *format = wined3d_get_format(gl_info, CheckFormat);
3569     const struct wined3d_format *adapter_format = wined3d_get_format(gl_info, AdapterFormat);
3570     DWORD UsageCaps = 0;
3571
3572     TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3573           This,
3574           Adapter,
3575           DeviceType, debug_d3ddevicetype(DeviceType),
3576           AdapterFormat, debug_d3dformat(AdapterFormat),
3577           Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3578           RType, debug_d3dresourcetype(RType),
3579           CheckFormat, debug_d3dformat(CheckFormat));
3580
3581     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3582         return WINED3DERR_INVALIDCALL;
3583     }
3584
3585     switch (RType)
3586     {
3587         case WINED3DRTYPE_CUBETEXTURE:
3588             /* Cubetexture allows:
3589              *      - WINED3DUSAGE_AUTOGENMIPMAP
3590              *      - WINED3DUSAGE_DEPTHSTENCIL
3591              *      - WINED3DUSAGE_DYNAMIC
3592              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3593              *      - WINED3DUSAGE_RENDERTARGET
3594              *      - WINED3DUSAGE_SOFTWAREPROCESSING
3595              *      - WINED3DUSAGE_QUERY_WRAPANDMIP
3596              */
3597             if (SurfaceType != SURFACE_OPENGL)
3598             {
3599                 TRACE_(d3d_caps)("[FAILED]\n");
3600                 return WINED3DERR_NOTAVAILABLE;
3601             }
3602
3603             if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3604             {
3605                 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3606                 return WINED3DERR_NOTAVAILABLE;
3607             }
3608
3609             if (!CheckTextureCapability(adapter, format))
3610             {
3611                 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3612                 return WINED3DERR_NOTAVAILABLE;
3613             }
3614
3615             if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3616             {
3617                 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3618                     /* When autogenmipmap isn't around continue and return
3619                      * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3620                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3621                 else
3622                     UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3623             }
3624
3625             /* Always report dynamic locking. */
3626             if (Usage & WINED3DUSAGE_DYNAMIC)
3627                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3628
3629             if (Usage & WINED3DUSAGE_RENDERTARGET)
3630             {
3631                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3632                 {
3633                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3634                     return WINED3DERR_NOTAVAILABLE;
3635                 }
3636                 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3637             }
3638
3639             /* Always report software processing. */
3640             if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3641                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3642
3643             if (Usage & WINED3DUSAGE_QUERY_FILTER)
3644             {
3645                 if (!CheckFilterCapability(adapter, format))
3646                 {
3647                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3648                     return WINED3DERR_NOTAVAILABLE;
3649                 }
3650                 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3651             }
3652
3653             if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3654             {
3655                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3656                 {
3657                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3658                     return WINED3DERR_NOTAVAILABLE;
3659                 }
3660                 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3661             }
3662
3663             if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3664             {
3665                 if (!CheckSrgbReadCapability(adapter, format))
3666                 {
3667                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3668                     return WINED3DERR_NOTAVAILABLE;
3669                 }
3670                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3671             }
3672
3673             if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3674             {
3675                 if (!CheckSrgbWriteCapability(adapter, format))
3676                 {
3677                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3678                     return WINED3DERR_NOTAVAILABLE;
3679                 }
3680                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3681             }
3682
3683             if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3684             {
3685                 if (!CheckVertexTextureCapability(adapter, format))
3686                 {
3687                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3688                     return WINED3DERR_NOTAVAILABLE;
3689                 }
3690                 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3691             }
3692
3693             if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3694             {
3695                 if (!CheckWrapAndMipCapability(adapter, format))
3696                 {
3697                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3698                     return WINED3DERR_NOTAVAILABLE;
3699                 }
3700                 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3701             }
3702             break;
3703
3704         case WINED3DRTYPE_SURFACE:
3705             /* Surface allows:
3706              *      - WINED3DUSAGE_DEPTHSTENCIL
3707              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3708              *      - WINED3DUSAGE_RENDERTARGET
3709              */
3710             if (!CheckSurfaceCapability(adapter, adapter_format, format, SurfaceType))
3711             {
3712                 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3713                 return WINED3DERR_NOTAVAILABLE;
3714             }
3715
3716             if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3717             {
3718                 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3719                 {
3720                     TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3721                     return WINED3DERR_NOTAVAILABLE;
3722                 }
3723                 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3724             }
3725
3726             if (Usage & WINED3DUSAGE_RENDERTARGET)
3727             {
3728                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3729                 {
3730                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3731                     return WINED3DERR_NOTAVAILABLE;
3732                 }
3733                 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3734             }
3735
3736             if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3737             {
3738                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3739                 {
3740                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3741                     return WINED3DERR_NOTAVAILABLE;
3742                 }
3743                 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3744             }
3745             break;
3746
3747         case WINED3DRTYPE_TEXTURE:
3748             /* Texture allows:
3749              *      - WINED3DUSAGE_AUTOGENMIPMAP
3750              *      - WINED3DUSAGE_DEPTHSTENCIL
3751              *      - WINED3DUSAGE_DMAP
3752              *      - WINED3DUSAGE_DYNAMIC
3753              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3754              *      - WINED3DUSAGE_RENDERTARGET
3755              *      - WINED3DUSAGE_SOFTWAREPROCESSING
3756              *      - WINED3DUSAGE_TEXTAPI (d3d9ex)
3757              *      - WINED3DUSAGE_QUERY_WRAPANDMIP
3758              */
3759             if (SurfaceType != SURFACE_OPENGL)
3760             {
3761                 TRACE_(d3d_caps)("[FAILED]\n");
3762                 return WINED3DERR_NOTAVAILABLE;
3763             }
3764
3765             if (!CheckTextureCapability(adapter, format))
3766             {
3767                 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3768                 return WINED3DERR_NOTAVAILABLE;
3769             }
3770
3771             if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3772             {
3773                 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3774                     /* When autogenmipmap isn't around continue and return
3775                      * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3776                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3777                 else
3778                     UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3779             }
3780
3781             /* Always report dynamic locking. */
3782             if (Usage & WINED3DUSAGE_DYNAMIC)
3783                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3784
3785             if (Usage & WINED3DUSAGE_RENDERTARGET)
3786             {
3787                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3788                 {
3789                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3790                     return WINED3DERR_NOTAVAILABLE;
3791                 }
3792                 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3793             }
3794
3795             /* Always report software processing. */
3796             if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3797                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3798
3799             if (Usage & WINED3DUSAGE_QUERY_FILTER)
3800             {
3801                 if (!CheckFilterCapability(adapter, format))
3802                 {
3803                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3804                     return WINED3DERR_NOTAVAILABLE;
3805                 }
3806                 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3807             }
3808
3809             if (Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
3810             {
3811                 if (!CheckBumpMapCapability(adapter, format))
3812                 {
3813                     TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3814                     return WINED3DERR_NOTAVAILABLE;
3815                 }
3816                 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3817             }
3818
3819             if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3820             {
3821                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3822                 {
3823                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3824                     return WINED3DERR_NOTAVAILABLE;
3825                 }
3826                 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3827             }
3828
3829             if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3830             {
3831                 if (!CheckSrgbReadCapability(adapter, format))
3832                 {
3833                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3834                     return WINED3DERR_NOTAVAILABLE;
3835                 }
3836                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3837             }
3838
3839             if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3840             {
3841                 if (!CheckSrgbWriteCapability(adapter, format))
3842                 {
3843                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3844                     return WINED3DERR_NOTAVAILABLE;
3845                 }
3846                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3847             }
3848
3849             if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3850             {
3851                 if (!CheckVertexTextureCapability(adapter, format))
3852                 {
3853                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3854                     return WINED3DERR_NOTAVAILABLE;
3855                 }
3856                 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3857             }
3858
3859             if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3860             {
3861                 if (!CheckWrapAndMipCapability(adapter, format))
3862                 {
3863                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3864                     return WINED3DERR_NOTAVAILABLE;
3865                 }
3866                 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3867             }
3868
3869             if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3870             {
3871                 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3872                 {
3873                     TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
3874                     return WINED3DERR_NOTAVAILABLE;
3875                 }
3876                 if ((format->Flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
3877                 {
3878                     TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
3879                     return WINED3DERR_NOTAVAILABLE;
3880                 }
3881                 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3882             }
3883             break;
3884
3885         case WINED3DRTYPE_VOLUMETEXTURE:
3886         case WINED3DRTYPE_VOLUME:
3887             /* Volume is to VolumeTexture what Surface is to Texture, but its
3888              * usage caps are not documented. Most driver seem to offer
3889              * (nearly) the same on Volume and VolumeTexture, so do that too.
3890              *
3891              * Volumetexture allows:
3892              *      - D3DUSAGE_DYNAMIC
3893              *      - D3DUSAGE_NONSECURE (d3d9ex)
3894              *      - D3DUSAGE_SOFTWAREPROCESSING
3895              *      - D3DUSAGE_QUERY_WRAPANDMIP
3896              */
3897             if (SurfaceType != SURFACE_OPENGL)
3898             {
3899                 TRACE_(d3d_caps)("[FAILED]\n");
3900                 return WINED3DERR_NOTAVAILABLE;
3901             }
3902
3903             if (!gl_info->supported[EXT_TEXTURE3D])
3904             {
3905                 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
3906                 return WINED3DERR_NOTAVAILABLE;
3907             }
3908
3909             if (!CheckTextureCapability(adapter, format))
3910             {
3911                 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
3912                 return WINED3DERR_NOTAVAILABLE;
3913             }
3914
3915             /* Filter formats that need conversion; For one part, this
3916              * conversion is unimplemented, and volume textures are huge, so
3917              * it would be a big performance hit. Unless we hit an application
3918              * needing one of those formats, don't advertize them to avoid
3919              * leading applications into temptation. The windows drivers don't
3920              * support most of those formats on volumes anyway, except for
3921              * WINED3DFMT_R32_FLOAT. */
3922             switch (CheckFormat)
3923             {
3924                 case WINED3DFMT_P8_UINT:
3925                 case WINED3DFMT_L4A4_UNORM:
3926                 case WINED3DFMT_R32_FLOAT:
3927                 case WINED3DFMT_R16_FLOAT:
3928                 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3929                 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3930                 case WINED3DFMT_R16G16_UNORM:
3931                     TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3932                     return WINED3DERR_NOTAVAILABLE;
3933
3934                 case WINED3DFMT_R8G8B8A8_SNORM:
3935                 case WINED3DFMT_R16G16_SNORM:
3936                     if (!gl_info->supported[NV_TEXTURE_SHADER])
3937                     {
3938                         TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3939                         return WINED3DERR_NOTAVAILABLE;
3940                     }
3941                     break;
3942
3943                 case WINED3DFMT_R8G8_SNORM:
3944                     if (!gl_info->supported[NV_TEXTURE_SHADER])
3945                     {
3946                         TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3947                         return WINED3DERR_NOTAVAILABLE;
3948                     }
3949                     break;
3950
3951                 case WINED3DFMT_DXT1:
3952                 case WINED3DFMT_DXT2:
3953                 case WINED3DFMT_DXT3:
3954                 case WINED3DFMT_DXT4:
3955                 case WINED3DFMT_DXT5:
3956                     /* The GL_EXT_texture_compression_s3tc spec requires that
3957                      * loading an s3tc compressed texture results in an error.
3958                      * While the D3D refrast does support s3tc volumes, at
3959                      * least the nvidia windows driver does not, so we're free
3960                      * not to support this format. */
3961                     TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
3962                     return WINED3DERR_NOTAVAILABLE;
3963
3964                 default:
3965                     /* Do nothing, continue with checking the format below */
3966                     break;
3967             }
3968
3969             /* Always report dynamic locking. */
3970             if (Usage & WINED3DUSAGE_DYNAMIC)
3971                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3972
3973             /* Always report software processing. */
3974             if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3975                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3976
3977             if (Usage & WINED3DUSAGE_QUERY_FILTER)
3978             {
3979                 if (!CheckFilterCapability(adapter, format))
3980                 {
3981                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3982                     return WINED3DERR_NOTAVAILABLE;
3983                 }
3984                 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3985             }
3986
3987             if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3988             {
3989                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3990                 {
3991                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3992                     return WINED3DERR_NOTAVAILABLE;
3993                 }
3994                 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3995             }
3996
3997             if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3998             {
3999                 if (!CheckSrgbReadCapability(adapter, format))
4000                 {
4001                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4002                     return WINED3DERR_NOTAVAILABLE;
4003                 }
4004                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
4005             }
4006
4007             if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4008             {
4009                 if (!CheckSrgbWriteCapability(adapter, format))
4010                 {
4011                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4012                     return WINED3DERR_NOTAVAILABLE;
4013                 }
4014                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4015             }
4016
4017             if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4018             {
4019                 if (!CheckVertexTextureCapability(adapter, format))
4020                 {
4021                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4022                     return WINED3DERR_NOTAVAILABLE;
4023                 }
4024                 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4025             }
4026
4027             if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4028             {
4029                 if (!CheckWrapAndMipCapability(adapter, format))
4030                 {
4031                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4032                     return WINED3DERR_NOTAVAILABLE;
4033                 }
4034                 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4035             }
4036             break;
4037
4038         default:
4039             FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(RType));
4040             return WINED3DERR_NOTAVAILABLE;
4041     }
4042
4043     /* When the UsageCaps exactly matches Usage return WINED3D_OK except for
4044      * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4045      * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4046     if (UsageCaps == Usage)
4047         return WINED3D_OK;
4048     if (UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4049         return WINED3DOK_NOAUTOGEN;
4050
4051     TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for CheckFormat %s and RType %s but only %#x is available\n",
4052             Usage, debug_d3dformat(CheckFormat), debug_d3dresourcetype(RType), UsageCaps);
4053
4054     return WINED3DERR_NOTAVAILABLE;
4055 }
4056
4057 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT adapter_idx,
4058         WINED3DDEVTYPE device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format)
4059 {
4060     FIXME("iface %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4061             iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4062             debug_d3dformat(dst_format));
4063
4064     return WINED3D_OK;
4065 }
4066
4067 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
4068         enum wined3d_format_id display_format, enum wined3d_format_id backbuffer_format, BOOL windowed)
4069 {
4070     UINT mode_count;
4071     HRESULT hr;
4072
4073     TRACE("iface %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
4074             iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(display_format),
4075             debug_d3dformat(backbuffer_format), windowed);
4076
4077     if (adapter_idx >= IWineD3D_GetAdapterCount(iface))
4078     {
4079         WARN_(d3d_caps)("adapter_idx >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
4080         return WINED3DERR_INVALIDCALL;
4081     }
4082
4083     /* The task of this function is to check whether a certain display / backbuffer format
4084      * combination is available on the given adapter. In fullscreen mode microsoft specified
4085      * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
4086      * and display format should match exactly.
4087      * In windowed mode format conversion can occur and this depends on the driver. When format
4088      * conversion is done, this function should nevertheless fail and applications need to use
4089      * CheckDeviceFormatConversion.
4090      * At the moment we assume that fullscreen and windowed have the same capabilities. */
4091
4092     /* There are only 4 display formats. */
4093     if (!(display_format == WINED3DFMT_B5G6R5_UNORM
4094             || display_format == WINED3DFMT_B5G5R5X1_UNORM
4095             || display_format == WINED3DFMT_B8G8R8X8_UNORM
4096             || display_format == WINED3DFMT_B10G10R10A2_UNORM))
4097     {
4098         TRACE_(d3d_caps)("Format %s is not supported as display format.\n", debug_d3dformat(display_format));
4099         return WINED3DERR_NOTAVAILABLE;
4100     }
4101
4102     /* If the requested display format is not available, don't continue. */
4103     mode_count = IWineD3DImpl_GetAdapterModeCount(iface, adapter_idx, display_format);
4104     if (!mode_count)
4105     {
4106         TRACE_(d3d_caps)("No available modes for display format %s.\n", debug_d3dformat(display_format));
4107         return WINED3DERR_NOTAVAILABLE;
4108     }
4109
4110     /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbuffer format,
4111      * it means 'reuse' the display format for the backbuffer. */
4112     if (!windowed && backbuffer_format == WINED3DFMT_UNKNOWN)
4113     {
4114         TRACE_(d3d_caps)("backbuffer_format WINED3FMT_UNKNOWN only available in windowed mode.\n");
4115         return WINED3DERR_NOTAVAILABLE;
4116     }
4117
4118     /* In FULLSCREEN mode WINED3DFMT_B5G6R5_UNORM can only be mixed with
4119      * backbuffer format WINED3DFMT_B5G6R5_UNORM. */
4120     if (display_format == WINED3DFMT_B5G6R5_UNORM && backbuffer_format != WINED3DFMT_B5G6R5_UNORM)
4121     {
4122         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4123                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4124         return WINED3DERR_NOTAVAILABLE;
4125     }
4126
4127     /* In FULLSCREEN mode WINED3DFMT_B5G5R5X1_UNORM can only be mixed with
4128      * backbuffer formats WINED3DFMT_B5G5R5X1_UNORM and
4129      * WINED3DFMT_B5G5R5A1_UNORM. */
4130     if (display_format == WINED3DFMT_B5G5R5X1_UNORM
4131             && !(backbuffer_format == WINED3DFMT_B5G5R5X1_UNORM || backbuffer_format == WINED3DFMT_B5G5R5A1_UNORM))
4132     {
4133         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4134                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4135         return WINED3DERR_NOTAVAILABLE;
4136     }
4137
4138     /* In FULLSCREEN mode WINED3DFMT_B8G8R8X8_UNORM can only be mixed with
4139      * backbuffer formats WINED3DFMT_B8G8R8X8_UNORM and
4140      * WINED3DFMT_B8G8R8A8_UNORM. */
4141     if (display_format == WINED3DFMT_B8G8R8X8_UNORM
4142             && !(backbuffer_format == WINED3DFMT_B8G8R8X8_UNORM || backbuffer_format == WINED3DFMT_B8G8R8A8_UNORM))
4143     {
4144         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4145                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4146         return WINED3DERR_NOTAVAILABLE;
4147     }
4148
4149     /* WINED3DFMT_B10G10R10A2_UNORM is only allowed in fullscreen mode and it
4150      * can only be mixed with backbuffer format WINED3DFMT_B10G10R10A2_UNORM. */
4151     if (display_format == WINED3DFMT_B10G10R10A2_UNORM
4152             && (backbuffer_format != WINED3DFMT_B10G10R10A2_UNORM || windowed))
4153     {
4154         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4155                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4156         return WINED3DERR_NOTAVAILABLE;
4157     }
4158
4159     /* Use CheckDeviceFormat to see if the backbuffer_format is usable with the given display_format */
4160     hr = IWineD3DImpl_CheckDeviceFormat(iface, adapter_idx, device_type, display_format,
4161             WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, backbuffer_format, SURFACE_OPENGL);
4162     if (FAILED(hr))
4163         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4164                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4165
4166     return hr;
4167 }
4168
4169 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4170       subset of a D3DCAPS9 structure. However, it has to come via a void *
4171       as the d3d8 interface cannot import the d3d9 header                  */
4172 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
4173
4174     IWineD3DImpl    *This = (IWineD3DImpl *)iface;
4175     struct wined3d_adapter *adapter = &This->adapters[Adapter];
4176     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4177     int vs_selected_mode;
4178     int ps_selected_mode;
4179     struct shader_caps shader_caps;
4180     struct fragment_caps fragment_caps;
4181     DWORD ckey_caps, blit_caps, fx_caps, pal_caps;
4182
4183     TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
4184
4185     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
4186         return WINED3DERR_INVALIDCALL;
4187     }
4188
4189     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4190
4191     /* ------------------------------------------------
4192        The following fields apply to both d3d8 and d3d9
4193        ------------------------------------------------ */
4194     pCaps->DeviceType              = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF;  /* Not quite true, but use h/w supported by opengl I suppose */
4195     pCaps->AdapterOrdinal          = Adapter;
4196
4197     pCaps->Caps                    = 0;
4198     pCaps->Caps2                   = WINED3DCAPS2_CANRENDERWINDOWED |
4199                                      WINED3DCAPS2_FULLSCREENGAMMA |
4200                                      WINED3DCAPS2_DYNAMICTEXTURES;
4201     if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4202     {
4203         pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4204     }
4205
4206     pCaps->Caps3                   = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4207                                      WINED3DCAPS3_COPY_TO_VIDMEM                   |
4208                                      WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4209
4210     pCaps->PresentationIntervals   = WINED3DPRESENT_INTERVAL_IMMEDIATE  |
4211                                      WINED3DPRESENT_INTERVAL_ONE;
4212
4213     pCaps->CursorCaps              = WINED3DCURSORCAPS_COLOR            |
4214                                      WINED3DCURSORCAPS_LOWRES;
4215
4216     pCaps->DevCaps                 = WINED3DDEVCAPS_FLOATTLVERTEX       |
4217                                      WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4218                                      WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4219                                      WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4220                                      WINED3DDEVCAPS_DRAWPRIMTLVERTEX    |
4221                                      WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4222                                      WINED3DDEVCAPS_EXECUTEVIDEOMEMORY  |
4223                                      WINED3DDEVCAPS_PUREDEVICE          |
4224                                      WINED3DDEVCAPS_HWRASTERIZATION     |
4225                                      WINED3DDEVCAPS_TEXTUREVIDEOMEMORY  |
4226                                      WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4227                                      WINED3DDEVCAPS_CANRENDERAFTERFLIP  |
4228                                      WINED3DDEVCAPS_DRAWPRIMITIVES2     |
4229                                      WINED3DDEVCAPS_DRAWPRIMITIVES2EX   |
4230                                      WINED3DDEVCAPS_RTPATCHES;
4231
4232     pCaps->PrimitiveMiscCaps       = WINED3DPMISCCAPS_CULLNONE              |
4233                                      WINED3DPMISCCAPS_CULLCCW               |
4234                                      WINED3DPMISCCAPS_CULLCW                |
4235                                      WINED3DPMISCCAPS_COLORWRITEENABLE      |
4236                                      WINED3DPMISCCAPS_CLIPTLVERTS           |
4237                                      WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4238                                      WINED3DPMISCCAPS_MASKZ                 |
4239                                      WINED3DPMISCCAPS_BLENDOP               |
4240                                      WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4241                                     /* TODO:
4242                                         WINED3DPMISCCAPS_NULLREFERENCE
4243                                         WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4244                                         WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4245                                         WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4246
4247     if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4248         pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4249     if (gl_info->supported[EXT_DRAW_BUFFERS2])
4250         pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4251
4252     pCaps->RasterCaps              = WINED3DPRASTERCAPS_DITHER    |
4253                                      WINED3DPRASTERCAPS_PAT       |
4254                                      WINED3DPRASTERCAPS_WFOG      |
4255                                      WINED3DPRASTERCAPS_ZFOG      |
4256                                      WINED3DPRASTERCAPS_FOGVERTEX |
4257                                      WINED3DPRASTERCAPS_FOGTABLE  |
4258                                      WINED3DPRASTERCAPS_STIPPLE   |
4259                                      WINED3DPRASTERCAPS_SUBPIXEL  |
4260                                      WINED3DPRASTERCAPS_ZTEST     |
4261                                      WINED3DPRASTERCAPS_SCISSORTEST   |
4262                                      WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4263                                      WINED3DPRASTERCAPS_DEPTHBIAS;
4264
4265     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4266     {
4267         pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY    |
4268                              WINED3DPRASTERCAPS_ZBIAS         |
4269                              WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4270     }
4271     if (gl_info->supported[NV_FOG_DISTANCE])
4272     {
4273         pCaps->RasterCaps         |= WINED3DPRASTERCAPS_FOGRANGE;
4274     }
4275                         /* FIXME Add:
4276                            WINED3DPRASTERCAPS_COLORPERSPECTIVE
4277                            WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4278                            WINED3DPRASTERCAPS_ANTIALIASEDGES
4279                            WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4280                            WINED3DPRASTERCAPS_WBUFFER */
4281
4282     pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS       |
4283                       WINED3DPCMPCAPS_EQUAL        |
4284                       WINED3DPCMPCAPS_GREATER      |
4285                       WINED3DPCMPCAPS_GREATEREQUAL |
4286                       WINED3DPCMPCAPS_LESS         |
4287                       WINED3DPCMPCAPS_LESSEQUAL    |
4288                       WINED3DPCMPCAPS_NEVER        |
4289                       WINED3DPCMPCAPS_NOTEQUAL;
4290
4291     pCaps->SrcBlendCaps  = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4292                            WINED3DPBLENDCAPS_BOTHSRCALPHA    |
4293                            WINED3DPBLENDCAPS_DESTALPHA       |
4294                            WINED3DPBLENDCAPS_DESTCOLOR       |
4295                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4296                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4297                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4298                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4299                            WINED3DPBLENDCAPS_ONE             |
4300                            WINED3DPBLENDCAPS_SRCALPHA        |
4301                            WINED3DPBLENDCAPS_SRCALPHASAT     |
4302                            WINED3DPBLENDCAPS_SRCCOLOR        |
4303                            WINED3DPBLENDCAPS_ZERO;
4304
4305     pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA       |
4306                            WINED3DPBLENDCAPS_DESTCOLOR       |
4307                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4308                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4309                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4310                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4311                            WINED3DPBLENDCAPS_ONE             |
4312                            WINED3DPBLENDCAPS_SRCALPHA        |
4313                            WINED3DPBLENDCAPS_SRCCOLOR        |
4314                            WINED3DPBLENDCAPS_ZERO;
4315     /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4316      * according to the glBlendFunc manpage
4317      *
4318      * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4319      * legacy settings for srcblend only
4320      */
4321
4322     if (gl_info->supported[EXT_BLEND_COLOR])
4323     {
4324         pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4325         pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4326     }
4327
4328
4329     pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS       |
4330                           WINED3DPCMPCAPS_EQUAL        |
4331                           WINED3DPCMPCAPS_GREATER      |
4332                           WINED3DPCMPCAPS_GREATEREQUAL |
4333                           WINED3DPCMPCAPS_LESS         |
4334                           WINED3DPCMPCAPS_LESSEQUAL    |
4335                           WINED3DPCMPCAPS_NEVER        |
4336                           WINED3DPCMPCAPS_NOTEQUAL;
4337
4338     pCaps->ShadeCaps     = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4339                            WINED3DPSHADECAPS_COLORGOURAUDRGB    |
4340                            WINED3DPSHADECAPS_ALPHAFLATBLEND     |
4341                            WINED3DPSHADECAPS_ALPHAGOURAUDBLEND  |
4342                            WINED3DPSHADECAPS_COLORFLATRGB       |
4343                            WINED3DPSHADECAPS_FOGFLAT            |
4344                            WINED3DPSHADECAPS_FOGGOURAUD         |
4345                            WINED3DPSHADECAPS_SPECULARFLATRGB;
4346
4347     pCaps->TextureCaps =  WINED3DPTEXTURECAPS_ALPHA              |
4348                           WINED3DPTEXTURECAPS_ALPHAPALETTE       |
4349                           WINED3DPTEXTURECAPS_TRANSPARENCY       |
4350                           WINED3DPTEXTURECAPS_BORDER             |
4351                           WINED3DPTEXTURECAPS_MIPMAP             |
4352                           WINED3DPTEXTURECAPS_PROJECTED          |
4353                           WINED3DPTEXTURECAPS_PERSPECTIVE;
4354
4355     if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4356     {
4357         pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4358                               WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4359     }
4360
4361     if (gl_info->supported[EXT_TEXTURE3D])
4362     {
4363         pCaps->TextureCaps |=  WINED3DPTEXTURECAPS_VOLUMEMAP      |
4364                                WINED3DPTEXTURECAPS_MIPVOLUMEMAP   |
4365                                WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4366     }
4367
4368     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4369     {
4370         pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP     |
4371                               WINED3DPTEXTURECAPS_MIPCUBEMAP    |
4372                               WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4373
4374     }
4375
4376     pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4377                                WINED3DPTFILTERCAPS_MAGFPOINT        |
4378                                WINED3DPTFILTERCAPS_MINFLINEAR       |
4379                                WINED3DPTFILTERCAPS_MINFPOINT        |
4380                                WINED3DPTFILTERCAPS_MIPFLINEAR       |
4381                                WINED3DPTFILTERCAPS_MIPFPOINT        |
4382                                WINED3DPTFILTERCAPS_LINEAR           |
4383                                WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4384                                WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4385                                WINED3DPTFILTERCAPS_MIPLINEAR        |
4386                                WINED3DPTFILTERCAPS_MIPNEAREST       |
4387                                WINED3DPTFILTERCAPS_NEAREST;
4388
4389     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4390     {
4391         pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4392                                     WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4393     }
4394
4395     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4396     {
4397         pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4398                                        WINED3DPTFILTERCAPS_MAGFPOINT        |
4399                                        WINED3DPTFILTERCAPS_MINFLINEAR       |
4400                                        WINED3DPTFILTERCAPS_MINFPOINT        |
4401                                        WINED3DPTFILTERCAPS_MIPFLINEAR       |
4402                                        WINED3DPTFILTERCAPS_MIPFPOINT        |
4403                                        WINED3DPTFILTERCAPS_LINEAR           |
4404                                        WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4405                                        WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4406                                        WINED3DPTFILTERCAPS_MIPLINEAR        |
4407                                        WINED3DPTFILTERCAPS_MIPNEAREST       |
4408                                        WINED3DPTFILTERCAPS_NEAREST;
4409
4410         if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4411         {
4412             pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4413                                             WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4414         }
4415     } else
4416         pCaps->CubeTextureFilterCaps = 0;
4417
4418     if (gl_info->supported[EXT_TEXTURE3D])
4419     {
4420         pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4421                                          WINED3DPTFILTERCAPS_MAGFPOINT        |
4422                                          WINED3DPTFILTERCAPS_MINFLINEAR       |
4423                                          WINED3DPTFILTERCAPS_MINFPOINT        |
4424                                          WINED3DPTFILTERCAPS_MIPFLINEAR       |
4425                                          WINED3DPTFILTERCAPS_MIPFPOINT        |
4426                                          WINED3DPTFILTERCAPS_LINEAR           |
4427                                          WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4428                                          WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4429                                          WINED3DPTFILTERCAPS_MIPLINEAR        |
4430                                          WINED3DPTFILTERCAPS_MIPNEAREST       |
4431                                          WINED3DPTFILTERCAPS_NEAREST;
4432     } else
4433         pCaps->VolumeTextureFilterCaps = 0;
4434
4435     pCaps->TextureAddressCaps =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4436                                  WINED3DPTADDRESSCAPS_CLAMP  |
4437                                  WINED3DPTADDRESSCAPS_WRAP;
4438
4439     if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4440     {
4441         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4442     }
4443     if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4444     {
4445         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4446     }
4447     if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4448     {
4449         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4450     }
4451
4452     if (gl_info->supported[EXT_TEXTURE3D])
4453     {
4454         pCaps->VolumeTextureAddressCaps =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4455                                            WINED3DPTADDRESSCAPS_CLAMP  |
4456                                            WINED3DPTADDRESSCAPS_WRAP;
4457         if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4458         {
4459             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4460         }
4461         if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4462         {
4463             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4464         }
4465         if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4466         {
4467             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4468         }
4469     } else
4470         pCaps->VolumeTextureAddressCaps = 0;
4471
4472     pCaps->LineCaps = WINED3DLINECAPS_TEXTURE       |
4473                       WINED3DLINECAPS_ZTEST         |
4474                       WINED3DLINECAPS_BLEND         |
4475                       WINED3DLINECAPS_ALPHACMP      |
4476                       WINED3DLINECAPS_FOG;
4477     /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4478      * idea how generating the smoothing alpha values works; the result is different
4479      */
4480
4481     pCaps->MaxTextureWidth = gl_info->limits.texture_size;
4482     pCaps->MaxTextureHeight = gl_info->limits.texture_size;
4483
4484     if (gl_info->supported[EXT_TEXTURE3D])
4485         pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4486     else
4487         pCaps->MaxVolumeExtent = 0;
4488
4489     pCaps->MaxTextureRepeat = 32768;
4490     pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4491     pCaps->MaxVertexW = 1.0f;
4492
4493     pCaps->GuardBandLeft = 0.0f;
4494     pCaps->GuardBandTop = 0.0f;
4495     pCaps->GuardBandRight = 0.0f;
4496     pCaps->GuardBandBottom = 0.0f;
4497
4498     pCaps->ExtentsAdjust = 0.0f;
4499
4500     pCaps->StencilCaps =  WINED3DSTENCILCAPS_DECRSAT |
4501                           WINED3DSTENCILCAPS_INCRSAT |
4502                           WINED3DSTENCILCAPS_INVERT  |
4503                           WINED3DSTENCILCAPS_KEEP    |
4504                           WINED3DSTENCILCAPS_REPLACE |
4505                           WINED3DSTENCILCAPS_ZERO;
4506     if (gl_info->supported[EXT_STENCIL_WRAP])
4507     {
4508         pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR  |
4509                               WINED3DSTENCILCAPS_INCR;
4510     }
4511     if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4512     {
4513         pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4514     }
4515
4516     pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4517
4518     pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4519     pCaps->MaxActiveLights = gl_info->limits.lights;
4520
4521     pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
4522     pCaps->MaxVertexBlendMatrixIndex   = 0;
4523
4524     pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
4525     pCaps->MaxPointSize = gl_info->limits.pointsize_max;
4526
4527
4528     /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4529     pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4530                                   WINED3DVTXPCAPS_MATERIALSOURCE7   |
4531                                   WINED3DVTXPCAPS_POSITIONALLIGHTS  |
4532                                   WINED3DVTXPCAPS_LOCALVIEWER       |
4533                                   WINED3DVTXPCAPS_VERTEXFOG         |
4534                                   WINED3DVTXPCAPS_TEXGEN;
4535
4536     pCaps->MaxPrimitiveCount   = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4537     pCaps->MaxVertexIndex      = 0xFFFFF;
4538     pCaps->MaxStreams          = MAX_STREAMS;
4539     pCaps->MaxStreamStride     = 1024;
4540
4541     /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4542     pCaps->DevCaps2                          = WINED3DDEVCAPS2_STREAMOFFSET |
4543                                                WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4544     pCaps->MaxNpatchTessellationLevel        = 0;
4545     pCaps->MasterAdapterOrdinal              = 0;
4546     pCaps->AdapterOrdinalInGroup             = 0;
4547     pCaps->NumberOfAdaptersInGroup           = 1;
4548
4549     pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
4550
4551     pCaps->StretchRectFilterCaps             = WINED3DPTFILTERCAPS_MINFPOINT  |
4552                                                 WINED3DPTFILTERCAPS_MAGFPOINT  |
4553                                                 WINED3DPTFILTERCAPS_MINFLINEAR |
4554                                                 WINED3DPTFILTERCAPS_MAGFLINEAR;
4555     pCaps->VertexTextureFilterCaps           = 0;
4556
4557     adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4558     adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4559
4560     /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4561     pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4562
4563     /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4564      * Ignore shader model capabilities if disabled in config
4565      */
4566     if(vs_selected_mode == SHADER_NONE) {
4567         TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4568         pCaps->VertexShaderVersion          = WINED3DVS_VERSION(0,0);
4569         pCaps->MaxVertexShaderConst         = 0;
4570     } else {
4571         pCaps->VertexShaderVersion          = shader_caps.VertexShaderVersion;
4572         pCaps->MaxVertexShaderConst         = shader_caps.MaxVertexShaderConst;
4573     }
4574
4575     if(ps_selected_mode == SHADER_NONE) {
4576         TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4577         pCaps->PixelShaderVersion           = WINED3DPS_VERSION(0,0);
4578         pCaps->PixelShader1xMaxValue        = 0.0f;
4579     } else {
4580         pCaps->PixelShaderVersion           = shader_caps.PixelShaderVersion;
4581         pCaps->PixelShader1xMaxValue        = shader_caps.PixelShader1xMaxValue;
4582     }
4583
4584     pCaps->TextureOpCaps                    = fragment_caps.TextureOpCaps;
4585     pCaps->MaxTextureBlendStages            = fragment_caps.MaxTextureBlendStages;
4586     pCaps->MaxSimultaneousTextures          = fragment_caps.MaxSimultaneousTextures;
4587
4588     /* The following caps are shader specific, but they are things we cannot detect, or which
4589      * are the same among all shader models. So to avoid code duplication set the shader version
4590      * specific, but otherwise constant caps here
4591      */
4592     if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4593         /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4594         use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4595         pCaps->VS20Caps.Caps                     = WINED3DVS20CAPS_PREDICATION;
4596         pCaps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4597         pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4598         pCaps->VS20Caps.StaticFlowControlDepth   = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4599
4600         pCaps->MaxVShaderInstructionsExecuted    = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4601         pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4602     }
4603     else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4604     {
4605         pCaps->VS20Caps.Caps                     = 0;
4606         pCaps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4607         pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4608         pCaps->VS20Caps.StaticFlowControlDepth   = 1;
4609
4610         pCaps->MaxVShaderInstructionsExecuted    = 65535;
4611         pCaps->MaxVertexShader30InstructionSlots = 0;
4612     } else { /* VS 1.x */
4613         pCaps->VS20Caps.Caps                     = 0;
4614         pCaps->VS20Caps.DynamicFlowControlDepth  = 0;
4615         pCaps->VS20Caps.NumTemps                 = 0;
4616         pCaps->VS20Caps.StaticFlowControlDepth   = 0;
4617
4618         pCaps->MaxVShaderInstructionsExecuted    = 0;
4619         pCaps->MaxVertexShader30InstructionSlots = 0;
4620     }
4621
4622     if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4623         /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4624         use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4625
4626         /* 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 */
4627         pCaps->PS20Caps.Caps                     = WINED3DPS20CAPS_ARBITRARYSWIZZLE     |
4628                 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4629                 WINED3DPS20CAPS_PREDICATION          |
4630                 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4631                 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4632         pCaps->PS20Caps.DynamicFlowControlDepth  = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4633         pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4634         pCaps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4635         pCaps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4636
4637         pCaps->MaxPShaderInstructionsExecuted    = 65535;
4638         pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4639                 adapter->gl_info.limits.arb_ps_instructions);
4640     }
4641     else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4642     {
4643         /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4644         pCaps->PS20Caps.Caps                     = 0;
4645         pCaps->PS20Caps.DynamicFlowControlDepth  = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4646         pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4647         pCaps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4648         pCaps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4649
4650         pCaps->MaxPShaderInstructionsExecuted    = 512; /* Minimum value, a GeforceFX uses 1024 */
4651         pCaps->MaxPixelShader30InstructionSlots  = 0;
4652     } else { /* PS 1.x */
4653         pCaps->PS20Caps.Caps                     = 0;
4654         pCaps->PS20Caps.DynamicFlowControlDepth  = 0;
4655         pCaps->PS20Caps.NumTemps                 = 0;
4656         pCaps->PS20Caps.StaticFlowControlDepth   = 0;
4657         pCaps->PS20Caps.NumInstructionSlots      = 0;
4658
4659         pCaps->MaxPShaderInstructionsExecuted    = 0;
4660         pCaps->MaxPixelShader30InstructionSlots  = 0;
4661     }
4662
4663     if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4664         /* OpenGL supports all the formats below, perhaps not always
4665          * without conversion, but it supports them.
4666          * Further GLSL doesn't seem to have an official unsigned type so
4667          * don't advertise it yet as I'm not sure how we handle it.
4668          * We might need to add some clamping in the shader engine to
4669          * support it.
4670          * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4671         pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4    |
4672                            WINED3DDTCAPS_UBYTE4N   |
4673                            WINED3DDTCAPS_SHORT2N   |
4674                            WINED3DDTCAPS_SHORT4N;
4675         if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4676         {
4677             pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4678                                 WINED3DDTCAPS_FLOAT16_4;
4679         }
4680     } else
4681         pCaps->DeclTypes                         = 0;
4682
4683     /* Set DirectDraw helper Caps */
4684     ckey_caps =                         WINEDDCKEYCAPS_DESTBLT              |
4685                                         WINEDDCKEYCAPS_SRCBLT;
4686     fx_caps =                           WINEDDFXCAPS_BLTALPHA               |
4687                                         WINEDDFXCAPS_BLTMIRRORLEFTRIGHT     |
4688                                         WINEDDFXCAPS_BLTMIRRORUPDOWN        |
4689                                         WINEDDFXCAPS_BLTROTATION90          |
4690                                         WINEDDFXCAPS_BLTSHRINKX             |
4691                                         WINEDDFXCAPS_BLTSHRINKXN            |
4692                                         WINEDDFXCAPS_BLTSHRINKY             |
4693                                         WINEDDFXCAPS_BLTSHRINKXN            |
4694                                         WINEDDFXCAPS_BLTSTRETCHX            |
4695                                         WINEDDFXCAPS_BLTSTRETCHXN           |
4696                                         WINEDDFXCAPS_BLTSTRETCHY            |
4697                                         WINEDDFXCAPS_BLTSTRETCHYN;
4698     blit_caps =                         WINEDDCAPS_BLT                      |
4699                                         WINEDDCAPS_BLTCOLORFILL             |
4700                                         WINEDDCAPS_BLTDEPTHFILL             |
4701                                         WINEDDCAPS_BLTSTRETCH               |
4702                                         WINEDDCAPS_CANBLTSYSMEM             |
4703                                         WINEDDCAPS_CANCLIP                  |
4704                                         WINEDDCAPS_CANCLIPSTRETCHED         |
4705                                         WINEDDCAPS_COLORKEY                 |
4706                                         WINEDDCAPS_COLORKEYHWASSIST         |
4707                                         WINEDDCAPS_ALIGNBOUNDARYSRC;
4708     pal_caps =                          WINEDDPCAPS_8BIT                    |
4709                                         WINEDDPCAPS_PRIMARYSURFACE;
4710
4711     /* Fill the ddraw caps structure */
4712     pCaps->DirectDrawCaps.Caps =        WINEDDCAPS_GDI                      |
4713                                         WINEDDCAPS_PALETTE                  |
4714                                         blit_caps;
4715     pCaps->DirectDrawCaps.Caps2 =       WINEDDCAPS2_CERTIFIED                |
4716                                         WINEDDCAPS2_NOPAGELOCKREQUIRED       |
4717                                         WINEDDCAPS2_PRIMARYGAMMA             |
4718                                         WINEDDCAPS2_WIDESURFACES             |
4719                                         WINEDDCAPS2_CANRENDERWINDOWED;
4720     pCaps->DirectDrawCaps.CKeyCaps =    ckey_caps;
4721     pCaps->DirectDrawCaps.FXCaps =      fx_caps;
4722     pCaps->DirectDrawCaps.PalCaps =     pal_caps;
4723     pCaps->DirectDrawCaps.SVBCaps =     blit_caps;
4724     pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4725     pCaps->DirectDrawCaps.SVBFXCaps =   fx_caps;
4726     pCaps->DirectDrawCaps.VSBCaps =     blit_caps;
4727     pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4728     pCaps->DirectDrawCaps.VSBFXCaps =   fx_caps;
4729     pCaps->DirectDrawCaps.SSBCaps =     blit_caps;
4730     pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4731     pCaps->DirectDrawCaps.SSBFXCaps =   fx_caps;
4732
4733     pCaps->DirectDrawCaps.ddsCaps =     WINEDDSCAPS_ALPHA                   |
4734                                         WINEDDSCAPS_BACKBUFFER              |
4735                                         WINEDDSCAPS_FLIP                    |
4736                                         WINEDDSCAPS_FRONTBUFFER             |
4737                                         WINEDDSCAPS_OFFSCREENPLAIN          |
4738                                         WINEDDSCAPS_PALETTE                 |
4739                                         WINEDDSCAPS_PRIMARYSURFACE          |
4740                                         WINEDDSCAPS_SYSTEMMEMORY            |
4741                                         WINEDDSCAPS_VIDEOMEMORY             |
4742                                         WINEDDSCAPS_VISIBLE;
4743     pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4744
4745     /* Set D3D caps if OpenGL is available. */
4746     if (adapter->opengl)
4747     {
4748         pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE                |
4749                                         WINEDDSCAPS_MIPMAP                  |
4750                                         WINEDDSCAPS_TEXTURE                 |
4751                                         WINEDDSCAPS_ZBUFFER;
4752         pCaps->DirectDrawCaps.Caps |=   WINEDDCAPS_3D;
4753     }
4754
4755     return WINED3D_OK;
4756 }
4757
4758 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
4759         HWND focus_window, DWORD flags, IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4760 {
4761     IWineD3DImpl *This = (IWineD3DImpl *)iface;
4762     IWineD3DDeviceImpl *object;
4763     HRESULT hr;
4764
4765     TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, device_parent %p, device %p.\n",
4766             iface, adapter_idx, device_type, focus_window, flags, device_parent, device);
4767
4768     /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4769      * number and create a device without a 3D adapter for 2D only operation. */
4770     if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
4771     {
4772         return WINED3DERR_INVALIDCALL;
4773     }
4774
4775     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4776     if (!object)
4777     {
4778         ERR("Failed to allocate device memory.\n");
4779         return E_OUTOFMEMORY;
4780     }
4781
4782     hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, device_parent);
4783     if (FAILED(hr))
4784     {
4785         WARN("Failed to initialize device, hr %#x.\n", hr);
4786         HeapFree(GetProcessHeap(), 0, object);
4787         return hr;
4788     }
4789
4790     TRACE("Created device %p.\n", object);
4791     *device = (IWineD3DDevice *)object;
4792
4793     IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4794
4795     return WINED3D_OK;
4796 }
4797
4798 static void * WINAPI IWineD3DImpl_GetParent(IWineD3D *iface)
4799 {
4800     TRACE("iface %p.\n", iface);
4801
4802     return ((IWineD3DImpl *)iface)->parent;
4803 }
4804
4805 static void WINE_GLAPI invalid_func(const void *data)
4806 {
4807     ERR("Invalid vertex attribute function called\n");
4808     DebugBreak();
4809 }
4810
4811 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4812 {
4813     ERR("Invalid texcoord function called\n");
4814     DebugBreak();
4815 }
4816
4817 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4818  * the extension detection and are used in drawStridedSlow
4819  */
4820 static void WINE_GLAPI position_d3dcolor(const void *data)
4821 {
4822     DWORD pos = *((const DWORD *)data);
4823
4824     FIXME("Add a test for fixed function position from d3dcolor type\n");
4825     glVertex4s(D3DCOLOR_B_R(pos),
4826                D3DCOLOR_B_G(pos),
4827                D3DCOLOR_B_B(pos),
4828                D3DCOLOR_B_A(pos));
4829 }
4830
4831 static void WINE_GLAPI position_float4(const void *data)
4832 {
4833     const GLfloat *pos = data;
4834
4835     if (pos[3] != 0.0f && pos[3] != 1.0f)
4836     {
4837         float w = 1.0f / pos[3];
4838
4839         glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4840     }
4841     else
4842     {
4843         glVertex3fv(pos);
4844     }
4845 }
4846
4847 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4848 {
4849     DWORD diffuseColor = *((const DWORD *)data);
4850
4851     glColor4ub(D3DCOLOR_B_R(diffuseColor),
4852                D3DCOLOR_B_G(diffuseColor),
4853                D3DCOLOR_B_B(diffuseColor),
4854                D3DCOLOR_B_A(diffuseColor));
4855 }
4856
4857 static void WINE_GLAPI specular_d3dcolor(const void *data)
4858 {
4859     DWORD specularColor = *((const DWORD *)data);
4860     GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4861             D3DCOLOR_B_G(specularColor),
4862             D3DCOLOR_B_B(specularColor)};
4863
4864     specular_func_3ubv(d);
4865 }
4866
4867 static void WINE_GLAPI warn_no_specular_func(const void *data)
4868 {
4869     WARN("GL_EXT_secondary_color not supported\n");
4870 }
4871
4872 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
4873 {
4874     position_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
4875     position_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
4876     position_funcs[WINED3D_FFP_EMIT_FLOAT3]      = (glAttribFunc)glVertex3fv;
4877     position_funcs[WINED3D_FFP_EMIT_FLOAT4]      = position_float4;
4878     position_funcs[WINED3D_FFP_EMIT_D3DCOLOR]    = position_d3dcolor;
4879     position_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
4880     position_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
4881     position_funcs[WINED3D_FFP_EMIT_SHORT4]      = (glAttribFunc)glVertex2sv;
4882     position_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
4883     position_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
4884     position_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
4885     position_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
4886     position_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
4887     position_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
4888     position_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
4889     position_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
4890     position_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
4891
4892     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1]       = invalid_func;
4893     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2]       = invalid_func;
4894     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3]       = (glAttribFunc)glColor3fv;
4895     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4]       = (glAttribFunc)glColor4fv;
4896     diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR]     = diffuse_d3dcolor;
4897     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4]       = invalid_func;
4898     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2]       = invalid_func;
4899     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4]       = invalid_func;
4900     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N]      = (glAttribFunc)glColor4ubv;
4901     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N]      = invalid_func;
4902     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N]      = (glAttribFunc)glColor4sv;
4903     diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N]     = invalid_func;
4904     diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N]     = (glAttribFunc)glColor4usv;
4905     diffuse_funcs[WINED3D_FFP_EMIT_UDEC3]        = invalid_func;
4906     diffuse_funcs[WINED3D_FFP_EMIT_DEC3N]        = invalid_func;
4907     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2]    = invalid_func;
4908     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4]    = invalid_func;
4909
4910     /* No 4 component entry points here */
4911     specular_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
4912     specular_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
4913     if (gl_info->supported[EXT_SECONDARY_COLOR])
4914     {
4915         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4916     }
4917     else
4918     {
4919         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = warn_no_specular_func;
4920     }
4921     specular_funcs[WINED3D_FFP_EMIT_FLOAT4]      = invalid_func;
4922     if (gl_info->supported[EXT_SECONDARY_COLOR])
4923     {
4924         specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4925         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4926     }
4927     else
4928     {
4929         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4930     }
4931     specular_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
4932     specular_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
4933     specular_funcs[WINED3D_FFP_EMIT_SHORT4]      = invalid_func;
4934     specular_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
4935     specular_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
4936     specular_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
4937     specular_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
4938     specular_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
4939     specular_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
4940     specular_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
4941     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
4942     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
4943
4944     /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4945      * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4946      */
4947     normal_funcs[WINED3D_FFP_EMIT_FLOAT1]         = invalid_func;
4948     normal_funcs[WINED3D_FFP_EMIT_FLOAT2]         = invalid_func;
4949     normal_funcs[WINED3D_FFP_EMIT_FLOAT3]         = (glAttribFunc)glNormal3fv;
4950     normal_funcs[WINED3D_FFP_EMIT_FLOAT4]         = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4951     normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR]       = invalid_func;
4952     normal_funcs[WINED3D_FFP_EMIT_UBYTE4]         = invalid_func;
4953     normal_funcs[WINED3D_FFP_EMIT_SHORT2]         = invalid_func;
4954     normal_funcs[WINED3D_FFP_EMIT_SHORT4]         = invalid_func;
4955     normal_funcs[WINED3D_FFP_EMIT_UBYTE4N]        = invalid_func;
4956     normal_funcs[WINED3D_FFP_EMIT_SHORT2N]        = invalid_func;
4957     normal_funcs[WINED3D_FFP_EMIT_SHORT4N]        = invalid_func;
4958     normal_funcs[WINED3D_FFP_EMIT_USHORT2N]       = invalid_func;
4959     normal_funcs[WINED3D_FFP_EMIT_USHORT4N]       = invalid_func;
4960     normal_funcs[WINED3D_FFP_EMIT_UDEC3]          = invalid_func;
4961     normal_funcs[WINED3D_FFP_EMIT_DEC3N]          = invalid_func;
4962     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2]      = invalid_func;
4963     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4]      = invalid_func;
4964
4965     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4966     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
4967     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
4968     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
4969     multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR]  = invalid_texcoord_func;
4970     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4]    = invalid_texcoord_func;
4971     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
4972     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
4973     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N]   = invalid_texcoord_func;
4974     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N]   = invalid_texcoord_func;
4975     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N]   = invalid_texcoord_func;
4976     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N]  = invalid_texcoord_func;
4977     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N]  = invalid_texcoord_func;
4978     multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3]     = invalid_texcoord_func;
4979     multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N]     = invalid_texcoord_func;
4980     if (gl_info->supported[NV_HALF_FLOAT])
4981     {
4982         /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
4983         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
4984         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
4985     } else {
4986         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
4987         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
4988     }
4989 }
4990
4991 /* Do not call while under the GL lock. */
4992 static BOOL InitAdapters(IWineD3DImpl *This)
4993 {
4994     static HMODULE mod_gl;
4995     BOOL ret;
4996     int ps_selected_mode, vs_selected_mode;
4997
4998     /* No need to hold any lock. The calling library makes sure only one thread calls
4999      * wined3d simultaneously
5000      */
5001
5002     TRACE("Initializing adapters\n");
5003
5004     if(!mod_gl) {
5005 #ifdef USE_WIN32_OPENGL
5006 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
5007         mod_gl = LoadLibraryA("opengl32.dll");
5008         if(!mod_gl) {
5009             ERR("Can't load opengl32.dll!\n");
5010             goto nogl_adapter;
5011         }
5012 #else
5013 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
5014         /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
5015         mod_gl = GetModuleHandleA("gdi32.dll");
5016 #endif
5017     }
5018
5019 /* Load WGL core functions from opengl32.dll */
5020 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5021     WGL_FUNCS_GEN;
5022 #undef USE_WGL_FUNC
5023
5024     if(!pwglGetProcAddress) {
5025         ERR("Unable to load wglGetProcAddress!\n");
5026         goto nogl_adapter;
5027     }
5028
5029 /* Dynamically load all GL core functions */
5030     GL_FUNCS_GEN;
5031 #undef USE_GL_FUNC
5032
5033     /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5034      * otherwise because we have to use winex11.drv's override
5035      */
5036 #ifdef USE_WIN32_OPENGL
5037     wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5038     wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5039 #else
5040     wglFinish = (void*)pwglGetProcAddress("wglFinish");
5041     wglFlush = (void*)pwglGetProcAddress("wglFlush");
5042 #endif
5043
5044     glEnableWINE = glEnable;
5045     glDisableWINE = glDisable;
5046
5047     /* For now only one default adapter */
5048     {
5049         struct wined3d_adapter *adapter = &This->adapters[0];
5050         const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5051         struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5052         int iPixelFormat;
5053         int res;
5054         int i;
5055         WineD3D_PixelFormat *cfgs;
5056         DISPLAY_DEVICEW DisplayDevice;
5057         HDC hdc;
5058
5059         TRACE("Initializing default adapter\n");
5060         adapter->ordinal = 0;
5061         adapter->monitorPoint.x = -1;
5062         adapter->monitorPoint.y = -1;
5063
5064         if (!AllocateLocallyUniqueId(&adapter->luid))
5065         {
5066             DWORD err = GetLastError();
5067             ERR("Failed to set adapter LUID (%#x).\n", err);
5068             goto nogl_adapter;
5069         }
5070         TRACE("Allocated LUID %08x:%08x for adapter.\n",
5071                 adapter->luid.HighPart, adapter->luid.LowPart);
5072
5073         if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5074         {
5075             ERR("Failed to get a gl context for default adapter\n");
5076             goto nogl_adapter;
5077         }
5078
5079         ret = IWineD3DImpl_FillGLCaps(adapter);
5080         if(!ret) {
5081             ERR("Failed to initialize gl caps for default adapter\n");
5082             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5083             goto nogl_adapter;
5084         }
5085         ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5086         if(!ret) {
5087             ERR("Failed to init gl formats\n");
5088             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5089             goto nogl_adapter;
5090         }
5091
5092         hdc = fake_gl_ctx.dc;
5093
5094         adapter->TextureRam = adapter->driver_info.vidmem;
5095         adapter->UsedTextureRam = 0;
5096         TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5097
5098         /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5099         DisplayDevice.cb = sizeof(DisplayDevice);
5100         EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5101         TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5102         strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5103
5104         if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5105         {
5106             int attribute;
5107             int attribs[11];
5108             int values[11];
5109             int nAttribs = 0;
5110
5111             attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5112             GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5113
5114             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
5115             cfgs = adapter->cfgs;
5116             attribs[nAttribs++] = WGL_RED_BITS_ARB;
5117             attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5118             attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5119             attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5120             attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5121             attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5122             attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5123             attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5124             attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5125             attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5126             attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5127
5128             for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5129             {
5130                 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5131
5132                 if(!res)
5133                     continue;
5134
5135                 /* Cache the pixel format */
5136                 cfgs->iPixelFormat = iPixelFormat;
5137                 cfgs->redSize = values[0];
5138                 cfgs->greenSize = values[1];
5139                 cfgs->blueSize = values[2];
5140                 cfgs->alphaSize = values[3];
5141                 cfgs->colorSize = values[4];
5142                 cfgs->depthSize = values[5];
5143                 cfgs->stencilSize = values[6];
5144                 cfgs->windowDrawable = values[7];
5145                 cfgs->iPixelType = values[8];
5146                 cfgs->doubleBuffer = values[9];
5147                 cfgs->auxBuffers = values[10];
5148
5149                 cfgs->numSamples = 0;
5150                 /* Check multisample support */
5151                 if (gl_info->supported[ARB_MULTISAMPLE])
5152                 {
5153                     int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5154                     int value[2];
5155                     if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5156                         /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5157                         * value[1] = number of multi sample buffers*/
5158                         if(value[0])
5159                             cfgs->numSamples = value[1];
5160                     }
5161                 }
5162
5163                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5164                         "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5165                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5166                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5167                         cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5168                 cfgs++;
5169             }
5170         }
5171         else
5172         {
5173             int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5174             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
5175             adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5176
5177             cfgs = adapter->cfgs;
5178             for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5179             {
5180                 PIXELFORMATDESCRIPTOR ppfd;
5181
5182                 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5183                 if(!res)
5184                     continue;
5185
5186                 /* We only want HW acceleration using an OpenGL ICD driver.
5187                  * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5188                  * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5189                  */
5190                 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5191                 {
5192                     TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5193                     continue;
5194                 }
5195
5196                 cfgs->iPixelFormat = iPixelFormat;
5197                 cfgs->redSize = ppfd.cRedBits;
5198                 cfgs->greenSize = ppfd.cGreenBits;
5199                 cfgs->blueSize = ppfd.cBlueBits;
5200                 cfgs->alphaSize = ppfd.cAlphaBits;
5201                 cfgs->colorSize = ppfd.cColorBits;
5202                 cfgs->depthSize = ppfd.cDepthBits;
5203                 cfgs->stencilSize = ppfd.cStencilBits;
5204                 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5205                 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5206                 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5207                 cfgs->auxBuffers = ppfd.cAuxBuffers;
5208                 cfgs->numSamples = 0;
5209
5210                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5211                         "depth=%d, stencil=%d, windowDrawable=%d\n",
5212                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5213                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5214                         cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5215                 cfgs++;
5216                 adapter->nCfgs++;
5217             }
5218
5219             /* 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 */
5220             if(!adapter->nCfgs)
5221             {
5222                 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5223
5224                 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5225                 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5226                 goto nogl_adapter;
5227             }
5228         }
5229
5230         /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5231          * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5232          * but just fake it using D24(X8?) which is fine. D3D also allows that.
5233          * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5234          * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5235          * driver is allowed to consume more bits EXCEPT for stencil bits.
5236          *
5237          * Mark an adapter with this broken stencil behavior.
5238          */
5239         adapter->brokenStencil = TRUE;
5240         for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5241         {
5242             /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5243             if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5244                 adapter->brokenStencil = FALSE;
5245                 break;
5246             }
5247         }
5248
5249         WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5250
5251         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5252         fillGLAttribFuncs(&adapter->gl_info);
5253         adapter->opengl = TRUE;
5254     }
5255     This->adapter_count = 1;
5256     TRACE("%u adapters successfully initialized\n", This->adapter_count);
5257
5258     return TRUE;
5259
5260 nogl_adapter:
5261     /* Initialize an adapter for ddraw-only memory counting */
5262     memset(This->adapters, 0, sizeof(This->adapters));
5263     This->adapters[0].ordinal = 0;
5264     This->adapters[0].opengl = FALSE;
5265     This->adapters[0].monitorPoint.x = -1;
5266     This->adapters[0].monitorPoint.y = -1;
5267
5268     This->adapters[0].driver_info.name = "Display";
5269     This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5270     if(wined3d_settings.emulated_textureram) {
5271         This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5272     } else {
5273         This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5274     }
5275
5276     initPixelFormatsNoGL(&This->adapters[0].gl_info);
5277
5278     This->adapter_count = 1;
5279     return FALSE;
5280 }
5281
5282 /**********************************************************
5283  * IWineD3D VTbl follows
5284  **********************************************************/
5285
5286 static const struct IWineD3DVtbl IWineD3D_Vtbl =
5287 {
5288     /* IUnknown */
5289     IWineD3DImpl_QueryInterface,
5290     IWineD3DImpl_AddRef,
5291     IWineD3DImpl_Release,
5292     /* IWineD3D */
5293     IWineD3DImpl_GetParent,
5294     IWineD3DImpl_GetAdapterCount,
5295     IWineD3DImpl_RegisterSoftwareDevice,
5296     IWineD3DImpl_GetAdapterMonitor,
5297     IWineD3DImpl_GetAdapterModeCount,
5298     IWineD3DImpl_EnumAdapterModes,
5299     IWineD3DImpl_GetAdapterDisplayMode,
5300     IWineD3DImpl_GetAdapterIdentifier,
5301     IWineD3DImpl_CheckDeviceMultiSampleType,
5302     IWineD3DImpl_CheckDepthStencilMatch,
5303     IWineD3DImpl_CheckDeviceType,
5304     IWineD3DImpl_CheckDeviceFormat,
5305     IWineD3DImpl_CheckDeviceFormatConversion,
5306     IWineD3DImpl_GetDeviceCaps,
5307     IWineD3DImpl_CreateDevice
5308 };
5309
5310 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5311
5312 const struct wined3d_parent_ops wined3d_null_parent_ops =
5313 {
5314     wined3d_null_wined3d_object_destroyed,
5315 };
5316
5317 /* Do not call while under the GL lock. */
5318 HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, void *parent)
5319 {
5320     wined3d->lpVtbl = &IWineD3D_Vtbl;
5321     wined3d->dxVersion = version;
5322     wined3d->ref = 1;
5323     wined3d->parent = parent;
5324
5325     if (!InitAdapters(wined3d))
5326     {
5327         WARN("Failed to initialize adapters.\n");
5328         if (version > 7)
5329         {
5330             MESSAGE("Direct3D%u is not available without OpenGL.\n", version);
5331             return E_FAIL;
5332         }
5333     }
5334
5335     return WINED3D_OK;
5336 }