wined3d: Use a lookup table in select_card_ati_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         unsigned int i;
1582
1583         static const struct
1584         {
1585             const char *renderer;
1586             enum wined3d_pci_device id;
1587         }
1588         cards[] =
1589         {
1590             /* Evergreen */
1591             {"HD 5870", CARD_ATI_RADEON_HD5800},    /* Radeon EG CYPRESS PRO */
1592             {"HD 5850", CARD_ATI_RADEON_HD5800},    /* Radeon EG CYPRESS XT */
1593             {"HD 5800", CARD_ATI_RADEON_HD5800},    /* Radeon EG CYPRESS HD58xx generic renderer string */
1594             {"HD 5770", CARD_ATI_RADEON_HD5700},    /* Radeon EG JUNIPER XT */
1595             {"HD 5750", CARD_ATI_RADEON_HD5700},    /* Radeon EG JUNIPER LE */
1596             {"HD 5700", CARD_ATI_RADEON_HD5700},    /* Radeon EG JUNIPER HD57xx generic renderer string */
1597             /* R700 */
1598             {"HD 4890", CARD_ATI_RADEON_HD4800},    /* Radeon RV790 */
1599             {"HD 4870", CARD_ATI_RADEON_HD4800},    /* Radeon RV770 */
1600             {"HD 4850", CARD_ATI_RADEON_HD4800},    /* Radeon RV770 */
1601             {"HD 4830", CARD_ATI_RADEON_HD4800},    /* Radeon RV770 */
1602             {"HD 4800", CARD_ATI_RADEON_HD4800},    /* Radeon RV7xx HD48xx generic renderer string */
1603             {"HD 4770", CARD_ATI_RADEON_HD4700},    /* Radeon RV740 */
1604             {"HD 4700", CARD_ATI_RADEON_HD4700},    /* Radeon RV7xx HD47xx generic renderer string */
1605             {"HD 4670", CARD_ATI_RADEON_HD4600},    /* Radeon RV730 */
1606             {"HD 4650", CARD_ATI_RADEON_HD4600},    /* Radeon RV730 */
1607             {"HD 4600", CARD_ATI_RADEON_HD4600},    /* Radeon RV730 */
1608             {"HD 4550", CARD_ATI_RADEON_HD4350},    /* Radeon RV710 */
1609             {"HD 4350", CARD_ATI_RADEON_HD4350},    /* Radeon RV710 */
1610             /* R600/R700 integrated */
1611             {"HD 3300", CARD_ATI_RADEON_HD3200},
1612             {"HD 3200", CARD_ATI_RADEON_HD3200},
1613             {"HD 3100", CARD_ATI_RADEON_HD3200},
1614             /* R600 */
1615             {"HD 3870", CARD_ATI_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1616             {"HD 3850", CARD_ATI_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1617             {"HD 2900", CARD_ATI_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1618             {"HD 3830", CARD_ATI_RADEON_HD2600},    /* China-only midend */
1619             {"HD 3690", CARD_ATI_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1620             {"HD 3650", CARD_ATI_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1621             {"HD 2600", CARD_ATI_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1622             {"HD 3470", CARD_ATI_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1623             {"HD 3450", CARD_ATI_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1624             {"HD 3430", CARD_ATI_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1625             {"HD 3400", CARD_ATI_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1626             {"HD 2400", CARD_ATI_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1627             {"HD 2350", CARD_ATI_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1628         };
1629
1630         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1631         {
1632             if (strstr(gl_renderer, cards[i].renderer))
1633                 return cards[i].id;
1634         }
1635
1636         /* Default for when no GPU has been found */
1637         return CARD_ATI_RADEON_HD3200;
1638     }
1639
1640     if (WINE_D3D8_CAPABLE(gl_info))
1641     {
1642         /* Radeon R5xx */
1643         if (strstr(gl_renderer, "X1600")
1644                 || strstr(gl_renderer, "X1650")
1645                 || strstr(gl_renderer, "X1800")
1646                 || strstr(gl_renderer, "X1900")
1647                 || strstr(gl_renderer, "X1950"))
1648         {
1649             return CARD_ATI_RADEON_X1600;
1650         }
1651
1652         /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1653          * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1654         if (strstr(gl_renderer, "X700")
1655                 || strstr(gl_renderer, "X800")
1656                 || strstr(gl_renderer, "X850")
1657                 || strstr(gl_renderer, "X1300")
1658                 || strstr(gl_renderer, "X1400")
1659                 || strstr(gl_renderer, "X1450")
1660                 || strstr(gl_renderer, "X1550")
1661                 || strstr(gl_renderer, "X2300")
1662                 || strstr(gl_renderer, "X2500")
1663                 || strstr(gl_renderer, "HD 2300")
1664                 )
1665         {
1666             return CARD_ATI_RADEON_X700;
1667         }
1668
1669         /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1670         if (strstr(gl_renderer, "Radeon Xpress"))
1671         {
1672             return CARD_ATI_RADEON_XPRESS_200M;
1673         }
1674
1675         /* Radeon R3xx */
1676         return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1677     }
1678
1679     if (WINE_D3D8_CAPABLE(gl_info))
1680     {
1681         return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1682     }
1683
1684     if (WINE_D3D7_CAPABLE(gl_info))
1685     {
1686         return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1687     }
1688
1689     return CARD_ATI_RAGE_128PRO;
1690 }
1691
1692 static enum wined3d_pci_device select_card_intel(const struct wined3d_gl_info *gl_info,
1693         const char *gl_renderer)
1694 {
1695     if (strstr(gl_renderer, "X3100") || strstr(gl_renderer, "965GM"))
1696     {
1697         /* MacOS calls the card GMA X3100, otherwise known as GM965/GL960 */
1698         return CARD_INTEL_X3100;
1699     }
1700
1701     if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1702     {
1703         /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1704         return CARD_INTEL_I945GM;
1705     }
1706
1707     if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1708     if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1709     if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1710     if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1711     if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1712     return CARD_INTEL_I915G;
1713
1714 }
1715
1716 static enum wined3d_pci_device select_card_ati_mesa(const struct wined3d_gl_info *gl_info,
1717         const char *gl_renderer)
1718 {
1719     unsigned int i;
1720
1721     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1722      *
1723      * Beware: renderer string do not match exact card model,
1724      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1725     if (strstr(gl_renderer, "Gallium"))
1726     {
1727         /* 20101109 - These are never returned by current Gallium radeon
1728          * drivers: R700, RV790, R680, RV535, RV516, R410, RS485, RV360, RV351.
1729          *
1730          * These are returned but not handled: RC410, RV380. */
1731         static const struct
1732         {
1733             const char *renderer;
1734             enum wined3d_pci_device id;
1735         }
1736         cards[] =
1737         {
1738             /* Evergreen */
1739             {"HEMLOCK", CARD_ATI_RADEON_HD5900},
1740             {"CYPRESS", CARD_ATI_RADEON_HD5800},
1741             {"JUNIPER", CARD_ATI_RADEON_HD5700},
1742             {"REDWOOD", CARD_ATI_RADEON_HD5600},
1743             {"CEDAR",   CARD_ATI_RADEON_HD5400},
1744             /* R700 */
1745             {"R700",    CARD_ATI_RADEON_HD4800},    /* HD4800 - highend */
1746             {"RV790",   CARD_ATI_RADEON_HD4800},
1747             {"RV770",   CARD_ATI_RADEON_HD4800},
1748             {"RV740",   CARD_ATI_RADEON_HD4700},    /* HD4700 - midend */
1749             {"RV730",   CARD_ATI_RADEON_HD4600},    /* HD4600 - midend */
1750             {"RV710",   CARD_ATI_RADEON_HD4350},    /* HD4500/HD4350 - lowend */
1751             /* R600/R700 integrated */
1752             {"RS880",   CARD_ATI_RADEON_HD3200},
1753             {"RS780",   CARD_ATI_RADEON_HD3200},
1754             /* R600 */
1755             {"R680",    CARD_ATI_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1756             {"R600",    CARD_ATI_RADEON_HD2900},
1757             {"RV670",   CARD_ATI_RADEON_HD2900},
1758             {"RV635",   CARD_ATI_RADEON_HD2600},    /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1759             {"RV630",   CARD_ATI_RADEON_HD2600},
1760             {"RV620",   CARD_ATI_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1761             {"RV610",   CARD_ATI_RADEON_HD2350},
1762             /* R500 */
1763             {"R580",    CARD_ATI_RADEON_X1600},
1764             {"R520",    CARD_ATI_RADEON_X1600},
1765             {"RV570",   CARD_ATI_RADEON_X1600},
1766             {"RV560",   CARD_ATI_RADEON_X1600},
1767             {"RV535",   CARD_ATI_RADEON_X1600},
1768             {"RV530",   CARD_ATI_RADEON_X1600},
1769             {"RV516",   CARD_ATI_RADEON_X700},      /* X700 is actually R400. */
1770             {"RV515",   CARD_ATI_RADEON_X700},
1771             /* R400 */
1772             {"R481",    CARD_ATI_RADEON_X700},
1773             {"R480",    CARD_ATI_RADEON_X700},
1774             {"R430",    CARD_ATI_RADEON_X700},
1775             {"R423",    CARD_ATI_RADEON_X700},
1776             {"R420",    CARD_ATI_RADEON_X700},
1777             {"R410",    CARD_ATI_RADEON_X700},
1778             {"RV410",   CARD_ATI_RADEON_X700},
1779             /* Radeon Xpress - onboard, DX9b, Shader 2.0, 300-400MHz */
1780             {"RS740",   CARD_ATI_RADEON_XPRESS_200M},
1781             {"RS690",   CARD_ATI_RADEON_XPRESS_200M},
1782             {"RS600",   CARD_ATI_RADEON_XPRESS_200M},
1783             {"RS485",   CARD_ATI_RADEON_XPRESS_200M},
1784             {"RS482",   CARD_ATI_RADEON_XPRESS_200M},
1785             {"RS480",   CARD_ATI_RADEON_XPRESS_200M},
1786             {"RS400",   CARD_ATI_RADEON_XPRESS_200M},
1787             /* R300 */
1788             {"R360",    CARD_ATI_RADEON_9500},
1789             {"R350",    CARD_ATI_RADEON_9500},
1790             {"R300",    CARD_ATI_RADEON_9500},
1791             {"RV370",   CARD_ATI_RADEON_9500},
1792             {"RV360",   CARD_ATI_RADEON_9500},
1793             {"RV351",   CARD_ATI_RADEON_9500},
1794             {"RV350",   CARD_ATI_RADEON_9500},
1795         };
1796
1797         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1798         {
1799             if (strstr(gl_renderer, cards[i].renderer))
1800                 return cards[i].id;
1801         }
1802     }
1803
1804     if (WINE_D3D9_CAPABLE(gl_info))
1805     {
1806         static const struct
1807         {
1808             const char *renderer;
1809             enum wined3d_pci_device id;
1810         }
1811         cards[] =
1812         {
1813             /* R700 */
1814             {"(R700",   CARD_ATI_RADEON_HD4800},    /* HD4800 - highend */
1815             {"(RV790",  CARD_ATI_RADEON_HD4800},
1816             {"(RV770",  CARD_ATI_RADEON_HD4800},
1817             {"(RV740",  CARD_ATI_RADEON_HD4700},    /* HD4700 - midend */
1818             {"(RV730",  CARD_ATI_RADEON_HD4600},    /* HD4600 - midend */
1819             {"(RV710",  CARD_ATI_RADEON_HD4350},    /* HD4500/HD4350 - lowend */
1820             /* R600/R700 integrated */
1821             {"RS880",   CARD_ATI_RADEON_HD3200},
1822             {"RS780",   CARD_ATI_RADEON_HD3200},
1823             /* R600 */
1824             {"(R680",   CARD_ATI_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1825             {"(R600",   CARD_ATI_RADEON_HD2900},
1826             {"(RV670",  CARD_ATI_RADEON_HD2900},
1827             {"(RV635",  CARD_ATI_RADEON_HD2600},    /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1828             {"(RV630",  CARD_ATI_RADEON_HD2600},
1829             {"(RV620",  CARD_ATI_RADEON_HD2350},    /* HD2300/HD2400/HD3400 - lowend */
1830             {"(RV610",  CARD_ATI_RADEON_HD2350},
1831         };
1832
1833         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1834         {
1835             if (strstr(gl_renderer, cards[i].renderer))
1836                 return cards[i].id;
1837         }
1838     }
1839
1840     if (WINE_D3D8_CAPABLE(gl_info))
1841     {
1842         return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1843     }
1844
1845     if (WINE_D3D7_CAPABLE(gl_info))
1846     {
1847         return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1848     }
1849
1850     return CARD_ATI_RAGE_128PRO;
1851 }
1852
1853 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
1854         const char *gl_renderer)
1855 {
1856     FIXME_(d3d_caps)("Card selection not handled for Mesa Nouveau driver\n");
1857     if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1858     if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1859     if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1860     if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1861     return CARD_NVIDIA_RIVA_128;
1862 }
1863
1864
1865 struct vendor_card_selection
1866 {
1867     enum wined3d_gl_vendor gl_vendor;
1868     enum wined3d_pci_vendor card_vendor;
1869     const char *description;        /* Description of the card selector i.e. Apple OS/X Intel */
1870     enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer);
1871 };
1872
1873 static const struct vendor_card_selection vendor_card_select_table[] =
1874 {
1875     {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA,  "Nvidia binary driver",     select_card_nvidia_binary},
1876     {GL_VENDOR_APPLE,  HW_VENDOR_NVIDIA,  "Apple OSX NVidia binary driver",   select_card_nvidia_binary},
1877     {GL_VENDOR_APPLE,  HW_VENDOR_ATI,     "Apple OSX AMD/ATI binary driver",  select_card_ati_binary},
1878     {GL_VENDOR_APPLE,  HW_VENDOR_INTEL,   "Apple OSX Intel binary driver",    select_card_intel},
1879     {GL_VENDOR_FGLRX,  HW_VENDOR_ATI,     "AMD/ATI binary driver",    select_card_ati_binary},
1880     {GL_VENDOR_MESA,   HW_VENDOR_ATI,     "Mesa AMD/ATI driver",      select_card_ati_mesa},
1881     {GL_VENDOR_MESA,   HW_VENDOR_NVIDIA,  "Mesa Nouveau driver",      select_card_nvidia_mesa},
1882     {GL_VENDOR_MESA,   HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel},
1883     {GL_VENDOR_INTEL,  HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel}
1884 };
1885
1886
1887 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1888         enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor)
1889 {
1890     /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
1891      * different GPUs with roughly the same features. In most cases GPUs from a
1892      * certain family differ in clockspeeds, the amount of video memory and the
1893      * number of shader pipelines.
1894      *
1895      * A Direct3D device object contains the PCI id (vendor + device) of the
1896      * videocard which is used for rendering. Various applications use this
1897      * information to get a rough estimation of the features of the card and
1898      * some might use it for enabling 3d effects only on certain types of
1899      * videocards. In some cases games might even use it to work around bugs
1900      * which happen on certain videocards/driver combinations. The problem is
1901      * that OpenGL only exposes a rendering string containing the name of the
1902      * videocard and not the PCI id.
1903      *
1904      * Various games depend on the PCI id, so somehow we need to provide one.
1905      * A simple option is to parse the renderer string and translate this to
1906      * the right PCI id. This is a lot of work because there are more than 200
1907      * GPUs just for Nvidia. Various cards share the same renderer string, so
1908      * the amount of code might be 'small' but there are quite a number of
1909      * exceptions which would make this a pain to maintain. Another way would
1910      * be to query the PCI id from the operating system (assuming this is the
1911      * videocard which is used for rendering which is not always the case).
1912      * This would work but it is not very portable. Second it would not work
1913      * well in, let's say, a remote X situation in which the amount of 3d
1914      * features which can be used is limited.
1915      *
1916      * As said most games only use the PCI id to get an indication of the
1917      * capabilities of the card. It doesn't really matter if the given id is
1918      * the correct one if we return the id of a card with similar 3d features.
1919      *
1920      * The code below checks the OpenGL capabilities of a videocard and matches
1921      * that to a certain level of Direct3D functionality. Once a card passes
1922      * the Direct3D9 check, we know that the card (in case of Nvidia) is at
1923      * least a GeforceFX. To give a better estimate we do a basic check on the
1924      * renderer string but if that won't pass we return a default card. This
1925      * way is better than maintaining a full card database as even without a
1926      * full database we can return a card with similar features. Second the
1927      * size of the database can be made quite small because when you know what
1928      * type of 3d functionality a card has, you know to which GPU family the
1929      * GPU must belong. Because of this you only have to check a small part of
1930      * the renderer string to distinguishes between different models from that
1931      * family.
1932      *
1933      * The code also selects a default amount of video memory which we will
1934      * use for an estimation of the amount of free texture memory. In case of
1935      * real D3D the amount of texture memory includes video memory and system
1936      * memory (to be specific AGP memory or in case of PCIE TurboCache /
1937      * HyperMemory). We don't know how much system memory can be addressed by
1938      * the system but we can make a reasonable estimation about the amount of
1939      * video memory. If the value is slightly wrong it doesn't matter as we
1940      * didn't include AGP-like memory which makes the amount of addressable
1941      * memory higher and second OpenGL isn't that critical it moves to system
1942      * memory behind our backs if really needed. Note that the amount of video
1943      * memory can be overruled using a registry setting. */
1944
1945     int i;
1946
1947     for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
1948     {
1949         if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
1950             || (vendor_card_select_table[i].card_vendor != *card_vendor))
1951                 continue;
1952         TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
1953         return vendor_card_select_table[i].select_card(gl_info, gl_renderer);
1954     }
1955
1956     FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
1957                      *gl_vendor, *card_vendor);
1958
1959     /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1960      * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1961      * them a good generic choice. */
1962     *card_vendor = HW_VENDOR_NVIDIA;
1963     if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1964     if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1965     if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1966     if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1967     return CARD_NVIDIA_RIVA_128;
1968 }
1969
1970 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
1971 {
1972     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
1973     int vs_selected_mode, ps_selected_mode;
1974
1975     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
1976     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
1977             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
1978     else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
1979     else if (gl_info->supported[NV_REGISTER_COMBINERS]
1980             && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
1981     else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
1982     else return &ffp_fragment_pipeline;
1983 }
1984
1985 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
1986 {
1987     int vs_selected_mode, ps_selected_mode;
1988
1989     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
1990     if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
1991     if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
1992     return &none_shader_backend;
1993 }
1994
1995 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
1996 {
1997     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
1998     int vs_selected_mode, ps_selected_mode;
1999
2000     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2001     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2002             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2003     else return &ffp_blit;
2004 }
2005
2006 static void load_gl_funcs(struct wined3d_gl_info *gl_info, DWORD gl_version)
2007 {
2008     DWORD ver;
2009
2010 #define USE_GL_FUNC(type, pfn, ext, replace) \
2011     if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2012     else if ((ver = ver_for_ext(ext)) && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2013     else gl_info->pfn = NULL;
2014
2015     GL_EXT_FUNCS_GEN;
2016 #undef USE_GL_FUNC
2017
2018 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2019     WGL_EXT_FUNCS_GEN;
2020 #undef USE_GL_FUNC
2021 }
2022
2023 /* Context activation is done by the caller. */
2024 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
2025 {
2026     struct wined3d_driver_info *driver_info = &adapter->driver_info;
2027     struct wined3d_gl_info *gl_info = &adapter->gl_info;
2028     const char *GL_Extensions    = NULL;
2029     const char *WGL_Extensions   = NULL;
2030     const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2031     struct fragment_caps fragment_caps;
2032     enum wined3d_gl_vendor gl_vendor;
2033     enum wined3d_pci_vendor card_vendor;
2034     enum wined3d_pci_device device;
2035     GLint       gl_max;
2036     GLfloat     gl_floatv[2];
2037     unsigned    i;
2038     HDC         hdc;
2039     DWORD gl_version;
2040     size_t len;
2041
2042     TRACE_(d3d_caps)("(%p)\n", gl_info);
2043
2044     ENTER_GL();
2045
2046     gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2047     TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2048     if (!gl_renderer_str)
2049     {
2050         LEAVE_GL();
2051         ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2052         return FALSE;
2053     }
2054
2055     gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2056     TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2057     if (!gl_vendor_str)
2058     {
2059         LEAVE_GL();
2060         ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2061         return FALSE;
2062     }
2063
2064     /* Parse the GL_VERSION field into major and minor information */
2065     gl_version_str = (const char *)glGetString(GL_VERSION);
2066     TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2067     if (!gl_version_str)
2068     {
2069         LEAVE_GL();
2070         ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2071         return FALSE;
2072     }
2073     gl_version = wined3d_parse_gl_version(gl_version_str);
2074
2075     /*
2076      * Initialize openGL extension related variables
2077      *  with Default values
2078      */
2079     memset(gl_info->supported, 0, sizeof(gl_info->supported));
2080     gl_info->limits.blends = 1;
2081     gl_info->limits.buffers = 1;
2082     gl_info->limits.textures = 1;
2083     gl_info->limits.fragment_samplers = 1;
2084     gl_info->limits.vertex_samplers = 0;
2085     gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2086     gl_info->limits.sampler_stages = 1;
2087     gl_info->limits.glsl_vs_float_constants = 0;
2088     gl_info->limits.glsl_ps_float_constants = 0;
2089     gl_info->limits.arb_vs_float_constants = 0;
2090     gl_info->limits.arb_vs_native_constants = 0;
2091     gl_info->limits.arb_vs_instructions = 0;
2092     gl_info->limits.arb_vs_temps = 0;
2093     gl_info->limits.arb_ps_float_constants = 0;
2094     gl_info->limits.arb_ps_local_constants = 0;
2095     gl_info->limits.arb_ps_instructions = 0;
2096     gl_info->limits.arb_ps_temps = 0;
2097
2098     /* Retrieve opengl defaults */
2099     glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2100     gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2101     TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2102
2103     glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2104     gl_info->limits.lights = gl_max;
2105     TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2106
2107     glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2108     gl_info->limits.texture_size = gl_max;
2109     TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2110
2111     glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2112     gl_info->limits.pointsize_min = gl_floatv[0];
2113     gl_info->limits.pointsize_max = gl_floatv[1];
2114     TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2115
2116     /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2117     GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2118     if (!GL_Extensions)
2119     {
2120         LEAVE_GL();
2121         ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2122         return FALSE;
2123     }
2124
2125     LEAVE_GL();
2126
2127     TRACE_(d3d_caps)("GL_Extensions reported:\n");
2128
2129     gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2130
2131     while (*GL_Extensions)
2132     {
2133         const char *start;
2134
2135         while (isspace(*GL_Extensions)) ++GL_Extensions;
2136         start = GL_Extensions;
2137         while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2138
2139         len = GL_Extensions - start;
2140         if (!len) continue;
2141
2142         TRACE_(d3d_caps)("- %s\n", debugstr_an(start, len));
2143
2144         for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2145         {
2146             if (len == strlen(EXTENSION_MAP[i].extension_string)
2147                     && !memcmp(start, EXTENSION_MAP[i].extension_string, len))
2148             {
2149                 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2150                 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2151                 break;
2152             }
2153         }
2154     }
2155
2156     /* Now work out what GL support this card really has */
2157     load_gl_funcs( gl_info, gl_version );
2158
2159     ENTER_GL();
2160
2161     /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2162      * loading the functions, otherwise the code above will load the extension entry points instead of the
2163      * core functions, which may not work. */
2164     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2165     {
2166         if (!gl_info->supported[EXTENSION_MAP[i].extension]
2167                 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2168         {
2169             TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2170             gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2171         }
2172     }
2173
2174     if (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
2175
2176     if (gl_info->supported[APPLE_FENCE])
2177     {
2178         /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2179          * The apple extension interacts with some other apple exts. Disable the NV
2180          * extension if the apple one is support to prevent confusion in other parts
2181          * of the code. */
2182         gl_info->supported[NV_FENCE] = FALSE;
2183     }
2184     if (gl_info->supported[APPLE_FLOAT_PIXELS])
2185     {
2186         /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2187          *
2188          * The enums are the same:
2189          * GL_RGBA16F_ARB     = GL_RGBA_FLOAT16_APPLE = 0x881A
2190          * GL_RGB16F_ARB      = GL_RGB_FLOAT16_APPLE  = 0x881B
2191          * GL_RGBA32F_ARB     = GL_RGBA_FLOAT32_APPLE = 0x8814
2192          * GL_RGB32F_ARB      = GL_RGB_FLOAT32_APPLE  = 0x8815
2193          * GL_HALF_FLOAT_ARB  = GL_HALF_APPLE         = 0x140B
2194          */
2195         if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2196         {
2197             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2198             gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2199         }
2200         if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2201         {
2202             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2203             gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2204         }
2205     }
2206     if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2207     {
2208         /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2209          * functionality. Prefer the ARB extension */
2210         gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2211     }
2212     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2213     {
2214         TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2215         gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2216     }
2217     if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2218     {
2219         TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2220         gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2221     }
2222     if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2223     {
2224         TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2225         gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2226     }
2227     if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
2228     {
2229         TRACE_(d3d_caps)(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
2230         gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
2231     }
2232     if (gl_info->supported[NV_TEXTURE_SHADER2])
2233     {
2234         if (gl_info->supported[NV_REGISTER_COMBINERS])
2235         {
2236             /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2237              * are supported. The nv extensions provide the same functionality as the
2238              * ATI one, and a bit more(signed pixelformats). */
2239             gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2240         }
2241     }
2242
2243     if (gl_info->supported[NV_REGISTER_COMBINERS])
2244     {
2245         glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2246         gl_info->limits.general_combiners = gl_max;
2247         TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2248     }
2249     if (gl_info->supported[ARB_DRAW_BUFFERS])
2250     {
2251         glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2252         gl_info->limits.buffers = gl_max;
2253         TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2254     }
2255     if (gl_info->supported[ARB_MULTITEXTURE])
2256     {
2257         glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2258         gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2259         TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2260
2261         if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2262         {
2263             GLint tmp;
2264             glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2265             gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2266         }
2267         else
2268         {
2269             gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2270         }
2271         TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2272
2273         if (gl_info->supported[ARB_VERTEX_SHADER])
2274         {
2275             GLint tmp;
2276             glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2277             gl_info->limits.vertex_samplers = tmp;
2278             glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2279             gl_info->limits.combined_samplers = tmp;
2280
2281             /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2282              * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2283              * an issue because then the sampler setup only depends on the two shaders. If a pixel
2284              * shader is used with fixed function vertex processing we're fine too because fixed function
2285              * vertex processing doesn't use any samplers. If fixed function fragment processing is
2286              * used we have to make sure that all vertex sampler setups are valid together with all
2287              * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2288              * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2289              * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2290              * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2291              * a fixed function pipeline anymore.
2292              *
2293              * So this is just a check to check that our assumption holds true. If not, write a warning
2294              * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2295             if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2296                     && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2297             {
2298                 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2299                         gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2300                 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2301                 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2302                     gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2303                 else
2304                     gl_info->limits.vertex_samplers = 0;
2305             }
2306         }
2307         else
2308         {
2309             gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2310         }
2311         TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2312         TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2313     }
2314     if (gl_info->supported[ARB_VERTEX_BLEND])
2315     {
2316         glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2317         gl_info->limits.blends = gl_max;
2318         TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2319     }
2320     if (gl_info->supported[EXT_TEXTURE3D])
2321     {
2322         glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2323         gl_info->limits.texture3d_size = gl_max;
2324         TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2325     }
2326     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2327     {
2328         glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2329         gl_info->limits.anisotropy = gl_max;
2330         TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2331     }
2332     if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2333     {
2334         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2335         gl_info->limits.arb_ps_float_constants = gl_max;
2336         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2337         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2338         gl_info->limits.arb_ps_native_constants = gl_max;
2339         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2340                 gl_info->limits.arb_ps_native_constants);
2341         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2342         gl_info->limits.arb_ps_temps = gl_max;
2343         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2344         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2345         gl_info->limits.arb_ps_instructions = gl_max;
2346         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2347         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2348         gl_info->limits.arb_ps_local_constants = gl_max;
2349         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2350     }
2351     if (gl_info->supported[ARB_VERTEX_PROGRAM])
2352     {
2353         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2354         gl_info->limits.arb_vs_float_constants = gl_max;
2355         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2356         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2357         gl_info->limits.arb_vs_native_constants = gl_max;
2358         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2359                 gl_info->limits.arb_vs_native_constants);
2360         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2361         gl_info->limits.arb_vs_temps = gl_max;
2362         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2363         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2364         gl_info->limits.arb_vs_instructions = gl_max;
2365         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2366
2367         if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2368     }
2369     if (gl_info->supported[ARB_VERTEX_SHADER])
2370     {
2371         glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2372         gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2373         TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2374     }
2375     if (gl_info->supported[ARB_FRAGMENT_SHADER])
2376     {
2377         glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2378         gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2379         TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2380         glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2381         gl_info->limits.glsl_varyings = gl_max;
2382         TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2383     }
2384     if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2385     {
2386         const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2387         unsigned int major, minor;
2388
2389         TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2390
2391         /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2392         sscanf(str, "%u.%u", &major, &minor);
2393         gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2394     }
2395     if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2396     {
2397         glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2398     }
2399     else
2400     {
2401         gl_info->limits.shininess = 128.0f;
2402     }
2403     if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2404     {
2405         /* If we have full NP2 texture support, disable
2406          * GL_ARB_texture_rectangle because we will never use it.
2407          * This saves a few redundant glDisable calls. */
2408         gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2409     }
2410     if (gl_info->supported[ATI_FRAGMENT_SHADER])
2411     {
2412         /* Disable NV_register_combiners and fragment shader if this is supported.
2413          * generally the NV extensions are preferred over the ATI ones, and this
2414          * extension is disabled if register_combiners and texture_shader2 are both
2415          * supported. So we reach this place only if we have incomplete NV dxlevel 8
2416          * fragment processing support. */
2417         gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2418         gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2419         gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2420         gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2421     }
2422     if (gl_info->supported[NV_HALF_FLOAT])
2423     {
2424         /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2425         gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2426     }
2427     if (gl_info->supported[ARB_POINT_SPRITE])
2428     {
2429         gl_info->limits.point_sprite_units = gl_info->limits.textures;
2430     }
2431     else
2432     {
2433         gl_info->limits.point_sprite_units = 0;
2434     }
2435     checkGLcall("extension detection");
2436
2437     LEAVE_GL();
2438
2439     adapter->fragment_pipe = select_fragment_implementation(adapter);
2440     adapter->shader_backend = select_shader_backend(adapter);
2441     adapter->blitter = select_blit_implementation(adapter);
2442
2443     adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2444     gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2445     TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2446
2447     /* In some cases the number of texture stages can be larger than the number
2448      * of samplers. The GF4 for example can use only 2 samplers (no fragment
2449      * shaders), but 8 texture stages (register combiners). */
2450     gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2451
2452     if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2453     {
2454         gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2455         gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2456         gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2457         gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2458         gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2459         gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2460         gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2461         gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2462         gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2463         gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2464         gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2465         gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2466         gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2467         gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2468         gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2469         gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2470         gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2471         gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2472         gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2473     }
2474     else
2475     {
2476         if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2477         {
2478             gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2479             gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2480             gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2481             gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2482             gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2483             gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2484             gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2485             gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2486             gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2487             gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2488             gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2489             gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2490             gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2491             gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2492             gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2493             gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2494             gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2495         }
2496         else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2497         {
2498             WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2499             wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2500         }
2501         if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2502         {
2503             gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2504         }
2505         if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2506         {
2507             gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2508         }
2509     }
2510
2511     /* MRTs are currently only supported when FBOs are used. */
2512     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2513     {
2514         gl_info->limits.buffers = 1;
2515     }
2516
2517     gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2518     card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2519     TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2520
2521     device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor);
2522     TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2523
2524     gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2525     gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2526             gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2527     gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2528     gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2529             gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2530     gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2531             gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2532
2533     /* Make sure there's an active HDC else the WGL extensions will fail */
2534     hdc = pwglGetCurrentDC();
2535     if (hdc) {
2536         /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2537         if(GL_EXTCALL(wglGetExtensionsStringARB))
2538             WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2539
2540         if (!WGL_Extensions)
2541         {
2542             ERR("   WGL_Extensions returns NULL\n");
2543         }
2544         else
2545         {
2546             TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2547             while (*WGL_Extensions)
2548             {
2549                 const char *Start;
2550                 char ThisExtn[256];
2551
2552                 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2553                 Start = WGL_Extensions;
2554                 while (!isspace(*WGL_Extensions) && *WGL_Extensions) ++WGL_Extensions;
2555
2556                 len = WGL_Extensions - Start;
2557                 if (!len || len >= sizeof(ThisExtn))
2558                     continue;
2559
2560                 memcpy(ThisExtn, Start, len);
2561                 ThisExtn[len] = '\0';
2562                 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2563
2564                 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2565                     gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2566                     TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2567                 }
2568                 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2569                     gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2570                     TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2571                 }
2572             }
2573         }
2574     }
2575
2576     fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2577     init_driver_info(driver_info, card_vendor, device);
2578     add_gl_compat_wrappers(gl_info);
2579
2580     return TRUE;
2581 }
2582
2583 /**********************************************************
2584  * IWineD3D implementation follows
2585  **********************************************************/
2586
2587 static UINT     WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2588     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2589
2590     TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2591
2592     return This->adapter_count;
2593 }
2594
2595 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void *init_function)
2596 {
2597     FIXME("iface %p, init_function %p stub!\n", iface, init_function);
2598
2599     return WINED3D_OK;
2600 }
2601
2602 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2603     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2604
2605     TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2606
2607     if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2608         return NULL;
2609     }
2610
2611     return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2612 }
2613
2614 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2615      of the same bpp but different resolutions                                  */
2616
2617 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2618 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, enum wined3d_format_id format_id)
2619 {
2620     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2621
2622     TRACE_(d3d_caps)("iface %p, adapter %u, format_id: %s.\n", iface, Adapter, debug_d3dformat(format_id));
2623
2624     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2625         return 0;
2626     }
2627
2628     /* TODO: Store modes per adapter and read it from the adapter structure */
2629     if (Adapter == 0)
2630     {
2631         const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2632         UINT format_bits = format->byte_count * CHAR_BIT;
2633         unsigned int i = 0;
2634         unsigned int j = 0;
2635         DEVMODEW mode;
2636
2637         memset(&mode, 0, sizeof(mode));
2638         mode.dmSize = sizeof(mode);
2639
2640         while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2641         {
2642             ++j;
2643
2644             if (format_id == WINED3DFMT_UNKNOWN)
2645             {
2646                 /* This is for D3D8, do not enumerate P8 here */
2647                 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2648             }
2649             else if (mode.dmBitsPerPel == format_bits)
2650             {
2651                 ++i;
2652             }
2653         }
2654
2655         TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2656         return i;
2657     } else {
2658         FIXME_(d3d_caps)("Adapter not primary display\n");
2659     }
2660     return 0;
2661 }
2662
2663 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2664 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter,
2665         enum wined3d_format_id format_id, UINT Mode, WINED3DDISPLAYMODE *pMode)
2666 {
2667     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2668
2669     TRACE_(d3d_caps)("iface %p, adapter_idx %u, format %s, mode_idx %u, mode %p.\n",
2670             iface, Adapter, debug_d3dformat(format_id), Mode, pMode);
2671
2672     /* Validate the parameters as much as possible */
2673     if (!pMode || Adapter >= IWineD3DImpl_GetAdapterCount(iface)
2674             || Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, format_id))
2675     {
2676         return WINED3DERR_INVALIDCALL;
2677     }
2678
2679     /* TODO: Store modes per adapter and read it from the adapter structure */
2680     if (Adapter == 0)
2681     {
2682         const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2683         UINT format_bits = format->byte_count * CHAR_BIT;
2684         DEVMODEW DevModeW;
2685         int ModeIdx = 0;
2686         UINT i = 0;
2687         int j = 0;
2688
2689         ZeroMemory(&DevModeW, sizeof(DevModeW));
2690         DevModeW.dmSize = sizeof(DevModeW);
2691
2692         /* If we are filtering to a specific format (D3D9), then need to skip
2693            all unrelated modes, but if mode is irrelevant (D3D8), then we can
2694            just count through the ones with valid bit depths */
2695         while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2696         {
2697             if (format_id == WINED3DFMT_UNKNOWN)
2698             {
2699                 /* This is for D3D8, do not enumerate P8 here */
2700                 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2701             }
2702             else if (DevModeW.dmBitsPerPel == format_bits)
2703             {
2704                 ++i;
2705             }
2706         }
2707
2708         if (!i)
2709         {
2710             TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", format_id, debug_d3dformat(format_id));
2711             return WINED3DERR_INVALIDCALL;
2712         }
2713         ModeIdx = j - 1;
2714
2715         /* Now get the display mode via the calculated index */
2716         if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2717             pMode->Width        = DevModeW.dmPelsWidth;
2718             pMode->Height       = DevModeW.dmPelsHeight;
2719             pMode->RefreshRate  = DEFAULT_REFRESH_RATE;
2720             if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2721                 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2722
2723             if (format_id == WINED3DFMT_UNKNOWN)
2724                 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2725             else
2726                 pMode->Format = format_id;
2727         }
2728         else
2729         {
2730             TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2731             return WINED3DERR_INVALIDCALL;
2732         }
2733
2734         TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2735                 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2736                 DevModeW.dmBitsPerPel);
2737
2738     }
2739     else
2740     {
2741         FIXME_(d3d_caps)("Adapter not primary display\n");
2742     }
2743
2744     return WINED3D_OK;
2745 }
2746
2747 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE *pMode)
2748 {
2749     TRACE("iface %p, adapter_idx %u, display_mode %p.\n", iface, Adapter, pMode);
2750
2751     if (!pMode || Adapter >= IWineD3D_GetAdapterCount(iface))
2752         return WINED3DERR_INVALIDCALL;
2753
2754     if (Adapter == 0) { /* Display */
2755         int bpp = 0;
2756         DEVMODEW DevModeW;
2757
2758         ZeroMemory(&DevModeW, sizeof(DevModeW));
2759         DevModeW.dmSize = sizeof(DevModeW);
2760
2761         EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2762         pMode->Width        = DevModeW.dmPelsWidth;
2763         pMode->Height       = DevModeW.dmPelsHeight;
2764         bpp                 = DevModeW.dmBitsPerPel;
2765         pMode->RefreshRate  = DEFAULT_REFRESH_RATE;
2766         if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2767         {
2768             pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2769         }
2770
2771         pMode->Format = pixelformat_for_depth(bpp);
2772     } else {
2773         FIXME_(d3d_caps)("Adapter not primary display\n");
2774     }
2775
2776     TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2777           pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2778     return WINED3D_OK;
2779 }
2780
2781 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2782    and fields being inserted in the middle, a new structure is used in place    */
2783 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
2784                                                    WINED3DADAPTER_IDENTIFIER* pIdentifier) {
2785     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2786     struct wined3d_adapter *adapter;
2787     size_t len;
2788
2789     TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
2790
2791     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2792         return WINED3DERR_INVALIDCALL;
2793     }
2794
2795     adapter = &This->adapters[Adapter];
2796
2797     /* Return the information requested */
2798     TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2799
2800     if (pIdentifier->driver_size)
2801     {
2802         const char *name = adapter->driver_info.name;
2803         len = min(strlen(name), pIdentifier->driver_size - 1);
2804         memcpy(pIdentifier->driver, name, len);
2805         pIdentifier->driver[len] = '\0';
2806     }
2807
2808     if (pIdentifier->description_size)
2809     {
2810         const char *description = adapter->driver_info.description;
2811         len = min(strlen(description), pIdentifier->description_size - 1);
2812         memcpy(pIdentifier->description, description, len);
2813         pIdentifier->description[len] = '\0';
2814     }
2815
2816     /* Note that d3d8 doesn't supply a device name. */
2817     if (pIdentifier->device_name_size)
2818     {
2819         static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2820
2821         len = strlen(device_name);
2822         if (len >= pIdentifier->device_name_size)
2823         {
2824             ERR("Device name size too small.\n");
2825             return WINED3DERR_INVALIDCALL;
2826         }
2827
2828         memcpy(pIdentifier->device_name, device_name, len);
2829         pIdentifier->device_name[len] = '\0';
2830     }
2831
2832     pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
2833     pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
2834     pIdentifier->vendor_id = adapter->driver_info.vendor;
2835     pIdentifier->device_id = adapter->driver_info.device;
2836     pIdentifier->subsystem_id = 0;
2837     pIdentifier->revision = 0;
2838     memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
2839     pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2840     memcpy(&pIdentifier->adapter_luid, &adapter->luid, sizeof(pIdentifier->adapter_luid));
2841     pIdentifier->video_memory = adapter->TextureRam;
2842
2843     return WINED3D_OK;
2844 }
2845
2846 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
2847         const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
2848 {
2849     short redSize, greenSize, blueSize, alphaSize, colorBits;
2850
2851     if(!cfg)
2852         return FALSE;
2853
2854     /* Float formats need FBOs. If FBOs are used this function isn't called */
2855     if (format->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2856
2857     if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
2858         if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2859         {
2860             ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
2861             return FALSE;
2862         }
2863
2864         if(cfg->redSize < redSize)
2865             return FALSE;
2866
2867         if(cfg->greenSize < greenSize)
2868             return FALSE;
2869
2870         if(cfg->blueSize < blueSize)
2871             return FALSE;
2872
2873         if(cfg->alphaSize < alphaSize)
2874             return FALSE;
2875
2876         return TRUE;
2877     }
2878
2879     /* Probably a RGBA_float or color index mode */
2880     return FALSE;
2881 }
2882
2883 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
2884         const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
2885 {
2886     short depthSize, stencilSize;
2887     BOOL lockable = FALSE;
2888
2889     if(!cfg)
2890         return FALSE;
2891
2892     if (!getDepthStencilBits(format, &depthSize, &stencilSize))
2893     {
2894         ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
2895         return FALSE;
2896     }
2897
2898     /* Float formats need FBOs. If FBOs are used this function isn't called */
2899     if (format->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2900
2901     if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
2902         lockable = TRUE;
2903
2904     /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
2905      * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
2906      * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
2907     if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
2908         return FALSE;
2909
2910     /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
2911      * allow more stencil bits than requested. */
2912     if(cfg->stencilSize < stencilSize)
2913         return FALSE;
2914
2915     return TRUE;
2916 }
2917
2918 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface,
2919         UINT Adapter, WINED3DDEVTYPE DeviceType, enum wined3d_format_id AdapterFormat,
2920         enum wined3d_format_id RenderTargetFormat, enum wined3d_format_id DepthStencilFormat)
2921 {
2922     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2923     int nCfgs;
2924     const WineD3D_PixelFormat *cfgs;
2925     const struct wined3d_adapter *adapter;
2926     const struct wined3d_format *rt_format;
2927     const struct wined3d_format *ds_format;
2928     int it;
2929
2930     WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
2931            This, Adapter,
2932            DeviceType, debug_d3ddevicetype(DeviceType),
2933            AdapterFormat, debug_d3dformat(AdapterFormat),
2934            RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
2935            DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
2936
2937     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2938         TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
2939         return WINED3DERR_INVALIDCALL;
2940     }
2941
2942     adapter = &This->adapters[Adapter];
2943     rt_format = wined3d_get_format(&adapter->gl_info, RenderTargetFormat);
2944     ds_format = wined3d_get_format(&adapter->gl_info, DepthStencilFormat);
2945     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2946     {
2947         if ((rt_format->Flags & WINED3DFMT_FLAG_RENDERTARGET)
2948                 && (ds_format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
2949         {
2950             TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
2951             return WINED3D_OK;
2952         }
2953     }
2954     else
2955     {
2956         cfgs = adapter->cfgs;
2957         nCfgs = adapter->nCfgs;
2958         for (it = 0; it < nCfgs; ++it)
2959         {
2960             if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format))
2961             {
2962                 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format))
2963                 {
2964                     TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
2965                     return WINED3D_OK;
2966                 }
2967             }
2968         }
2969     }
2970     WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
2971
2972     return WINED3DERR_NOTAVAILABLE;
2973 }
2974
2975 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter,
2976         WINED3DDEVTYPE DeviceType, enum wined3d_format_id SurfaceFormat, BOOL Windowed,
2977         WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
2978 {
2979     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2980     const struct wined3d_adapter *adapter;
2981     const struct wined3d_format *format;
2982
2983     TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
2984           This,
2985           Adapter,
2986           DeviceType, debug_d3ddevicetype(DeviceType),
2987           SurfaceFormat, debug_d3dformat(SurfaceFormat),
2988           Windowed,
2989           MultiSampleType,
2990           pQualityLevels);
2991
2992     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2993         return WINED3DERR_INVALIDCALL;
2994     }
2995
2996     /* TODO: handle Windowed, add more quality levels */
2997
2998     if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
2999         if(pQualityLevels) *pQualityLevels = 1;
3000         return WINED3D_OK;
3001     }
3002
3003     /* By default multisampling is disabled right now as it causes issues
3004      * on some Nvidia driver versions and it doesn't work well in combination
3005      * with FBOs yet. */
3006     if(!wined3d_settings.allow_multisampling)
3007         return WINED3DERR_NOTAVAILABLE;
3008
3009     adapter = &This->adapters[Adapter];
3010     format = wined3d_get_format(&adapter->gl_info, SurfaceFormat);
3011     if (!format) return WINED3DERR_INVALIDCALL;
3012
3013     if (format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
3014     {
3015         int i, nCfgs;
3016         const WineD3D_PixelFormat *cfgs;
3017
3018         cfgs = adapter->cfgs;
3019         nCfgs = adapter->nCfgs;
3020         for(i=0; i<nCfgs; i++) {
3021             if(cfgs[i].numSamples != MultiSampleType)
3022                 continue;
3023
3024             if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], format))
3025                 continue;
3026
3027             TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3028
3029             if(pQualityLevels)
3030                 *pQualityLevels = 1; /* Guess at a value! */
3031             return WINED3D_OK;
3032         }
3033     }
3034     else if (format->Flags & WINED3DFMT_FLAG_RENDERTARGET)
3035     {
3036         short redSize, greenSize, blueSize, alphaSize, colorBits;
3037         int i, nCfgs;
3038         const WineD3D_PixelFormat *cfgs;
3039
3040         if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3041         {
3042             ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
3043             return WINED3DERR_NOTAVAILABLE;
3044         }
3045
3046         cfgs = adapter->cfgs;
3047         nCfgs = adapter->nCfgs;
3048         for(i=0; i<nCfgs; i++) {
3049             if(cfgs[i].numSamples != MultiSampleType)
3050                 continue;
3051             if(cfgs[i].redSize != redSize)
3052                 continue;
3053             if(cfgs[i].greenSize != greenSize)
3054                 continue;
3055             if(cfgs[i].blueSize != blueSize)
3056                 continue;
3057             /* Not all drivers report alpha-less formats since they use 32-bit anyway, so accept alpha even if we didn't ask for it. */
3058             if(alphaSize && cfgs[i].alphaSize != alphaSize)
3059                 continue;
3060             if (cfgs[i].colorSize != (format->byte_count << 3))
3061                 continue;
3062
3063             TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3064
3065             if(pQualityLevels)
3066                 *pQualityLevels = 1; /* Guess at a value! */
3067             return WINED3D_OK;
3068         }
3069     }
3070     return WINED3DERR_NOTAVAILABLE;
3071 }
3072
3073 /* Check if we support bumpmapping for a format */
3074 static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3075 {
3076     /* Ask the fixed function pipeline implementation if it can deal
3077      * with the conversion. If we've got a GL extension giving native
3078      * support this will be an identity conversion. */
3079     return (format->Flags & WINED3DFMT_FLAG_BUMPMAP)
3080             && adapter->fragment_pipe->color_fixup_supported(format->color_fixup);
3081 }
3082
3083 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3084 static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
3085         const struct wined3d_format *display_format, const struct wined3d_format *ds_format)
3086 {
3087     int it=0;
3088
3089     /* Only allow depth/stencil formats */
3090     if (!(ds_format->depth_size || ds_format->stencil_size)) return FALSE;
3091
3092     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3093     {
3094         /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3095         if (ds_format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3096     }
3097     else
3098     {
3099         /* Walk through all WGL pixel formats to find a match */
3100         for (it = 0; it < adapter->nCfgs; ++it)
3101         {
3102             WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
3103             if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format))
3104             {
3105                 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format))
3106                 {
3107                     return TRUE;
3108                 }
3109             }
3110         }
3111     }
3112
3113     return FALSE;
3114 }
3115
3116 static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3117 {
3118     /* The flags entry of a format contains the filtering capability */
3119     if (format->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3120
3121     return FALSE;
3122 }
3123
3124 /* Check the render target capabilities of a format */
3125 static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
3126         const struct wined3d_format *adapter_format, const struct wined3d_format *check_format)
3127 {
3128     /* Filter out non-RT formats */
3129     if (!(check_format->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3130     if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
3131     {
3132         WineD3D_PixelFormat *cfgs = adapter->cfgs;
3133         int it;
3134         short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3135         short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3136
3137         getColorBits(adapter_format, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3138         getColorBits(check_format, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3139
3140         /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3141          * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3142         if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3143             TRACE_(d3d_caps)("[FAILED]\n");
3144             return FALSE;
3145         }
3146
3147         /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3148          * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3149         for (it = 0; it < adapter->nCfgs; ++it)
3150         {
3151             if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3152                     &cfgs[it], check_format))
3153             {
3154                 TRACE_(d3d_caps)("Pixel format %d is compatible with format %s.\n",
3155                         cfgs[it].iPixelFormat, debug_d3dformat(check_format->id));
3156                 return TRUE;
3157             }
3158         }
3159     }
3160     else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3161     {
3162         /* For now return TRUE for FBOs until we have some proper checks.
3163          * Note that this function will only be called when the format is around for texturing. */
3164         return TRUE;
3165     }
3166     return FALSE;
3167 }
3168
3169 static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3170 {
3171     return adapter->gl_info.supported[EXT_TEXTURE_SRGB] && (format->Flags & WINED3DFMT_FLAG_SRGB_READ);
3172 }
3173
3174 static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3175 {
3176     /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3177      * doing the color fixup in shaders.
3178      * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3179     if (format->Flags & WINED3DFMT_FLAG_SRGB_WRITE)
3180     {
3181         int vs_selected_mode;
3182         int ps_selected_mode;
3183         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3184
3185         if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3186             TRACE_(d3d_caps)("[OK]\n");
3187             return TRUE;
3188         }
3189     }
3190
3191     TRACE_(d3d_caps)("[FAILED] - sRGB writes not supported by format %s.\n", debug_d3dformat(format->id));
3192     return FALSE;
3193 }
3194
3195 /* Check if a format support blending in combination with pixel shaders */
3196 static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
3197         const struct wined3d_format *format)
3198 {
3199     /* The flags entry of a format contains the post pixel shader blending capability */
3200     if (format->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3201
3202     return FALSE;
3203 }
3204
3205 static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3206 {
3207     /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3208      * but we have to report mipmapping so we cannot reject this flag. Tests show that
3209      * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3210      * that wrapping is supported. The lack of filtering will sort out the mipmapping
3211      * capability anyway.
3212      *
3213      * For now lets report this on all formats, but in the future we may want to
3214      * restrict it to some should games need that
3215      */
3216     return TRUE;
3217 }
3218
3219 /* Check if a texture format is supported on the given adapter */
3220 static BOOL CheckTextureCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3221 {
3222     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3223
3224     switch (format->id)
3225     {
3226         /*****
3227          *  supported: RGB(A) formats
3228          */
3229         case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3230         case WINED3DFMT_B8G8R8A8_UNORM:
3231         case WINED3DFMT_B8G8R8X8_UNORM:
3232         case WINED3DFMT_B5G6R5_UNORM:
3233         case WINED3DFMT_B5G5R5X1_UNORM:
3234         case WINED3DFMT_B5G5R5A1_UNORM:
3235         case WINED3DFMT_B4G4R4A4_UNORM:
3236         case WINED3DFMT_A8_UNORM:
3237         case WINED3DFMT_B4G4R4X4_UNORM:
3238         case WINED3DFMT_R8G8B8A8_UNORM:
3239         case WINED3DFMT_R8G8B8X8_UNORM:
3240         case WINED3DFMT_B10G10R10A2_UNORM:
3241         case WINED3DFMT_R10G10B10A2_UNORM:
3242         case WINED3DFMT_R16G16_UNORM:
3243             TRACE_(d3d_caps)("[OK]\n");
3244             return TRUE;
3245
3246         case WINED3DFMT_B2G3R3_UNORM:
3247             TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3248             return FALSE;
3249
3250         /*****
3251          *  Not supported: Palettized
3252          *  Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3253          *  Since it is not widely available, don't offer it. Further no Windows driver offers
3254          *  WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3255          */
3256         case WINED3DFMT_P8_UINT:
3257         case WINED3DFMT_P8_UINT_A8_UNORM:
3258             return FALSE;
3259
3260         /*****
3261          *  Supported: (Alpha)-Luminance
3262          */
3263         case WINED3DFMT_L8_UNORM:
3264         case WINED3DFMT_L8A8_UNORM:
3265         case WINED3DFMT_L16_UNORM:
3266             TRACE_(d3d_caps)("[OK]\n");
3267             return TRUE;
3268
3269         /* Not supported on Windows, thus disabled */
3270         case WINED3DFMT_L4A4_UNORM:
3271             TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3272             return FALSE;
3273
3274         /*****
3275          *  Supported: Depth/Stencil formats
3276          */
3277         case WINED3DFMT_D16_LOCKABLE:
3278         case WINED3DFMT_D16_UNORM:
3279         case WINED3DFMT_S1_UINT_D15_UNORM:
3280         case WINED3DFMT_X8D24_UNORM:
3281         case WINED3DFMT_S4X4_UINT_D24_UNORM:
3282         case WINED3DFMT_D24_UNORM_S8_UINT:
3283         case WINED3DFMT_S8_UINT_D24_FLOAT:
3284         case WINED3DFMT_D32_UNORM:
3285         case WINED3DFMT_D32_FLOAT:
3286             return TRUE;
3287
3288         case WINED3DFMT_INTZ:
3289             if (gl_info->supported[EXT_PACKED_DEPTH_STENCIL]
3290                     || gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3291                 return TRUE;
3292             return FALSE;
3293
3294         /*****
3295          *  Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3296          *  GL_NV_texture_shader). Emulated by shaders
3297          */
3298         case WINED3DFMT_R8G8_SNORM:
3299         case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3300         case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3301         case WINED3DFMT_R8G8B8A8_SNORM:
3302         case WINED3DFMT_R16G16_SNORM:
3303             /* Ask the shader backend if it can deal with the conversion. If
3304              * we've got a GL extension giving native support this will be an
3305              * identity conversion. */
3306             if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup))
3307             {
3308                 TRACE_(d3d_caps)("[OK]\n");
3309                 return TRUE;
3310             }
3311             TRACE_(d3d_caps)("[FAILED]\n");
3312             return FALSE;
3313
3314         case WINED3DFMT_DXT1:
3315         case WINED3DFMT_DXT2:
3316         case WINED3DFMT_DXT3:
3317         case WINED3DFMT_DXT4:
3318         case WINED3DFMT_DXT5:
3319             if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3320             {
3321                 TRACE_(d3d_caps)("[OK]\n");
3322                 return TRUE;
3323             }
3324             TRACE_(d3d_caps)("[FAILED]\n");
3325             return FALSE;
3326
3327
3328         /*****
3329          *  Odd formats - not supported
3330          */
3331         case WINED3DFMT_VERTEXDATA:
3332         case WINED3DFMT_R16_UINT:
3333         case WINED3DFMT_R32_UINT:
3334         case WINED3DFMT_R16G16B16A16_SNORM:
3335         case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3336         case WINED3DFMT_R10G11B11_SNORM:
3337             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3338             return FALSE;
3339
3340         /*****
3341          *  WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3342          */
3343         case WINED3DFMT_R8G8_SNORM_Cx:
3344             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3345             return FALSE;
3346
3347         /* YUV formats */
3348         case WINED3DFMT_UYVY:
3349         case WINED3DFMT_YUY2:
3350             if (gl_info->supported[APPLE_YCBCR_422])
3351             {
3352                 TRACE_(d3d_caps)("[OK]\n");
3353                 return TRUE;
3354             }
3355             TRACE_(d3d_caps)("[FAILED]\n");
3356             return FALSE;
3357         case WINED3DFMT_YV12:
3358             TRACE_(d3d_caps)("[FAILED]\n");
3359             return FALSE;
3360
3361             /* Not supported */
3362         case WINED3DFMT_R16G16B16A16_UNORM:
3363         case WINED3DFMT_B2G3R3A8_UNORM:
3364             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3365             return FALSE;
3366
3367             /* Floating point formats */
3368         case WINED3DFMT_R16_FLOAT:
3369         case WINED3DFMT_R16G16_FLOAT:
3370         case WINED3DFMT_R16G16B16A16_FLOAT:
3371             if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3372             {
3373                 TRACE_(d3d_caps)("[OK]\n");
3374                 return TRUE;
3375             }
3376             TRACE_(d3d_caps)("[FAILED]\n");
3377             return FALSE;
3378
3379         case WINED3DFMT_R32_FLOAT:
3380         case WINED3DFMT_R32G32_FLOAT:
3381         case WINED3DFMT_R32G32B32A32_FLOAT:
3382             if (gl_info->supported[ARB_TEXTURE_FLOAT])
3383             {
3384                 TRACE_(d3d_caps)("[OK]\n");
3385                 return TRUE;
3386             }
3387             TRACE_(d3d_caps)("[FAILED]\n");
3388             return FALSE;
3389
3390         /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3391          * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3392          * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3393          * We can do instancing with all shader versions, but we need vertex shaders.
3394          *
3395          * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3396          * to enable instancing. WineD3D doesn't need that and just ignores it.
3397          *
3398          * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3399          */
3400         case WINED3DFMT_INST:
3401             TRACE("ATI Instancing check hack\n");
3402             if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3403             {
3404                 TRACE_(d3d_caps)("[OK]\n");
3405                 return TRUE;
3406             }
3407             TRACE_(d3d_caps)("[FAILED]\n");
3408             return FALSE;
3409
3410         /* Some weird FOURCC formats */
3411         case WINED3DFMT_R8G8_B8G8:
3412         case WINED3DFMT_G8R8_G8B8:
3413         case WINED3DFMT_MULTI2_ARGB8:
3414             TRACE_(d3d_caps)("[FAILED]\n");
3415             return FALSE;
3416
3417         /* Vendor specific formats */
3418         case WINED3DFMT_ATI2N:
3419             if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3420                     || gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
3421             {
3422                 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3423                         && adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3424                 {
3425                     TRACE_(d3d_caps)("[OK]\n");
3426                     return TRUE;
3427                 }
3428
3429                 TRACE_(d3d_caps)("[OK]\n");
3430                 return TRUE;
3431             }
3432             TRACE_(d3d_caps)("[FAILED]\n");
3433             return FALSE;
3434
3435         /* Depth bound test. To query if the card supports it CheckDeviceFormat with the special
3436          * format MAKEFOURCC('N','V','D','B') is used.
3437          * It is enabled by setting D3DRS_ADAPTIVETESS_X render state to MAKEFOURCC('N','V','D','B') and
3438          * then controlled by setting D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax)
3439          * to test value.
3440          */
3441         case WINED3DFMT_NVDB:
3442             if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
3443             {
3444                 TRACE_(d3d_caps)("[OK]\n");
3445                 return TRUE;
3446             }
3447             TRACE_(d3d_caps)("[FAILED]\n");
3448             return FALSE;
3449
3450         case WINED3DFMT_NVHU:
3451         case WINED3DFMT_NVHS:
3452             /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3453              * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3454              * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3455              * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3456              * Applications have to deal with not having NVHS and NVHU.
3457              */
3458             TRACE_(d3d_caps)("[FAILED]\n");
3459             return FALSE;
3460
3461         case WINED3DFMT_UNKNOWN:
3462             return FALSE;
3463
3464         default:
3465             ERR("Unhandled format %s.\n", debug_d3dformat(format->id));
3466             break;
3467     }
3468     return FALSE;
3469 }
3470
3471 static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter,
3472         const struct wined3d_format *adapter_format,
3473         const struct wined3d_format *check_format,
3474         WINED3DSURFTYPE SurfaceType)
3475 {
3476     if (SurfaceType == SURFACE_GDI)
3477     {
3478         switch (check_format->id)
3479         {
3480             case WINED3DFMT_B8G8R8_UNORM:
3481             case WINED3DFMT_B8G8R8A8_UNORM:
3482             case WINED3DFMT_B8G8R8X8_UNORM:
3483             case WINED3DFMT_B5G6R5_UNORM:
3484             case WINED3DFMT_B5G5R5X1_UNORM:
3485             case WINED3DFMT_B5G5R5A1_UNORM:
3486             case WINED3DFMT_B4G4R4A4_UNORM:
3487             case WINED3DFMT_B2G3R3_UNORM:
3488             case WINED3DFMT_A8_UNORM:
3489             case WINED3DFMT_B2G3R3A8_UNORM:
3490             case WINED3DFMT_B4G4R4X4_UNORM:
3491             case WINED3DFMT_R10G10B10A2_UNORM:
3492             case WINED3DFMT_R8G8B8A8_UNORM:
3493             case WINED3DFMT_R8G8B8X8_UNORM:
3494             case WINED3DFMT_R16G16_UNORM:
3495             case WINED3DFMT_B10G10R10A2_UNORM:
3496             case WINED3DFMT_R16G16B16A16_UNORM:
3497             case WINED3DFMT_P8_UINT:
3498                 TRACE_(d3d_caps)("[OK]\n");
3499                 return TRUE;
3500             default:
3501                 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3502                 return FALSE;
3503         }
3504     }
3505
3506     /* All format that are supported for textures are supported for surfaces as well */
3507     if (CheckTextureCapability(adapter, check_format)) return TRUE;
3508     /* All depth stencil formats are supported on surfaces */
3509     if (CheckDepthStencilCapability(adapter, adapter_format, check_format)) return TRUE;
3510
3511     /* If opengl can't process the format natively, the blitter may be able to convert it */
3512     if (adapter->blitter->blit_supported(&adapter->gl_info, BLIT_OP_BLIT,
3513             NULL, WINED3DPOOL_DEFAULT, 0, check_format,
3514             NULL, WINED3DPOOL_DEFAULT, 0, adapter_format))
3515     {
3516         TRACE_(d3d_caps)("[OK]\n");
3517         return TRUE;
3518     }
3519
3520     /* Reject other formats */
3521     TRACE_(d3d_caps)("[FAILED]\n");
3522     return FALSE;
3523 }
3524
3525 static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter,
3526         const struct wined3d_format *format)
3527 {
3528     return adapter->gl_info.limits.vertex_samplers && (format->Flags & WINED3DFMT_FLAG_VTF);
3529 }
3530
3531 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3532         enum wined3d_format_id AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType,
3533         enum wined3d_format_id CheckFormat, WINED3DSURFTYPE SurfaceType)
3534 {
3535     IWineD3DImpl *This = (IWineD3DImpl *)iface;
3536     struct wined3d_adapter *adapter = &This->adapters[Adapter];
3537     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3538     const struct wined3d_format *format = wined3d_get_format(gl_info, CheckFormat);
3539     const struct wined3d_format *adapter_format = wined3d_get_format(gl_info, AdapterFormat);
3540     DWORD UsageCaps = 0;
3541
3542     TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3543           This,
3544           Adapter,
3545           DeviceType, debug_d3ddevicetype(DeviceType),
3546           AdapterFormat, debug_d3dformat(AdapterFormat),
3547           Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3548           RType, debug_d3dresourcetype(RType),
3549           CheckFormat, debug_d3dformat(CheckFormat));
3550
3551     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3552         return WINED3DERR_INVALIDCALL;
3553     }
3554
3555     switch (RType)
3556     {
3557         case WINED3DRTYPE_CUBETEXTURE:
3558             /* Cubetexture allows:
3559              *      - WINED3DUSAGE_AUTOGENMIPMAP
3560              *      - WINED3DUSAGE_DEPTHSTENCIL
3561              *      - WINED3DUSAGE_DYNAMIC
3562              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3563              *      - WINED3DUSAGE_RENDERTARGET
3564              *      - WINED3DUSAGE_SOFTWAREPROCESSING
3565              *      - WINED3DUSAGE_QUERY_WRAPANDMIP
3566              */
3567             if (SurfaceType != SURFACE_OPENGL)
3568             {
3569                 TRACE_(d3d_caps)("[FAILED]\n");
3570                 return WINED3DERR_NOTAVAILABLE;
3571             }
3572
3573             if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3574             {
3575                 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3576                 return WINED3DERR_NOTAVAILABLE;
3577             }
3578
3579             if (!CheckTextureCapability(adapter, format))
3580             {
3581                 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3582                 return WINED3DERR_NOTAVAILABLE;
3583             }
3584
3585             if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3586             {
3587                 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3588                     /* When autogenmipmap isn't around continue and return
3589                      * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3590                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3591                 else
3592                     UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3593             }
3594
3595             /* Always report dynamic locking. */
3596             if (Usage & WINED3DUSAGE_DYNAMIC)
3597                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3598
3599             if (Usage & WINED3DUSAGE_RENDERTARGET)
3600             {
3601                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3602                 {
3603                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3604                     return WINED3DERR_NOTAVAILABLE;
3605                 }
3606                 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3607             }
3608
3609             /* Always report software processing. */
3610             if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3611                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3612
3613             if (Usage & WINED3DUSAGE_QUERY_FILTER)
3614             {
3615                 if (!CheckFilterCapability(adapter, format))
3616                 {
3617                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3618                     return WINED3DERR_NOTAVAILABLE;
3619                 }
3620                 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3621             }
3622
3623             if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3624             {
3625                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3626                 {
3627                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3628                     return WINED3DERR_NOTAVAILABLE;
3629                 }
3630                 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3631             }
3632
3633             if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3634             {
3635                 if (!CheckSrgbReadCapability(adapter, format))
3636                 {
3637                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3638                     return WINED3DERR_NOTAVAILABLE;
3639                 }
3640                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3641             }
3642
3643             if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3644             {
3645                 if (!CheckSrgbWriteCapability(adapter, format))
3646                 {
3647                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3648                     return WINED3DERR_NOTAVAILABLE;
3649                 }
3650                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3651             }
3652
3653             if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3654             {
3655                 if (!CheckVertexTextureCapability(adapter, format))
3656                 {
3657                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3658                     return WINED3DERR_NOTAVAILABLE;
3659                 }
3660                 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3661             }
3662
3663             if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3664             {
3665                 if (!CheckWrapAndMipCapability(adapter, format))
3666                 {
3667                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3668                     return WINED3DERR_NOTAVAILABLE;
3669                 }
3670                 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3671             }
3672             break;
3673
3674         case WINED3DRTYPE_SURFACE:
3675             /* Surface allows:
3676              *      - WINED3DUSAGE_DEPTHSTENCIL
3677              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3678              *      - WINED3DUSAGE_RENDERTARGET
3679              */
3680             if (!CheckSurfaceCapability(adapter, adapter_format, format, SurfaceType))
3681             {
3682                 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3683                 return WINED3DERR_NOTAVAILABLE;
3684             }
3685
3686             if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3687             {
3688                 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3689                 {
3690                     TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3691                     return WINED3DERR_NOTAVAILABLE;
3692                 }
3693                 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3694             }
3695
3696             if (Usage & WINED3DUSAGE_RENDERTARGET)
3697             {
3698                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3699                 {
3700                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3701                     return WINED3DERR_NOTAVAILABLE;
3702                 }
3703                 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3704             }
3705
3706             if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3707             {
3708                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3709                 {
3710                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3711                     return WINED3DERR_NOTAVAILABLE;
3712                 }
3713                 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3714             }
3715             break;
3716
3717         case WINED3DRTYPE_TEXTURE:
3718             /* Texture allows:
3719              *      - WINED3DUSAGE_AUTOGENMIPMAP
3720              *      - WINED3DUSAGE_DEPTHSTENCIL
3721              *      - WINED3DUSAGE_DMAP
3722              *      - WINED3DUSAGE_DYNAMIC
3723              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3724              *      - WINED3DUSAGE_RENDERTARGET
3725              *      - WINED3DUSAGE_SOFTWAREPROCESSING
3726              *      - WINED3DUSAGE_TEXTAPI (d3d9ex)
3727              *      - WINED3DUSAGE_QUERY_WRAPANDMIP
3728              */
3729             if (SurfaceType != SURFACE_OPENGL)
3730             {
3731                 TRACE_(d3d_caps)("[FAILED]\n");
3732                 return WINED3DERR_NOTAVAILABLE;
3733             }
3734
3735             if (!CheckTextureCapability(adapter, format))
3736             {
3737                 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3738                 return WINED3DERR_NOTAVAILABLE;
3739             }
3740
3741             if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3742             {
3743                 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3744                     /* When autogenmipmap isn't around continue and return
3745                      * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3746                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3747                 else
3748                     UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3749             }
3750
3751             /* Always report dynamic locking. */
3752             if (Usage & WINED3DUSAGE_DYNAMIC)
3753                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3754
3755             if (Usage & WINED3DUSAGE_RENDERTARGET)
3756             {
3757                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3758                 {
3759                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3760                     return WINED3DERR_NOTAVAILABLE;
3761                 }
3762                 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3763             }
3764
3765             /* Always report software processing. */
3766             if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3767                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3768
3769             if (Usage & WINED3DUSAGE_QUERY_FILTER)
3770             {
3771                 if (!CheckFilterCapability(adapter, format))
3772                 {
3773                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3774                     return WINED3DERR_NOTAVAILABLE;
3775                 }
3776                 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3777             }
3778
3779             if (Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
3780             {
3781                 if (!CheckBumpMapCapability(adapter, format))
3782                 {
3783                     TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3784                     return WINED3DERR_NOTAVAILABLE;
3785                 }
3786                 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3787             }
3788
3789             if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3790             {
3791                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3792                 {
3793                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3794                     return WINED3DERR_NOTAVAILABLE;
3795                 }
3796                 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3797             }
3798
3799             if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3800             {
3801                 if (!CheckSrgbReadCapability(adapter, format))
3802                 {
3803                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3804                     return WINED3DERR_NOTAVAILABLE;
3805                 }
3806                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3807             }
3808
3809             if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3810             {
3811                 if (!CheckSrgbWriteCapability(adapter, format))
3812                 {
3813                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3814                     return WINED3DERR_NOTAVAILABLE;
3815                 }
3816                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3817             }
3818
3819             if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3820             {
3821                 if (!CheckVertexTextureCapability(adapter, format))
3822                 {
3823                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3824                     return WINED3DERR_NOTAVAILABLE;
3825                 }
3826                 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3827             }
3828
3829             if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3830             {
3831                 if (!CheckWrapAndMipCapability(adapter, format))
3832                 {
3833                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3834                     return WINED3DERR_NOTAVAILABLE;
3835                 }
3836                 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3837             }
3838
3839             if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3840             {
3841                 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3842                 {
3843                     TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
3844                     return WINED3DERR_NOTAVAILABLE;
3845                 }
3846                 if ((format->Flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
3847                 {
3848                     TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
3849                     return WINED3DERR_NOTAVAILABLE;
3850                 }
3851                 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3852             }
3853             break;
3854
3855         case WINED3DRTYPE_VOLUMETEXTURE:
3856         case WINED3DRTYPE_VOLUME:
3857             /* Volume is to VolumeTexture what Surface is to Texture, but its
3858              * usage caps are not documented. Most driver seem to offer
3859              * (nearly) the same on Volume and VolumeTexture, so do that too.
3860              *
3861              * Volumetexture allows:
3862              *      - D3DUSAGE_DYNAMIC
3863              *      - D3DUSAGE_NONSECURE (d3d9ex)
3864              *      - D3DUSAGE_SOFTWAREPROCESSING
3865              *      - D3DUSAGE_QUERY_WRAPANDMIP
3866              */
3867             if (SurfaceType != SURFACE_OPENGL)
3868             {
3869                 TRACE_(d3d_caps)("[FAILED]\n");
3870                 return WINED3DERR_NOTAVAILABLE;
3871             }
3872
3873             if (!gl_info->supported[EXT_TEXTURE3D])
3874             {
3875                 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
3876                 return WINED3DERR_NOTAVAILABLE;
3877             }
3878
3879             if (!CheckTextureCapability(adapter, format))
3880             {
3881                 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
3882                 return WINED3DERR_NOTAVAILABLE;
3883             }
3884
3885             /* Filter formats that need conversion; For one part, this
3886              * conversion is unimplemented, and volume textures are huge, so
3887              * it would be a big performance hit. Unless we hit an application
3888              * needing one of those formats, don't advertize them to avoid
3889              * leading applications into temptation. The windows drivers don't
3890              * support most of those formats on volumes anyway, except for
3891              * WINED3DFMT_R32_FLOAT. */
3892             switch (CheckFormat)
3893             {
3894                 case WINED3DFMT_P8_UINT:
3895                 case WINED3DFMT_L4A4_UNORM:
3896                 case WINED3DFMT_R32_FLOAT:
3897                 case WINED3DFMT_R16_FLOAT:
3898                 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3899                 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3900                 case WINED3DFMT_R16G16_UNORM:
3901                     TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3902                     return WINED3DERR_NOTAVAILABLE;
3903
3904                 case WINED3DFMT_R8G8B8A8_SNORM:
3905                 case WINED3DFMT_R16G16_SNORM:
3906                     if (!gl_info->supported[NV_TEXTURE_SHADER])
3907                     {
3908                         TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3909                         return WINED3DERR_NOTAVAILABLE;
3910                     }
3911                     break;
3912
3913                 case WINED3DFMT_R8G8_SNORM:
3914                     if (!gl_info->supported[NV_TEXTURE_SHADER])
3915                     {
3916                         TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3917                         return WINED3DERR_NOTAVAILABLE;
3918                     }
3919                     break;
3920
3921                 case WINED3DFMT_DXT1:
3922                 case WINED3DFMT_DXT2:
3923                 case WINED3DFMT_DXT3:
3924                 case WINED3DFMT_DXT4:
3925                 case WINED3DFMT_DXT5:
3926                     /* The GL_EXT_texture_compression_s3tc spec requires that
3927                      * loading an s3tc compressed texture results in an error.
3928                      * While the D3D refrast does support s3tc volumes, at
3929                      * least the nvidia windows driver does not, so we're free
3930                      * not to support this format. */
3931                     TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
3932                     return WINED3DERR_NOTAVAILABLE;
3933
3934                 default:
3935                     /* Do nothing, continue with checking the format below */
3936                     break;
3937             }
3938
3939             /* Always report dynamic locking. */
3940             if (Usage & WINED3DUSAGE_DYNAMIC)
3941                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3942
3943             /* Always report software processing. */
3944             if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3945                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3946
3947             if (Usage & WINED3DUSAGE_QUERY_FILTER)
3948             {
3949                 if (!CheckFilterCapability(adapter, format))
3950                 {
3951                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3952                     return WINED3DERR_NOTAVAILABLE;
3953                 }
3954                 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3955             }
3956
3957             if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3958             {
3959                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3960                 {
3961                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3962                     return WINED3DERR_NOTAVAILABLE;
3963                 }
3964                 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3965             }
3966
3967             if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3968             {
3969                 if (!CheckSrgbReadCapability(adapter, format))
3970                 {
3971                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3972                     return WINED3DERR_NOTAVAILABLE;
3973                 }
3974                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3975             }
3976
3977             if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3978             {
3979                 if (!CheckSrgbWriteCapability(adapter, format))
3980                 {
3981                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3982                     return WINED3DERR_NOTAVAILABLE;
3983                 }
3984                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3985             }
3986
3987             if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3988             {
3989                 if (!CheckVertexTextureCapability(adapter, format))
3990                 {
3991                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3992                     return WINED3DERR_NOTAVAILABLE;
3993                 }
3994                 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3995             }
3996
3997             if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3998             {
3999                 if (!CheckWrapAndMipCapability(adapter, format))
4000                 {
4001                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4002                     return WINED3DERR_NOTAVAILABLE;
4003                 }
4004                 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4005             }
4006             break;
4007
4008         default:
4009             FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(RType));
4010             return WINED3DERR_NOTAVAILABLE;
4011     }
4012
4013     /* When the UsageCaps exactly matches Usage return WINED3D_OK except for
4014      * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4015      * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4016     if (UsageCaps == Usage)
4017         return WINED3D_OK;
4018     if (UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4019         return WINED3DOK_NOAUTOGEN;
4020
4021     TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for CheckFormat %s and RType %s but only %#x is available\n",
4022             Usage, debug_d3dformat(CheckFormat), debug_d3dresourcetype(RType), UsageCaps);
4023
4024     return WINED3DERR_NOTAVAILABLE;
4025 }
4026
4027 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT adapter_idx,
4028         WINED3DDEVTYPE device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format)
4029 {
4030     FIXME("iface %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4031             iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4032             debug_d3dformat(dst_format));
4033
4034     return WINED3D_OK;
4035 }
4036
4037 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
4038         enum wined3d_format_id display_format, enum wined3d_format_id backbuffer_format, BOOL windowed)
4039 {
4040     UINT mode_count;
4041     HRESULT hr;
4042
4043     TRACE("iface %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
4044             iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(display_format),
4045             debug_d3dformat(backbuffer_format), windowed);
4046
4047     if (adapter_idx >= IWineD3D_GetAdapterCount(iface))
4048     {
4049         WARN_(d3d_caps)("adapter_idx >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
4050         return WINED3DERR_INVALIDCALL;
4051     }
4052
4053     /* The task of this function is to check whether a certain display / backbuffer format
4054      * combination is available on the given adapter. In fullscreen mode microsoft specified
4055      * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
4056      * and display format should match exactly.
4057      * In windowed mode format conversion can occur and this depends on the driver. When format
4058      * conversion is done, this function should nevertheless fail and applications need to use
4059      * CheckDeviceFormatConversion.
4060      * At the moment we assume that fullscreen and windowed have the same capabilities. */
4061
4062     /* There are only 4 display formats. */
4063     if (!(display_format == WINED3DFMT_B5G6R5_UNORM
4064             || display_format == WINED3DFMT_B5G5R5X1_UNORM
4065             || display_format == WINED3DFMT_B8G8R8X8_UNORM
4066             || display_format == WINED3DFMT_B10G10R10A2_UNORM))
4067     {
4068         TRACE_(d3d_caps)("Format %s is not supported as display format.\n", debug_d3dformat(display_format));
4069         return WINED3DERR_NOTAVAILABLE;
4070     }
4071
4072     /* If the requested display format is not available, don't continue. */
4073     mode_count = IWineD3DImpl_GetAdapterModeCount(iface, adapter_idx, display_format);
4074     if (!mode_count)
4075     {
4076         TRACE_(d3d_caps)("No available modes for display format %s.\n", debug_d3dformat(display_format));
4077         return WINED3DERR_NOTAVAILABLE;
4078     }
4079
4080     /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbuffer format,
4081      * it means 'reuse' the display format for the backbuffer. */
4082     if (!windowed && backbuffer_format == WINED3DFMT_UNKNOWN)
4083     {
4084         TRACE_(d3d_caps)("backbuffer_format WINED3FMT_UNKNOWN only available in windowed mode.\n");
4085         return WINED3DERR_NOTAVAILABLE;
4086     }
4087
4088     /* In FULLSCREEN mode WINED3DFMT_B5G6R5_UNORM can only be mixed with
4089      * backbuffer format WINED3DFMT_B5G6R5_UNORM. */
4090     if (display_format == WINED3DFMT_B5G6R5_UNORM && backbuffer_format != WINED3DFMT_B5G6R5_UNORM)
4091     {
4092         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4093                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4094         return WINED3DERR_NOTAVAILABLE;
4095     }
4096
4097     /* In FULLSCREEN mode WINED3DFMT_B5G5R5X1_UNORM can only be mixed with
4098      * backbuffer formats WINED3DFMT_B5G5R5X1_UNORM and
4099      * WINED3DFMT_B5G5R5A1_UNORM. */
4100     if (display_format == WINED3DFMT_B5G5R5X1_UNORM
4101             && !(backbuffer_format == WINED3DFMT_B5G5R5X1_UNORM || backbuffer_format == WINED3DFMT_B5G5R5A1_UNORM))
4102     {
4103         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4104                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4105         return WINED3DERR_NOTAVAILABLE;
4106     }
4107
4108     /* In FULLSCREEN mode WINED3DFMT_B8G8R8X8_UNORM can only be mixed with
4109      * backbuffer formats WINED3DFMT_B8G8R8X8_UNORM and
4110      * WINED3DFMT_B8G8R8A8_UNORM. */
4111     if (display_format == WINED3DFMT_B8G8R8X8_UNORM
4112             && !(backbuffer_format == WINED3DFMT_B8G8R8X8_UNORM || backbuffer_format == WINED3DFMT_B8G8R8A8_UNORM))
4113     {
4114         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4115                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4116         return WINED3DERR_NOTAVAILABLE;
4117     }
4118
4119     /* WINED3DFMT_B10G10R10A2_UNORM is only allowed in fullscreen mode and it
4120      * can only be mixed with backbuffer format WINED3DFMT_B10G10R10A2_UNORM. */
4121     if (display_format == WINED3DFMT_B10G10R10A2_UNORM
4122             && (backbuffer_format != WINED3DFMT_B10G10R10A2_UNORM || windowed))
4123     {
4124         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4125                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4126         return WINED3DERR_NOTAVAILABLE;
4127     }
4128
4129     /* Use CheckDeviceFormat to see if the backbuffer_format is usable with the given display_format */
4130     hr = IWineD3DImpl_CheckDeviceFormat(iface, adapter_idx, device_type, display_format,
4131             WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, backbuffer_format, SURFACE_OPENGL);
4132     if (FAILED(hr))
4133         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4134                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4135
4136     return hr;
4137 }
4138
4139 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4140       subset of a D3DCAPS9 structure. However, it has to come via a void *
4141       as the d3d8 interface cannot import the d3d9 header                  */
4142 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
4143
4144     IWineD3DImpl    *This = (IWineD3DImpl *)iface;
4145     struct wined3d_adapter *adapter = &This->adapters[Adapter];
4146     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4147     int vs_selected_mode;
4148     int ps_selected_mode;
4149     struct shader_caps shader_caps;
4150     struct fragment_caps fragment_caps;
4151     DWORD ckey_caps, blit_caps, fx_caps, pal_caps;
4152
4153     TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
4154
4155     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
4156         return WINED3DERR_INVALIDCALL;
4157     }
4158
4159     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4160
4161     /* ------------------------------------------------
4162        The following fields apply to both d3d8 and d3d9
4163        ------------------------------------------------ */
4164     pCaps->DeviceType              = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF;  /* Not quite true, but use h/w supported by opengl I suppose */
4165     pCaps->AdapterOrdinal          = Adapter;
4166
4167     pCaps->Caps                    = 0;
4168     pCaps->Caps2                   = WINED3DCAPS2_CANRENDERWINDOWED |
4169                                      WINED3DCAPS2_FULLSCREENGAMMA |
4170                                      WINED3DCAPS2_DYNAMICTEXTURES;
4171     if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4172     {
4173         pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4174     }
4175
4176     pCaps->Caps3                   = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4177                                      WINED3DCAPS3_COPY_TO_VIDMEM                   |
4178                                      WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4179
4180     pCaps->PresentationIntervals   = WINED3DPRESENT_INTERVAL_IMMEDIATE  |
4181                                      WINED3DPRESENT_INTERVAL_ONE;
4182
4183     pCaps->CursorCaps              = WINED3DCURSORCAPS_COLOR            |
4184                                      WINED3DCURSORCAPS_LOWRES;
4185
4186     pCaps->DevCaps                 = WINED3DDEVCAPS_FLOATTLVERTEX       |
4187                                      WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4188                                      WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4189                                      WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4190                                      WINED3DDEVCAPS_DRAWPRIMTLVERTEX    |
4191                                      WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4192                                      WINED3DDEVCAPS_EXECUTEVIDEOMEMORY  |
4193                                      WINED3DDEVCAPS_PUREDEVICE          |
4194                                      WINED3DDEVCAPS_HWRASTERIZATION     |
4195                                      WINED3DDEVCAPS_TEXTUREVIDEOMEMORY  |
4196                                      WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4197                                      WINED3DDEVCAPS_CANRENDERAFTERFLIP  |
4198                                      WINED3DDEVCAPS_DRAWPRIMITIVES2     |
4199                                      WINED3DDEVCAPS_DRAWPRIMITIVES2EX   |
4200                                      WINED3DDEVCAPS_RTPATCHES;
4201
4202     pCaps->PrimitiveMiscCaps       = WINED3DPMISCCAPS_CULLNONE              |
4203                                      WINED3DPMISCCAPS_CULLCCW               |
4204                                      WINED3DPMISCCAPS_CULLCW                |
4205                                      WINED3DPMISCCAPS_COLORWRITEENABLE      |
4206                                      WINED3DPMISCCAPS_CLIPTLVERTS           |
4207                                      WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4208                                      WINED3DPMISCCAPS_MASKZ                 |
4209                                      WINED3DPMISCCAPS_BLENDOP               |
4210                                      WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4211                                     /* TODO:
4212                                         WINED3DPMISCCAPS_NULLREFERENCE
4213                                         WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4214                                         WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4215                                         WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4216
4217     if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4218         pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4219     if (gl_info->supported[EXT_DRAW_BUFFERS2])
4220         pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4221
4222     pCaps->RasterCaps              = WINED3DPRASTERCAPS_DITHER    |
4223                                      WINED3DPRASTERCAPS_PAT       |
4224                                      WINED3DPRASTERCAPS_WFOG      |
4225                                      WINED3DPRASTERCAPS_ZFOG      |
4226                                      WINED3DPRASTERCAPS_FOGVERTEX |
4227                                      WINED3DPRASTERCAPS_FOGTABLE  |
4228                                      WINED3DPRASTERCAPS_STIPPLE   |
4229                                      WINED3DPRASTERCAPS_SUBPIXEL  |
4230                                      WINED3DPRASTERCAPS_ZTEST     |
4231                                      WINED3DPRASTERCAPS_SCISSORTEST   |
4232                                      WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4233                                      WINED3DPRASTERCAPS_DEPTHBIAS;
4234
4235     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4236     {
4237         pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY    |
4238                              WINED3DPRASTERCAPS_ZBIAS         |
4239                              WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4240     }
4241     if (gl_info->supported[NV_FOG_DISTANCE])
4242     {
4243         pCaps->RasterCaps         |= WINED3DPRASTERCAPS_FOGRANGE;
4244     }
4245                         /* FIXME Add:
4246                            WINED3DPRASTERCAPS_COLORPERSPECTIVE
4247                            WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4248                            WINED3DPRASTERCAPS_ANTIALIASEDGES
4249                            WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4250                            WINED3DPRASTERCAPS_WBUFFER */
4251
4252     pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS       |
4253                       WINED3DPCMPCAPS_EQUAL        |
4254                       WINED3DPCMPCAPS_GREATER      |
4255                       WINED3DPCMPCAPS_GREATEREQUAL |
4256                       WINED3DPCMPCAPS_LESS         |
4257                       WINED3DPCMPCAPS_LESSEQUAL    |
4258                       WINED3DPCMPCAPS_NEVER        |
4259                       WINED3DPCMPCAPS_NOTEQUAL;
4260
4261     pCaps->SrcBlendCaps  = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4262                            WINED3DPBLENDCAPS_BOTHSRCALPHA    |
4263                            WINED3DPBLENDCAPS_DESTALPHA       |
4264                            WINED3DPBLENDCAPS_DESTCOLOR       |
4265                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4266                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4267                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4268                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4269                            WINED3DPBLENDCAPS_ONE             |
4270                            WINED3DPBLENDCAPS_SRCALPHA        |
4271                            WINED3DPBLENDCAPS_SRCALPHASAT     |
4272                            WINED3DPBLENDCAPS_SRCCOLOR        |
4273                            WINED3DPBLENDCAPS_ZERO;
4274
4275     pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA       |
4276                            WINED3DPBLENDCAPS_DESTCOLOR       |
4277                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4278                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4279                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4280                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4281                            WINED3DPBLENDCAPS_ONE             |
4282                            WINED3DPBLENDCAPS_SRCALPHA        |
4283                            WINED3DPBLENDCAPS_SRCCOLOR        |
4284                            WINED3DPBLENDCAPS_ZERO;
4285     /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4286      * according to the glBlendFunc manpage
4287      *
4288      * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4289      * legacy settings for srcblend only
4290      */
4291
4292     if (gl_info->supported[EXT_BLEND_COLOR])
4293     {
4294         pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4295         pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4296     }
4297
4298
4299     pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS       |
4300                           WINED3DPCMPCAPS_EQUAL        |
4301                           WINED3DPCMPCAPS_GREATER      |
4302                           WINED3DPCMPCAPS_GREATEREQUAL |
4303                           WINED3DPCMPCAPS_LESS         |
4304                           WINED3DPCMPCAPS_LESSEQUAL    |
4305                           WINED3DPCMPCAPS_NEVER        |
4306                           WINED3DPCMPCAPS_NOTEQUAL;
4307
4308     pCaps->ShadeCaps     = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4309                            WINED3DPSHADECAPS_COLORGOURAUDRGB    |
4310                            WINED3DPSHADECAPS_ALPHAFLATBLEND     |
4311                            WINED3DPSHADECAPS_ALPHAGOURAUDBLEND  |
4312                            WINED3DPSHADECAPS_COLORFLATRGB       |
4313                            WINED3DPSHADECAPS_FOGFLAT            |
4314                            WINED3DPSHADECAPS_FOGGOURAUD         |
4315                            WINED3DPSHADECAPS_SPECULARFLATRGB;
4316
4317     pCaps->TextureCaps =  WINED3DPTEXTURECAPS_ALPHA              |
4318                           WINED3DPTEXTURECAPS_ALPHAPALETTE       |
4319                           WINED3DPTEXTURECAPS_TRANSPARENCY       |
4320                           WINED3DPTEXTURECAPS_BORDER             |
4321                           WINED3DPTEXTURECAPS_MIPMAP             |
4322                           WINED3DPTEXTURECAPS_PROJECTED          |
4323                           WINED3DPTEXTURECAPS_PERSPECTIVE;
4324
4325     if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4326     {
4327         pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4328                               WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4329     }
4330
4331     if (gl_info->supported[EXT_TEXTURE3D])
4332     {
4333         pCaps->TextureCaps |=  WINED3DPTEXTURECAPS_VOLUMEMAP      |
4334                                WINED3DPTEXTURECAPS_MIPVOLUMEMAP   |
4335                                WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4336     }
4337
4338     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4339     {
4340         pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP     |
4341                               WINED3DPTEXTURECAPS_MIPCUBEMAP    |
4342                               WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4343
4344     }
4345
4346     pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4347                                WINED3DPTFILTERCAPS_MAGFPOINT        |
4348                                WINED3DPTFILTERCAPS_MINFLINEAR       |
4349                                WINED3DPTFILTERCAPS_MINFPOINT        |
4350                                WINED3DPTFILTERCAPS_MIPFLINEAR       |
4351                                WINED3DPTFILTERCAPS_MIPFPOINT        |
4352                                WINED3DPTFILTERCAPS_LINEAR           |
4353                                WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4354                                WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4355                                WINED3DPTFILTERCAPS_MIPLINEAR        |
4356                                WINED3DPTFILTERCAPS_MIPNEAREST       |
4357                                WINED3DPTFILTERCAPS_NEAREST;
4358
4359     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4360     {
4361         pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4362                                     WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4363     }
4364
4365     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4366     {
4367         pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4368                                        WINED3DPTFILTERCAPS_MAGFPOINT        |
4369                                        WINED3DPTFILTERCAPS_MINFLINEAR       |
4370                                        WINED3DPTFILTERCAPS_MINFPOINT        |
4371                                        WINED3DPTFILTERCAPS_MIPFLINEAR       |
4372                                        WINED3DPTFILTERCAPS_MIPFPOINT        |
4373                                        WINED3DPTFILTERCAPS_LINEAR           |
4374                                        WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4375                                        WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4376                                        WINED3DPTFILTERCAPS_MIPLINEAR        |
4377                                        WINED3DPTFILTERCAPS_MIPNEAREST       |
4378                                        WINED3DPTFILTERCAPS_NEAREST;
4379
4380         if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4381         {
4382             pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4383                                             WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4384         }
4385     } else
4386         pCaps->CubeTextureFilterCaps = 0;
4387
4388     if (gl_info->supported[EXT_TEXTURE3D])
4389     {
4390         pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4391                                          WINED3DPTFILTERCAPS_MAGFPOINT        |
4392                                          WINED3DPTFILTERCAPS_MINFLINEAR       |
4393                                          WINED3DPTFILTERCAPS_MINFPOINT        |
4394                                          WINED3DPTFILTERCAPS_MIPFLINEAR       |
4395                                          WINED3DPTFILTERCAPS_MIPFPOINT        |
4396                                          WINED3DPTFILTERCAPS_LINEAR           |
4397                                          WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4398                                          WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4399                                          WINED3DPTFILTERCAPS_MIPLINEAR        |
4400                                          WINED3DPTFILTERCAPS_MIPNEAREST       |
4401                                          WINED3DPTFILTERCAPS_NEAREST;
4402     } else
4403         pCaps->VolumeTextureFilterCaps = 0;
4404
4405     pCaps->TextureAddressCaps =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4406                                  WINED3DPTADDRESSCAPS_CLAMP  |
4407                                  WINED3DPTADDRESSCAPS_WRAP;
4408
4409     if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4410     {
4411         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4412     }
4413     if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4414     {
4415         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4416     }
4417     if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4418     {
4419         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4420     }
4421
4422     if (gl_info->supported[EXT_TEXTURE3D])
4423     {
4424         pCaps->VolumeTextureAddressCaps =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4425                                            WINED3DPTADDRESSCAPS_CLAMP  |
4426                                            WINED3DPTADDRESSCAPS_WRAP;
4427         if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4428         {
4429             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4430         }
4431         if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4432         {
4433             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4434         }
4435         if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4436         {
4437             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4438         }
4439     } else
4440         pCaps->VolumeTextureAddressCaps = 0;
4441
4442     pCaps->LineCaps = WINED3DLINECAPS_TEXTURE       |
4443                       WINED3DLINECAPS_ZTEST         |
4444                       WINED3DLINECAPS_BLEND         |
4445                       WINED3DLINECAPS_ALPHACMP      |
4446                       WINED3DLINECAPS_FOG;
4447     /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4448      * idea how generating the smoothing alpha values works; the result is different
4449      */
4450
4451     pCaps->MaxTextureWidth = gl_info->limits.texture_size;
4452     pCaps->MaxTextureHeight = gl_info->limits.texture_size;
4453
4454     if (gl_info->supported[EXT_TEXTURE3D])
4455         pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4456     else
4457         pCaps->MaxVolumeExtent = 0;
4458
4459     pCaps->MaxTextureRepeat = 32768;
4460     pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4461     pCaps->MaxVertexW = 1.0f;
4462
4463     pCaps->GuardBandLeft = 0.0f;
4464     pCaps->GuardBandTop = 0.0f;
4465     pCaps->GuardBandRight = 0.0f;
4466     pCaps->GuardBandBottom = 0.0f;
4467
4468     pCaps->ExtentsAdjust = 0.0f;
4469
4470     pCaps->StencilCaps =  WINED3DSTENCILCAPS_DECRSAT |
4471                           WINED3DSTENCILCAPS_INCRSAT |
4472                           WINED3DSTENCILCAPS_INVERT  |
4473                           WINED3DSTENCILCAPS_KEEP    |
4474                           WINED3DSTENCILCAPS_REPLACE |
4475                           WINED3DSTENCILCAPS_ZERO;
4476     if (gl_info->supported[EXT_STENCIL_WRAP])
4477     {
4478         pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR  |
4479                               WINED3DSTENCILCAPS_INCR;
4480     }
4481     if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4482     {
4483         pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4484     }
4485
4486     pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4487
4488     pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4489     pCaps->MaxActiveLights = gl_info->limits.lights;
4490
4491     pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
4492     pCaps->MaxVertexBlendMatrixIndex   = 0;
4493
4494     pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
4495     pCaps->MaxPointSize = gl_info->limits.pointsize_max;
4496
4497
4498     /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4499     pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4500                                   WINED3DVTXPCAPS_MATERIALSOURCE7   |
4501                                   WINED3DVTXPCAPS_POSITIONALLIGHTS  |
4502                                   WINED3DVTXPCAPS_LOCALVIEWER       |
4503                                   WINED3DVTXPCAPS_VERTEXFOG         |
4504                                   WINED3DVTXPCAPS_TEXGEN;
4505
4506     pCaps->MaxPrimitiveCount   = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4507     pCaps->MaxVertexIndex      = 0xFFFFF;
4508     pCaps->MaxStreams          = MAX_STREAMS;
4509     pCaps->MaxStreamStride     = 1024;
4510
4511     /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4512     pCaps->DevCaps2                          = WINED3DDEVCAPS2_STREAMOFFSET |
4513                                                WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4514     pCaps->MaxNpatchTessellationLevel        = 0;
4515     pCaps->MasterAdapterOrdinal              = 0;
4516     pCaps->AdapterOrdinalInGroup             = 0;
4517     pCaps->NumberOfAdaptersInGroup           = 1;
4518
4519     pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
4520
4521     pCaps->StretchRectFilterCaps             = WINED3DPTFILTERCAPS_MINFPOINT  |
4522                                                 WINED3DPTFILTERCAPS_MAGFPOINT  |
4523                                                 WINED3DPTFILTERCAPS_MINFLINEAR |
4524                                                 WINED3DPTFILTERCAPS_MAGFLINEAR;
4525     pCaps->VertexTextureFilterCaps           = 0;
4526
4527     adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4528     adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4529
4530     /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4531     pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4532
4533     /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4534      * Ignore shader model capabilities if disabled in config
4535      */
4536     if(vs_selected_mode == SHADER_NONE) {
4537         TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4538         pCaps->VertexShaderVersion          = WINED3DVS_VERSION(0,0);
4539         pCaps->MaxVertexShaderConst         = 0;
4540     } else {
4541         pCaps->VertexShaderVersion          = shader_caps.VertexShaderVersion;
4542         pCaps->MaxVertexShaderConst         = shader_caps.MaxVertexShaderConst;
4543     }
4544
4545     if(ps_selected_mode == SHADER_NONE) {
4546         TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4547         pCaps->PixelShaderVersion           = WINED3DPS_VERSION(0,0);
4548         pCaps->PixelShader1xMaxValue        = 0.0f;
4549     } else {
4550         pCaps->PixelShaderVersion           = shader_caps.PixelShaderVersion;
4551         pCaps->PixelShader1xMaxValue        = shader_caps.PixelShader1xMaxValue;
4552     }
4553
4554     pCaps->TextureOpCaps                    = fragment_caps.TextureOpCaps;
4555     pCaps->MaxTextureBlendStages            = fragment_caps.MaxTextureBlendStages;
4556     pCaps->MaxSimultaneousTextures          = fragment_caps.MaxSimultaneousTextures;
4557
4558     /* The following caps are shader specific, but they are things we cannot detect, or which
4559      * are the same among all shader models. So to avoid code duplication set the shader version
4560      * specific, but otherwise constant caps here
4561      */
4562     if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4563         /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4564         use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4565         pCaps->VS20Caps.Caps                     = WINED3DVS20CAPS_PREDICATION;
4566         pCaps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4567         pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4568         pCaps->VS20Caps.StaticFlowControlDepth   = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4569
4570         pCaps->MaxVShaderInstructionsExecuted    = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4571         pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4572     }
4573     else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4574     {
4575         pCaps->VS20Caps.Caps                     = 0;
4576         pCaps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4577         pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4578         pCaps->VS20Caps.StaticFlowControlDepth   = 1;
4579
4580         pCaps->MaxVShaderInstructionsExecuted    = 65535;
4581         pCaps->MaxVertexShader30InstructionSlots = 0;
4582     } else { /* VS 1.x */
4583         pCaps->VS20Caps.Caps                     = 0;
4584         pCaps->VS20Caps.DynamicFlowControlDepth  = 0;
4585         pCaps->VS20Caps.NumTemps                 = 0;
4586         pCaps->VS20Caps.StaticFlowControlDepth   = 0;
4587
4588         pCaps->MaxVShaderInstructionsExecuted    = 0;
4589         pCaps->MaxVertexShader30InstructionSlots = 0;
4590     }
4591
4592     if(pCaps->PixelShaderVersion == WINED3DPS_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 PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4595
4596         /* 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 */
4597         pCaps->PS20Caps.Caps                     = WINED3DPS20CAPS_ARBITRARYSWIZZLE     |
4598                 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4599                 WINED3DPS20CAPS_PREDICATION          |
4600                 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4601                 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4602         pCaps->PS20Caps.DynamicFlowControlDepth  = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4603         pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4604         pCaps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4605         pCaps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4606
4607         pCaps->MaxPShaderInstructionsExecuted    = 65535;
4608         pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4609                 adapter->gl_info.limits.arb_ps_instructions);
4610     }
4611     else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4612     {
4613         /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4614         pCaps->PS20Caps.Caps                     = 0;
4615         pCaps->PS20Caps.DynamicFlowControlDepth  = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4616         pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4617         pCaps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4618         pCaps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4619
4620         pCaps->MaxPShaderInstructionsExecuted    = 512; /* Minimum value, a GeforceFX uses 1024 */
4621         pCaps->MaxPixelShader30InstructionSlots  = 0;
4622     } else { /* PS 1.x */
4623         pCaps->PS20Caps.Caps                     = 0;
4624         pCaps->PS20Caps.DynamicFlowControlDepth  = 0;
4625         pCaps->PS20Caps.NumTemps                 = 0;
4626         pCaps->PS20Caps.StaticFlowControlDepth   = 0;
4627         pCaps->PS20Caps.NumInstructionSlots      = 0;
4628
4629         pCaps->MaxPShaderInstructionsExecuted    = 0;
4630         pCaps->MaxPixelShader30InstructionSlots  = 0;
4631     }
4632
4633     if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4634         /* OpenGL supports all the formats below, perhaps not always
4635          * without conversion, but it supports them.
4636          * Further GLSL doesn't seem to have an official unsigned type so
4637          * don't advertise it yet as I'm not sure how we handle it.
4638          * We might need to add some clamping in the shader engine to
4639          * support it.
4640          * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4641         pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4    |
4642                            WINED3DDTCAPS_UBYTE4N   |
4643                            WINED3DDTCAPS_SHORT2N   |
4644                            WINED3DDTCAPS_SHORT4N;
4645         if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4646         {
4647             pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4648                                 WINED3DDTCAPS_FLOAT16_4;
4649         }
4650     } else
4651         pCaps->DeclTypes                         = 0;
4652
4653     /* Set DirectDraw helper Caps */
4654     ckey_caps =                         WINEDDCKEYCAPS_DESTBLT              |
4655                                         WINEDDCKEYCAPS_SRCBLT;
4656     fx_caps =                           WINEDDFXCAPS_BLTALPHA               |
4657                                         WINEDDFXCAPS_BLTMIRRORLEFTRIGHT     |
4658                                         WINEDDFXCAPS_BLTMIRRORUPDOWN        |
4659                                         WINEDDFXCAPS_BLTROTATION90          |
4660                                         WINEDDFXCAPS_BLTSHRINKX             |
4661                                         WINEDDFXCAPS_BLTSHRINKXN            |
4662                                         WINEDDFXCAPS_BLTSHRINKY             |
4663                                         WINEDDFXCAPS_BLTSHRINKXN            |
4664                                         WINEDDFXCAPS_BLTSTRETCHX            |
4665                                         WINEDDFXCAPS_BLTSTRETCHXN           |
4666                                         WINEDDFXCAPS_BLTSTRETCHY            |
4667                                         WINEDDFXCAPS_BLTSTRETCHYN;
4668     blit_caps =                         WINEDDCAPS_BLT                      |
4669                                         WINEDDCAPS_BLTCOLORFILL             |
4670                                         WINEDDCAPS_BLTDEPTHFILL             |
4671                                         WINEDDCAPS_BLTSTRETCH               |
4672                                         WINEDDCAPS_CANBLTSYSMEM             |
4673                                         WINEDDCAPS_CANCLIP                  |
4674                                         WINEDDCAPS_CANCLIPSTRETCHED         |
4675                                         WINEDDCAPS_COLORKEY                 |
4676                                         WINEDDCAPS_COLORKEYHWASSIST         |
4677                                         WINEDDCAPS_ALIGNBOUNDARYSRC;
4678     pal_caps =                          WINEDDPCAPS_8BIT                    |
4679                                         WINEDDPCAPS_PRIMARYSURFACE;
4680
4681     /* Fill the ddraw caps structure */
4682     pCaps->DirectDrawCaps.Caps =        WINEDDCAPS_GDI                      |
4683                                         WINEDDCAPS_PALETTE                  |
4684                                         blit_caps;
4685     pCaps->DirectDrawCaps.Caps2 =       WINEDDCAPS2_CERTIFIED                |
4686                                         WINEDDCAPS2_NOPAGELOCKREQUIRED       |
4687                                         WINEDDCAPS2_PRIMARYGAMMA             |
4688                                         WINEDDCAPS2_WIDESURFACES             |
4689                                         WINEDDCAPS2_CANRENDERWINDOWED;
4690     pCaps->DirectDrawCaps.CKeyCaps =    ckey_caps;
4691     pCaps->DirectDrawCaps.FXCaps =      fx_caps;
4692     pCaps->DirectDrawCaps.PalCaps =     pal_caps;
4693     pCaps->DirectDrawCaps.SVBCaps =     blit_caps;
4694     pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4695     pCaps->DirectDrawCaps.SVBFXCaps =   fx_caps;
4696     pCaps->DirectDrawCaps.VSBCaps =     blit_caps;
4697     pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4698     pCaps->DirectDrawCaps.VSBFXCaps =   fx_caps;
4699     pCaps->DirectDrawCaps.SSBCaps =     blit_caps;
4700     pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4701     pCaps->DirectDrawCaps.SSBFXCaps =   fx_caps;
4702
4703     pCaps->DirectDrawCaps.ddsCaps =     WINEDDSCAPS_ALPHA                   |
4704                                         WINEDDSCAPS_BACKBUFFER              |
4705                                         WINEDDSCAPS_FLIP                    |
4706                                         WINEDDSCAPS_FRONTBUFFER             |
4707                                         WINEDDSCAPS_OFFSCREENPLAIN          |
4708                                         WINEDDSCAPS_PALETTE                 |
4709                                         WINEDDSCAPS_PRIMARYSURFACE          |
4710                                         WINEDDSCAPS_SYSTEMMEMORY            |
4711                                         WINEDDSCAPS_VIDEOMEMORY             |
4712                                         WINEDDSCAPS_VISIBLE;
4713     pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4714
4715     /* Set D3D caps if OpenGL is available. */
4716     if (adapter->opengl)
4717     {
4718         pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE                |
4719                                         WINEDDSCAPS_MIPMAP                  |
4720                                         WINEDDSCAPS_TEXTURE                 |
4721                                         WINEDDSCAPS_ZBUFFER;
4722         pCaps->DirectDrawCaps.Caps |=   WINEDDCAPS_3D;
4723     }
4724
4725     return WINED3D_OK;
4726 }
4727
4728 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
4729         HWND focus_window, DWORD flags, IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4730 {
4731     IWineD3DImpl *This = (IWineD3DImpl *)iface;
4732     IWineD3DDeviceImpl *object;
4733     HRESULT hr;
4734
4735     TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, device_parent %p, device %p.\n",
4736             iface, adapter_idx, device_type, focus_window, flags, device_parent, device);
4737
4738     /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4739      * number and create a device without a 3D adapter for 2D only operation. */
4740     if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
4741     {
4742         return WINED3DERR_INVALIDCALL;
4743     }
4744
4745     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4746     if (!object)
4747     {
4748         ERR("Failed to allocate device memory.\n");
4749         return E_OUTOFMEMORY;
4750     }
4751
4752     hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, device_parent);
4753     if (FAILED(hr))
4754     {
4755         WARN("Failed to initialize device, hr %#x.\n", hr);
4756         HeapFree(GetProcessHeap(), 0, object);
4757         return hr;
4758     }
4759
4760     TRACE("Created device %p.\n", object);
4761     *device = (IWineD3DDevice *)object;
4762
4763     IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4764
4765     return WINED3D_OK;
4766 }
4767
4768 static void * WINAPI IWineD3DImpl_GetParent(IWineD3D *iface)
4769 {
4770     TRACE("iface %p.\n", iface);
4771
4772     return ((IWineD3DImpl *)iface)->parent;
4773 }
4774
4775 static void WINE_GLAPI invalid_func(const void *data)
4776 {
4777     ERR("Invalid vertex attribute function called\n");
4778     DebugBreak();
4779 }
4780
4781 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4782 {
4783     ERR("Invalid texcoord function called\n");
4784     DebugBreak();
4785 }
4786
4787 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4788  * the extension detection and are used in drawStridedSlow
4789  */
4790 static void WINE_GLAPI position_d3dcolor(const void *data)
4791 {
4792     DWORD pos = *((const DWORD *)data);
4793
4794     FIXME("Add a test for fixed function position from d3dcolor type\n");
4795     glVertex4s(D3DCOLOR_B_R(pos),
4796                D3DCOLOR_B_G(pos),
4797                D3DCOLOR_B_B(pos),
4798                D3DCOLOR_B_A(pos));
4799 }
4800
4801 static void WINE_GLAPI position_float4(const void *data)
4802 {
4803     const GLfloat *pos = data;
4804
4805     if (pos[3] != 0.0f && pos[3] != 1.0f)
4806     {
4807         float w = 1.0f / pos[3];
4808
4809         glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4810     }
4811     else
4812     {
4813         glVertex3fv(pos);
4814     }
4815 }
4816
4817 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4818 {
4819     DWORD diffuseColor = *((const DWORD *)data);
4820
4821     glColor4ub(D3DCOLOR_B_R(diffuseColor),
4822                D3DCOLOR_B_G(diffuseColor),
4823                D3DCOLOR_B_B(diffuseColor),
4824                D3DCOLOR_B_A(diffuseColor));
4825 }
4826
4827 static void WINE_GLAPI specular_d3dcolor(const void *data)
4828 {
4829     DWORD specularColor = *((const DWORD *)data);
4830     GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4831             D3DCOLOR_B_G(specularColor),
4832             D3DCOLOR_B_B(specularColor)};
4833
4834     specular_func_3ubv(d);
4835 }
4836
4837 static void WINE_GLAPI warn_no_specular_func(const void *data)
4838 {
4839     WARN("GL_EXT_secondary_color not supported\n");
4840 }
4841
4842 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
4843 {
4844     position_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
4845     position_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
4846     position_funcs[WINED3D_FFP_EMIT_FLOAT3]      = (glAttribFunc)glVertex3fv;
4847     position_funcs[WINED3D_FFP_EMIT_FLOAT4]      = position_float4;
4848     position_funcs[WINED3D_FFP_EMIT_D3DCOLOR]    = position_d3dcolor;
4849     position_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
4850     position_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
4851     position_funcs[WINED3D_FFP_EMIT_SHORT4]      = (glAttribFunc)glVertex2sv;
4852     position_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
4853     position_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
4854     position_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
4855     position_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
4856     position_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
4857     position_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
4858     position_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
4859     position_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
4860     position_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
4861
4862     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1]       = invalid_func;
4863     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2]       = invalid_func;
4864     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3]       = (glAttribFunc)glColor3fv;
4865     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4]       = (glAttribFunc)glColor4fv;
4866     diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR]     = diffuse_d3dcolor;
4867     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4]       = invalid_func;
4868     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2]       = invalid_func;
4869     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4]       = invalid_func;
4870     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N]      = (glAttribFunc)glColor4ubv;
4871     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N]      = invalid_func;
4872     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N]      = (glAttribFunc)glColor4sv;
4873     diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N]     = invalid_func;
4874     diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N]     = (glAttribFunc)glColor4usv;
4875     diffuse_funcs[WINED3D_FFP_EMIT_UDEC3]        = invalid_func;
4876     diffuse_funcs[WINED3D_FFP_EMIT_DEC3N]        = invalid_func;
4877     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2]    = invalid_func;
4878     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4]    = invalid_func;
4879
4880     /* No 4 component entry points here */
4881     specular_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
4882     specular_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
4883     if (gl_info->supported[EXT_SECONDARY_COLOR])
4884     {
4885         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4886     }
4887     else
4888     {
4889         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = warn_no_specular_func;
4890     }
4891     specular_funcs[WINED3D_FFP_EMIT_FLOAT4]      = invalid_func;
4892     if (gl_info->supported[EXT_SECONDARY_COLOR])
4893     {
4894         specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4895         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4896     }
4897     else
4898     {
4899         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4900     }
4901     specular_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
4902     specular_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
4903     specular_funcs[WINED3D_FFP_EMIT_SHORT4]      = invalid_func;
4904     specular_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
4905     specular_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
4906     specular_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
4907     specular_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
4908     specular_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
4909     specular_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
4910     specular_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
4911     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
4912     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
4913
4914     /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4915      * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4916      */
4917     normal_funcs[WINED3D_FFP_EMIT_FLOAT1]         = invalid_func;
4918     normal_funcs[WINED3D_FFP_EMIT_FLOAT2]         = invalid_func;
4919     normal_funcs[WINED3D_FFP_EMIT_FLOAT3]         = (glAttribFunc)glNormal3fv;
4920     normal_funcs[WINED3D_FFP_EMIT_FLOAT4]         = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4921     normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR]       = invalid_func;
4922     normal_funcs[WINED3D_FFP_EMIT_UBYTE4]         = invalid_func;
4923     normal_funcs[WINED3D_FFP_EMIT_SHORT2]         = invalid_func;
4924     normal_funcs[WINED3D_FFP_EMIT_SHORT4]         = invalid_func;
4925     normal_funcs[WINED3D_FFP_EMIT_UBYTE4N]        = invalid_func;
4926     normal_funcs[WINED3D_FFP_EMIT_SHORT2N]        = invalid_func;
4927     normal_funcs[WINED3D_FFP_EMIT_SHORT4N]        = invalid_func;
4928     normal_funcs[WINED3D_FFP_EMIT_USHORT2N]       = invalid_func;
4929     normal_funcs[WINED3D_FFP_EMIT_USHORT4N]       = invalid_func;
4930     normal_funcs[WINED3D_FFP_EMIT_UDEC3]          = invalid_func;
4931     normal_funcs[WINED3D_FFP_EMIT_DEC3N]          = invalid_func;
4932     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2]      = invalid_func;
4933     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4]      = invalid_func;
4934
4935     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4936     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
4937     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
4938     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
4939     multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR]  = invalid_texcoord_func;
4940     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4]    = invalid_texcoord_func;
4941     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
4942     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
4943     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N]   = invalid_texcoord_func;
4944     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N]   = invalid_texcoord_func;
4945     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N]   = invalid_texcoord_func;
4946     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N]  = invalid_texcoord_func;
4947     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N]  = invalid_texcoord_func;
4948     multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3]     = invalid_texcoord_func;
4949     multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N]     = invalid_texcoord_func;
4950     if (gl_info->supported[NV_HALF_FLOAT])
4951     {
4952         /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
4953         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
4954         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
4955     } else {
4956         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
4957         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
4958     }
4959 }
4960
4961 /* Do not call while under the GL lock. */
4962 static BOOL InitAdapters(IWineD3DImpl *This)
4963 {
4964     static HMODULE mod_gl;
4965     BOOL ret;
4966     int ps_selected_mode, vs_selected_mode;
4967
4968     /* No need to hold any lock. The calling library makes sure only one thread calls
4969      * wined3d simultaneously
4970      */
4971
4972     TRACE("Initializing adapters\n");
4973
4974     if(!mod_gl) {
4975 #ifdef USE_WIN32_OPENGL
4976 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4977         mod_gl = LoadLibraryA("opengl32.dll");
4978         if(!mod_gl) {
4979             ERR("Can't load opengl32.dll!\n");
4980             goto nogl_adapter;
4981         }
4982 #else
4983 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4984         /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4985         mod_gl = GetModuleHandleA("gdi32.dll");
4986 #endif
4987     }
4988
4989 /* Load WGL core functions from opengl32.dll */
4990 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
4991     WGL_FUNCS_GEN;
4992 #undef USE_WGL_FUNC
4993
4994     if(!pwglGetProcAddress) {
4995         ERR("Unable to load wglGetProcAddress!\n");
4996         goto nogl_adapter;
4997     }
4998
4999 /* Dynamically load all GL core functions */
5000     GL_FUNCS_GEN;
5001 #undef USE_GL_FUNC
5002
5003     /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5004      * otherwise because we have to use winex11.drv's override
5005      */
5006 #ifdef USE_WIN32_OPENGL
5007     wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5008     wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5009 #else
5010     wglFinish = (void*)pwglGetProcAddress("wglFinish");
5011     wglFlush = (void*)pwglGetProcAddress("wglFlush");
5012 #endif
5013
5014     glEnableWINE = glEnable;
5015     glDisableWINE = glDisable;
5016
5017     /* For now only one default adapter */
5018     {
5019         struct wined3d_adapter *adapter = &This->adapters[0];
5020         const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5021         struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5022         int iPixelFormat;
5023         int res;
5024         int i;
5025         WineD3D_PixelFormat *cfgs;
5026         DISPLAY_DEVICEW DisplayDevice;
5027         HDC hdc;
5028
5029         TRACE("Initializing default adapter\n");
5030         adapter->ordinal = 0;
5031         adapter->monitorPoint.x = -1;
5032         adapter->monitorPoint.y = -1;
5033
5034         if (!AllocateLocallyUniqueId(&adapter->luid))
5035         {
5036             DWORD err = GetLastError();
5037             ERR("Failed to set adapter LUID (%#x).\n", err);
5038             goto nogl_adapter;
5039         }
5040         TRACE("Allocated LUID %08x:%08x for adapter.\n",
5041                 adapter->luid.HighPart, adapter->luid.LowPart);
5042
5043         if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5044         {
5045             ERR("Failed to get a gl context for default adapter\n");
5046             goto nogl_adapter;
5047         }
5048
5049         ret = IWineD3DImpl_FillGLCaps(adapter);
5050         if(!ret) {
5051             ERR("Failed to initialize gl caps for default adapter\n");
5052             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5053             goto nogl_adapter;
5054         }
5055         ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5056         if(!ret) {
5057             ERR("Failed to init gl formats\n");
5058             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5059             goto nogl_adapter;
5060         }
5061
5062         hdc = fake_gl_ctx.dc;
5063
5064         adapter->TextureRam = adapter->driver_info.vidmem;
5065         adapter->UsedTextureRam = 0;
5066         TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5067
5068         /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5069         DisplayDevice.cb = sizeof(DisplayDevice);
5070         EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5071         TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5072         strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5073
5074         if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5075         {
5076             int attribute;
5077             int attribs[11];
5078             int values[11];
5079             int nAttribs = 0;
5080
5081             attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5082             GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5083
5084             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
5085             cfgs = adapter->cfgs;
5086             attribs[nAttribs++] = WGL_RED_BITS_ARB;
5087             attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5088             attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5089             attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5090             attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5091             attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5092             attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5093             attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5094             attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5095             attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5096             attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5097
5098             for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5099             {
5100                 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5101
5102                 if(!res)
5103                     continue;
5104
5105                 /* Cache the pixel format */
5106                 cfgs->iPixelFormat = iPixelFormat;
5107                 cfgs->redSize = values[0];
5108                 cfgs->greenSize = values[1];
5109                 cfgs->blueSize = values[2];
5110                 cfgs->alphaSize = values[3];
5111                 cfgs->colorSize = values[4];
5112                 cfgs->depthSize = values[5];
5113                 cfgs->stencilSize = values[6];
5114                 cfgs->windowDrawable = values[7];
5115                 cfgs->iPixelType = values[8];
5116                 cfgs->doubleBuffer = values[9];
5117                 cfgs->auxBuffers = values[10];
5118
5119                 cfgs->numSamples = 0;
5120                 /* Check multisample support */
5121                 if (gl_info->supported[ARB_MULTISAMPLE])
5122                 {
5123                     int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5124                     int value[2];
5125                     if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5126                         /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5127                         * value[1] = number of multi sample buffers*/
5128                         if(value[0])
5129                             cfgs->numSamples = value[1];
5130                     }
5131                 }
5132
5133                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5134                         "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5135                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5136                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5137                         cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5138                 cfgs++;
5139             }
5140         }
5141         else
5142         {
5143             int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5144             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
5145             adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5146
5147             cfgs = adapter->cfgs;
5148             for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5149             {
5150                 PIXELFORMATDESCRIPTOR ppfd;
5151
5152                 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5153                 if(!res)
5154                     continue;
5155
5156                 /* We only want HW acceleration using an OpenGL ICD driver.
5157                  * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5158                  * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5159                  */
5160                 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5161                 {
5162                     TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5163                     continue;
5164                 }
5165
5166                 cfgs->iPixelFormat = iPixelFormat;
5167                 cfgs->redSize = ppfd.cRedBits;
5168                 cfgs->greenSize = ppfd.cGreenBits;
5169                 cfgs->blueSize = ppfd.cBlueBits;
5170                 cfgs->alphaSize = ppfd.cAlphaBits;
5171                 cfgs->colorSize = ppfd.cColorBits;
5172                 cfgs->depthSize = ppfd.cDepthBits;
5173                 cfgs->stencilSize = ppfd.cStencilBits;
5174                 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5175                 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5176                 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5177                 cfgs->auxBuffers = ppfd.cAuxBuffers;
5178                 cfgs->numSamples = 0;
5179
5180                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5181                         "depth=%d, stencil=%d, windowDrawable=%d\n",
5182                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5183                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5184                         cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5185                 cfgs++;
5186                 adapter->nCfgs++;
5187             }
5188
5189             /* 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 */
5190             if(!adapter->nCfgs)
5191             {
5192                 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5193
5194                 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5195                 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5196                 goto nogl_adapter;
5197             }
5198         }
5199
5200         /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5201          * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5202          * but just fake it using D24(X8?) which is fine. D3D also allows that.
5203          * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5204          * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5205          * driver is allowed to consume more bits EXCEPT for stencil bits.
5206          *
5207          * Mark an adapter with this broken stencil behavior.
5208          */
5209         adapter->brokenStencil = TRUE;
5210         for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5211         {
5212             /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5213             if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5214                 adapter->brokenStencil = FALSE;
5215                 break;
5216             }
5217         }
5218
5219         WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5220
5221         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5222         fillGLAttribFuncs(&adapter->gl_info);
5223         adapter->opengl = TRUE;
5224     }
5225     This->adapter_count = 1;
5226     TRACE("%u adapters successfully initialized\n", This->adapter_count);
5227
5228     return TRUE;
5229
5230 nogl_adapter:
5231     /* Initialize an adapter for ddraw-only memory counting */
5232     memset(This->adapters, 0, sizeof(This->adapters));
5233     This->adapters[0].ordinal = 0;
5234     This->adapters[0].opengl = FALSE;
5235     This->adapters[0].monitorPoint.x = -1;
5236     This->adapters[0].monitorPoint.y = -1;
5237
5238     This->adapters[0].driver_info.name = "Display";
5239     This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5240     if(wined3d_settings.emulated_textureram) {
5241         This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5242     } else {
5243         This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5244     }
5245
5246     initPixelFormatsNoGL(&This->adapters[0].gl_info);
5247
5248     This->adapter_count = 1;
5249     return FALSE;
5250 }
5251
5252 /**********************************************************
5253  * IWineD3D VTbl follows
5254  **********************************************************/
5255
5256 static const struct IWineD3DVtbl IWineD3D_Vtbl =
5257 {
5258     /* IUnknown */
5259     IWineD3DImpl_QueryInterface,
5260     IWineD3DImpl_AddRef,
5261     IWineD3DImpl_Release,
5262     /* IWineD3D */
5263     IWineD3DImpl_GetParent,
5264     IWineD3DImpl_GetAdapterCount,
5265     IWineD3DImpl_RegisterSoftwareDevice,
5266     IWineD3DImpl_GetAdapterMonitor,
5267     IWineD3DImpl_GetAdapterModeCount,
5268     IWineD3DImpl_EnumAdapterModes,
5269     IWineD3DImpl_GetAdapterDisplayMode,
5270     IWineD3DImpl_GetAdapterIdentifier,
5271     IWineD3DImpl_CheckDeviceMultiSampleType,
5272     IWineD3DImpl_CheckDepthStencilMatch,
5273     IWineD3DImpl_CheckDeviceType,
5274     IWineD3DImpl_CheckDeviceFormat,
5275     IWineD3DImpl_CheckDeviceFormatConversion,
5276     IWineD3DImpl_GetDeviceCaps,
5277     IWineD3DImpl_CreateDevice
5278 };
5279
5280 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5281
5282 const struct wined3d_parent_ops wined3d_null_parent_ops =
5283 {
5284     wined3d_null_wined3d_object_destroyed,
5285 };
5286
5287 /* Do not call while under the GL lock. */
5288 HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, void *parent)
5289 {
5290     wined3d->lpVtbl = &IWineD3D_Vtbl;
5291     wined3d->dxVersion = version;
5292     wined3d->ref = 1;
5293     wined3d->parent = parent;
5294
5295     if (!InitAdapters(wined3d))
5296     {
5297         WARN("Failed to initialize adapters.\n");
5298         if (version > 7)
5299         {
5300             MESSAGE("Direct3D%u is not available without OpenGL.\n", version);
5301             return E_FAIL;
5302         }
5303     }
5304
5305     return WINED3D_OK;
5306 }