wined3d: Report more vertex texture formats.
[wine] / dlls / wined3d / directx.c
1 /*
2  * Copyright 2002-2004 Jason Edmeades
3  * Copyright 2003-2004 Raphael Junqueira
4  * Copyright 2004 Christian Costa
5  * Copyright 2005 Oliver Stieber
6  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
7  * Copyright 2009-2011 Henri Verbeet for CodeWeavers
8  *
9  * This library is free software; you can redistribute it and/or
10  * modify it under the terms of the GNU Lesser General Public
11  * License as published by the Free Software Foundation; either
12  * version 2.1 of the License, or (at your option) any later version.
13  *
14  * This library is distributed in the hope that it will be useful,
15  * but WITHOUT ANY WARRANTY; without even the implied warranty of
16  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
17  * Lesser General Public License for more details.
18  *
19  * You should have received a copy of the GNU Lesser General Public
20  * License along with this library; if not, write to the Free Software
21  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22  */
23
24 #include "config.h"
25 #include <stdio.h>
26 #include "wined3d_private.h"
27
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
29 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
30
31 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
32
33 /* The driver names reflect the lowest GPU supported
34  * by a certain driver, so DRIVER_AMD_R300 supports
35  * R3xx, R4xx and R5xx GPUs. */
36 enum wined3d_display_driver
37 {
38     DRIVER_AMD_RAGE_128PRO,
39     DRIVER_AMD_R100,
40     DRIVER_AMD_R300,
41     DRIVER_AMD_R600,
42     DRIVER_INTEL_GMA800,
43     DRIVER_INTEL_GMA900,
44     DRIVER_INTEL_GMA950,
45     DRIVER_INTEL_GMA3000,
46     DRIVER_NVIDIA_TNT,
47     DRIVER_NVIDIA_GEFORCE2MX,
48     DRIVER_NVIDIA_GEFORCEFX,
49     DRIVER_NVIDIA_GEFORCE6,
50     DRIVER_UNKNOWN
51 };
52
53 enum wined3d_driver_model
54 {
55     DRIVER_MODEL_WIN9X,
56     DRIVER_MODEL_NT40,
57     DRIVER_MODEL_NT5X,
58     DRIVER_MODEL_NT6X
59 };
60
61 enum wined3d_gl_vendor
62 {
63     GL_VENDOR_UNKNOWN,
64     GL_VENDOR_APPLE,
65     GL_VENDOR_FGLRX,
66     GL_VENDOR_INTEL,
67     GL_VENDOR_MESA,
68     GL_VENDOR_NVIDIA,
69 };
70
71 /* The d3d device ID */
72 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
73
74 /* Extension detection */
75 static const struct
76 {
77     const char *extension_string;
78     enum wined3d_gl_extension extension;
79     DWORD version;
80 }
81 EXTENSION_MAP[] =
82 {
83     /* APPLE */
84     {"GL_APPLE_client_storage",             APPLE_CLIENT_STORAGE,           0                           },
85     {"GL_APPLE_fence",                      APPLE_FENCE,                    0                           },
86     {"GL_APPLE_float_pixels",               APPLE_FLOAT_PIXELS,             0                           },
87     {"GL_APPLE_flush_buffer_range",         APPLE_FLUSH_BUFFER_RANGE,       0                           },
88     {"GL_APPLE_flush_render",               APPLE_FLUSH_RENDER,             0                           },
89     {"GL_APPLE_ycbcr_422",                  APPLE_YCBCR_422,                0                           },
90
91     /* ARB */
92     {"GL_ARB_color_buffer_float",           ARB_COLOR_BUFFER_FLOAT,         0                           },
93     {"GL_ARB_depth_buffer_float",           ARB_DEPTH_BUFFER_FLOAT,         0                           },
94     {"GL_ARB_depth_clamp",                  ARB_DEPTH_CLAMP,                0                           },
95     {"GL_ARB_depth_texture",                ARB_DEPTH_TEXTURE,              0                           },
96     {"GL_ARB_draw_buffers",                 ARB_DRAW_BUFFERS,               0                           },
97     {"GL_ARB_draw_elements_base_vertex",    ARB_DRAW_ELEMENTS_BASE_VERTEX,  0                           },
98     {"GL_ARB_fragment_program",             ARB_FRAGMENT_PROGRAM,           0                           },
99     {"GL_ARB_fragment_shader",              ARB_FRAGMENT_SHADER,            0                           },
100     {"GL_ARB_framebuffer_object",           ARB_FRAMEBUFFER_OBJECT,         0                           },
101     {"GL_ARB_geometry_shader4",             ARB_GEOMETRY_SHADER4,           0                           },
102     {"GL_ARB_half_float_pixel",             ARB_HALF_FLOAT_PIXEL,           0                           },
103     {"GL_ARB_half_float_vertex",            ARB_HALF_FLOAT_VERTEX,          0                           },
104     {"GL_ARB_map_buffer_range",             ARB_MAP_BUFFER_RANGE,           0                           },
105     {"GL_ARB_multisample",                  ARB_MULTISAMPLE,                0                           }, /* needs GLX_ARB_MULTISAMPLE as well */
106     {"GL_ARB_multitexture",                 ARB_MULTITEXTURE,               0                           },
107     {"GL_ARB_occlusion_query",              ARB_OCCLUSION_QUERY,            0                           },
108     {"GL_ARB_pixel_buffer_object",          ARB_PIXEL_BUFFER_OBJECT,        0                           },
109     {"GL_ARB_point_parameters",             ARB_POINT_PARAMETERS,           0                           },
110     {"GL_ARB_point_sprite",                 ARB_POINT_SPRITE,               0                           },
111     {"GL_ARB_provoking_vertex",             ARB_PROVOKING_VERTEX,           0                           },
112     {"GL_ARB_shader_objects",               ARB_SHADER_OBJECTS,             0                           },
113     {"GL_ARB_shader_texture_lod",           ARB_SHADER_TEXTURE_LOD,         0                           },
114     {"GL_ARB_shading_language_100",         ARB_SHADING_LANGUAGE_100,       0                           },
115     {"GL_ARB_shadow",                       ARB_SHADOW,                     0                           },
116     {"GL_ARB_sync",                         ARB_SYNC,                       0                           },
117     {"GL_ARB_texture_border_clamp",         ARB_TEXTURE_BORDER_CLAMP,       0                           },
118     {"GL_ARB_texture_compression",          ARB_TEXTURE_COMPRESSION,        0                           },
119     {"GL_ARB_texture_compression_rgtc",     ARB_TEXTURE_COMPRESSION_RGTC,   0                           },
120     {"GL_ARB_texture_cube_map",             ARB_TEXTURE_CUBE_MAP,           0                           },
121     {"GL_ARB_texture_env_add",              ARB_TEXTURE_ENV_ADD,            0                           },
122     {"GL_ARB_texture_env_combine",          ARB_TEXTURE_ENV_COMBINE,        0                           },
123     {"GL_ARB_texture_env_dot3",             ARB_TEXTURE_ENV_DOT3,           0                           },
124     {"GL_ARB_texture_float",                ARB_TEXTURE_FLOAT,              0                           },
125     {"GL_ARB_texture_mirrored_repeat",      ARB_TEXTURE_MIRRORED_REPEAT,    0                           },
126     {"GL_ARB_texture_non_power_of_two",     ARB_TEXTURE_NON_POWER_OF_TWO,   MAKEDWORD_VERSION(2, 0)     },
127     {"GL_ARB_texture_rectangle",            ARB_TEXTURE_RECTANGLE,          0                           },
128     {"GL_ARB_texture_rg",                   ARB_TEXTURE_RG,                 0                           },
129     {"GL_ARB_vertex_array_bgra",            ARB_VERTEX_ARRAY_BGRA,          0                           },
130     {"GL_ARB_vertex_blend",                 ARB_VERTEX_BLEND,               0                           },
131     {"GL_ARB_vertex_buffer_object",         ARB_VERTEX_BUFFER_OBJECT,       0                           },
132     {"GL_ARB_vertex_program",               ARB_VERTEX_PROGRAM,             0                           },
133     {"GL_ARB_vertex_shader",                ARB_VERTEX_SHADER,              0                           },
134
135     /* ATI */
136     {"GL_ATI_fragment_shader",              ATI_FRAGMENT_SHADER,            0                           },
137     {"GL_ATI_separate_stencil",             ATI_SEPARATE_STENCIL,           0                           },
138     {"GL_ATI_texture_compression_3dc",      ATI_TEXTURE_COMPRESSION_3DC,    0                           },
139     {"GL_ATI_texture_env_combine3",         ATI_TEXTURE_ENV_COMBINE3,       0                           },
140     {"GL_ATI_texture_mirror_once",          ATI_TEXTURE_MIRROR_ONCE,        0                           },
141
142     /* EXT */
143     {"GL_EXT_blend_color",                  EXT_BLEND_COLOR,                0                           },
144     {"GL_EXT_blend_equation_separate",      EXT_BLEND_EQUATION_SEPARATE,    0                           },
145     {"GL_EXT_blend_func_separate",          EXT_BLEND_FUNC_SEPARATE,        0                           },
146     {"GL_EXT_blend_minmax",                 EXT_BLEND_MINMAX,               0                           },
147     {"GL_EXT_blend_subtract",               EXT_BLEND_SUBTRACT,             0                           },
148     {"GL_EXT_depth_bounds_test",            EXT_DEPTH_BOUNDS_TEST,          0                           },
149     {"GL_EXT_draw_buffers2",                EXT_DRAW_BUFFERS2,              0                           },
150     {"GL_EXT_fog_coord",                    EXT_FOG_COORD,                  0                           },
151     {"GL_EXT_framebuffer_blit",             EXT_FRAMEBUFFER_BLIT,           0                           },
152     {"GL_EXT_framebuffer_multisample",      EXT_FRAMEBUFFER_MULTISAMPLE,    0                           },
153     {"GL_EXT_framebuffer_object",           EXT_FRAMEBUFFER_OBJECT,         0                           },
154     {"GL_EXT_gpu_program_parameters",       EXT_GPU_PROGRAM_PARAMETERS,     0                           },
155     {"GL_EXT_gpu_shader4",                  EXT_GPU_SHADER4,                0                           },
156     {"GL_EXT_packed_depth_stencil",         EXT_PACKED_DEPTH_STENCIL,       0                           },
157     {"GL_EXT_paletted_texture",             EXT_PALETTED_TEXTURE,           0                           },
158     {"GL_EXT_point_parameters",             EXT_POINT_PARAMETERS,           0                           },
159     {"GL_EXT_provoking_vertex",             EXT_PROVOKING_VERTEX,           0                           },
160     {"GL_EXT_secondary_color",              EXT_SECONDARY_COLOR,            0                           },
161     {"GL_EXT_stencil_two_side",             EXT_STENCIL_TWO_SIDE,           0                           },
162     {"GL_EXT_stencil_wrap",                 EXT_STENCIL_WRAP,               0                           },
163     {"GL_EXT_texture3D",                    EXT_TEXTURE3D,                  MAKEDWORD_VERSION(1, 2)     },
164     {"GL_EXT_texture_compression_rgtc",     EXT_TEXTURE_COMPRESSION_RGTC,   0                           },
165     {"GL_EXT_texture_compression_s3tc",     EXT_TEXTURE_COMPRESSION_S3TC,   0                           },
166     {"GL_EXT_texture_env_add",              EXT_TEXTURE_ENV_ADD,            0                           },
167     {"GL_EXT_texture_env_combine",          EXT_TEXTURE_ENV_COMBINE,        0                           },
168     {"GL_EXT_texture_env_dot3",             EXT_TEXTURE_ENV_DOT3,           0                           },
169     {"GL_EXT_texture_filter_anisotropic",   EXT_TEXTURE_FILTER_ANISOTROPIC, 0                           },
170     {"GL_EXT_texture_lod_bias",             EXT_TEXTURE_LOD_BIAS,           0                           },
171     {"GL_EXT_texture_sRGB",                 EXT_TEXTURE_SRGB,               0                           },
172     {"GL_EXT_texture_sRGB_decode",          EXT_TEXTURE_SRGB_DECODE,        0                           },
173     {"GL_EXT_vertex_array_bgra",            EXT_VERTEX_ARRAY_BGRA,          0                           },
174
175     /* NV */
176     {"GL_NV_depth_clamp",                   NV_DEPTH_CLAMP,                 0                           },
177     {"GL_NV_fence",                         NV_FENCE,                       0                           },
178     {"GL_NV_fog_distance",                  NV_FOG_DISTANCE,                0                           },
179     {"GL_NV_fragment_program",              NV_FRAGMENT_PROGRAM,            0                           },
180     {"GL_NV_fragment_program2",             NV_FRAGMENT_PROGRAM2,           0                           },
181     {"GL_NV_fragment_program_option",       NV_FRAGMENT_PROGRAM_OPTION,     0                           },
182     {"GL_NV_half_float",                    NV_HALF_FLOAT,                  0                           },
183     {"GL_NV_light_max_exponent",            NV_LIGHT_MAX_EXPONENT,          0                           },
184     {"GL_NV_point_sprite",                  NV_POINT_SPRITE,                0                           },
185     {"GL_NV_register_combiners",            NV_REGISTER_COMBINERS,          0                           },
186     {"GL_NV_register_combiners2",           NV_REGISTER_COMBINERS2,         0                           },
187     {"GL_NV_texgen_reflection",             NV_TEXGEN_REFLECTION,           0                           },
188     {"GL_NV_texture_env_combine4",          NV_TEXTURE_ENV_COMBINE4,        0                           },
189     {"GL_NV_texture_shader",                NV_TEXTURE_SHADER,              0                           },
190     {"GL_NV_texture_shader2",               NV_TEXTURE_SHADER2,             0                           },
191     {"GL_NV_vertex_program",                NV_VERTEX_PROGRAM,              0                           },
192     {"GL_NV_vertex_program1_1",             NV_VERTEX_PROGRAM1_1,           0                           },
193     {"GL_NV_vertex_program2",               NV_VERTEX_PROGRAM2,             0                           },
194     {"GL_NV_vertex_program2_option",        NV_VERTEX_PROGRAM2_OPTION,      0                           },
195     {"GL_NV_vertex_program3",               NV_VERTEX_PROGRAM3,             0                           },
196
197     /* SGI */
198     {"GL_SGIS_generate_mipmap",             SGIS_GENERATE_MIPMAP,           0                           },
199 };
200
201 /**********************************************************
202  * Utility functions follow
203  **********************************************************/
204
205 const struct min_lookup minMipLookup[] =
206 {
207     /* NONE         POINT                       LINEAR */
208     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
209     {{GL_NEAREST,   GL_NEAREST_MIPMAP_NEAREST,  GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
210     {{GL_LINEAR,    GL_LINEAR_MIPMAP_NEAREST,   GL_LINEAR_MIPMAP_LINEAR}},  /* LINEAR */
211 };
212
213 const struct min_lookup minMipLookup_noFilter[] =
214 {
215     /* NONE         POINT                       LINEAR */
216     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
217     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
218     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* LINEAR */
219 };
220
221 const struct min_lookup minMipLookup_noMip[] =
222 {
223     /* NONE         POINT                       LINEAR */
224     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
225     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
226     {{GL_LINEAR,    GL_LINEAR,                  GL_LINEAR }},               /* LINEAR */
227 };
228
229 const GLenum magLookup[] =
230 {
231     /* NONE     POINT       LINEAR */
232     GL_NEAREST, GL_NEAREST, GL_LINEAR,
233 };
234
235 const GLenum magLookup_noFilter[] =
236 {
237     /* NONE     POINT       LINEAR */
238     GL_NEAREST, GL_NEAREST, GL_NEAREST,
239 };
240
241 /* drawStridedSlow attributes */
242 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
243 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
244 glAttribFunc specular_func_3ubv;
245 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
246 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
247 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
248
249 /**
250  * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
251  * i.e., there is no GL Context - Get a default rendering context to enable the
252  * function query some info from GL.
253  */
254
255 struct wined3d_fake_gl_ctx
256 {
257     HDC dc;
258     HWND wnd;
259     HGLRC gl_ctx;
260     HDC restore_dc;
261     HGLRC restore_gl_ctx;
262 };
263
264 static void WineD3D_ReleaseFakeGLContext(const struct wined3d_fake_gl_ctx *ctx)
265 {
266     TRACE_(d3d_caps)("Destroying fake GL context.\n");
267
268     if (!pwglMakeCurrent(NULL, NULL))
269     {
270         ERR_(d3d_caps)("Failed to disable fake GL context.\n");
271     }
272
273     if (!pwglDeleteContext(ctx->gl_ctx))
274     {
275         DWORD err = GetLastError();
276         ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
277     }
278
279     ReleaseDC(ctx->wnd, ctx->dc);
280     DestroyWindow(ctx->wnd);
281
282     if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
283     {
284         ERR_(d3d_caps)("Failed to restore previous GL context.\n");
285     }
286 }
287
288 /* Do not call while under the GL lock. */
289 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
290 {
291     PIXELFORMATDESCRIPTOR pfd;
292     int iPixelFormat;
293
294     TRACE("getting context...\n");
295
296     ctx->restore_dc = pwglGetCurrentDC();
297     ctx->restore_gl_ctx = pwglGetCurrentContext();
298
299     /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
300     ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
301             WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
302     if (!ctx->wnd)
303     {
304         ERR_(d3d_caps)("Failed to create a window.\n");
305         goto fail;
306     }
307
308     ctx->dc = GetDC(ctx->wnd);
309     if (!ctx->dc)
310     {
311         ERR_(d3d_caps)("Failed to get a DC.\n");
312         goto fail;
313     }
314
315     /* PixelFormat selection */
316     ZeroMemory(&pfd, sizeof(pfd));
317     pfd.nSize = sizeof(pfd);
318     pfd.nVersion = 1;
319     pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
320     pfd.iPixelType = PFD_TYPE_RGBA;
321     pfd.cColorBits = 32;
322     pfd.iLayerType = PFD_MAIN_PLANE;
323
324     iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
325     if (!iPixelFormat)
326     {
327         /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
328         ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
329         goto fail;
330     }
331     DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
332     SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
333
334     /* Create a GL context. */
335     ctx->gl_ctx = pwglCreateContext(ctx->dc);
336     if (!ctx->gl_ctx)
337     {
338         WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
339         goto fail;
340     }
341
342     /* Make it the current GL context. */
343     if (!context_set_current(NULL))
344     {
345         ERR_(d3d_caps)("Failed to clear current D3D context.\n");
346     }
347
348     if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
349     {
350         ERR_(d3d_caps)("Failed to make fake GL context current.\n");
351         goto fail;
352     }
353
354     return TRUE;
355
356 fail:
357     if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
358     ctx->gl_ctx = NULL;
359     if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
360     ctx->dc = NULL;
361     if (ctx->wnd) DestroyWindow(ctx->wnd);
362     ctx->wnd = NULL;
363     if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
364     {
365         ERR_(d3d_caps)("Failed to restore previous GL context.\n");
366     }
367
368     return FALSE;
369 }
370
371 /* Adjust the amount of used texture memory */
372 unsigned int adapter_adjust_memory(struct wined3d_adapter *adapter, int amount)
373 {
374     adapter->UsedTextureRam += amount;
375     TRACE("Adjusted adapter memory by %d to %d.\n", amount, adapter->UsedTextureRam);
376     return adapter->UsedTextureRam;
377 }
378
379 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
380 {
381     HeapFree(GetProcessHeap(), 0, adapter->gl_info.formats);
382     HeapFree(GetProcessHeap(), 0, adapter->cfgs);
383 }
384
385 ULONG CDECL wined3d_incref(struct wined3d *wined3d)
386 {
387     ULONG refcount = InterlockedIncrement(&wined3d->ref);
388
389     TRACE("%p increasing refcount to %u.\n", wined3d, refcount);
390
391     return refcount;
392 }
393
394 ULONG CDECL wined3d_decref(struct wined3d *wined3d)
395 {
396     ULONG refcount = InterlockedDecrement(&wined3d->ref);
397
398     TRACE("%p decreasing refcount to %u.\n", wined3d, refcount);
399
400     if (!refcount)
401     {
402         unsigned int i;
403
404         for (i = 0; i < wined3d->adapter_count; ++i)
405         {
406             wined3d_adapter_cleanup(&wined3d->adapters[i]);
407         }
408         HeapFree(GetProcessHeap(), 0, wined3d);
409     }
410
411     return refcount;
412 }
413
414 /* GL locking is done by the caller */
415 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
416 {
417     GLuint prog;
418     BOOL ret = FALSE;
419     const char *testcode =
420         "!!ARBvp1.0\n"
421         "PARAM C[66] = { program.env[0..65] };\n"
422         "ADDRESS A0;"
423         "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
424         "ARL A0.x, zero.x;\n"
425         "MOV result.position, C[A0.x + 65];\n"
426         "END\n";
427
428     while(glGetError());
429     GL_EXTCALL(glGenProgramsARB(1, &prog));
430     if(!prog) {
431         ERR("Failed to create an ARB offset limit test program\n");
432     }
433     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
434     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
435                                   strlen(testcode), testcode));
436     if (glGetError())
437     {
438         TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
439         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
440         ret = TRUE;
441     } else TRACE("OpenGL implementation allows offsets > 63\n");
442
443     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
444     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
445     checkGLcall("ARB vp offset limit test cleanup");
446
447     return ret;
448 }
449
450 static DWORD ver_for_ext(enum wined3d_gl_extension ext)
451 {
452     unsigned int i;
453     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
454         if(EXTENSION_MAP[i].extension == ext) {
455             return EXTENSION_MAP[i].version;
456         }
457     }
458     return 0;
459 }
460
461 static BOOL match_amd_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
462         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
463 {
464     if (card_vendor != HW_VENDOR_AMD) return FALSE;
465     if (device == CARD_AMD_RADEON_9500) return TRUE;
466     if (device == CARD_AMD_RADEON_X700) return TRUE;
467     if (device == CARD_AMD_RADEON_X1600) return TRUE;
468     return FALSE;
469 }
470
471 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
472         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
473 {
474     if (card_vendor == HW_VENDOR_NVIDIA)
475     {
476         if (device == CARD_NVIDIA_GEFORCEFX_5200 ||
477             device == CARD_NVIDIA_GEFORCEFX_5600 ||
478             device == CARD_NVIDIA_GEFORCEFX_5800)
479         {
480             return TRUE;
481         }
482     }
483     return FALSE;
484 }
485
486 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
487         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
488 {
489     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
490      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
491      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
492      *
493      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
494      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
495      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
496      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
497      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
498      * the chance that other implementations support them is rather small since Win32 QuickTime uses
499      * DirectDraw, not OpenGL.
500      *
501      * This test has been moved into wined3d_guess_gl_vendor()
502      */
503     if (gl_vendor == GL_VENDOR_APPLE)
504     {
505         return TRUE;
506     }
507     return FALSE;
508 }
509
510 /* Context activation is done by the caller. */
511 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
512 {
513     /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
514      * but glTexSubImage from a PBO fails miserably, with the first line repeated over
515      * all the texture. This function detects this bug by its symptom and disables PBOs
516      * if the test fails.
517      *
518      * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
519      * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
520      * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
521      * read back is compared to the original. If they are equal PBOs are assumed to work,
522      * otherwise the PBO extension is disabled. */
523     GLuint texture, pbo;
524     static const unsigned int pattern[] =
525     {
526         0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
527         0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
528         0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
529         0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
530     };
531     unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
532
533     /* No PBO -> No point in testing them. */
534     if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
535
536     ENTER_GL();
537
538     while (glGetError());
539     glGenTextures(1, &texture);
540     glBindTexture(GL_TEXTURE_2D, texture);
541
542     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
543     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
544     checkGLcall("Specifying the PBO test texture");
545
546     GL_EXTCALL(glGenBuffersARB(1, &pbo));
547     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
548     GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
549     checkGLcall("Specifying the PBO test pbo");
550
551     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
552     checkGLcall("Loading the PBO test texture");
553
554     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
555     LEAVE_GL();
556
557     wglFinish(); /* just to be sure */
558
559     memset(check, 0, sizeof(check));
560     ENTER_GL();
561     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
562     checkGLcall("Reading back the PBO test texture");
563
564     glDeleteTextures(1, &texture);
565     GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
566     checkGLcall("PBO test cleanup");
567
568     LEAVE_GL();
569
570     if (memcmp(check, pattern, sizeof(check)))
571     {
572         WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
573         WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
574         gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
575     }
576     else
577     {
578         TRACE_(d3d_caps)("PBO test successful.\n");
579     }
580 }
581
582 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
583         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
584 {
585     return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
586 }
587
588 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
589         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
590 {
591     if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
592     if (card_vendor != HW_VENDOR_AMD) return FALSE;
593     if (device == CARD_AMD_RADEON_X1600) return FALSE;
594     return TRUE;
595 }
596
597 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
598         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
599 {
600     /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
601      * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
602      * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
603      * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
604      * hardcoded
605      *
606      * dx10 cards usually have 64 varyings */
607     return gl_info->limits.glsl_varyings > 44;
608 }
609
610 /* A GL context is provided by the caller */
611 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
612         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
613 {
614     GLenum error;
615     DWORD data[16];
616
617     if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
618
619     ENTER_GL();
620     while(glGetError());
621     GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
622     error = glGetError();
623     LEAVE_GL();
624
625     if(error == GL_NO_ERROR)
626     {
627         TRACE("GL Implementation accepts 4 component specular color pointers\n");
628         return TRUE;
629     }
630     else
631     {
632         TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
633               debug_glerror(error));
634         return FALSE;
635     }
636 }
637
638 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
639         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
640 {
641     if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
642     return gl_info->supported[NV_TEXTURE_SHADER];
643 }
644
645 /* A GL context is provided by the caller */
646 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
647         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
648 {
649     GLuint prog;
650     BOOL ret = FALSE;
651     GLint pos;
652     const char *testcode =
653         "!!ARBvp1.0\n"
654         "OPTION NV_vertex_program2;\n"
655         "MOV result.clip[0], 0.0;\n"
656         "MOV result.position, 0.0;\n"
657         "END\n";
658
659     if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
660
661     ENTER_GL();
662     while(glGetError());
663
664     GL_EXTCALL(glGenProgramsARB(1, &prog));
665     if(!prog)
666     {
667         ERR("Failed to create the NVvp clip test program\n");
668         LEAVE_GL();
669         return FALSE;
670     }
671     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
672     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
673                                   strlen(testcode), testcode));
674     glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
675     if(pos != -1)
676     {
677         WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
678         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
679         ret = TRUE;
680         while(glGetError());
681     }
682     else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
683
684     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
685     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
686     checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
687
688     LEAVE_GL();
689     return ret;
690 }
691
692 /* Context activation is done by the caller. */
693 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
694         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
695 {
696     char data[4 * 4 * 4];
697     GLuint tex, fbo;
698     GLenum status;
699
700     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
701
702     memset(data, 0xcc, sizeof(data));
703
704     ENTER_GL();
705
706     glGenTextures(1, &tex);
707     glBindTexture(GL_TEXTURE_2D, tex);
708     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
709     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
710     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
711     checkGLcall("glTexImage2D");
712
713     gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
714     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
715     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
716     checkGLcall("glFramebufferTexture2D");
717
718     status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
719     if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
720     checkGLcall("glCheckFramebufferStatus");
721
722     memset(data, 0x11, sizeof(data));
723     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
724     checkGLcall("glTexSubImage2D");
725
726     glClearColor(0.996f, 0.729f, 0.745f, 0.792f);
727     glClear(GL_COLOR_BUFFER_BIT);
728     checkGLcall("glClear");
729
730     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
731     checkGLcall("glGetTexImage");
732
733     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
734     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
735     glBindTexture(GL_TEXTURE_2D, 0);
736     checkGLcall("glBindTexture");
737
738     gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
739     glDeleteTextures(1, &tex);
740     checkGLcall("glDeleteTextures");
741
742     LEAVE_GL();
743
744     return *(DWORD *)data == 0x11111111;
745 }
746
747 /* Context activation is done by the caller. */
748 static BOOL match_broken_rgba16(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
749         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
750 {
751     /* GL_RGBA16 uses GL_RGBA8 internally on Geforce 7 and older cards.
752      * This leads to graphical bugs in Half Life 2 and Unreal engine games. */
753     GLuint tex;
754     GLint size;
755
756     ENTER_GL();
757
758     glGenTextures(1, &tex);
759     glBindTexture(GL_TEXTURE_2D, tex);
760     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16, 4, 4, 0, GL_RGBA, GL_UNSIGNED_SHORT, NULL);
761     checkGLcall("glTexImage2D");
762
763     glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_RED_SIZE, &size);
764     checkGLcall("glGetTexLevelParameteriv");
765     TRACE("Real color depth is %d\n", size);
766
767     glBindTexture(GL_TEXTURE_2D, 0);
768     checkGLcall("glBindTexture");
769     glDeleteTextures(1, &tex);
770     checkGLcall("glDeleteTextures");
771
772     LEAVE_GL();
773
774     return size < 16;
775 }
776
777 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
778         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
779 {
780     return gl_vendor == GL_VENDOR_FGLRX;
781 }
782
783 static BOOL match_limited_vtf(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
784         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
785 {
786     /* Nvidia GeForce 6xxx and 7xxx support accelerated VTF only on a few
787        selected texture formats. As they are apparently the only DX9 class GPUs
788        supporting VTF, the check can be very simple. */
789     return gl_info->limits.vertex_samplers &&
790             !match_dx10_capable(gl_info, gl_renderer, gl_vendor, card_vendor, device);
791 }
792
793 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
794 {
795     TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
796     gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
797     TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
798     gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
799 }
800
801 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
802 {
803     quirk_arb_constants(gl_info);
804     /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
805      * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
806      * allow 48 different offsets or other helper immediate values. */
807     TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
808     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
809 }
810
811 static void quirk_amd_dx9(struct wined3d_gl_info *gl_info)
812 {
813     quirk_arb_constants(gl_info);
814
815     /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
816      * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
817      * If real NP2 textures are used, the driver falls back to software. We could just remove the
818      * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconvenient
819      * due to the non-normalized texture coordinates. Thus set an internal extension flag,
820      * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
821      * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
822      *
823      * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
824      * has this extension promoted to core. The extension loading code sets this extension supported
825      * due to that, so this code works on fglrx as well. */
826     if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
827     {
828         TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
829         gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
830         gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] = TRUE;
831     }
832
833     /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
834      * it is generally more efficient. Reserve just 8 constants. */
835     TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
836     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
837 }
838
839 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
840 {
841     /*  The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
842      *  doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
843      *  This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
844      *  within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
845      *  FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
846      *  We therefore completely remove ARB_tex_npot from the list of supported extensions.
847      *
848      *  Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
849      *  triggering the software fallback. There is not much we can do here apart from disabling the
850      *  software-emulated extension and reenable ARB_tex_rect (which was previously disabled
851      *  in wined3d_adapter_init_gl_caps).
852      *  This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
853      *  post-processing effects in the game "Max Payne 2").
854      *  The behaviour can be verified through a simple test app attached in bugreport #14724. */
855     TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
856     gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
857     gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
858 }
859
860 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
861 {
862     /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
863      * with fixed function fragment processing. Ideally this flag should be detected with a test shader
864      * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
865      * do not like vertex shaders in feedback mode and return an error, even though it should be valid
866      * according to the spec.
867      *
868      * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
869      * makes the shader slower and eats instruction slots which should be available to the d3d app.
870      *
871      * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
872      * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
873      * this workaround is activated on cards that do not need it, it won't break things, just affect
874      * performance negatively. */
875     TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
876     gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
877 }
878
879 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
880 {
881     gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
882 }
883
884 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
885 {
886     gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
887 }
888
889 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
890 {
891     gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
892     gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
893 }
894
895 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
896 {
897     gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
898 }
899
900 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
901 {
902     gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
903 }
904
905 static void quirk_broken_rgba16(struct wined3d_gl_info *gl_info)
906 {
907     gl_info->quirks |= WINED3D_QUIRK_BROKEN_RGBA16;
908 }
909
910 static void quirk_infolog_spam(struct wined3d_gl_info *gl_info)
911 {
912     gl_info->quirks |= WINED3D_QUIRK_INFO_LOG_SPAM;
913 }
914
915 static void quirk_limited_vtf(struct wined3d_gl_info *gl_info)
916 {
917     gl_info->quirks |= WINED3D_QUIRK_LIMITED_VTF;
918 }
919
920 struct driver_quirk
921 {
922     BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
923             enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
924     void (*apply)(struct wined3d_gl_info *gl_info);
925     const char *description;
926 };
927
928 static const struct driver_quirk quirk_table[] =
929 {
930     {
931         match_amd_r300_to_500,
932         quirk_amd_dx9,
933         "AMD GLSL constant and normalized texrect quirk"
934     },
935     /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
936      * used it falls back to software. While the compiler can detect if the shader uses all declared
937      * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
938      * using relative addressing falls back to software.
939      *
940      * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
941     {
942         match_apple,
943         quirk_apple_glsl_constants,
944         "Apple GLSL uniform override"
945     },
946     {
947         match_geforce5,
948         quirk_no_np2,
949         "Geforce 5 NP2 disable"
950     },
951     {
952         match_apple_intel,
953         quirk_texcoord_w,
954         "Init texcoord .w for Apple Intel GPU driver"
955     },
956     {
957         match_apple_nonr500ati,
958         quirk_texcoord_w,
959         "Init texcoord .w for Apple ATI >= r600 GPU driver"
960     },
961     {
962         match_dx10_capable,
963         quirk_clip_varying,
964         "Reserved varying for gl_ClipPos"
965     },
966     {
967         /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
968          * GL implementations accept it. The Mac GL is the only implementation known to
969          * reject it.
970          *
971          * If we can pass 4 component specular colors, do it, because (a) we don't have
972          * to screw around with the data, and (b) the D3D fixed function vertex pipeline
973          * passes specular alpha to the pixel shader if any is used. Otherwise the
974          * specular alpha is used to pass the fog coordinate, which we pass to opengl
975          * via GL_EXT_fog_coord.
976          */
977         match_allows_spec_alpha,
978         quirk_allows_specular_alpha,
979         "Allow specular alpha quirk"
980     },
981     {
982         /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
983          * (rdar://5682521).
984          */
985         match_apple_nvts,
986         quirk_apple_nvts,
987         "Apple NV_texture_shader disable"
988     },
989     {
990         match_broken_nv_clip,
991         quirk_disable_nvvp_clip,
992         "Apple NV_vertex_program clip bug quirk"
993     },
994     {
995         match_fbo_tex_update,
996         quirk_fbo_tex_update,
997         "FBO rebind for attachment updates"
998     },
999     {
1000         match_broken_rgba16,
1001         quirk_broken_rgba16,
1002         "True RGBA16 is not available"
1003     },
1004     {
1005         match_fglrx,
1006         quirk_infolog_spam,
1007         "Not printing GLSL infolog"
1008     },
1009     {
1010         match_limited_vtf,
1011         quirk_limited_vtf,
1012         "Vertex textures support is limited"
1013     },
1014 };
1015
1016 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
1017  * reporting a driver version is moot because we are not the Windows driver, and we have different
1018  * bugs, features, etc.
1019  *
1020  * The driver version has the form "x.y.z.w".
1021  *
1022  * "x" is the Windows version the driver is meant for:
1023  * 4 -> 95/98/NT4
1024  * 5 -> 2000
1025  * 6 -> 2000/XP
1026  * 7 -> Vista
1027  * 8 -> Win 7
1028  *
1029  * "y" is the maximum Direct3D version the driver supports.
1030  * y  -> d3d version mapping:
1031  * 11 -> d3d6
1032  * 12 -> d3d7
1033  * 13 -> d3d8
1034  * 14 -> d3d9
1035  * 15 -> d3d10
1036  * 16 -> d3d10.1
1037  * 17 -> d3d11
1038  *
1039  * "z" is the subversion number.
1040  *
1041  * "w" is the vendor specific driver build number.
1042  */
1043
1044 struct driver_version_information
1045 {
1046     enum wined3d_display_driver driver;
1047     enum wined3d_driver_model driver_model;
1048     const char *driver_name;            /* name of Windows driver */
1049     WORD version;                       /* version word ('y'), contained in low word of DriverVersion.HighPart */
1050     WORD subversion;                    /* subversion word ('z'), contained in high word of DriverVersion.LowPart */
1051     WORD build;                         /* build number ('w'), contained in low word of DriverVersion.LowPart */
1052 };
1053
1054 /* The driver version table contains driver information for different devices on several OS versions. */
1055 static const struct driver_version_information driver_version_table[] =
1056 {
1057     /* AMD
1058      * - Radeon HD2x00 (R600) and up supported by current drivers.
1059      * - Radeon 9500 (R300) - X1*00 (R5xx) supported up to Catalyst 9.3 (Linux) and 10.2 (XP/Vista/Win7)
1060      * - Radeon 7xxx (R100) - 9250 (RV250) supported up to Catalyst 6.11 (XP)
1061      * - Rage 128 supported up to XP, latest official build 6.13.3279 dated October 2001 */
1062     {DRIVER_AMD_RAGE_128PRO,    DRIVER_MODEL_NT5X,  "ati2dvaa.dll", 13, 3279,  0},
1063     {DRIVER_AMD_R100,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 6614},
1064     {DRIVER_AMD_R300,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 6764},
1065     {DRIVER_AMD_R600,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 8681},
1066     {DRIVER_AMD_R300,           DRIVER_MODEL_NT6X,  "atiumdag.dll", 14, 10, 741 },
1067     {DRIVER_AMD_R600,           DRIVER_MODEL_NT6X,  "atiumdag.dll", 14, 10, 741 },
1068
1069     /* Intel
1070      * The drivers are unified but not all versions support all GPUs. At some point the 2k/xp
1071      * drivers used ialmrnt5.dll for GMA800/GMA900 but at some point the file was renamed to
1072      * igxprd32.dll but the GMA800 driver was never updated. */
1073     {DRIVER_INTEL_GMA800,       DRIVER_MODEL_NT5X,  "ialmrnt5.dll", 14, 10, 3889},
1074     {DRIVER_INTEL_GMA900,       DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 4764},
1075     {DRIVER_INTEL_GMA950,       DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 4926},
1076     {DRIVER_INTEL_GMA3000,      DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 5218},
1077     {DRIVER_INTEL_GMA950,       DRIVER_MODEL_NT6X,  "igdumd32.dll", 14, 10, 1504},
1078     {DRIVER_INTEL_GMA3000,      DRIVER_MODEL_NT6X,  "igdumd32.dll", 15, 10, 1666},
1079
1080     /* Nvidia
1081      * - Geforce6 and newer cards are supported by the current driver (197.x) on XP-Win7
1082      * - GeforceFX support is up to 173.x on <= XP
1083      * - Geforce2MX/3/4 up to 96.x on <= XP
1084      * - TNT/Geforce1/2 up to 71.x on <= XP
1085      * All version numbers used below are from the Linux nvidia drivers. */
1086     {DRIVER_NVIDIA_TNT,         DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 10, 7186},
1087     {DRIVER_NVIDIA_GEFORCE2MX,  DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 10, 9371},
1088     {DRIVER_NVIDIA_GEFORCEFX,   DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 11, 7516},
1089     {DRIVER_NVIDIA_GEFORCE6,    DRIVER_MODEL_NT5X,  "nv4_disp.dll", 15, 12, 6658},
1090     {DRIVER_NVIDIA_GEFORCE6,    DRIVER_MODEL_NT6X,  "nvd3dum.dll",  15, 12, 6658},
1091 };
1092
1093 struct gpu_description
1094 {
1095     WORD vendor;                    /* reported PCI card vendor ID  */
1096     WORD card;                      /* reported PCI card device ID  */
1097     const char *description;        /* Description of the card e.g. NVIDIA RIVA TNT */
1098     enum wined3d_display_driver driver;
1099     unsigned int vidmem;
1100 };
1101
1102 /* The amount of video memory stored in the gpu description table is the minimum amount of video memory
1103  * found on a board containing a specific GPU. */
1104 static const struct gpu_description gpu_description_table[] =
1105 {
1106     /* Nvidia cards */
1107     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT,           "NVIDIA RIVA TNT",                  DRIVER_NVIDIA_TNT,       16  },
1108     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT2,          "NVIDIA RIVA TNT2/TNT2 Pro",        DRIVER_NVIDIA_TNT,       32  },
1109     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE,            "NVIDIA GeForce 256",               DRIVER_NVIDIA_TNT,       32  },
1110     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2,           "NVIDIA GeForce2 GTS/GeForce2 Pro", DRIVER_NVIDIA_TNT,       32  },
1111     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2_MX,        "NVIDIA GeForce2 MX/MX 400",        DRIVER_NVIDIA_GEFORCE2MX,32  },
1112     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE3,           "NVIDIA GeForce3",                  DRIVER_NVIDIA_GEFORCE2MX,64  },
1113     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_MX,        "NVIDIA GeForce4 MX 460",           DRIVER_NVIDIA_GEFORCE2MX,64  },
1114     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_TI4200,    "NVIDIA GeForce4 Ti 4200",          DRIVER_NVIDIA_GEFORCE2MX,64, },
1115     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5200,     "NVIDIA GeForce FX 5200",           DRIVER_NVIDIA_GEFORCEFX, 64  },
1116     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5600,     "NVIDIA GeForce FX 5600",           DRIVER_NVIDIA_GEFORCEFX, 128 },
1117     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5800,     "NVIDIA GeForce FX 5800",           DRIVER_NVIDIA_GEFORCEFX, 256 },
1118     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6200,       "NVIDIA GeForce 6200",              DRIVER_NVIDIA_GEFORCE6,  64  },
1119     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6600GT,     "NVIDIA GeForce 6600 GT",           DRIVER_NVIDIA_GEFORCE6,  128 },
1120     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6800,       "NVIDIA GeForce 6800",              DRIVER_NVIDIA_GEFORCE6,  128 },
1121     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7300,       "NVIDIA GeForce Go 7300",           DRIVER_NVIDIA_GEFORCE6,  256 },
1122     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7400,       "NVIDIA GeForce Go 7400",           DRIVER_NVIDIA_GEFORCE6,  256 },
1123     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7600,       "NVIDIA GeForce 7600 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1124     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7800GT,     "NVIDIA GeForce 7800 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1125     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8300GS,     "NVIDIA GeForce 8300 GS",           DRIVER_NVIDIA_GEFORCE6,  128 },
1126     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8400GS,     "NVIDIA GeForce 8400 GS",           DRIVER_NVIDIA_GEFORCE6,  128 },
1127     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600GT,     "NVIDIA GeForce 8600 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1128     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600MGT,    "NVIDIA GeForce 8600M GT",          DRIVER_NVIDIA_GEFORCE6,  512 },
1129     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTS,    "NVIDIA GeForce 8800 GTS",          DRIVER_NVIDIA_GEFORCE6,  320 },
1130     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTX,    "NVIDIA GeForce 8800 GTX",          DRIVER_NVIDIA_GEFORCE6,  768 },
1131     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9200,       "NVIDIA GeForce 9200",              DRIVER_NVIDIA_GEFORCE6,  256 },
1132     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9400GT,     "NVIDIA GeForce 9400 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1133     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9500GT,     "NVIDIA GeForce 9500 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1134     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9600GT,     "NVIDIA GeForce 9600 GT",           DRIVER_NVIDIA_GEFORCE6,  384 },
1135     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9800GT,     "NVIDIA GeForce 9800 GT",           DRIVER_NVIDIA_GEFORCE6,  512 },
1136     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_210,        "NVIDIA GeForce 210",               DRIVER_NVIDIA_GEFORCE6,  512 },
1137     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT220,      "NVIDIA GeForce GT 220",            DRIVER_NVIDIA_GEFORCE6,  512 },
1138     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT240,      "NVIDIA GeForce GT 240",            DRIVER_NVIDIA_GEFORCE6,  512 },
1139     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX260,     "NVIDIA GeForce GTX 260",           DRIVER_NVIDIA_GEFORCE6,  1024},
1140     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX275,     "NVIDIA GeForce GTX 275",           DRIVER_NVIDIA_GEFORCE6,  896 },
1141     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX280,     "NVIDIA GeForce GTX 280",           DRIVER_NVIDIA_GEFORCE6,  1024},
1142     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT320M,     "NVIDIA GeForce GT 320M",           DRIVER_NVIDIA_GEFORCE6,  1024},
1143     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT325M,     "NVIDIA GeForce GT 325M",           DRIVER_NVIDIA_GEFORCE6,  1024},
1144     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT330,      "NVIDIA GeForce GT 330",            DRIVER_NVIDIA_GEFORCE6,  1024},
1145     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTS350M,    "NVIDIA GeForce GTS 350M",          DRIVER_NVIDIA_GEFORCE6,  1024},
1146     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT420,      "NVIDIA GeForce GT 420",            DRIVER_NVIDIA_GEFORCE6,  2048},
1147     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT430,      "NVIDIA GeForce GT 430",            DRIVER_NVIDIA_GEFORCE6,  1024},
1148     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT440,      "NVIDIA GeForce GT 440",            DRIVER_NVIDIA_GEFORCE6,  1024},
1149     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTS450,     "NVIDIA GeForce GTS 450",           DRIVER_NVIDIA_GEFORCE6,  1024},
1150     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX460,     "NVIDIA GeForce GTX 460",           DRIVER_NVIDIA_GEFORCE6,  768 },
1151     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX460M,    "NVIDIA GeForce GTX 460M",          DRIVER_NVIDIA_GEFORCE6,  1536},
1152     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX465,     "NVIDIA GeForce GTX 465",           DRIVER_NVIDIA_GEFORCE6,  1024},
1153     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX470,     "NVIDIA GeForce GTX 470",           DRIVER_NVIDIA_GEFORCE6,  1280},
1154     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX480,     "NVIDIA GeForce GTX 480",           DRIVER_NVIDIA_GEFORCE6,  1536},
1155     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX550,     "NVIDIA GeForce GTX 550 Ti",        DRIVER_NVIDIA_GEFORCE6,  1024},
1156     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT555M,     "NVIDIA GeForce GT 555M",           DRIVER_NVIDIA_GEFORCE6,  1024},
1157     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX560,     "NVIDIA GeForce GTX 560 Ti",        DRIVER_NVIDIA_GEFORCE6,  1024},
1158     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX570,     "NVIDIA GeForce GTX 570",           DRIVER_NVIDIA_GEFORCE6,  1280},
1159     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX580,     "NVIDIA GeForce GTX 580",           DRIVER_NVIDIA_GEFORCE6,  1536},
1160
1161     /* AMD cards */
1162     {HW_VENDOR_AMD,        CARD_AMD_RAGE_128PRO,           "ATI Rage Fury",                    DRIVER_AMD_RAGE_128PRO,  16  },
1163     {HW_VENDOR_AMD,        CARD_AMD_RADEON_7200,           "ATI RADEON 7200 SERIES",           DRIVER_AMD_R100,         32  },
1164     {HW_VENDOR_AMD,        CARD_AMD_RADEON_8500,           "ATI RADEON 8500 SERIES",           DRIVER_AMD_R100,         64  },
1165     {HW_VENDOR_AMD,        CARD_AMD_RADEON_9500,           "ATI Radeon 9500",                  DRIVER_AMD_R300,         64  },
1166     {HW_VENDOR_AMD,        CARD_AMD_RADEON_XPRESS_200M,    "ATI RADEON XPRESS 200M Series",    DRIVER_AMD_R300,         64  },
1167     {HW_VENDOR_AMD,        CARD_AMD_RADEON_X700,           "ATI Radeon X700 SE",               DRIVER_AMD_R300,         128 },
1168     {HW_VENDOR_AMD,        CARD_AMD_RADEON_X1600,          "ATI Radeon X1600 Series",          DRIVER_AMD_R300,         128 },
1169     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD2350,         "ATI Mobility Radeon HD 2350",      DRIVER_AMD_R600,         256 },
1170     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD2600,         "ATI Mobility Radeon HD 2600",      DRIVER_AMD_R600,         256 },
1171     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD2900,         "ATI Radeon HD 2900 XT",            DRIVER_AMD_R600,         512 },
1172     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD3200,         "ATI Radeon HD 3200 Graphics",      DRIVER_AMD_R600,         128 },
1173     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4350,         "ATI Radeon HD 4350",               DRIVER_AMD_R600,         256 },
1174     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4600,         "ATI Radeon HD 4600 Series",        DRIVER_AMD_R600,         512 },
1175     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4700,         "ATI Radeon HD 4700 Series",        DRIVER_AMD_R600,         512 },
1176     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4800,         "ATI Radeon HD 4800 Series",        DRIVER_AMD_R600,         512 },
1177     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5400,         "ATI Radeon HD 5400 Series",        DRIVER_AMD_R600,         512 },
1178     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5600,         "ATI Radeon HD 5600 Series",        DRIVER_AMD_R600,         512 },
1179     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5700,         "ATI Radeon HD 5700 Series",        DRIVER_AMD_R600,         512 },
1180     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5800,         "ATI Radeon HD 5800 Series",        DRIVER_AMD_R600,         1024},
1181     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5900,         "ATI Radeon HD 5900 Series",        DRIVER_AMD_R600,         1024},
1182     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6300,         "AMD Radeon HD 6300 series Graphics", DRIVER_AMD_R600,       1024},
1183     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6400,         "AMD Radeon HD 6400 Series",        DRIVER_AMD_R600,         1024},
1184     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6600,         "AMD Radeon HD 6600 Series",        DRIVER_AMD_R600,         1024},
1185     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6800,         "AMD Radeon HD 6800 Series",        DRIVER_AMD_R600,         1024},
1186     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6900,         "AMD Radeon HD 6900 Series",        DRIVER_AMD_R600,         2048},
1187     /* Intel cards */
1188     {HW_VENDOR_INTEL,      CARD_INTEL_I830G,               "Intel(R) 82830M Graphics Controller",                       DRIVER_INTEL_GMA800,  32 },
1189     {HW_VENDOR_INTEL,      CARD_INTEL_I855G,               "Intel(R) 82852/82855 GM/GME Graphics Controller",           DRIVER_INTEL_GMA800,  32 },
1190     {HW_VENDOR_INTEL,      CARD_INTEL_I865G,               "Intel(R) 82865G Graphics Controller",                       DRIVER_INTEL_GMA800,  32 },
1191     {HW_VENDOR_INTEL,      CARD_INTEL_I915G,               "Intel(R) 82915G/GV/910GL Express Chipset Family",           DRIVER_INTEL_GMA900,  64 },
1192     {HW_VENDOR_INTEL,      CARD_INTEL_I915GM,              "Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family",   DRIVER_INTEL_GMA900,  64 },
1193     {HW_VENDOR_INTEL,      CARD_INTEL_I945GM,              "Mobile Intel(R) 945GM Express Chipset Family",              DRIVER_INTEL_GMA950,  64 },
1194     {HW_VENDOR_INTEL,      CARD_INTEL_X3100,               "Mobile Intel(R) 965 Express Chipset Family",                DRIVER_INTEL_GMA3000, 128},
1195     {HW_VENDOR_INTEL,      CARD_INTEL_GM45,                "Mobile Intel(R) GM45 Express Chipset Family",               DRIVER_INTEL_GMA3000, 512}
1196 };
1197
1198 static const struct driver_version_information *get_driver_version_info(enum wined3d_display_driver driver,
1199         enum wined3d_driver_model driver_model)
1200 {
1201     unsigned int i;
1202
1203     TRACE("Looking up version info for driver=%d driver_model=%d\n", driver, driver_model);
1204     for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++)
1205     {
1206         const struct driver_version_information *entry = &driver_version_table[i];
1207
1208         if (entry->driver == driver && entry->driver_model == driver_model)
1209         {
1210             TRACE_(d3d_caps)("Found driver '%s' version=%d subversion=%d build=%d\n",
1211                 entry->driver_name, entry->version, entry->subversion, entry->build);
1212
1213             return entry;
1214         }
1215     }
1216     return NULL;
1217 }
1218
1219 static void init_driver_info(struct wined3d_driver_info *driver_info,
1220         enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1221 {
1222     OSVERSIONINFOW os_version;
1223     WORD driver_os_version;
1224     unsigned int i;
1225     enum wined3d_display_driver driver = DRIVER_UNKNOWN;
1226     enum wined3d_driver_model driver_model;
1227     const struct driver_version_information *version_info;
1228
1229     if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1230     {
1231         TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1232         vendor = wined3d_settings.pci_vendor_id;
1233     }
1234     driver_info->vendor = vendor;
1235
1236     if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1237     {
1238         TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1239         device = wined3d_settings.pci_device_id;
1240     }
1241     driver_info->device = device;
1242
1243     /* Set a default amount of video memory (64MB). In general this code isn't used unless the user
1244      * overrides the pci ids to a card which is not in our database. */
1245     driver_info->vidmem = WINE_DEFAULT_VIDMEM;
1246
1247     memset(&os_version, 0, sizeof(os_version));
1248     os_version.dwOSVersionInfoSize = sizeof(os_version);
1249     if (!GetVersionExW(&os_version))
1250     {
1251         ERR("Failed to get OS version, reporting 2000/XP.\n");
1252         driver_os_version = 6;
1253         driver_model = DRIVER_MODEL_NT5X;
1254     }
1255     else
1256     {
1257         TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1258         switch (os_version.dwMajorVersion)
1259         {
1260             case 4:
1261                 /* If needed we could distinguish between 9x and NT4, but this code won't make
1262                  * sense for NT4 since it had no way to obtain this info through DirectDraw 3.0.
1263                  */
1264                 driver_os_version = 4;
1265                 driver_model = DRIVER_MODEL_WIN9X;
1266                 break;
1267
1268             case 5:
1269                 driver_os_version = 6;
1270                 driver_model = DRIVER_MODEL_NT5X;
1271                 break;
1272
1273             case 6:
1274                 if (os_version.dwMinorVersion == 0)
1275                 {
1276                     driver_os_version = 7;
1277                     driver_model = DRIVER_MODEL_NT6X;
1278                 }
1279                 else
1280                 {
1281                     if (os_version.dwMinorVersion > 1)
1282                     {
1283                         FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1284                                 os_version.dwMajorVersion, os_version.dwMinorVersion);
1285                     }
1286                     driver_os_version = 8;
1287                     driver_model = DRIVER_MODEL_NT6X;
1288                 }
1289                 break;
1290
1291             default:
1292                 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1293                         os_version.dwMajorVersion, os_version.dwMinorVersion);
1294                 driver_os_version = 6;
1295                 driver_model = DRIVER_MODEL_NT5X;
1296                 break;
1297         }
1298     }
1299
1300     /* When we reach this stage we always have a vendor or device id (it can be a default one).
1301      * This means that unless the ids are overriden, we will always find a GPU description. */
1302     for (i = 0; i < (sizeof(gpu_description_table) / sizeof(gpu_description_table[0])); i++)
1303     {
1304         if (vendor == gpu_description_table[i].vendor && device == gpu_description_table[i].card)
1305         {
1306             TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1307
1308             driver_info->description = gpu_description_table[i].description;
1309             driver_info->vidmem = gpu_description_table[i].vidmem * 1024*1024;
1310             driver = gpu_description_table[i].driver;
1311             break;
1312         }
1313     }
1314
1315     if (wined3d_settings.emulated_textureram)
1316     {
1317         TRACE_(d3d_caps)("Overriding amount of video memory with: %d byte\n", wined3d_settings.emulated_textureram);
1318         driver_info->vidmem = wined3d_settings.emulated_textureram;
1319     }
1320
1321     /* Try to obtain driver version information for the current Windows version. This fails in
1322      * some cases:
1323      * - the gpu is not available on the currently selected OS version:
1324      *   - Geforce GTX480 on Win98. When running applications in compatibility mode on Windows,
1325      *     version information for the current Windows version is returned instead of faked info.
1326      *     We do the same and assume the default Windows version to emulate is WinXP.
1327      *
1328      *   - Videocard is a Riva TNT but winver is set to win7 (there are no drivers for this beast)
1329      *     For now return the XP driver info. Perhaps later on we should return VESA.
1330      *
1331      * - the gpu is not in our database (can happen when the user overrides the vendor_id / device_id)
1332      *   This could be an indication that our database is not up to date, so this should be fixed.
1333      */
1334     version_info = get_driver_version_info(driver, driver_model);
1335     if (version_info)
1336     {
1337         driver_info->name = version_info->driver_name;
1338         driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1339         driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1340     }
1341     else
1342     {
1343         version_info = get_driver_version_info(driver, DRIVER_MODEL_NT5X);
1344         if (version_info)
1345         {
1346             driver_info->name = version_info->driver_name;
1347             driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1348             driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1349         }
1350         else
1351         {
1352             driver_info->description = "Direct3D HAL";
1353             driver_info->name = "Display";
1354             driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1355             driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1356
1357             FIXME("Unable to find a driver/device info for vendor_id=%#x device_id=%#x for driver_model=%d\n",
1358                     vendor, device, driver_model);
1359         }
1360     }
1361
1362     TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1363             driver_info->version_high, driver_info->version_low);
1364 }
1365
1366 /* Context activation is done by the caller. */
1367 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1368         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1369 {
1370     unsigned int i;
1371
1372     for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1373     {
1374         if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1375         TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1376         quirk_table[i].apply(gl_info);
1377     }
1378
1379     /* Find out if PBOs work as they are supposed to. */
1380     test_pbo_functionality(gl_info);
1381 }
1382
1383 static DWORD wined3d_parse_gl_version(const char *gl_version)
1384 {
1385     const char *ptr = gl_version;
1386     int major, minor;
1387
1388     major = atoi(ptr);
1389     if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1390
1391     while (isdigit(*ptr)) ++ptr;
1392     if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1393
1394     minor = atoi(ptr);
1395
1396     TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1397
1398     return MAKEDWORD_VERSION(major, minor);
1399 }
1400
1401 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(const struct wined3d_gl_info *gl_info,
1402         const char *gl_vendor_string, const char *gl_renderer)
1403 {
1404
1405     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1406      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1407      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1408      *
1409      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1410      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1411      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1412      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1413      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1414      * the chance that other implementations support them is rather small since Win32 QuickTime uses
1415      * DirectDraw, not OpenGL. */
1416     if (gl_info->supported[APPLE_FENCE]
1417             && gl_info->supported[APPLE_CLIENT_STORAGE]
1418             && gl_info->supported[APPLE_FLUSH_RENDER]
1419             && gl_info->supported[APPLE_YCBCR_422])
1420         return GL_VENDOR_APPLE;
1421
1422     if (strstr(gl_vendor_string, "NVIDIA"))
1423         return GL_VENDOR_NVIDIA;
1424
1425     if (strstr(gl_vendor_string, "ATI"))
1426         return GL_VENDOR_FGLRX;
1427
1428     if (strstr(gl_vendor_string, "Intel(R)")
1429             /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1430             || strstr(gl_renderer, "Intel")
1431             || strstr(gl_vendor_string, "Intel Inc."))
1432         return GL_VENDOR_INTEL;
1433
1434     if (strstr(gl_vendor_string, "Mesa")
1435             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1436             || strstr(gl_vendor_string, "DRI R300 Project")
1437             || strstr(gl_vendor_string, "X.Org R300 Project")
1438             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1439             || strstr(gl_vendor_string, "VMware, Inc.")
1440             || strstr(gl_renderer, "Mesa")
1441             || strstr(gl_renderer, "Gallium"))
1442         return GL_VENDOR_MESA;
1443
1444     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1445             debugstr_a(gl_vendor_string));
1446
1447     return GL_VENDOR_UNKNOWN;
1448 }
1449
1450 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1451 {
1452     if (strstr(gl_vendor_string, "NVIDIA")
1453             || strstr(gl_vendor_string, "nouveau"))
1454         return HW_VENDOR_NVIDIA;
1455
1456     if (strstr(gl_vendor_string, "ATI")
1457             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1458             || strstr(gl_vendor_string, "X.Org R300 Project")
1459             || strstr(gl_renderer, "AMD")
1460             || strstr(gl_renderer, "R100")
1461             || strstr(gl_renderer, "R200")
1462             || strstr(gl_renderer, "R300")
1463             || strstr(gl_renderer, "R600")
1464             || strstr(gl_renderer, "R700"))
1465         return HW_VENDOR_AMD;
1466
1467     if (strstr(gl_vendor_string, "Intel(R)")
1468             /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1469             || strstr(gl_renderer, "Intel")
1470             || strstr(gl_vendor_string, "Intel Inc."))
1471         return HW_VENDOR_INTEL;
1472
1473     if (strstr(gl_vendor_string, "Mesa")
1474             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1475             || strstr(gl_vendor_string, "VMware, Inc."))
1476         return HW_VENDOR_SOFTWARE;
1477
1478     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1479
1480     return HW_VENDOR_NVIDIA;
1481 }
1482
1483 static UINT d3d_level_from_gl_info(const struct wined3d_gl_info *gl_info)
1484 {
1485     UINT level = 0;
1486
1487     if (gl_info->supported[ARB_MULTITEXTURE])
1488         level = 6;
1489     if (gl_info->supported[ARB_TEXTURE_COMPRESSION]
1490             && gl_info->supported[ARB_TEXTURE_CUBE_MAP]
1491             && gl_info->supported[ARB_TEXTURE_ENV_DOT3])
1492         level = 7;
1493     if (level == 7 && gl_info->supported[ARB_MULTISAMPLE]
1494             && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1495         level = 8;
1496     if (level == 8 && gl_info->supported[ARB_FRAGMENT_PROGRAM]
1497             && gl_info->supported[ARB_VERTEX_SHADER])
1498         level = 9;
1499     if (level == 9 && gl_info->supported[EXT_GPU_SHADER4])
1500         level = 10;
1501
1502     return level;
1503 }
1504
1505 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1506         const char *gl_renderer)
1507 {
1508     UINT d3d_level = d3d_level_from_gl_info(gl_info);
1509     unsigned int i;
1510
1511     if (d3d_level >= 10)
1512     {
1513         static const struct
1514         {
1515             const char *renderer;
1516             enum wined3d_pci_device id;
1517         }
1518         cards[] =
1519         {
1520             {"GTX 580",     CARD_NVIDIA_GEFORCE_GTX580},    /* Geforce 500 - highend */
1521             {"GTX 570",     CARD_NVIDIA_GEFORCE_GTX570},    /* Geforce 500 - midend high */
1522             {"GTX 560 Ti",  CARD_NVIDIA_GEFORCE_GTX560},    /* Geforce 500 - midend */
1523             {"GT 555M",     CARD_NVIDIA_GEFORCE_GT555M},    /* Geforce 500 - midend mobile */
1524             {"GTX 550 Ti",  CARD_NVIDIA_GEFORCE_GTX550},    /* Geforce 500 - midend */
1525             {"GTX 480",     CARD_NVIDIA_GEFORCE_GTX480},    /* Geforce 400 - highend */
1526             {"GTX 470",     CARD_NVIDIA_GEFORCE_GTX470},    /* Geforce 400 - midend high */
1527             {"GTX 465",     CARD_NVIDIA_GEFORCE_GTX465},    /* Geforce 400 - midend */
1528             {"GTX 460M",    CARD_NVIDIA_GEFORCE_GTX460M},   /* Geforce 400 - highend mobile */
1529             {"GTX 460",     CARD_NVIDIA_GEFORCE_GTX460},    /* Geforce 400 - midend */
1530             {"GTS 450",     CARD_NVIDIA_GEFORCE_GTS450},    /* Geforce 400 - midend low */
1531             {"GT 440",      CARD_NVIDIA_GEFORCE_GT440},     /* Geforce 400 - lowend */
1532             {"GT 430",      CARD_NVIDIA_GEFORCE_GT430},     /* Geforce 400 - lowend */
1533             {"GT 420",      CARD_NVIDIA_GEFORCE_GT420},     /* Geforce 400 - lowend */
1534             {"GT 330",      CARD_NVIDIA_GEFORCE_GT330},     /* Geforce 300 - highend */
1535             {"GTS 360M",    CARD_NVIDIA_GEFORCE_GTS350M},   /* Geforce 300 - highend mobile */
1536             {"GTS 350M",    CARD_NVIDIA_GEFORCE_GTS350M},   /* Geforce 300 - highend mobile */
1537             {"GT 330M",     CARD_NVIDIA_GEFORCE_GT325M},    /* Geforce 300 - midend mobile */
1538             {"GT 325M",     CARD_NVIDIA_GEFORCE_GT325M},    /* Geforce 300 - midend mobile */
1539             {"GT 320M",     CARD_NVIDIA_GEFORCE_GT320M},    /* Geforce 300 - midend mobile */
1540             {"GTX 295",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1541             {"GTX 285",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1542             {"GTX 280",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1543             {"GTX 275",     CARD_NVIDIA_GEFORCE_GTX275},    /* Geforce 200 - midend high */
1544             {"GTX 260",     CARD_NVIDIA_GEFORCE_GTX260},    /* Geforce 200 - midend */
1545             {"GT 240",      CARD_NVIDIA_GEFORCE_GT240},     /* Geforce 200 - midend */
1546             {"GT 220",      CARD_NVIDIA_GEFORCE_GT220},     /* Geforce 200 - lowend */
1547             {"Geforce 310", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1548             {"Geforce 305", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1549             {"Geforce 210", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1550             {"G 210",       CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1551             {"GTS 250",     CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1552             {"GTS 150",     CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1553             {"9800",        CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1554             {"GT 140",      CARD_NVIDIA_GEFORCE_9600GT},    /* Geforce 9 - midend */
1555             {"9600",        CARD_NVIDIA_GEFORCE_9600GT},    /* Geforce 9 - midend */
1556             {"GT 130",      CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1557             {"GT 120",      CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1558             {"9500",        CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1559             {"9400",        CARD_NVIDIA_GEFORCE_9400GT},    /* Geforce 9 - lowend */
1560             {"9300",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1561             {"9200",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1562             {"9100",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1563             {"G 100",       CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1564             {"8800 GTX",    CARD_NVIDIA_GEFORCE_8800GTX},   /* Geforce 8 - highend high */
1565             {"8800",        CARD_NVIDIA_GEFORCE_8800GTS},   /* Geforce 8 - highend */
1566             {"8600 M",      CARD_NVIDIA_GEFORCE_8600MGT},   /* Geforce 8 - midend mobile */
1567             {"8700",        CARD_NVIDIA_GEFORCE_8600GT},    /* Geforce 8 - midend */
1568             {"8600",        CARD_NVIDIA_GEFORCE_8600GT},    /* Geforce 8 - midend */
1569             {"8500",        CARD_NVIDIA_GEFORCE_8400GS},    /* Geforce 8 - mid-lowend */
1570             {"8400",        CARD_NVIDIA_GEFORCE_8400GS},    /* Geforce 8 - mid-lowend */
1571             {"8300",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1572             {"8200",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1573             {"8100",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1574         };
1575
1576         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1577         {
1578             if (strstr(gl_renderer, cards[i].renderer))
1579                 return cards[i].id;
1580         }
1581
1582         /* Geforce8-compatible fall back if the GPU is not in the list yet */
1583         return CARD_NVIDIA_GEFORCE_8300GS;
1584     }
1585
1586     /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1587      * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1588      */
1589     if (d3d_level >= 9 && gl_info->supported[NV_VERTEX_PROGRAM3])
1590     {
1591         static const struct
1592         {
1593             const char *renderer;
1594             enum wined3d_pci_device id;
1595         }
1596         cards[] =
1597         {
1598             {"Quadro FX 5", CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1599             {"Quadro FX 4", CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1600             {"7950",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1601             {"7900",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1602             {"7800",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1603             {"7700",        CARD_NVIDIA_GEFORCE_7600},      /* Geforce 7 - midend */
1604             {"7600",        CARD_NVIDIA_GEFORCE_7600},      /* Geforce 7 - midend */
1605             {"7400",        CARD_NVIDIA_GEFORCE_7400},      /* Geforce 7 - lower medium */
1606             {"7300",        CARD_NVIDIA_GEFORCE_7300},      /* Geforce 7 - lowend */
1607             {"6800",        CARD_NVIDIA_GEFORCE_6800},      /* Geforce 6 - highend */
1608             {"6700",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1609             {"6610",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1610             {"6600",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1611         };
1612
1613         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1614         {
1615             if (strstr(gl_renderer, cards[i].renderer))
1616                 return cards[i].id;
1617         }
1618
1619         /* Geforce 6/7 - lowend */
1620         return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1621     }
1622
1623     if (d3d_level >= 9)
1624     {
1625         /* GeforceFX - highend */
1626         if (strstr(gl_renderer, "5800")
1627                 || strstr(gl_renderer, "5900")
1628                 || strstr(gl_renderer, "5950")
1629                 || strstr(gl_renderer, "Quadro FX"))
1630         {
1631             return CARD_NVIDIA_GEFORCEFX_5800;
1632         }
1633
1634         /* GeforceFX - midend */
1635         if (strstr(gl_renderer, "5600")
1636                 || strstr(gl_renderer, "5650")
1637                 || strstr(gl_renderer, "5700")
1638                 || strstr(gl_renderer, "5750"))
1639         {
1640             return CARD_NVIDIA_GEFORCEFX_5600;
1641         }
1642
1643         /* GeforceFX - lowend */
1644         return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1645     }
1646
1647     if (d3d_level >= 8)
1648     {
1649         if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1650         {
1651             return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1652         }
1653
1654         return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1655     }
1656
1657     if (d3d_level >= 7)
1658     {
1659         if (strstr(gl_renderer, "GeForce4 MX"))
1660         {
1661             return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1662         }
1663
1664         if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1665         {
1666             return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1667         }
1668
1669         if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1670         {
1671             return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1672         }
1673
1674         return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1675     }
1676
1677     if (strstr(gl_renderer, "TNT2"))
1678     {
1679         return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1680     }
1681
1682     return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1683 }
1684
1685 static enum wined3d_pci_device select_card_amd_binary(const struct wined3d_gl_info *gl_info,
1686         const char *gl_renderer)
1687 {
1688     UINT d3d_level = d3d_level_from_gl_info(gl_info);
1689
1690     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1691      *
1692      * Beware: renderer string do not match exact card model,
1693      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1694     if (d3d_level >= 10)
1695     {
1696         unsigned int i;
1697
1698         static const struct
1699         {
1700             const char *renderer;
1701             enum wined3d_pci_device id;
1702         }
1703         cards[] =
1704         {
1705             /* Evergreen */
1706             {"HD 5870", CARD_AMD_RADEON_HD5800},    /* Radeon EG CYPRESS PRO */
1707             {"HD 5850", CARD_AMD_RADEON_HD5800},    /* Radeon EG CYPRESS XT */
1708             {"HD 5800", CARD_AMD_RADEON_HD5800},    /* Radeon EG CYPRESS HD58xx generic renderer string */
1709             {"HD 5770", CARD_AMD_RADEON_HD5700},    /* Radeon EG JUNIPER XT */
1710             {"HD 5750", CARD_AMD_RADEON_HD5700},    /* Radeon EG JUNIPER LE */
1711             {"HD 5700", CARD_AMD_RADEON_HD5700},    /* Radeon EG JUNIPER HD57xx generic renderer string */
1712             {"HD 5670", CARD_AMD_RADEON_HD5600},    /* Radeon EG REDWOOD XT */
1713             {"HD 5570", CARD_AMD_RADEON_HD5600},    /* Radeon EG REDWOOD PRO mapped to HD5600 series */
1714             {"HD 5550", CARD_AMD_RADEON_HD5600},    /* Radeon EG REDWOOD LE mapped to HD5600 series */
1715             {"HD 5450", CARD_AMD_RADEON_HD5400},    /* Radeon EG CEDAR PRO */
1716             /* R700 */
1717             {"HD 4890", CARD_AMD_RADEON_HD4800},    /* Radeon RV790 */
1718             {"HD 4870", CARD_AMD_RADEON_HD4800},    /* Radeon RV770 */
1719             {"HD 4850", CARD_AMD_RADEON_HD4800},    /* Radeon RV770 */
1720             {"HD 4830", CARD_AMD_RADEON_HD4800},    /* Radeon RV770 */
1721             {"HD 4800", CARD_AMD_RADEON_HD4800},    /* Radeon RV7xx HD48xx generic renderer string */
1722             {"HD 4770", CARD_AMD_RADEON_HD4700},    /* Radeon RV740 */
1723             {"HD 4700", CARD_AMD_RADEON_HD4700},    /* Radeon RV7xx HD47xx generic renderer string */
1724             {"HD 4670", CARD_AMD_RADEON_HD4600},    /* Radeon RV730 */
1725             {"HD 4650", CARD_AMD_RADEON_HD4600},    /* Radeon RV730 */
1726             {"HD 4600", CARD_AMD_RADEON_HD4600},    /* Radeon RV730 */
1727             {"HD 4550", CARD_AMD_RADEON_HD4350},    /* Radeon RV710 */
1728             {"HD 4350", CARD_AMD_RADEON_HD4350},    /* Radeon RV710 */
1729             /* R600/R700 integrated */
1730             {"HD 3300", CARD_AMD_RADEON_HD3200},
1731             {"HD 3200", CARD_AMD_RADEON_HD3200},
1732             {"HD 3100", CARD_AMD_RADEON_HD3200},
1733             /* R600 */
1734             {"HD 3870", CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1735             {"HD 3850", CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1736             {"HD 2900", CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1737             {"HD 3830", CARD_AMD_RADEON_HD2600},    /* China-only midend */
1738             {"HD 3690", CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1739             {"HD 3650", CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1740             {"HD 2600", CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1741             {"HD 3470", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1742             {"HD 3450", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1743             {"HD 3430", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1744             {"HD 3400", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1745             {"HD 2400", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1746             {"HD 2350", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1747         };
1748
1749         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1750         {
1751             if (strstr(gl_renderer, cards[i].renderer))
1752                 return cards[i].id;
1753         }
1754
1755         /* Default for when no GPU has been found */
1756         return CARD_AMD_RADEON_HD3200;
1757     }
1758
1759     if (d3d_level >= 9)
1760     {
1761         /* Radeon R5xx */
1762         if (strstr(gl_renderer, "X1600")
1763                 || strstr(gl_renderer, "X1650")
1764                 || strstr(gl_renderer, "X1800")
1765                 || strstr(gl_renderer, "X1900")
1766                 || strstr(gl_renderer, "X1950"))
1767         {
1768             return CARD_AMD_RADEON_X1600;
1769         }
1770
1771         /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1772          * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1773         if (strstr(gl_renderer, "X700")
1774                 || strstr(gl_renderer, "X800")
1775                 || strstr(gl_renderer, "X850")
1776                 || strstr(gl_renderer, "X1300")
1777                 || strstr(gl_renderer, "X1400")
1778                 || strstr(gl_renderer, "X1450")
1779                 || strstr(gl_renderer, "X1550")
1780                 || strstr(gl_renderer, "X2300")
1781                 || strstr(gl_renderer, "X2500")
1782                 || strstr(gl_renderer, "HD 2300")
1783                 )
1784         {
1785             return CARD_AMD_RADEON_X700;
1786         }
1787
1788         /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1789         if (strstr(gl_renderer, "Radeon Xpress"))
1790         {
1791             return CARD_AMD_RADEON_XPRESS_200M;
1792         }
1793
1794         /* Radeon R3xx */
1795         return CARD_AMD_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1796     }
1797
1798     if (d3d_level >= 8)
1799         return CARD_AMD_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1800
1801     if (d3d_level >= 7)
1802         return CARD_AMD_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1803
1804     return CARD_AMD_RAGE_128PRO;
1805 }
1806
1807 static enum wined3d_pci_device select_card_intel(const struct wined3d_gl_info *gl_info,
1808         const char *gl_renderer)
1809 {
1810     if (strstr(gl_renderer, "GM45")) return CARD_INTEL_GM45;
1811     if (strstr(gl_renderer, "X3100") || strstr(gl_renderer, "965GM"))
1812     {
1813         /* MacOS calls the card GMA X3100, otherwise known as GM965/GL960 */
1814         return CARD_INTEL_X3100;
1815     }
1816
1817     if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1818     {
1819         /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1820         return CARD_INTEL_I945GM;
1821     }
1822
1823     if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1824     if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1825     if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1826     if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1827     if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1828     return CARD_INTEL_I915G;
1829
1830 }
1831
1832 static enum wined3d_pci_device select_card_amd_mesa(const struct wined3d_gl_info *gl_info,
1833         const char *gl_renderer)
1834 {
1835     UINT d3d_level;
1836     unsigned int i;
1837
1838     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1839      *
1840      * Beware: renderer string do not match exact card model,
1841      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1842     if (strstr(gl_renderer, "Gallium"))
1843     {
1844         /* 20101109 - These are never returned by current Gallium radeon
1845          * drivers: R700, RV790, R680, RV535, RV516, R410, RS485, RV360, RV351.
1846          *
1847          * These are returned but not handled: RC410, RV380. */
1848         static const struct
1849         {
1850             const char *renderer;
1851             enum wined3d_pci_device id;
1852         }
1853         cards[] =
1854         {
1855             /* Northern Islands */
1856             {"CAYMAN",  CARD_AMD_RADEON_HD6900},
1857             {"BARTS",   CARD_AMD_RADEON_HD6800},
1858             {"TURKS",   CARD_AMD_RADEON_HD6600},
1859             {"CAICOS",  CARD_AMD_RADEON_HD6400},
1860             {"PALM",    CARD_AMD_RADEON_HD6300},
1861             /* Evergreen */
1862             {"HEMLOCK", CARD_AMD_RADEON_HD5900},
1863             {"CYPRESS", CARD_AMD_RADEON_HD5800},
1864             {"JUNIPER", CARD_AMD_RADEON_HD5700},
1865             {"REDWOOD", CARD_AMD_RADEON_HD5600},
1866             {"CEDAR",   CARD_AMD_RADEON_HD5400},
1867             /* R700 */
1868             {"R700",    CARD_AMD_RADEON_HD4800},    /* HD4800 - highend */
1869             {"RV790",   CARD_AMD_RADEON_HD4800},
1870             {"RV770",   CARD_AMD_RADEON_HD4800},
1871             {"RV740",   CARD_AMD_RADEON_HD4700},    /* HD4700 - midend */
1872             {"RV730",   CARD_AMD_RADEON_HD4600},    /* HD4600 - midend */
1873             {"RV710",   CARD_AMD_RADEON_HD4350},    /* HD4500/HD4350 - lowend */
1874             /* R600/R700 integrated */
1875             {"RS880",   CARD_AMD_RADEON_HD3200},
1876             {"RS780",   CARD_AMD_RADEON_HD3200},
1877             /* R600 */
1878             {"R680",    CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1879             {"R600",    CARD_AMD_RADEON_HD2900},
1880             {"RV670",   CARD_AMD_RADEON_HD2900},
1881             {"RV635",   CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1882             {"RV630",   CARD_AMD_RADEON_HD2600},
1883             {"RV620",   CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1884             {"RV610",   CARD_AMD_RADEON_HD2350},
1885             /* R500 */
1886             {"R580",    CARD_AMD_RADEON_X1600},
1887             {"R520",    CARD_AMD_RADEON_X1600},
1888             {"RV570",   CARD_AMD_RADEON_X1600},
1889             {"RV560",   CARD_AMD_RADEON_X1600},
1890             {"RV535",   CARD_AMD_RADEON_X1600},
1891             {"RV530",   CARD_AMD_RADEON_X1600},
1892             {"RV516",   CARD_AMD_RADEON_X700},      /* X700 is actually R400. */
1893             {"RV515",   CARD_AMD_RADEON_X700},
1894             /* R400 */
1895             {"R481",    CARD_AMD_RADEON_X700},
1896             {"R480",    CARD_AMD_RADEON_X700},
1897             {"R430",    CARD_AMD_RADEON_X700},
1898             {"R423",    CARD_AMD_RADEON_X700},
1899             {"R420",    CARD_AMD_RADEON_X700},
1900             {"R410",    CARD_AMD_RADEON_X700},
1901             {"RV410",   CARD_AMD_RADEON_X700},
1902             /* Radeon Xpress - onboard, DX9b, Shader 2.0, 300-400MHz */
1903             {"RS740",   CARD_AMD_RADEON_XPRESS_200M},
1904             {"RS690",   CARD_AMD_RADEON_XPRESS_200M},
1905             {"RS600",   CARD_AMD_RADEON_XPRESS_200M},
1906             {"RS485",   CARD_AMD_RADEON_XPRESS_200M},
1907             {"RS482",   CARD_AMD_RADEON_XPRESS_200M},
1908             {"RS480",   CARD_AMD_RADEON_XPRESS_200M},
1909             {"RS400",   CARD_AMD_RADEON_XPRESS_200M},
1910             /* R300 */
1911             {"R360",    CARD_AMD_RADEON_9500},
1912             {"R350",    CARD_AMD_RADEON_9500},
1913             {"R300",    CARD_AMD_RADEON_9500},
1914             {"RV370",   CARD_AMD_RADEON_9500},
1915             {"RV360",   CARD_AMD_RADEON_9500},
1916             {"RV351",   CARD_AMD_RADEON_9500},
1917             {"RV350",   CARD_AMD_RADEON_9500},
1918         };
1919
1920         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1921         {
1922             if (strstr(gl_renderer, cards[i].renderer))
1923                 return cards[i].id;
1924         }
1925     }
1926
1927     d3d_level = d3d_level_from_gl_info(gl_info);
1928     if (d3d_level >= 9)
1929     {
1930         static const struct
1931         {
1932             const char *renderer;
1933             enum wined3d_pci_device id;
1934         }
1935         cards[] =
1936         {
1937             /* R700 */
1938             {"(R700",   CARD_AMD_RADEON_HD4800},    /* HD4800 - highend */
1939             {"(RV790",  CARD_AMD_RADEON_HD4800},
1940             {"(RV770",  CARD_AMD_RADEON_HD4800},
1941             {"(RV740",  CARD_AMD_RADEON_HD4700},    /* HD4700 - midend */
1942             {"(RV730",  CARD_AMD_RADEON_HD4600},    /* HD4600 - midend */
1943             {"(RV710",  CARD_AMD_RADEON_HD4350},    /* HD4500/HD4350 - lowend */
1944             /* R600/R700 integrated */
1945             {"RS880",   CARD_AMD_RADEON_HD3200},
1946             {"RS780",   CARD_AMD_RADEON_HD3200},
1947             /* R600 */
1948             {"(R680",   CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1949             {"(R600",   CARD_AMD_RADEON_HD2900},
1950             {"(RV670",  CARD_AMD_RADEON_HD2900},
1951             {"(RV635",  CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1952             {"(RV630",  CARD_AMD_RADEON_HD2600},
1953             {"(RV620",  CARD_AMD_RADEON_HD2350},    /* HD2300/HD2400/HD3400 - lowend */
1954             {"(RV610",  CARD_AMD_RADEON_HD2350},
1955         };
1956
1957         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1958         {
1959             if (strstr(gl_renderer, cards[i].renderer))
1960                 return cards[i].id;
1961         }
1962     }
1963
1964     if (d3d_level >= 8)
1965         return CARD_AMD_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1966
1967     if (d3d_level >= 7)
1968         return CARD_AMD_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1969
1970     return CARD_AMD_RAGE_128PRO;
1971 }
1972
1973 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
1974         const char *gl_renderer)
1975 {
1976     UINT d3d_level;
1977
1978     if (strstr(gl_renderer, "Gallium"))
1979     {
1980         unsigned int i;
1981
1982         static const struct
1983         {
1984             const char *renderer;
1985             enum wined3d_pci_device id;
1986         }
1987         cards[] =
1988         {
1989             {"NVC8",    CARD_NVIDIA_GEFORCE_GTX570},
1990             {"NVC4",    CARD_NVIDIA_GEFORCE_GTX460},
1991             {"NVC3",    CARD_NVIDIA_GEFORCE_GT440},
1992             {"NVC0",    CARD_NVIDIA_GEFORCE_GTX480},
1993             {"NVAF",    CARD_NVIDIA_GEFORCE_GT320M},
1994             {"NVAC",    CARD_NVIDIA_GEFORCE_8200},
1995             {"NVAA",    CARD_NVIDIA_GEFORCE_8200},
1996             {"NVA8",    CARD_NVIDIA_GEFORCE_210},
1997             {"NVA5",    CARD_NVIDIA_GEFORCE_GT220},
1998             {"NVA3",    CARD_NVIDIA_GEFORCE_GT240},
1999             {"NVA0",    CARD_NVIDIA_GEFORCE_GTX280},
2000             {"NV98",    CARD_NVIDIA_GEFORCE_9200},
2001             {"NV96",    CARD_NVIDIA_GEFORCE_9400GT},
2002             {"NV94",    CARD_NVIDIA_GEFORCE_9600GT},
2003             {"NV92",    CARD_NVIDIA_GEFORCE_9800GT},
2004             {"NV86",    CARD_NVIDIA_GEFORCE_8500GT},
2005             {"NV84",    CARD_NVIDIA_GEFORCE_8600GT},
2006             {"NV68",    CARD_NVIDIA_GEFORCE_6200},      /* 7050 */
2007             {"NV67",    CARD_NVIDIA_GEFORCE_6200},      /* 7000M */
2008             {"NV63",    CARD_NVIDIA_GEFORCE_6200},      /* 7100 */
2009             {"NV50",    CARD_NVIDIA_GEFORCE_8800GTX},
2010             {"NV4E",    CARD_NVIDIA_GEFORCE_6200},      /* 6100 Go / 6150 Go */
2011             {"NV4C",    CARD_NVIDIA_GEFORCE_6200},      /* 6150SE */
2012             {"NV4B",    CARD_NVIDIA_GEFORCE_7600},
2013             {"NV4A",    CARD_NVIDIA_GEFORCE_6200},
2014             {"NV49",    CARD_NVIDIA_GEFORCE_7800GT},    /* 7900 */
2015             {"NV47",    CARD_NVIDIA_GEFORCE_7800GT},
2016             {"NV46",    CARD_NVIDIA_GEFORCE_7400},
2017             {"NV45",    CARD_NVIDIA_GEFORCE_6800},
2018             {"NV44",    CARD_NVIDIA_GEFORCE_6200},
2019             {"NV43",    CARD_NVIDIA_GEFORCE_6600GT},
2020             {"NV42",    CARD_NVIDIA_GEFORCE_6800},
2021             {"NV41",    CARD_NVIDIA_GEFORCE_6800},
2022             {"NV40",    CARD_NVIDIA_GEFORCE_6800},
2023             {"NV38",    CARD_NVIDIA_GEFORCEFX_5800},    /* FX 5950 Ultra */
2024             {"NV36",    CARD_NVIDIA_GEFORCEFX_5800},    /* FX 5700/5750 */
2025             {"NV35",    CARD_NVIDIA_GEFORCEFX_5800},    /* FX 5900 */
2026             {"NV34",    CARD_NVIDIA_GEFORCEFX_5200},
2027             {"NV31",    CARD_NVIDIA_GEFORCEFX_5600},
2028             {"NV30",    CARD_NVIDIA_GEFORCEFX_5800},
2029             {"NV28",    CARD_NVIDIA_GEFORCE4_TI4200},
2030             {"NV25",    CARD_NVIDIA_GEFORCE4_TI4200},
2031             {"NV20",    CARD_NVIDIA_GEFORCE3},
2032             {"NV1F",    CARD_NVIDIA_GEFORCE4_MX},       /* GF4 MX IGP */
2033             {"NV1A",    CARD_NVIDIA_GEFORCE2},          /* GF2 IGP */
2034             {"NV18",    CARD_NVIDIA_GEFORCE4_MX},
2035             {"NV17",    CARD_NVIDIA_GEFORCE4_MX},
2036             {"NV16",    CARD_NVIDIA_GEFORCE2},
2037             {"NV15",    CARD_NVIDIA_GEFORCE2},
2038             {"NV11",    CARD_NVIDIA_GEFORCE2_MX},
2039             {"NV10",    CARD_NVIDIA_GEFORCE},
2040             {"NV05",    CARD_NVIDIA_RIVA_TNT2},
2041             {"NV04",    CARD_NVIDIA_RIVA_TNT},
2042             {"NV03",    CARD_NVIDIA_RIVA_128},
2043         };
2044
2045         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
2046         {
2047             if (strstr(gl_renderer, cards[i].renderer))
2048                 return cards[i].id;
2049         }
2050     }
2051
2052     FIXME_(d3d_caps)("Unknown renderer %s.\n", debugstr_a(gl_renderer));
2053
2054     d3d_level = d3d_level_from_gl_info(gl_info);
2055     if (d3d_level >= 9)
2056         return CARD_NVIDIA_GEFORCEFX_5600;
2057     if (d3d_level >= 8)
2058         return CARD_NVIDIA_GEFORCE3;
2059     if (d3d_level >= 7)
2060         return CARD_NVIDIA_GEFORCE;
2061     if (d3d_level >= 6)
2062         return CARD_NVIDIA_RIVA_TNT;
2063     return CARD_NVIDIA_RIVA_128;
2064 }
2065
2066
2067 struct vendor_card_selection
2068 {
2069     enum wined3d_gl_vendor gl_vendor;
2070     enum wined3d_pci_vendor card_vendor;
2071     const char *description;        /* Description of the card selector i.e. Apple OS/X Intel */
2072     enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer);
2073 };
2074
2075 static const struct vendor_card_selection vendor_card_select_table[] =
2076 {
2077     {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA,  "Nvidia binary driver",     select_card_nvidia_binary},
2078     {GL_VENDOR_APPLE,  HW_VENDOR_NVIDIA,  "Apple OSX NVidia binary driver",   select_card_nvidia_binary},
2079     {GL_VENDOR_APPLE,  HW_VENDOR_AMD,     "Apple OSX AMD/ATI binary driver",  select_card_amd_binary},
2080     {GL_VENDOR_APPLE,  HW_VENDOR_INTEL,   "Apple OSX Intel binary driver",    select_card_intel},
2081     {GL_VENDOR_FGLRX,  HW_VENDOR_AMD,     "AMD/ATI binary driver",    select_card_amd_binary},
2082     {GL_VENDOR_MESA,   HW_VENDOR_AMD,     "Mesa AMD/ATI driver",      select_card_amd_mesa},
2083     {GL_VENDOR_MESA,   HW_VENDOR_NVIDIA,  "Mesa Nouveau driver",      select_card_nvidia_mesa},
2084     {GL_VENDOR_MESA,   HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel},
2085     {GL_VENDOR_INTEL,  HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel}
2086 };
2087
2088
2089 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
2090         enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor)
2091 {
2092     UINT d3d_level;
2093
2094     /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
2095      * different GPUs with roughly the same features. In most cases GPUs from a
2096      * certain family differ in clockspeeds, the amount of video memory and the
2097      * number of shader pipelines.
2098      *
2099      * A Direct3D device object contains the PCI id (vendor + device) of the
2100      * videocard which is used for rendering. Various applications use this
2101      * information to get a rough estimation of the features of the card and
2102      * some might use it for enabling 3d effects only on certain types of
2103      * videocards. In some cases games might even use it to work around bugs
2104      * which happen on certain videocards/driver combinations. The problem is
2105      * that OpenGL only exposes a rendering string containing the name of the
2106      * videocard and not the PCI id.
2107      *
2108      * Various games depend on the PCI id, so somehow we need to provide one.
2109      * A simple option is to parse the renderer string and translate this to
2110      * the right PCI id. This is a lot of work because there are more than 200
2111      * GPUs just for Nvidia. Various cards share the same renderer string, so
2112      * the amount of code might be 'small' but there are quite a number of
2113      * exceptions which would make this a pain to maintain. Another way would
2114      * be to query the PCI id from the operating system (assuming this is the
2115      * videocard which is used for rendering which is not always the case).
2116      * This would work but it is not very portable. Second it would not work
2117      * well in, let's say, a remote X situation in which the amount of 3d
2118      * features which can be used is limited.
2119      *
2120      * As said most games only use the PCI id to get an indication of the
2121      * capabilities of the card. It doesn't really matter if the given id is
2122      * the correct one if we return the id of a card with similar 3d features.
2123      *
2124      * The code below checks the OpenGL capabilities of a videocard and matches
2125      * that to a certain level of Direct3D functionality. Once a card passes
2126      * the Direct3D9 check, we know that the card (in case of Nvidia) is at
2127      * least a GeforceFX. To give a better estimate we do a basic check on the
2128      * renderer string but if that won't pass we return a default card. This
2129      * way is better than maintaining a full card database as even without a
2130      * full database we can return a card with similar features. Second the
2131      * size of the database can be made quite small because when you know what
2132      * type of 3d functionality a card has, you know to which GPU family the
2133      * GPU must belong. Because of this you only have to check a small part of
2134      * the renderer string to distinguishes between different models from that
2135      * family.
2136      *
2137      * The code also selects a default amount of video memory which we will
2138      * use for an estimation of the amount of free texture memory. In case of
2139      * real D3D the amount of texture memory includes video memory and system
2140      * memory (to be specific AGP memory or in case of PCIE TurboCache /
2141      * HyperMemory). We don't know how much system memory can be addressed by
2142      * the system but we can make a reasonable estimation about the amount of
2143      * video memory. If the value is slightly wrong it doesn't matter as we
2144      * didn't include AGP-like memory which makes the amount of addressable
2145      * memory higher and second OpenGL isn't that critical it moves to system
2146      * memory behind our backs if really needed. Note that the amount of video
2147      * memory can be overruled using a registry setting. */
2148
2149     int i;
2150
2151     for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
2152     {
2153         if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
2154             || (vendor_card_select_table[i].card_vendor != *card_vendor))
2155                 continue;
2156         TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
2157         return vendor_card_select_table[i].select_card(gl_info, gl_renderer);
2158     }
2159
2160     FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
2161                      *gl_vendor, *card_vendor);
2162
2163     /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
2164      * for Nvidia was because the hardware and drivers they make are of good quality. This makes
2165      * them a good generic choice. */
2166     *card_vendor = HW_VENDOR_NVIDIA;
2167     d3d_level = d3d_level_from_gl_info(gl_info);
2168     if (d3d_level >= 9)
2169         return CARD_NVIDIA_GEFORCEFX_5600;
2170     if (d3d_level >= 8)
2171         return CARD_NVIDIA_GEFORCE3;
2172     if (d3d_level >= 7)
2173         return CARD_NVIDIA_GEFORCE;
2174     if (d3d_level >= 6)
2175         return CARD_NVIDIA_RIVA_TNT;
2176     return CARD_NVIDIA_RIVA_128;
2177 }
2178
2179 static const struct fragment_pipeline *select_fragment_implementation(const struct wined3d_gl_info *gl_info)
2180 {
2181     int vs_selected_mode, ps_selected_mode;
2182
2183     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2184     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2185             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
2186     else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
2187     else if (gl_info->supported[NV_REGISTER_COMBINERS]
2188             && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
2189     else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
2190     else return &ffp_fragment_pipeline;
2191 }
2192
2193 static const struct wined3d_shader_backend_ops *select_shader_backend(const struct wined3d_gl_info *gl_info)
2194 {
2195     int vs_selected_mode, ps_selected_mode;
2196
2197     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2198     if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
2199     if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
2200     return &none_shader_backend;
2201 }
2202
2203 static const struct blit_shader *select_blit_implementation(const struct wined3d_gl_info *gl_info)
2204 {
2205     int vs_selected_mode, ps_selected_mode;
2206
2207     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2208     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2209             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2210     else return &ffp_blit;
2211 }
2212
2213 static void load_gl_funcs(struct wined3d_gl_info *gl_info, DWORD gl_version)
2214 {
2215     DWORD ver;
2216
2217 #define USE_GL_FUNC(type, pfn, ext, replace) \
2218     if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2219     else if ((ver = ver_for_ext(ext)) && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2220     else gl_info->pfn = NULL;
2221
2222     GL_EXT_FUNCS_GEN;
2223 #undef USE_GL_FUNC
2224
2225 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2226     WGL_EXT_FUNCS_GEN;
2227 #undef USE_GL_FUNC
2228 }
2229
2230 /* Context activation is done by the caller. */
2231 static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter)
2232 {
2233     struct wined3d_driver_info *driver_info = &adapter->driver_info;
2234     struct wined3d_gl_info *gl_info = &adapter->gl_info;
2235     const char *GL_Extensions    = NULL;
2236     const char *WGL_Extensions   = NULL;
2237     const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2238     struct fragment_caps fragment_caps;
2239     enum wined3d_gl_vendor gl_vendor;
2240     enum wined3d_pci_vendor card_vendor;
2241     enum wined3d_pci_device device;
2242     GLint       gl_max;
2243     GLfloat     gl_floatv[2];
2244     unsigned    i;
2245     HDC         hdc;
2246     DWORD gl_version;
2247     size_t len;
2248
2249     TRACE_(d3d_caps)("(%p)\n", gl_info);
2250
2251     ENTER_GL();
2252
2253     gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2254     TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2255     if (!gl_renderer_str)
2256     {
2257         LEAVE_GL();
2258         ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2259         return FALSE;
2260     }
2261
2262     gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2263     TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2264     if (!gl_vendor_str)
2265     {
2266         LEAVE_GL();
2267         ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2268         return FALSE;
2269     }
2270
2271     /* Parse the GL_VERSION field into major and minor information */
2272     gl_version_str = (const char *)glGetString(GL_VERSION);
2273     TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2274     if (!gl_version_str)
2275     {
2276         LEAVE_GL();
2277         ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2278         return FALSE;
2279     }
2280     gl_version = wined3d_parse_gl_version(gl_version_str);
2281
2282     /*
2283      * Initialize openGL extension related variables
2284      *  with Default values
2285      */
2286     memset(gl_info->supported, 0, sizeof(gl_info->supported));
2287     gl_info->limits.blends = 1;
2288     gl_info->limits.buffers = 1;
2289     gl_info->limits.textures = 1;
2290     gl_info->limits.fragment_samplers = 1;
2291     gl_info->limits.vertex_samplers = 0;
2292     gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2293     gl_info->limits.sampler_stages = 1;
2294     gl_info->limits.vertex_attribs = 16;
2295     gl_info->limits.glsl_vs_float_constants = 0;
2296     gl_info->limits.glsl_ps_float_constants = 0;
2297     gl_info->limits.arb_vs_float_constants = 0;
2298     gl_info->limits.arb_vs_native_constants = 0;
2299     gl_info->limits.arb_vs_instructions = 0;
2300     gl_info->limits.arb_vs_temps = 0;
2301     gl_info->limits.arb_ps_float_constants = 0;
2302     gl_info->limits.arb_ps_local_constants = 0;
2303     gl_info->limits.arb_ps_instructions = 0;
2304     gl_info->limits.arb_ps_temps = 0;
2305
2306     /* Retrieve opengl defaults */
2307     glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2308     gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2309     TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2310
2311     glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2312     gl_info->limits.lights = gl_max;
2313     TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2314
2315     glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2316     gl_info->limits.texture_size = gl_max;
2317     TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2318
2319     glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2320     gl_info->limits.pointsize_min = gl_floatv[0];
2321     gl_info->limits.pointsize_max = gl_floatv[1];
2322     TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2323
2324     /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2325     GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2326     if (!GL_Extensions)
2327     {
2328         LEAVE_GL();
2329         ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2330         return FALSE;
2331     }
2332
2333     LEAVE_GL();
2334
2335     TRACE_(d3d_caps)("GL_Extensions reported:\n");
2336
2337     gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2338
2339     while (*GL_Extensions)
2340     {
2341         const char *start;
2342
2343         while (isspace(*GL_Extensions)) ++GL_Extensions;
2344         start = GL_Extensions;
2345         while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2346
2347         len = GL_Extensions - start;
2348         if (!len) continue;
2349
2350         TRACE_(d3d_caps)("- %s\n", debugstr_an(start, len));
2351
2352         for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2353         {
2354             if (len == strlen(EXTENSION_MAP[i].extension_string)
2355                     && !memcmp(start, EXTENSION_MAP[i].extension_string, len))
2356             {
2357                 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2358                 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2359                 break;
2360             }
2361         }
2362     }
2363
2364     /* Now work out what GL support this card really has */
2365     load_gl_funcs( gl_info, gl_version );
2366
2367     ENTER_GL();
2368
2369     /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2370      * loading the functions, otherwise the code above will load the extension entry points instead of the
2371      * core functions, which may not work. */
2372     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2373     {
2374         if (!gl_info->supported[EXTENSION_MAP[i].extension]
2375                 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2376         {
2377             TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2378             gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2379         }
2380     }
2381
2382     if (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
2383
2384     if (gl_info->supported[APPLE_FENCE])
2385     {
2386         /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2387          * The apple extension interacts with some other apple exts. Disable the NV
2388          * extension if the apple one is support to prevent confusion in other parts
2389          * of the code. */
2390         gl_info->supported[NV_FENCE] = FALSE;
2391     }
2392     if (gl_info->supported[APPLE_FLOAT_PIXELS])
2393     {
2394         /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2395          *
2396          * The enums are the same:
2397          * GL_RGBA16F_ARB     = GL_RGBA_FLOAT16_APPLE = 0x881A
2398          * GL_RGB16F_ARB      = GL_RGB_FLOAT16_APPLE  = 0x881B
2399          * GL_RGBA32F_ARB     = GL_RGBA_FLOAT32_APPLE = 0x8814
2400          * GL_RGB32F_ARB      = GL_RGB_FLOAT32_APPLE  = 0x8815
2401          * GL_HALF_FLOAT_ARB  = GL_HALF_APPLE         = 0x140B
2402          */
2403         if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2404         {
2405             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2406             gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2407         }
2408         if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2409         {
2410             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2411             gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2412         }
2413     }
2414     if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2415     {
2416         /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2417          * functionality. Prefer the ARB extension */
2418         gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2419     }
2420     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2421     {
2422         TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2423         gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2424     }
2425     if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2426     {
2427         TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2428         gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2429     }
2430     if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2431     {
2432         TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2433         gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2434     }
2435     if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
2436     {
2437         TRACE_(d3d_caps)(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
2438         gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
2439     }
2440     if (gl_info->supported[NV_TEXTURE_SHADER2])
2441     {
2442         if (gl_info->supported[NV_REGISTER_COMBINERS])
2443         {
2444             /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2445              * are supported. The nv extensions provide the same functionality as the
2446              * ATI one, and a bit more(signed pixelformats). */
2447             gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2448         }
2449     }
2450
2451     if (gl_info->supported[NV_REGISTER_COMBINERS])
2452     {
2453         glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2454         gl_info->limits.general_combiners = gl_max;
2455         TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2456     }
2457     if (gl_info->supported[ARB_DRAW_BUFFERS])
2458     {
2459         glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2460         gl_info->limits.buffers = gl_max;
2461         TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2462     }
2463     if (gl_info->supported[ARB_MULTITEXTURE])
2464     {
2465         glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2466         gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2467         TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2468
2469         if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2470         {
2471             GLint tmp;
2472             glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2473             gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2474         }
2475         else
2476         {
2477             gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2478         }
2479         TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2480
2481         if (gl_info->supported[ARB_VERTEX_SHADER])
2482         {
2483             GLint tmp;
2484             glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2485             gl_info->limits.vertex_samplers = tmp;
2486             glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2487             gl_info->limits.combined_samplers = tmp;
2488             glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &tmp);
2489             gl_info->limits.vertex_attribs = tmp;
2490
2491             /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2492              * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2493              * an issue because then the sampler setup only depends on the two shaders. If a pixel
2494              * shader is used with fixed function vertex processing we're fine too because fixed function
2495              * vertex processing doesn't use any samplers. If fixed function fragment processing is
2496              * used we have to make sure that all vertex sampler setups are valid together with all
2497              * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2498              * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2499              * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2500              * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2501              * a fixed function pipeline anymore.
2502              *
2503              * So this is just a check to check that our assumption holds true. If not, write a warning
2504              * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2505             if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2506                     && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2507             {
2508                 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2509                         gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2510                 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2511                 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2512                     gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2513                 else
2514                     gl_info->limits.vertex_samplers = 0;
2515             }
2516         }
2517         else
2518         {
2519             gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2520         }
2521         TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2522         TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2523     }
2524     if (gl_info->supported[ARB_VERTEX_BLEND])
2525     {
2526         glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2527         gl_info->limits.blends = gl_max;
2528         TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2529     }
2530     if (gl_info->supported[EXT_TEXTURE3D])
2531     {
2532         glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2533         gl_info->limits.texture3d_size = gl_max;
2534         TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2535     }
2536     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2537     {
2538         glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2539         gl_info->limits.anisotropy = gl_max;
2540         TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2541     }
2542     if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2543     {
2544         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2545         gl_info->limits.arb_ps_float_constants = gl_max;
2546         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2547         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2548         gl_info->limits.arb_ps_native_constants = gl_max;
2549         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2550                 gl_info->limits.arb_ps_native_constants);
2551         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2552         gl_info->limits.arb_ps_temps = gl_max;
2553         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2554         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2555         gl_info->limits.arb_ps_instructions = gl_max;
2556         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2557         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2558         gl_info->limits.arb_ps_local_constants = gl_max;
2559         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2560     }
2561     if (gl_info->supported[ARB_VERTEX_PROGRAM])
2562     {
2563         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2564         gl_info->limits.arb_vs_float_constants = gl_max;
2565         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2566         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2567         gl_info->limits.arb_vs_native_constants = gl_max;
2568         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2569                 gl_info->limits.arb_vs_native_constants);
2570         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2571         gl_info->limits.arb_vs_temps = gl_max;
2572         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2573         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2574         gl_info->limits.arb_vs_instructions = gl_max;
2575         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2576
2577         if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2578     }
2579     if (gl_info->supported[ARB_VERTEX_SHADER])
2580     {
2581         glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2582         gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2583         TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2584     }
2585     if (gl_info->supported[ARB_FRAGMENT_SHADER])
2586     {
2587         glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2588         gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2589         TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2590         glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2591         gl_info->limits.glsl_varyings = gl_max;
2592         TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2593     }
2594     if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2595     {
2596         const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2597         unsigned int major, minor;
2598
2599         TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2600
2601         /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2602         sscanf(str, "%u.%u", &major, &minor);
2603         gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2604     }
2605     if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2606     {
2607         glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2608     }
2609     else
2610     {
2611         gl_info->limits.shininess = 128.0f;
2612     }
2613     if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2614     {
2615         /* If we have full NP2 texture support, disable
2616          * GL_ARB_texture_rectangle because we will never use it.
2617          * This saves a few redundant glDisable calls. */
2618         gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2619     }
2620     if (gl_info->supported[ATI_FRAGMENT_SHADER])
2621     {
2622         /* Disable NV_register_combiners and fragment shader if this is supported.
2623          * generally the NV extensions are preferred over the ATI ones, and this
2624          * extension is disabled if register_combiners and texture_shader2 are both
2625          * supported. So we reach this place only if we have incomplete NV dxlevel 8
2626          * fragment processing support. */
2627         gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2628         gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2629         gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2630         gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2631     }
2632     if (gl_info->supported[NV_HALF_FLOAT])
2633     {
2634         /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2635         gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2636     }
2637     checkGLcall("extension detection");
2638
2639     LEAVE_GL();
2640
2641     adapter->fragment_pipe = select_fragment_implementation(gl_info);
2642     adapter->shader_backend = select_shader_backend(gl_info);
2643     adapter->blitter = select_blit_implementation(gl_info);
2644
2645     adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2646     gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2647     TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2648
2649     /* In some cases the number of texture stages can be larger than the number
2650      * of samplers. The GF4 for example can use only 2 samplers (no fragment
2651      * shaders), but 8 texture stages (register combiners). */
2652     gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2653
2654     if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2655     {
2656         gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2657         gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2658         gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2659         gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2660         gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2661         gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2662         gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2663         gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2664         gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2665         gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2666         gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2667         gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2668         gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2669         gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2670         gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2671         gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2672         gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2673         gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2674         gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2675         if (wined3d_settings.allow_multisampling)
2676         {
2677             glGetIntegerv(GL_MAX_SAMPLES, &gl_max);
2678             gl_info->limits.samples = gl_max;
2679         }
2680     }
2681     else
2682     {
2683         if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2684         {
2685             gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2686             gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2687             gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2688             gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2689             gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2690             gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2691             gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2692             gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2693             gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2694             gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2695             gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2696             gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2697             gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2698             gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2699             gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2700             gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2701             gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2702         }
2703         else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2704         {
2705             WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2706             wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2707         }
2708         if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2709         {
2710             gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2711         }
2712         if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2713         {
2714             gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2715             if (wined3d_settings.allow_multisampling)
2716             {
2717                 glGetIntegerv(GL_MAX_SAMPLES, &gl_max);
2718                 gl_info->limits.samples = gl_max;
2719             }
2720         }
2721     }
2722
2723     /* MRTs are currently only supported when FBOs are used. */
2724     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2725     {
2726         gl_info->limits.buffers = 1;
2727     }
2728
2729     gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2730     card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2731     TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2732
2733     device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor);
2734     TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2735
2736     gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2737     gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2738             gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2739     gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2740     gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2741             gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2742     gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2743             gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2744
2745     /* Make sure there's an active HDC else the WGL extensions will fail */
2746     hdc = pwglGetCurrentDC();
2747     if (hdc) {
2748         /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2749         if(GL_EXTCALL(wglGetExtensionsStringARB))
2750             WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2751
2752         if (!WGL_Extensions)
2753         {
2754             ERR("   WGL_Extensions returns NULL\n");
2755         }
2756         else
2757         {
2758             TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2759             while (*WGL_Extensions)
2760             {
2761                 const char *Start;
2762                 char ThisExtn[256];
2763
2764                 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2765                 Start = WGL_Extensions;
2766                 while (!isspace(*WGL_Extensions) && *WGL_Extensions) ++WGL_Extensions;
2767
2768                 len = WGL_Extensions - Start;
2769                 if (!len || len >= sizeof(ThisExtn))
2770                     continue;
2771
2772                 memcpy(ThisExtn, Start, len);
2773                 ThisExtn[len] = '\0';
2774                 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2775
2776                 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2777                     gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2778                     TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2779                 }
2780                 if (!strcmp(ThisExtn, "WGL_EXT_swap_control")) {
2781                     gl_info->supported[WGL_EXT_SWAP_CONTROL] = TRUE;
2782                     TRACE_(d3d_caps)("FOUND: WGL_EXT_swap_control support\n");
2783                 }
2784                 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2785                     gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2786                     TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2787                 }
2788             }
2789         }
2790     }
2791
2792     fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2793     init_driver_info(driver_info, card_vendor, device);
2794     add_gl_compat_wrappers(gl_info);
2795
2796     return TRUE;
2797 }
2798
2799 UINT CDECL wined3d_get_adapter_count(const struct wined3d *wined3d)
2800 {
2801     TRACE_(d3d_caps)("wined3d %p, reporting %u adapters.\n",
2802             wined3d, wined3d->adapter_count);
2803
2804     return wined3d->adapter_count;
2805 }
2806
2807 HRESULT CDECL wined3d_register_software_device(struct wined3d *wined3d, void *init_function)
2808 {
2809     FIXME("wined3d %p, init_function %p stub!\n", wined3d, init_function);
2810
2811     return WINED3D_OK;
2812 }
2813
2814 HMONITOR CDECL wined3d_get_adapter_monitor(const struct wined3d *wined3d, UINT adapter_idx)
2815 {
2816     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u.\n", wined3d, adapter_idx);
2817
2818     if (adapter_idx >= wined3d->adapter_count)
2819         return NULL;
2820
2821     return MonitorFromPoint(wined3d->adapters[adapter_idx].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2822 }
2823
2824 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2825      of the same bpp but different resolutions                                  */
2826
2827 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2828 UINT CDECL wined3d_get_adapter_mode_count(const struct wined3d *wined3d, UINT adapter_idx,
2829         enum wined3d_format_id format_id)
2830 {
2831     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, format %s.\n", wined3d, adapter_idx, debug_d3dformat(format_id));
2832
2833     if (adapter_idx >= wined3d->adapter_count)
2834         return 0;
2835
2836     /* TODO: Store modes per adapter and read it from the adapter structure */
2837     if (!adapter_idx)
2838     {
2839         const struct wined3d_format *format = wined3d_get_format(&wined3d->adapters[adapter_idx].gl_info, format_id);
2840         UINT format_bits = format->byte_count * CHAR_BIT;
2841         unsigned int i = 0;
2842         unsigned int j = 0;
2843         DEVMODEW mode;
2844
2845         memset(&mode, 0, sizeof(mode));
2846         mode.dmSize = sizeof(mode);
2847
2848         while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2849         {
2850             ++j;
2851
2852             if (format_id == WINED3DFMT_UNKNOWN)
2853             {
2854                 /* This is for D3D8, do not enumerate P8 here */
2855                 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2856             }
2857             else if (mode.dmBitsPerPel == format_bits)
2858             {
2859                 ++i;
2860             }
2861         }
2862
2863         TRACE_(d3d_caps)("Returning %u matching modes (out of %u total) for adapter %u.\n", i, j, adapter_idx);
2864
2865         return i;
2866     }
2867     else
2868     {
2869         FIXME_(d3d_caps)("Adapter not primary display.\n");
2870     }
2871
2872     return 0;
2873 }
2874
2875 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2876 HRESULT CDECL wined3d_enum_adapter_modes(const struct wined3d *wined3d, UINT adapter_idx,
2877         enum wined3d_format_id format_id, UINT mode_idx, WINED3DDISPLAYMODE *mode)
2878 {
2879     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, format %s, mode_idx %u, mode %p.\n",
2880             wined3d, adapter_idx, debug_d3dformat(format_id), mode_idx, mode);
2881
2882     /* Validate the parameters as much as possible */
2883     if (!mode || adapter_idx >= wined3d->adapter_count
2884             || mode_idx >= wined3d_get_adapter_mode_count(wined3d, adapter_idx, format_id))
2885     {
2886         return WINED3DERR_INVALIDCALL;
2887     }
2888
2889     /* TODO: Store modes per adapter and read it from the adapter structure */
2890     if (!adapter_idx)
2891     {
2892         const struct wined3d_format *format = wined3d_get_format(&wined3d->adapters[adapter_idx].gl_info, format_id);
2893         UINT format_bits = format->byte_count * CHAR_BIT;
2894         DEVMODEW DevModeW;
2895         int ModeIdx = 0;
2896         UINT i = 0;
2897         int j = 0;
2898
2899         ZeroMemory(&DevModeW, sizeof(DevModeW));
2900         DevModeW.dmSize = sizeof(DevModeW);
2901
2902         /* If we are filtering to a specific format (D3D9), then need to skip
2903            all unrelated modes, but if mode is irrelevant (D3D8), then we can
2904            just count through the ones with valid bit depths */
2905         while (i <= mode_idx && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2906         {
2907             if (format_id == WINED3DFMT_UNKNOWN)
2908             {
2909                 /* This is for D3D8, do not enumerate P8 here */
2910                 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2911             }
2912             else if (DevModeW.dmBitsPerPel == format_bits)
2913             {
2914                 ++i;
2915             }
2916         }
2917
2918         if (!i)
2919         {
2920             TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", format_id, debug_d3dformat(format_id));
2921             return WINED3DERR_INVALIDCALL;
2922         }
2923         ModeIdx = j - 1;
2924
2925         /* Now get the display mode via the calculated index */
2926         if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0))
2927         {
2928             mode->Width = DevModeW.dmPelsWidth;
2929             mode->Height = DevModeW.dmPelsHeight;
2930             mode->RefreshRate = DEFAULT_REFRESH_RATE;
2931             if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2932                 mode->RefreshRate = DevModeW.dmDisplayFrequency;
2933
2934             if (format_id == WINED3DFMT_UNKNOWN)
2935                 mode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2936             else
2937                 mode->Format = format_id;
2938         }
2939         else
2940         {
2941             TRACE_(d3d_caps)("Requested mode %u out of range.\n", mode_idx);
2942             return WINED3DERR_INVALIDCALL;
2943         }
2944
2945         TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n",
2946                 mode->Width, mode->Height, mode->RefreshRate, mode->Format,
2947                 debug_d3dformat(mode->Format), DevModeW.dmBitsPerPel);
2948     }
2949     else
2950     {
2951         FIXME_(d3d_caps)("Adapter not primary display\n");
2952     }
2953
2954     return WINED3D_OK;
2955 }
2956
2957 HRESULT CDECL wined3d_get_adapter_display_mode(const struct wined3d *wined3d, UINT adapter_idx,
2958         WINED3DDISPLAYMODE *mode)
2959 {
2960     TRACE("wined3d %p, adapter_idx %u, display_mode %p.\n", wined3d, adapter_idx, mode);
2961
2962     if (!mode || adapter_idx >= wined3d->adapter_count)
2963         return WINED3DERR_INVALIDCALL;
2964
2965     if (!adapter_idx)
2966     {
2967         DEVMODEW DevModeW;
2968         unsigned int bpp;
2969
2970         ZeroMemory(&DevModeW, sizeof(DevModeW));
2971         DevModeW.dmSize = sizeof(DevModeW);
2972
2973         EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2974         mode->Width = DevModeW.dmPelsWidth;
2975         mode->Height = DevModeW.dmPelsHeight;
2976         bpp = DevModeW.dmBitsPerPel;
2977         mode->RefreshRate = DEFAULT_REFRESH_RATE;
2978         if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2979             mode->RefreshRate = DevModeW.dmDisplayFrequency;
2980         mode->Format = pixelformat_for_depth(bpp);
2981     }
2982     else
2983     {
2984         FIXME_(d3d_caps)("Adapter not primary display\n");
2985     }
2986
2987     TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", mode->Width,
2988           mode->Height, mode->RefreshRate, debug_d3dformat(mode->Format));
2989     return WINED3D_OK;
2990 }
2991
2992 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2993    and fields being inserted in the middle, a new structure is used in place    */
2994 HRESULT CDECL wined3d_get_adapter_identifier(const struct wined3d *wined3d,
2995         UINT adapter_idx, DWORD flags, WINED3DADAPTER_IDENTIFIER *identifier)
2996 {
2997     const struct wined3d_adapter *adapter;
2998     size_t len;
2999
3000     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, flags %#x, indentifier %p.\n",
3001             wined3d, adapter_idx, flags, identifier);
3002
3003     if (adapter_idx >= wined3d->adapter_count)
3004         return WINED3DERR_INVALIDCALL;
3005
3006     adapter = &wined3d->adapters[adapter_idx];
3007
3008     /* Return the information requested */
3009     TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
3010
3011     if (identifier->driver_size)
3012     {
3013         const char *name = adapter->driver_info.name;
3014         len = min(strlen(name), identifier->driver_size - 1);
3015         memcpy(identifier->driver, name, len);
3016         identifier->driver[len] = '\0';
3017     }
3018
3019     if (identifier->description_size)
3020     {
3021         const char *description = adapter->driver_info.description;
3022         len = min(strlen(description), identifier->description_size - 1);
3023         memcpy(identifier->description, description, len);
3024         identifier->description[len] = '\0';
3025     }
3026
3027     /* Note that d3d8 doesn't supply a device name. */
3028     if (identifier->device_name_size)
3029     {
3030         static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
3031
3032         len = strlen(device_name);
3033         if (len >= identifier->device_name_size)
3034         {
3035             ERR("Device name size too small.\n");
3036             return WINED3DERR_INVALIDCALL;
3037         }
3038
3039         memcpy(identifier->device_name, device_name, len);
3040         identifier->device_name[len] = '\0';
3041     }
3042
3043     identifier->driver_version.u.HighPart = adapter->driver_info.version_high;
3044     identifier->driver_version.u.LowPart = adapter->driver_info.version_low;
3045     identifier->vendor_id = adapter->driver_info.vendor;
3046     identifier->device_id = adapter->driver_info.device;
3047     identifier->subsystem_id = 0;
3048     identifier->revision = 0;
3049     memcpy(&identifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(identifier->device_identifier));
3050     identifier->whql_level = (flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
3051     memcpy(&identifier->adapter_luid, &adapter->luid, sizeof(identifier->adapter_luid));
3052     identifier->video_memory = adapter->TextureRam;
3053
3054     return WINED3D_OK;
3055 }
3056
3057 static BOOL wined3d_check_pixel_format_color(const struct wined3d_gl_info *gl_info,
3058         const struct wined3d_pixel_format *cfg, const struct wined3d_format *format)
3059 {
3060     BYTE redSize, greenSize, blueSize, alphaSize, colorBits;
3061
3062     /* Float formats need FBOs. If FBOs are used this function isn't called */
3063     if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3064
3065     if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
3066         if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3067         {
3068             ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3069             return FALSE;
3070         }
3071
3072         if(cfg->redSize < redSize)
3073             return FALSE;
3074
3075         if(cfg->greenSize < greenSize)
3076             return FALSE;
3077
3078         if(cfg->blueSize < blueSize)
3079             return FALSE;
3080
3081         if(cfg->alphaSize < alphaSize)
3082             return FALSE;
3083
3084         return TRUE;
3085     }
3086
3087     /* Probably a RGBA_float or color index mode */
3088     return FALSE;
3089 }
3090
3091 static BOOL wined3d_check_pixel_format_depth(const struct wined3d_gl_info *gl_info,
3092         const struct wined3d_pixel_format *cfg, const struct wined3d_format *format)
3093 {
3094     BYTE depthSize, stencilSize;
3095     BOOL lockable = FALSE;
3096
3097     if (!getDepthStencilBits(format, &depthSize, &stencilSize))
3098     {
3099         ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3100         return FALSE;
3101     }
3102
3103     /* Float formats need FBOs. If FBOs are used this function isn't called */
3104     if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3105
3106     if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
3107         lockable = TRUE;
3108
3109     /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
3110      * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
3111      * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
3112     if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
3113         return FALSE;
3114
3115     /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
3116      * allow more stencil bits than requested. */
3117     if(cfg->stencilSize < stencilSize)
3118         return FALSE;
3119
3120     return TRUE;
3121 }
3122
3123 HRESULT CDECL wined3d_check_depth_stencil_match(const struct wined3d *wined3d,
3124         UINT adapter_idx, WINED3DDEVTYPE device_type, enum wined3d_format_id adapter_format_id,
3125         enum wined3d_format_id render_target_format_id, enum wined3d_format_id depth_stencil_format_id)
3126 {
3127     const struct wined3d_format *rt_format;
3128     const struct wined3d_format *ds_format;
3129     const struct wined3d_adapter *adapter;
3130
3131     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s,\n"
3132             "adapter_format %s, render_target_format %s, depth_stencil_format %s.\n",
3133             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(adapter_format_id),
3134             debug_d3dformat(render_target_format_id), debug_d3dformat(depth_stencil_format_id));
3135
3136     if (adapter_idx >= wined3d->adapter_count)
3137         return WINED3DERR_INVALIDCALL;
3138
3139     adapter = &wined3d->adapters[adapter_idx];
3140     rt_format = wined3d_get_format(&adapter->gl_info, render_target_format_id);
3141     ds_format = wined3d_get_format(&adapter->gl_info, depth_stencil_format_id);
3142     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3143     {
3144         if ((rt_format->flags & WINED3DFMT_FLAG_RENDERTARGET)
3145                 && (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
3146         {
3147             TRACE_(d3d_caps)("Formats match.\n");
3148             return WINED3D_OK;
3149         }
3150     }
3151     else
3152     {
3153         const struct wined3d_pixel_format *cfgs;
3154         unsigned int cfg_count;
3155         unsigned int i;
3156
3157         cfgs = adapter->cfgs;
3158         cfg_count = adapter->nCfgs;
3159         for (i = 0; i < cfg_count; ++i)
3160         {
3161             if (wined3d_check_pixel_format_color(&adapter->gl_info, &cfgs[i], rt_format)
3162                     && wined3d_check_pixel_format_depth(&adapter->gl_info, &cfgs[i], ds_format))
3163             {
3164                 TRACE_(d3d_caps)("Formats match.\n");
3165                 return WINED3D_OK;
3166             }
3167         }
3168     }
3169
3170     TRACE_(d3d_caps)("Unsupported format pair: %s and %s.\n",
3171             debug_d3dformat(render_target_format_id),
3172             debug_d3dformat(depth_stencil_format_id));
3173
3174     return WINED3DERR_NOTAVAILABLE;
3175 }
3176
3177 HRESULT CDECL wined3d_check_device_multisample_type(const struct wined3d *wined3d, UINT adapter_idx,
3178         WINED3DDEVTYPE device_type, enum wined3d_format_id surface_format_id, BOOL windowed,
3179         WINED3DMULTISAMPLE_TYPE multisample_type, DWORD *quality_levels)
3180 {
3181     const struct wined3d_gl_info *gl_info;
3182
3183     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, surface_format %s,\n"
3184             "windowed %#x, multisample_type %#x, quality_levels %p.\n",
3185             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(surface_format_id),
3186             windowed, multisample_type, quality_levels);
3187
3188     if (adapter_idx >= wined3d->adapter_count)
3189         return WINED3DERR_INVALIDCALL;
3190
3191     gl_info = &wined3d->adapters[adapter_idx].gl_info;
3192
3193     if (multisample_type > gl_info->limits.samples)
3194     {
3195         TRACE("Returning not supported.\n");
3196         if (quality_levels)
3197             *quality_levels = 0;
3198
3199         return WINED3DERR_NOTAVAILABLE;
3200     }
3201
3202     if (quality_levels)
3203     {
3204         if (multisample_type == WINED3DMULTISAMPLE_NONMASKABLE)
3205             /* FIXME: This is probably wrong. */
3206             *quality_levels = gl_info->limits.samples;
3207         else
3208             *quality_levels = 1;
3209     }
3210
3211     return WINED3D_OK;
3212 }
3213
3214 /* Check if we support bumpmapping for a format */
3215 static BOOL CheckBumpMapCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3216 {
3217     /* Ask the fixed function pipeline implementation if it can deal
3218      * with the conversion. If we've got a GL extension giving native
3219      * support this will be an identity conversion. */
3220     return (format->flags & WINED3DFMT_FLAG_BUMPMAP)
3221             && adapter->fragment_pipe->color_fixup_supported(format->color_fixup);
3222 }
3223
3224 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3225 static BOOL CheckDepthStencilCapability(const struct wined3d_adapter *adapter,
3226         const struct wined3d_format *display_format, const struct wined3d_format *ds_format)
3227 {
3228     int it=0;
3229
3230     /* Only allow depth/stencil formats */
3231     if (!(ds_format->depth_size || ds_format->stencil_size)) return FALSE;
3232
3233     /* Blacklist formats not supported on Windows */
3234     switch (ds_format->id)
3235     {
3236         case WINED3DFMT_S1_UINT_D15_UNORM: /* Breaks the shadowvol2 dx7 sdk sample */
3237         case WINED3DFMT_S4X4_UINT_D24_UNORM:
3238             TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3239             return FALSE;
3240
3241         default:
3242             break;
3243     }
3244
3245     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3246     {
3247         /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3248         if (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3249     }
3250     else
3251     {
3252         /* Walk through all WGL pixel formats to find a match */
3253         for (it = 0; it < adapter->nCfgs; ++it)
3254         {
3255             const struct wined3d_pixel_format *cfg = &adapter->cfgs[it];
3256             if (wined3d_check_pixel_format_color(&adapter->gl_info, cfg, display_format)
3257                     && wined3d_check_pixel_format_depth(&adapter->gl_info, cfg, ds_format))
3258                 return TRUE;
3259         }
3260     }
3261
3262     return FALSE;
3263 }
3264
3265 static BOOL CheckFilterCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3266 {
3267     /* The flags entry of a format contains the filtering capability */
3268     if (format->flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3269
3270     return FALSE;
3271 }
3272
3273 /* Check the render target capabilities of a format */
3274 static BOOL CheckRenderTargetCapability(const struct wined3d_adapter *adapter,
3275         const struct wined3d_format *adapter_format, const struct wined3d_format *check_format)
3276 {
3277     /* Filter out non-RT formats */
3278     if (!(check_format->flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3279     if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
3280     {
3281         BYTE AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3282         BYTE CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3283         const struct wined3d_pixel_format *cfgs = adapter->cfgs;
3284         int it;
3285
3286         getColorBits(adapter_format, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3287         getColorBits(check_format, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3288
3289         /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3290          * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3291         if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3292             TRACE_(d3d_caps)("[FAILED]\n");
3293             return FALSE;
3294         }
3295
3296         /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3297          * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3298         for (it = 0; it < adapter->nCfgs; ++it)
3299         {
3300             if (cfgs[it].windowDrawable
3301                     && wined3d_check_pixel_format_color(&adapter->gl_info, &cfgs[it], check_format))
3302             {
3303                 TRACE_(d3d_caps)("Pixel format %d is compatible with format %s.\n",
3304                         cfgs[it].iPixelFormat, debug_d3dformat(check_format->id));
3305                 return TRUE;
3306             }
3307         }
3308     }
3309     else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3310     {
3311         /* For now return TRUE for FBOs until we have some proper checks.
3312          * Note that this function will only be called when the format is around for texturing. */
3313         return TRUE;
3314     }
3315     return FALSE;
3316 }
3317
3318 static BOOL CheckSrgbReadCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3319 {
3320     return format->flags & WINED3DFMT_FLAG_SRGB_READ;
3321 }
3322
3323 static BOOL CheckSrgbWriteCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3324 {
3325     /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3326      * doing the color fixup in shaders.
3327      * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3328     if (format->flags & WINED3DFMT_FLAG_SRGB_WRITE)
3329     {
3330         int vs_selected_mode;
3331         int ps_selected_mode;
3332         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3333
3334         if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3335             TRACE_(d3d_caps)("[OK]\n");
3336             return TRUE;
3337         }
3338     }
3339
3340     TRACE_(d3d_caps)("[FAILED] - sRGB writes not supported by format %s.\n", debug_d3dformat(format->id));
3341     return FALSE;
3342 }
3343
3344 /* Check if a format support blending in combination with pixel shaders */
3345 static BOOL CheckPostPixelShaderBlendingCapability(const struct wined3d_adapter *adapter,
3346         const struct wined3d_format *format)
3347 {
3348     /* The flags entry of a format contains the post pixel shader blending capability */
3349     if (format->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3350
3351     return FALSE;
3352 }
3353
3354 static BOOL CheckWrapAndMipCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3355 {
3356     /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3357      * but we have to report mipmapping so we cannot reject this flag. Tests show that
3358      * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3359      * that wrapping is supported. The lack of filtering will sort out the mipmapping
3360      * capability anyway.
3361      *
3362      * For now lets report this on all formats, but in the future we may want to
3363      * restrict it to some should games need that
3364      */
3365     return TRUE;
3366 }
3367
3368 /* Check if a texture format is supported on the given adapter */
3369 static BOOL CheckTextureCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3370 {
3371     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3372
3373     switch (format->id)
3374     {
3375         /*****
3376          *  supported: RGB(A) formats
3377          */
3378         case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3379         case WINED3DFMT_B8G8R8A8_UNORM:
3380         case WINED3DFMT_B8G8R8X8_UNORM:
3381         case WINED3DFMT_B5G6R5_UNORM:
3382         case WINED3DFMT_B5G5R5X1_UNORM:
3383         case WINED3DFMT_B5G5R5A1_UNORM:
3384         case WINED3DFMT_B4G4R4A4_UNORM:
3385         case WINED3DFMT_A8_UNORM:
3386         case WINED3DFMT_B4G4R4X4_UNORM:
3387         case WINED3DFMT_R8G8B8A8_UNORM:
3388         case WINED3DFMT_R8G8B8X8_UNORM:
3389         case WINED3DFMT_B10G10R10A2_UNORM:
3390         case WINED3DFMT_R10G10B10A2_UNORM:
3391         case WINED3DFMT_R16G16_UNORM:
3392             TRACE_(d3d_caps)("[OK]\n");
3393             return TRUE;
3394
3395         case WINED3DFMT_B2G3R3_UNORM:
3396             TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3397             return FALSE;
3398
3399         /*****
3400          *  Not supported: Palettized
3401          *  Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3402          *  Since it is not widely available, don't offer it. Further no Windows driver offers
3403          *  WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3404          */
3405         case WINED3DFMT_P8_UINT:
3406         case WINED3DFMT_P8_UINT_A8_UNORM:
3407             return FALSE;
3408
3409         /*****
3410          *  Supported: (Alpha)-Luminance
3411          */
3412         case WINED3DFMT_L8_UNORM:
3413         case WINED3DFMT_L8A8_UNORM:
3414         case WINED3DFMT_L16_UNORM:
3415             TRACE_(d3d_caps)("[OK]\n");
3416             return TRUE;
3417
3418         /* Not supported on Windows, thus disabled */
3419         case WINED3DFMT_L4A4_UNORM:
3420             TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3421             return FALSE;
3422
3423         /*****
3424          *  Supported: Depth/Stencil formats
3425          */
3426         case WINED3DFMT_D16_LOCKABLE:
3427         case WINED3DFMT_D16_UNORM:
3428         case WINED3DFMT_X8D24_UNORM:
3429         case WINED3DFMT_D24_UNORM_S8_UINT:
3430         case WINED3DFMT_S8_UINT_D24_FLOAT:
3431         case WINED3DFMT_D32_UNORM:
3432         case WINED3DFMT_D32_FLOAT:
3433             return TRUE;
3434
3435         case WINED3DFMT_INTZ:
3436             if (gl_info->supported[EXT_PACKED_DEPTH_STENCIL]
3437                     || gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3438                 return TRUE;
3439             return FALSE;
3440
3441         /* Not supported on Windows */
3442         case WINED3DFMT_S1_UINT_D15_UNORM:
3443         case WINED3DFMT_S4X4_UINT_D24_UNORM:
3444             TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3445             return FALSE;
3446
3447         /*****
3448          *  Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3449          *  GL_NV_texture_shader). Emulated by shaders
3450          */
3451         case WINED3DFMT_R8G8_SNORM:
3452         case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3453         case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3454         case WINED3DFMT_R8G8B8A8_SNORM:
3455         case WINED3DFMT_R16G16_SNORM:
3456             /* Ask the shader backend if it can deal with the conversion. If
3457              * we've got a GL extension giving native support this will be an
3458              * identity conversion. */
3459             if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup))
3460             {
3461                 TRACE_(d3d_caps)("[OK]\n");
3462                 return TRUE;
3463             }
3464             TRACE_(d3d_caps)("[FAILED]\n");
3465             return FALSE;
3466
3467         case WINED3DFMT_DXT1:
3468         case WINED3DFMT_DXT2:
3469         case WINED3DFMT_DXT3:
3470         case WINED3DFMT_DXT4:
3471         case WINED3DFMT_DXT5:
3472             if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3473             {
3474                 TRACE_(d3d_caps)("[OK]\n");
3475                 return TRUE;
3476             }
3477             TRACE_(d3d_caps)("[FAILED]\n");
3478             return FALSE;
3479
3480
3481         /*****
3482          *  Odd formats - not supported
3483          */
3484         case WINED3DFMT_VERTEXDATA:
3485         case WINED3DFMT_R16_UINT:
3486         case WINED3DFMT_R32_UINT:
3487         case WINED3DFMT_R16G16B16A16_SNORM:
3488         case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3489         case WINED3DFMT_R10G11B11_SNORM:
3490         case WINED3DFMT_R16:
3491         case WINED3DFMT_AL16:
3492             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3493             return FALSE;
3494
3495         /*****
3496          *  WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3497          */
3498         case WINED3DFMT_R8G8_SNORM_Cx:
3499             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3500             return FALSE;
3501
3502         /* YUV formats */
3503         case WINED3DFMT_UYVY:
3504         case WINED3DFMT_YUY2:
3505             if (gl_info->supported[APPLE_YCBCR_422])
3506             {
3507                 TRACE_(d3d_caps)("[OK]\n");
3508                 return TRUE;
3509             }
3510             TRACE_(d3d_caps)("[FAILED]\n");
3511             return FALSE;
3512         case WINED3DFMT_YV12:
3513             TRACE_(d3d_caps)("[FAILED]\n");
3514             return FALSE;
3515
3516         case WINED3DFMT_R16G16B16A16_UNORM:
3517             if (gl_info->quirks & WINED3D_QUIRK_BROKEN_RGBA16)
3518             {
3519                 TRACE_(d3d_caps)("[FAILED]\n");
3520                 return FALSE;
3521             }
3522             TRACE_(d3d_caps)("[OK]\n");
3523             return TRUE;
3524
3525             /* Not supported */
3526         case WINED3DFMT_B2G3R3A8_UNORM:
3527             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3528             return FALSE;
3529
3530             /* Floating point formats */
3531         case WINED3DFMT_R16_FLOAT:
3532         case WINED3DFMT_R16G16_FLOAT:
3533         case WINED3DFMT_R16G16B16A16_FLOAT:
3534             if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3535             {
3536                 TRACE_(d3d_caps)("[OK]\n");
3537                 return TRUE;
3538             }
3539             TRACE_(d3d_caps)("[FAILED]\n");
3540             return FALSE;
3541
3542         case WINED3DFMT_R32_FLOAT:
3543         case WINED3DFMT_R32G32_FLOAT:
3544         case WINED3DFMT_R32G32B32A32_FLOAT:
3545             if (gl_info->supported[ARB_TEXTURE_FLOAT])
3546             {
3547                 TRACE_(d3d_caps)("[OK]\n");
3548                 return TRUE;
3549             }
3550             TRACE_(d3d_caps)("[FAILED]\n");
3551             return FALSE;
3552
3553         /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3554          * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3555          * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3556          * We can do instancing with all shader versions, but we need vertex shaders.
3557          *
3558          * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3559          * to enable instancing. WineD3D doesn't need that and just ignores it.
3560          *
3561          * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3562          */
3563         case WINED3DFMT_INST:
3564             TRACE("ATI Instancing check hack\n");
3565             if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3566             {
3567                 TRACE_(d3d_caps)("[OK]\n");
3568                 return TRUE;
3569             }
3570             TRACE_(d3d_caps)("[FAILED]\n");
3571             return FALSE;
3572
3573         /* Some weird FOURCC formats */
3574         case WINED3DFMT_R8G8_B8G8:
3575         case WINED3DFMT_G8R8_G8B8:
3576         case WINED3DFMT_MULTI2_ARGB8:
3577             TRACE_(d3d_caps)("[FAILED]\n");
3578             return FALSE;
3579
3580         /* Vendor specific formats */
3581         case WINED3DFMT_ATI2N:
3582             if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3583                     || gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
3584             {
3585                 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3586                         && adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3587                 {
3588                     TRACE_(d3d_caps)("[OK]\n");
3589                     return TRUE;
3590                 }
3591
3592                 TRACE_(d3d_caps)("[OK]\n");
3593                 return TRUE;
3594             }
3595             TRACE_(d3d_caps)("[FAILED]\n");
3596             return FALSE;
3597
3598         /* Depth bound test. To query if the card supports it CheckDeviceFormat with the special
3599          * format MAKEFOURCC('N','V','D','B') is used.
3600          * It is enabled by setting D3DRS_ADAPTIVETESS_X render state to MAKEFOURCC('N','V','D','B') and
3601          * then controlled by setting D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax)
3602          * to test value.
3603          */
3604         case WINED3DFMT_NVDB:
3605             if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
3606             {
3607                 TRACE_(d3d_caps)("[OK]\n");
3608                 return TRUE;
3609             }
3610             TRACE_(d3d_caps)("[FAILED]\n");
3611             return FALSE;
3612
3613         case WINED3DFMT_NVHU:
3614         case WINED3DFMT_NVHS:
3615             /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3616              * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3617              * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3618              * ATI refused to support formats which can easily be emulated with pixel shaders, so
3619              * Applications have to deal with not having NVHS and NVHU.
3620              */
3621             TRACE_(d3d_caps)("[FAILED]\n");
3622             return FALSE;
3623
3624         case WINED3DFMT_NULL:
3625             if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3626                 return TRUE;
3627             return FALSE;
3628
3629         case WINED3DFMT_UNKNOWN:
3630             return FALSE;
3631
3632         default:
3633             ERR("Unhandled format %s.\n", debug_d3dformat(format->id));
3634             break;
3635     }
3636     return FALSE;
3637 }
3638
3639 static BOOL CheckSurfaceCapability(const struct wined3d_adapter *adapter,
3640         const struct wined3d_format *adapter_format,
3641         const struct wined3d_format *check_format,
3642         WINED3DSURFTYPE SurfaceType)
3643 {
3644     if (SurfaceType == SURFACE_GDI)
3645     {
3646         switch (check_format->id)
3647         {
3648             case WINED3DFMT_B8G8R8_UNORM:
3649             case WINED3DFMT_B8G8R8A8_UNORM:
3650             case WINED3DFMT_B8G8R8X8_UNORM:
3651             case WINED3DFMT_B5G6R5_UNORM:
3652             case WINED3DFMT_B5G5R5X1_UNORM:
3653             case WINED3DFMT_B5G5R5A1_UNORM:
3654             case WINED3DFMT_B4G4R4A4_UNORM:
3655             case WINED3DFMT_B2G3R3_UNORM:
3656             case WINED3DFMT_A8_UNORM:
3657             case WINED3DFMT_B2G3R3A8_UNORM:
3658             case WINED3DFMT_B4G4R4X4_UNORM:
3659             case WINED3DFMT_R10G10B10A2_UNORM:
3660             case WINED3DFMT_R8G8B8A8_UNORM:
3661             case WINED3DFMT_R8G8B8X8_UNORM:
3662             case WINED3DFMT_R16G16_UNORM:
3663             case WINED3DFMT_B10G10R10A2_UNORM:
3664             case WINED3DFMT_R16G16B16A16_UNORM:
3665             case WINED3DFMT_P8_UINT:
3666                 TRACE_(d3d_caps)("[OK]\n");
3667                 return TRUE;
3668             default:
3669                 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3670                 return FALSE;
3671         }
3672     }
3673
3674     /* All format that are supported for textures are supported for surfaces as well */
3675     if (CheckTextureCapability(adapter, check_format)) return TRUE;
3676     /* All depth stencil formats are supported on surfaces */
3677     if (CheckDepthStencilCapability(adapter, adapter_format, check_format)) return TRUE;
3678
3679     /* If opengl can't process the format natively, the blitter may be able to convert it */
3680     if (adapter->blitter->blit_supported(&adapter->gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
3681             NULL, WINED3DPOOL_DEFAULT, 0, check_format,
3682             NULL, WINED3DPOOL_DEFAULT, 0, adapter_format))
3683     {
3684         TRACE_(d3d_caps)("[OK]\n");
3685         return TRUE;
3686     }
3687
3688     /* Reject other formats */
3689     TRACE_(d3d_caps)("[FAILED]\n");
3690     return FALSE;
3691 }
3692
3693 static BOOL CheckVertexTextureCapability(const struct wined3d_adapter *adapter,
3694         const struct wined3d_format *format)
3695 {
3696     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3697
3698     if (!gl_info->limits.vertex_samplers || !(format->flags & WINED3DFMT_FLAG_VTF))
3699         return FALSE;
3700
3701     switch (format->id)
3702     {
3703         case WINED3DFMT_R32G32B32A32_FLOAT:
3704         case WINED3DFMT_R32_FLOAT:
3705             return TRUE;
3706         default:
3707             return !(gl_info->quirks & WINED3D_QUIRK_LIMITED_VTF);
3708     }
3709 }
3710
3711 HRESULT CDECL wined3d_check_device_format(const struct wined3d *wined3d, UINT adapter_idx,
3712         WINED3DDEVTYPE device_type, enum wined3d_format_id adapter_format_id, DWORD usage,
3713         WINED3DRESOURCETYPE resource_type, enum wined3d_format_id check_format_id, WINED3DSURFTYPE surface_type)
3714 {
3715     const struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
3716     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3717     const struct wined3d_format *adapter_format = wined3d_get_format(gl_info, adapter_format_id);
3718     const struct wined3d_format *format = wined3d_get_format(gl_info, check_format_id);
3719     DWORD usage_caps = 0;
3720
3721     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, adapter_format %s, usage %s, %s,\n"
3722             "resource_type %s, check_format %s, surface_type %#x.\n",
3723             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(adapter_format_id),
3724             debug_d3dusage(usage), debug_d3dusagequery(usage), debug_d3dresourcetype(resource_type),
3725             debug_d3dformat(check_format_id), surface_type);
3726
3727     if (adapter_idx >= wined3d->adapter_count)
3728         return WINED3DERR_INVALIDCALL;
3729
3730     switch (resource_type)
3731     {
3732         case WINED3DRTYPE_CUBETEXTURE:
3733             /* Cubetexture allows:
3734              *      - WINED3DUSAGE_AUTOGENMIPMAP
3735              *      - WINED3DUSAGE_DEPTHSTENCIL
3736              *      - WINED3DUSAGE_DYNAMIC
3737              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3738              *      - WINED3DUSAGE_RENDERTARGET
3739              *      - WINED3DUSAGE_SOFTWAREPROCESSING
3740              *      - WINED3DUSAGE_QUERY_WRAPANDMIP
3741              */
3742             if (surface_type != SURFACE_OPENGL)
3743             {
3744                 TRACE_(d3d_caps)("[FAILED]\n");
3745                 return WINED3DERR_NOTAVAILABLE;
3746             }
3747
3748             if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3749             {
3750                 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3751                 return WINED3DERR_NOTAVAILABLE;
3752             }
3753
3754             if (!CheckTextureCapability(adapter, format))
3755             {
3756                 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3757                 return WINED3DERR_NOTAVAILABLE;
3758             }
3759
3760             if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
3761             {
3762                 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3763                     /* When autogenmipmap isn't around continue and return
3764                      * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3765                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3766                 else
3767                     usage_caps |= WINED3DUSAGE_AUTOGENMIPMAP;
3768             }
3769
3770             /* Always report dynamic locking. */
3771             if (usage & WINED3DUSAGE_DYNAMIC)
3772                 usage_caps |= WINED3DUSAGE_DYNAMIC;
3773
3774             if (usage & WINED3DUSAGE_RENDERTARGET)
3775             {
3776                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3777                 {
3778                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3779                     return WINED3DERR_NOTAVAILABLE;
3780                 }
3781                 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3782             }
3783
3784             /* Always report software processing. */
3785             if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3786                 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3787
3788             if (usage & WINED3DUSAGE_QUERY_FILTER)
3789             {
3790                 if (!CheckFilterCapability(adapter, format))
3791                 {
3792                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3793                     return WINED3DERR_NOTAVAILABLE;
3794                 }
3795                 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
3796             }
3797
3798             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3799             {
3800                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3801                 {
3802                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3803                     return WINED3DERR_NOTAVAILABLE;
3804                 }
3805                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3806             }
3807
3808             if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
3809             {
3810                 if (!CheckSrgbReadCapability(adapter, format))
3811                 {
3812                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3813                     return WINED3DERR_NOTAVAILABLE;
3814                 }
3815                 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
3816             }
3817
3818             if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3819             {
3820                 if (!CheckSrgbWriteCapability(adapter, format))
3821                 {
3822                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3823                     return WINED3DERR_NOTAVAILABLE;
3824                 }
3825                 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3826             }
3827
3828             if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3829             {
3830                 if (!CheckVertexTextureCapability(adapter, format))
3831                 {
3832                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3833                     return WINED3DERR_NOTAVAILABLE;
3834                 }
3835                 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3836             }
3837
3838             if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3839             {
3840                 if (!CheckWrapAndMipCapability(adapter, format))
3841                 {
3842                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3843                     return WINED3DERR_NOTAVAILABLE;
3844                 }
3845                 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3846             }
3847             break;
3848
3849         case WINED3DRTYPE_SURFACE:
3850             /* Surface allows:
3851              *      - WINED3DUSAGE_DEPTHSTENCIL
3852              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3853              *      - WINED3DUSAGE_RENDERTARGET
3854              */
3855             if (!CheckSurfaceCapability(adapter, adapter_format, format, surface_type))
3856             {
3857                 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3858                 return WINED3DERR_NOTAVAILABLE;
3859             }
3860
3861             if (usage & WINED3DUSAGE_DEPTHSTENCIL)
3862             {
3863                 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3864                 {
3865                     TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3866                     return WINED3DERR_NOTAVAILABLE;
3867                 }
3868                 usage_caps |= WINED3DUSAGE_DEPTHSTENCIL;
3869             }
3870
3871             if (usage & WINED3DUSAGE_RENDERTARGET)
3872             {
3873                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3874                 {
3875                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3876                     return WINED3DERR_NOTAVAILABLE;
3877                 }
3878                 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3879             }
3880
3881             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3882             {
3883                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3884                 {
3885                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3886                     return WINED3DERR_NOTAVAILABLE;
3887                 }
3888                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3889             }
3890             break;
3891
3892         case WINED3DRTYPE_TEXTURE:
3893             /* Texture allows:
3894              *      - WINED3DUSAGE_AUTOGENMIPMAP
3895              *      - WINED3DUSAGE_DEPTHSTENCIL
3896              *      - WINED3DUSAGE_DMAP
3897              *      - WINED3DUSAGE_DYNAMIC
3898              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3899              *      - WINED3DUSAGE_RENDERTARGET
3900              *      - WINED3DUSAGE_SOFTWAREPROCESSING
3901              *      - WINED3DUSAGE_TEXTAPI (d3d9ex)
3902              *      - WINED3DUSAGE_QUERY_WRAPANDMIP
3903              */
3904             if (surface_type != SURFACE_OPENGL)
3905             {
3906                 TRACE_(d3d_caps)("[FAILED]\n");
3907                 return WINED3DERR_NOTAVAILABLE;
3908             }
3909
3910             if (!CheckTextureCapability(adapter, format))
3911             {
3912                 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3913                 return WINED3DERR_NOTAVAILABLE;
3914             }
3915
3916             if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
3917             {
3918                 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3919                     /* When autogenmipmap isn't around continue and return
3920                      * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3921                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3922                 else
3923                     usage_caps |= WINED3DUSAGE_AUTOGENMIPMAP;
3924             }
3925
3926             /* Always report dynamic locking. */
3927             if (usage & WINED3DUSAGE_DYNAMIC)
3928                 usage_caps |= WINED3DUSAGE_DYNAMIC;
3929
3930             if (usage & WINED3DUSAGE_RENDERTARGET)
3931             {
3932                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3933                 {
3934                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3935                     return WINED3DERR_NOTAVAILABLE;
3936                 }
3937                 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3938             }
3939
3940             /* Always report software processing. */
3941             if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3942                 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3943
3944             if (usage & WINED3DUSAGE_QUERY_FILTER)
3945             {
3946                 if (!CheckFilterCapability(adapter, format))
3947                 {
3948                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3949                     return WINED3DERR_NOTAVAILABLE;
3950                 }
3951                 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
3952             }
3953
3954             if (usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
3955             {
3956                 if (!CheckBumpMapCapability(adapter, format))
3957                 {
3958                     TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3959                     return WINED3DERR_NOTAVAILABLE;
3960                 }
3961                 usage_caps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3962             }
3963
3964             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3965             {
3966                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3967                 {
3968                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3969                     return WINED3DERR_NOTAVAILABLE;
3970                 }
3971                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3972             }
3973
3974             if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
3975             {
3976                 if (!CheckSrgbReadCapability(adapter, format))
3977                 {
3978                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3979                     return WINED3DERR_NOTAVAILABLE;
3980                 }
3981                 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
3982             }
3983
3984             if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3985             {
3986                 if (!CheckSrgbWriteCapability(adapter, format))
3987                 {
3988                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3989                     return WINED3DERR_NOTAVAILABLE;
3990                 }
3991                 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3992             }
3993
3994             if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3995             {
3996                 if (!CheckVertexTextureCapability(adapter, format))
3997                 {
3998                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3999                     return WINED3DERR_NOTAVAILABLE;
4000                 }
4001                 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4002             }
4003
4004             if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4005             {
4006                 if (!CheckWrapAndMipCapability(adapter, format))
4007                 {
4008                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4009                     return WINED3DERR_NOTAVAILABLE;
4010                 }
4011                 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4012             }
4013
4014             if (usage & WINED3DUSAGE_DEPTHSTENCIL)
4015             {
4016                 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
4017                 {
4018                     TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
4019                     return WINED3DERR_NOTAVAILABLE;
4020                 }
4021                 if ((format->flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
4022                 {
4023                     TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
4024                     return WINED3DERR_NOTAVAILABLE;
4025                 }
4026                 usage_caps |= WINED3DUSAGE_DEPTHSTENCIL;
4027             }
4028             break;
4029
4030         case WINED3DRTYPE_VOLUMETEXTURE:
4031         case WINED3DRTYPE_VOLUME:
4032             /* Volume is to VolumeTexture what Surface is to Texture, but its
4033              * usage caps are not documented. Most driver seem to offer
4034              * (nearly) the same on Volume and VolumeTexture, so do that too.
4035              *
4036              * Volumetexture allows:
4037              *      - D3DUSAGE_DYNAMIC
4038              *      - D3DUSAGE_NONSECURE (d3d9ex)
4039              *      - D3DUSAGE_SOFTWAREPROCESSING
4040              *      - D3DUSAGE_QUERY_WRAPANDMIP
4041              */
4042             if (surface_type != SURFACE_OPENGL)
4043             {
4044                 TRACE_(d3d_caps)("[FAILED]\n");
4045                 return WINED3DERR_NOTAVAILABLE;
4046             }
4047
4048             if (!gl_info->supported[EXT_TEXTURE3D])
4049             {
4050                 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
4051                 return WINED3DERR_NOTAVAILABLE;
4052             }
4053
4054             if (!CheckTextureCapability(adapter, format))
4055             {
4056                 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
4057                 return WINED3DERR_NOTAVAILABLE;
4058             }
4059
4060             /* Filter formats that need conversion; For one part, this
4061              * conversion is unimplemented, and volume textures are huge, so
4062              * it would be a big performance hit. Unless we hit an application
4063              * needing one of those formats, don't advertize them to avoid
4064              * leading applications into temptation. The windows drivers don't
4065              * support most of those formats on volumes anyway, except for
4066              * WINED3DFMT_R32_FLOAT. */
4067             switch (check_format_id)
4068             {
4069                 case WINED3DFMT_P8_UINT:
4070                 case WINED3DFMT_L4A4_UNORM:
4071                 case WINED3DFMT_R32_FLOAT:
4072                 case WINED3DFMT_R16_FLOAT:
4073                 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
4074                 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
4075                 case WINED3DFMT_R16G16_UNORM:
4076                     TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4077                     return WINED3DERR_NOTAVAILABLE;
4078
4079                 case WINED3DFMT_R8G8B8A8_SNORM:
4080                 case WINED3DFMT_R16G16_SNORM:
4081                     if (!gl_info->supported[NV_TEXTURE_SHADER])
4082                     {
4083                         TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4084                         return WINED3DERR_NOTAVAILABLE;
4085                     }
4086                     break;
4087
4088                 case WINED3DFMT_R8G8_SNORM:
4089                     if (!gl_info->supported[NV_TEXTURE_SHADER])
4090                     {
4091                         TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4092                         return WINED3DERR_NOTAVAILABLE;
4093                     }
4094                     break;
4095
4096                 case WINED3DFMT_DXT1:
4097                 case WINED3DFMT_DXT2:
4098                 case WINED3DFMT_DXT3:
4099                 case WINED3DFMT_DXT4:
4100                 case WINED3DFMT_DXT5:
4101                     /* The GL_EXT_texture_compression_s3tc spec requires that
4102                      * loading an s3tc compressed texture results in an error.
4103                      * While the D3D refrast does support s3tc volumes, at
4104                      * least the nvidia windows driver does not, so we're free
4105                      * not to support this format. */
4106                     TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4107                     return WINED3DERR_NOTAVAILABLE;
4108
4109                 default:
4110                     /* Do nothing, continue with checking the format below */
4111                     break;
4112             }
4113
4114             /* Always report dynamic locking. */
4115             if (usage & WINED3DUSAGE_DYNAMIC)
4116                 usage_caps |= WINED3DUSAGE_DYNAMIC;
4117
4118             /* Always report software processing. */
4119             if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4120                 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4121
4122             if (usage & WINED3DUSAGE_QUERY_FILTER)
4123             {
4124                 if (!CheckFilterCapability(adapter, format))
4125                 {
4126                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
4127                     return WINED3DERR_NOTAVAILABLE;
4128                 }
4129                 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
4130             }
4131
4132             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
4133             {
4134                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
4135                 {
4136                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4137                     return WINED3DERR_NOTAVAILABLE;
4138                 }
4139                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4140             }
4141
4142             if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
4143             {
4144                 if (!CheckSrgbReadCapability(adapter, format))
4145                 {
4146                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4147                     return WINED3DERR_NOTAVAILABLE;
4148                 }
4149                 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
4150             }
4151
4152             if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4153             {
4154                 if (!CheckSrgbWriteCapability(adapter, format))
4155                 {
4156                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4157                     return WINED3DERR_NOTAVAILABLE;
4158                 }
4159                 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4160             }
4161
4162             if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4163             {
4164                 if (!CheckVertexTextureCapability(adapter, format))
4165                 {
4166                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4167                     return WINED3DERR_NOTAVAILABLE;
4168                 }
4169                 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4170             }
4171
4172             if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4173             {
4174                 if (!CheckWrapAndMipCapability(adapter, format))
4175                 {
4176                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4177                     return WINED3DERR_NOTAVAILABLE;
4178                 }
4179                 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4180             }
4181             break;
4182
4183         default:
4184             FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(resource_type));
4185             return WINED3DERR_NOTAVAILABLE;
4186     }
4187
4188     /* When the usage_caps exactly matches usage return WINED3D_OK except for
4189      * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4190      * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4191     if (usage_caps == usage)
4192         return WINED3D_OK;
4193     if (usage_caps == (usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4194         return WINED3DOK_NOAUTOGEN;
4195
4196     TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for format %s and resource_type %s but only %#x is available.\n",
4197             usage, debug_d3dformat(check_format_id), debug_d3dresourcetype(resource_type), usage_caps);
4198
4199     return WINED3DERR_NOTAVAILABLE;
4200 }
4201
4202 HRESULT CDECL wined3d_check_device_format_conversion(const struct wined3d *wined3d, UINT adapter_idx,
4203         WINED3DDEVTYPE device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format)
4204 {
4205     FIXME("wined3d %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4206             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4207             debug_d3dformat(dst_format));
4208
4209     return WINED3D_OK;
4210 }
4211
4212 HRESULT CDECL wined3d_check_device_type(const struct wined3d *wined3d, UINT adapter_idx, WINED3DDEVTYPE device_type,
4213         enum wined3d_format_id display_format, enum wined3d_format_id backbuffer_format, BOOL windowed)
4214 {
4215     UINT mode_count;
4216     HRESULT hr;
4217
4218     TRACE("wined3d %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
4219             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(display_format),
4220             debug_d3dformat(backbuffer_format), windowed);
4221
4222     if (adapter_idx >= wined3d->adapter_count)
4223         return WINED3DERR_INVALIDCALL;
4224
4225     /* The task of this function is to check whether a certain display / backbuffer format
4226      * combination is available on the given adapter. In fullscreen mode microsoft specified
4227      * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
4228      * and display format should match exactly.
4229      * In windowed mode format conversion can occur and this depends on the driver. When format
4230      * conversion is done, this function should nevertheless fail and applications need to use
4231      * CheckDeviceFormatConversion.
4232      * At the moment we assume that fullscreen and windowed have the same capabilities. */
4233
4234     /* There are only 4 display formats. */
4235     if (!(display_format == WINED3DFMT_B5G6R5_UNORM
4236             || display_format == WINED3DFMT_B5G5R5X1_UNORM
4237             || display_format == WINED3DFMT_B8G8R8X8_UNORM
4238             || display_format == WINED3DFMT_B10G10R10A2_UNORM))
4239     {
4240         TRACE_(d3d_caps)("Format %s is not supported as display format.\n", debug_d3dformat(display_format));
4241         return WINED3DERR_NOTAVAILABLE;
4242     }
4243
4244     /* If the requested display format is not available, don't continue. */
4245     mode_count = wined3d_get_adapter_mode_count(wined3d, adapter_idx, display_format);
4246     if (!mode_count)
4247     {
4248         TRACE_(d3d_caps)("No available modes for display format %s.\n", debug_d3dformat(display_format));
4249         return WINED3DERR_NOTAVAILABLE;
4250     }
4251
4252     /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbuffer format,
4253      * it means 'reuse' the display format for the backbuffer. */
4254     if (!windowed && backbuffer_format == WINED3DFMT_UNKNOWN)
4255     {
4256         TRACE_(d3d_caps)("backbuffer_format WINED3FMT_UNKNOWN only available in windowed mode.\n");
4257         return WINED3DERR_NOTAVAILABLE;
4258     }
4259
4260     /* In FULLSCREEN mode WINED3DFMT_B5G6R5_UNORM can only be mixed with
4261      * backbuffer format WINED3DFMT_B5G6R5_UNORM. */
4262     if (display_format == WINED3DFMT_B5G6R5_UNORM && backbuffer_format != WINED3DFMT_B5G6R5_UNORM)
4263     {
4264         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4265                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4266         return WINED3DERR_NOTAVAILABLE;
4267     }
4268
4269     /* In FULLSCREEN mode WINED3DFMT_B5G5R5X1_UNORM can only be mixed with
4270      * backbuffer formats WINED3DFMT_B5G5R5X1_UNORM and
4271      * WINED3DFMT_B5G5R5A1_UNORM. */
4272     if (display_format == WINED3DFMT_B5G5R5X1_UNORM
4273             && !(backbuffer_format == WINED3DFMT_B5G5R5X1_UNORM || backbuffer_format == WINED3DFMT_B5G5R5A1_UNORM))
4274     {
4275         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4276                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4277         return WINED3DERR_NOTAVAILABLE;
4278     }
4279
4280     /* In FULLSCREEN mode WINED3DFMT_B8G8R8X8_UNORM can only be mixed with
4281      * backbuffer formats WINED3DFMT_B8G8R8X8_UNORM and
4282      * WINED3DFMT_B8G8R8A8_UNORM. */
4283     if (display_format == WINED3DFMT_B8G8R8X8_UNORM
4284             && !(backbuffer_format == WINED3DFMT_B8G8R8X8_UNORM || backbuffer_format == WINED3DFMT_B8G8R8A8_UNORM))
4285     {
4286         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4287                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4288         return WINED3DERR_NOTAVAILABLE;
4289     }
4290
4291     /* WINED3DFMT_B10G10R10A2_UNORM is only allowed in fullscreen mode and it
4292      * can only be mixed with backbuffer format WINED3DFMT_B10G10R10A2_UNORM. */
4293     if (display_format == WINED3DFMT_B10G10R10A2_UNORM
4294             && (backbuffer_format != WINED3DFMT_B10G10R10A2_UNORM || windowed))
4295     {
4296         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4297                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4298         return WINED3DERR_NOTAVAILABLE;
4299     }
4300
4301     /* Use CheckDeviceFormat to see if the backbuffer_format is usable with the given display_format */
4302     hr = wined3d_check_device_format(wined3d, adapter_idx, device_type, display_format,
4303             WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, backbuffer_format, SURFACE_OPENGL);
4304     if (FAILED(hr))
4305         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4306                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4307
4308     return hr;
4309 }
4310
4311 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4312       subset of a D3DCAPS9 structure. However, it has to come via a void *
4313       as the d3d8 interface cannot import the d3d9 header                  */
4314 HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapter_idx,
4315         WINED3DDEVTYPE device_type, WINED3DCAPS *caps)
4316 {
4317     const struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
4318     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4319     int vs_selected_mode;
4320     int ps_selected_mode;
4321     struct shader_caps shader_caps;
4322     struct fragment_caps fragment_caps;
4323     DWORD ckey_caps, blit_caps, fx_caps, pal_caps;
4324
4325     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, caps %p.\n",
4326             wined3d, adapter_idx, debug_d3ddevicetype(device_type), caps);
4327
4328     if (adapter_idx >= wined3d->adapter_count)
4329         return WINED3DERR_INVALIDCALL;
4330
4331     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4332
4333     /* ------------------------------------------------
4334        The following fields apply to both d3d8 and d3d9
4335        ------------------------------------------------ */
4336     /* Not quite true, but use h/w supported by opengl I suppose */
4337     caps->DeviceType               = (device_type == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF;
4338     caps->AdapterOrdinal           = adapter_idx;
4339
4340     caps->Caps                     = 0;
4341     caps->Caps2                    = WINED3DCAPS2_CANRENDERWINDOWED |
4342                                      WINED3DCAPS2_FULLSCREENGAMMA |
4343                                      WINED3DCAPS2_DYNAMICTEXTURES;
4344     if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4345         caps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4346
4347     caps->Caps3                    = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4348                                      WINED3DCAPS3_COPY_TO_VIDMEM                   |
4349                                      WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4350
4351     caps->PresentationIntervals    = WINED3DPRESENT_INTERVAL_IMMEDIATE  |
4352                                      WINED3DPRESENT_INTERVAL_ONE;
4353
4354     caps->CursorCaps               = WINED3DCURSORCAPS_COLOR            |
4355                                      WINED3DCURSORCAPS_LOWRES;
4356
4357     caps->DevCaps                  = WINED3DDEVCAPS_FLOATTLVERTEX       |
4358                                      WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4359                                      WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4360                                      WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4361                                      WINED3DDEVCAPS_DRAWPRIMTLVERTEX    |
4362                                      WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4363                                      WINED3DDEVCAPS_EXECUTEVIDEOMEMORY  |
4364                                      WINED3DDEVCAPS_PUREDEVICE          |
4365                                      WINED3DDEVCAPS_HWRASTERIZATION     |
4366                                      WINED3DDEVCAPS_TEXTUREVIDEOMEMORY  |
4367                                      WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4368                                      WINED3DDEVCAPS_CANRENDERAFTERFLIP  |
4369                                      WINED3DDEVCAPS_DRAWPRIMITIVES2     |
4370                                      WINED3DDEVCAPS_DRAWPRIMITIVES2EX   |
4371                                      WINED3DDEVCAPS_RTPATCHES;
4372
4373     caps->PrimitiveMiscCaps        = WINED3DPMISCCAPS_CULLNONE              |
4374                                      WINED3DPMISCCAPS_CULLCCW               |
4375                                      WINED3DPMISCCAPS_CULLCW                |
4376                                      WINED3DPMISCCAPS_COLORWRITEENABLE      |
4377                                      WINED3DPMISCCAPS_CLIPTLVERTS           |
4378                                      WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4379                                      WINED3DPMISCCAPS_MASKZ                 |
4380                                      WINED3DPMISCCAPS_BLENDOP               |
4381                                      WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4382                                     /* TODO:
4383                                         WINED3DPMISCCAPS_NULLREFERENCE
4384                                         WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4385                                         WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4386                                         WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4387
4388     if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4389         caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4390     if (gl_info->supported[EXT_DRAW_BUFFERS2])
4391         caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4392
4393     caps->RasterCaps               = WINED3DPRASTERCAPS_DITHER    |
4394                                      WINED3DPRASTERCAPS_PAT       |
4395                                      WINED3DPRASTERCAPS_WFOG      |
4396                                      WINED3DPRASTERCAPS_ZFOG      |
4397                                      WINED3DPRASTERCAPS_FOGVERTEX |
4398                                      WINED3DPRASTERCAPS_FOGTABLE  |
4399                                      WINED3DPRASTERCAPS_STIPPLE   |
4400                                      WINED3DPRASTERCAPS_SUBPIXEL  |
4401                                      WINED3DPRASTERCAPS_ZTEST     |
4402                                      WINED3DPRASTERCAPS_SCISSORTEST   |
4403                                      WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4404                                      WINED3DPRASTERCAPS_DEPTHBIAS;
4405
4406     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4407     {
4408         caps->RasterCaps  |= WINED3DPRASTERCAPS_ANISOTROPY    |
4409                              WINED3DPRASTERCAPS_ZBIAS         |
4410                              WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4411     }
4412     if (gl_info->supported[NV_FOG_DISTANCE])
4413     {
4414         caps->RasterCaps          |= WINED3DPRASTERCAPS_FOGRANGE;
4415     }
4416                         /* FIXME Add:
4417                            WINED3DPRASTERCAPS_COLORPERSPECTIVE
4418                            WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4419                            WINED3DPRASTERCAPS_ANTIALIASEDGES
4420                            WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4421                            WINED3DPRASTERCAPS_WBUFFER */
4422
4423     caps->ZCmpCaps =  WINED3DPCMPCAPS_ALWAYS       |
4424                       WINED3DPCMPCAPS_EQUAL        |
4425                       WINED3DPCMPCAPS_GREATER      |
4426                       WINED3DPCMPCAPS_GREATEREQUAL |
4427                       WINED3DPCMPCAPS_LESS         |
4428                       WINED3DPCMPCAPS_LESSEQUAL    |
4429                       WINED3DPCMPCAPS_NEVER        |
4430                       WINED3DPCMPCAPS_NOTEQUAL;
4431
4432     caps->SrcBlendCaps  =  WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4433                            WINED3DPBLENDCAPS_BOTHSRCALPHA    |
4434                            WINED3DPBLENDCAPS_DESTALPHA       |
4435                            WINED3DPBLENDCAPS_DESTCOLOR       |
4436                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4437                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4438                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4439                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4440                            WINED3DPBLENDCAPS_ONE             |
4441                            WINED3DPBLENDCAPS_SRCALPHA        |
4442                            WINED3DPBLENDCAPS_SRCALPHASAT     |
4443                            WINED3DPBLENDCAPS_SRCCOLOR        |
4444                            WINED3DPBLENDCAPS_ZERO;
4445
4446     caps->DestBlendCaps =  WINED3DPBLENDCAPS_DESTALPHA       |
4447                            WINED3DPBLENDCAPS_DESTCOLOR       |
4448                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4449                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4450                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4451                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4452                            WINED3DPBLENDCAPS_ONE             |
4453                            WINED3DPBLENDCAPS_SRCALPHA        |
4454                            WINED3DPBLENDCAPS_SRCCOLOR        |
4455                            WINED3DPBLENDCAPS_ZERO;
4456     /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4457      * according to the glBlendFunc manpage
4458      *
4459      * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4460      * legacy settings for srcblend only
4461      */
4462
4463     if (gl_info->supported[EXT_BLEND_COLOR])
4464     {
4465         caps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4466         caps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4467     }
4468
4469
4470     caps->AlphaCmpCaps  = WINED3DPCMPCAPS_ALWAYS       |
4471                           WINED3DPCMPCAPS_EQUAL        |
4472                           WINED3DPCMPCAPS_GREATER      |
4473                           WINED3DPCMPCAPS_GREATEREQUAL |
4474                           WINED3DPCMPCAPS_LESS         |
4475                           WINED3DPCMPCAPS_LESSEQUAL    |
4476                           WINED3DPCMPCAPS_NEVER        |
4477                           WINED3DPCMPCAPS_NOTEQUAL;
4478
4479     caps->ShadeCaps      = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4480                            WINED3DPSHADECAPS_COLORGOURAUDRGB    |
4481                            WINED3DPSHADECAPS_ALPHAFLATBLEND     |
4482                            WINED3DPSHADECAPS_ALPHAGOURAUDBLEND  |
4483                            WINED3DPSHADECAPS_COLORFLATRGB       |
4484                            WINED3DPSHADECAPS_FOGFLAT            |
4485                            WINED3DPSHADECAPS_FOGGOURAUD         |
4486                            WINED3DPSHADECAPS_SPECULARFLATRGB;
4487
4488     caps->TextureCaps   = WINED3DPTEXTURECAPS_ALPHA              |
4489                           WINED3DPTEXTURECAPS_ALPHAPALETTE       |
4490                           WINED3DPTEXTURECAPS_TRANSPARENCY       |
4491                           WINED3DPTEXTURECAPS_BORDER             |
4492                           WINED3DPTEXTURECAPS_MIPMAP             |
4493                           WINED3DPTEXTURECAPS_PROJECTED          |
4494                           WINED3DPTEXTURECAPS_PERSPECTIVE;
4495
4496     if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4497     {
4498         caps->TextureCaps  |= WINED3DPTEXTURECAPS_POW2 |
4499                               WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4500     }
4501
4502     if (gl_info->supported[EXT_TEXTURE3D])
4503     {
4504         caps->TextureCaps  |=  WINED3DPTEXTURECAPS_VOLUMEMAP      |
4505                                WINED3DPTEXTURECAPS_MIPVOLUMEMAP;
4506         if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4507         {
4508             caps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4509         }
4510     }
4511
4512     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4513     {
4514         caps->TextureCaps  |= WINED3DPTEXTURECAPS_CUBEMAP     |
4515                               WINED3DPTEXTURECAPS_MIPCUBEMAP;
4516         if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4517         {
4518             caps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4519         }
4520     }
4521
4522     caps->TextureFilterCaps =  WINED3DPTFILTERCAPS_MAGFLINEAR       |
4523                                WINED3DPTFILTERCAPS_MAGFPOINT        |
4524                                WINED3DPTFILTERCAPS_MINFLINEAR       |
4525                                WINED3DPTFILTERCAPS_MINFPOINT        |
4526                                WINED3DPTFILTERCAPS_MIPFLINEAR       |
4527                                WINED3DPTFILTERCAPS_MIPFPOINT        |
4528                                WINED3DPTFILTERCAPS_LINEAR           |
4529                                WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4530                                WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4531                                WINED3DPTFILTERCAPS_MIPLINEAR        |
4532                                WINED3DPTFILTERCAPS_MIPNEAREST       |
4533                                WINED3DPTFILTERCAPS_NEAREST;
4534
4535     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4536     {
4537         caps->TextureFilterCaps  |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4538                                     WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4539     }
4540
4541     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4542     {
4543         caps->CubeTextureFilterCaps =  WINED3DPTFILTERCAPS_MAGFLINEAR       |
4544                                        WINED3DPTFILTERCAPS_MAGFPOINT        |
4545                                        WINED3DPTFILTERCAPS_MINFLINEAR       |
4546                                        WINED3DPTFILTERCAPS_MINFPOINT        |
4547                                        WINED3DPTFILTERCAPS_MIPFLINEAR       |
4548                                        WINED3DPTFILTERCAPS_MIPFPOINT        |
4549                                        WINED3DPTFILTERCAPS_LINEAR           |
4550                                        WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4551                                        WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4552                                        WINED3DPTFILTERCAPS_MIPLINEAR        |
4553                                        WINED3DPTFILTERCAPS_MIPNEAREST       |
4554                                        WINED3DPTFILTERCAPS_NEAREST;
4555
4556         if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4557         {
4558             caps->CubeTextureFilterCaps  |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4559                                             WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4560         }
4561     }
4562     else
4563     {
4564         caps->CubeTextureFilterCaps = 0;
4565     }
4566
4567     if (gl_info->supported[EXT_TEXTURE3D])
4568     {
4569         caps->VolumeTextureFilterCaps  = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4570                                          WINED3DPTFILTERCAPS_MAGFPOINT        |
4571                                          WINED3DPTFILTERCAPS_MINFLINEAR       |
4572                                          WINED3DPTFILTERCAPS_MINFPOINT        |
4573                                          WINED3DPTFILTERCAPS_MIPFLINEAR       |
4574                                          WINED3DPTFILTERCAPS_MIPFPOINT        |
4575                                          WINED3DPTFILTERCAPS_LINEAR           |
4576                                          WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4577                                          WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4578                                          WINED3DPTFILTERCAPS_MIPLINEAR        |
4579                                          WINED3DPTFILTERCAPS_MIPNEAREST       |
4580                                          WINED3DPTFILTERCAPS_NEAREST;
4581     }
4582     else
4583     {
4584         caps->VolumeTextureFilterCaps = 0;
4585     }
4586
4587     caps->TextureAddressCaps  =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4588                                  WINED3DPTADDRESSCAPS_CLAMP  |
4589                                  WINED3DPTADDRESSCAPS_WRAP;
4590
4591     if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4592     {
4593         caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4594     }
4595     if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4596     {
4597         caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4598     }
4599     if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4600     {
4601         caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4602     }
4603
4604     if (gl_info->supported[EXT_TEXTURE3D])
4605     {
4606         caps->VolumeTextureAddressCaps =   WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4607                                            WINED3DPTADDRESSCAPS_CLAMP  |
4608                                            WINED3DPTADDRESSCAPS_WRAP;
4609         if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4610         {
4611             caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4612         }
4613         if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4614         {
4615             caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4616         }
4617         if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4618         {
4619             caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4620         }
4621     }
4622     else
4623     {
4624         caps->VolumeTextureAddressCaps = 0;
4625     }
4626
4627     caps->LineCaps  = WINED3DLINECAPS_TEXTURE       |
4628                       WINED3DLINECAPS_ZTEST         |
4629                       WINED3DLINECAPS_BLEND         |
4630                       WINED3DLINECAPS_ALPHACMP      |
4631                       WINED3DLINECAPS_FOG;
4632     /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4633      * idea how generating the smoothing alpha values works; the result is different
4634      */
4635
4636     caps->MaxTextureWidth = gl_info->limits.texture_size;
4637     caps->MaxTextureHeight = gl_info->limits.texture_size;
4638
4639     if (gl_info->supported[EXT_TEXTURE3D])
4640         caps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4641     else
4642         caps->MaxVolumeExtent = 0;
4643
4644     caps->MaxTextureRepeat = 32768;
4645     caps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4646     caps->MaxVertexW = 1.0f;
4647
4648     caps->GuardBandLeft = 0.0f;
4649     caps->GuardBandTop = 0.0f;
4650     caps->GuardBandRight = 0.0f;
4651     caps->GuardBandBottom = 0.0f;
4652
4653     caps->ExtentsAdjust = 0.0f;
4654
4655     caps->StencilCaps   = WINED3DSTENCILCAPS_DECRSAT |
4656                           WINED3DSTENCILCAPS_INCRSAT |
4657                           WINED3DSTENCILCAPS_INVERT  |
4658                           WINED3DSTENCILCAPS_KEEP    |
4659                           WINED3DSTENCILCAPS_REPLACE |
4660                           WINED3DSTENCILCAPS_ZERO;
4661     if (gl_info->supported[EXT_STENCIL_WRAP])
4662     {
4663         caps->StencilCaps |= WINED3DSTENCILCAPS_DECR  |
4664                               WINED3DSTENCILCAPS_INCR;
4665     }
4666     if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4667     {
4668         caps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4669     }
4670
4671     caps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4672
4673     caps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4674     caps->MaxActiveLights = gl_info->limits.lights;
4675
4676     caps->MaxVertexBlendMatrices = gl_info->limits.blends;
4677     caps->MaxVertexBlendMatrixIndex   = 0;
4678
4679     caps->MaxAnisotropy = gl_info->limits.anisotropy;
4680     caps->MaxPointSize = gl_info->limits.pointsize_max;
4681
4682
4683     /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4684     caps->VertexProcessingCaps  = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4685                                   WINED3DVTXPCAPS_MATERIALSOURCE7   |
4686                                   WINED3DVTXPCAPS_POSITIONALLIGHTS  |
4687                                   WINED3DVTXPCAPS_LOCALVIEWER       |
4688                                   WINED3DVTXPCAPS_VERTEXFOG         |
4689                                   WINED3DVTXPCAPS_TEXGEN;
4690
4691     caps->MaxPrimitiveCount   = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4692     caps->MaxVertexIndex      = 0xFFFFF;
4693     caps->MaxStreams          = MAX_STREAMS;
4694     caps->MaxStreamStride     = 1024;
4695
4696     /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4697     caps->DevCaps2                          = WINED3DDEVCAPS2_STREAMOFFSET |
4698                                               WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4699     caps->MaxNpatchTessellationLevel        = 0;
4700     caps->MasterAdapterOrdinal              = 0;
4701     caps->AdapterOrdinalInGroup             = 0;
4702     caps->NumberOfAdaptersInGroup           = 1;
4703
4704     caps->NumSimultaneousRTs = gl_info->limits.buffers;
4705
4706     caps->StretchRectFilterCaps               = WINED3DPTFILTERCAPS_MINFPOINT  |
4707                                                 WINED3DPTFILTERCAPS_MAGFPOINT  |
4708                                                 WINED3DPTFILTERCAPS_MINFLINEAR |
4709                                                 WINED3DPTFILTERCAPS_MAGFLINEAR;
4710     caps->VertexTextureFilterCaps             = 0;
4711
4712     adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4713     adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4714
4715     /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4716     caps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4717
4718     /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4719      * Ignore shader model capabilities if disabled in config
4720      */
4721     if (vs_selected_mode == SHADER_NONE)
4722     {
4723         TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4724         caps->VertexShaderVersion          = WINED3DVS_VERSION(0,0);
4725         caps->MaxVertexShaderConst         = 0;
4726     }
4727     else
4728     {
4729         caps->VertexShaderVersion          = shader_caps.VertexShaderVersion;
4730         caps->MaxVertexShaderConst         = shader_caps.MaxVertexShaderConst;
4731     }
4732
4733     if (ps_selected_mode == SHADER_NONE)
4734     {
4735         TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4736         caps->PixelShaderVersion           = WINED3DPS_VERSION(0,0);
4737         caps->PixelShader1xMaxValue        = 0.0f;
4738     } else {
4739         caps->PixelShaderVersion           = shader_caps.PixelShaderVersion;
4740         caps->PixelShader1xMaxValue        = shader_caps.PixelShader1xMaxValue;
4741     }
4742
4743     caps->TextureOpCaps                    = fragment_caps.TextureOpCaps;
4744     caps->MaxTextureBlendStages            = fragment_caps.MaxTextureBlendStages;
4745     caps->MaxSimultaneousTextures          = fragment_caps.MaxSimultaneousTextures;
4746
4747     /* The following caps are shader specific, but they are things we cannot detect, or which
4748      * are the same among all shader models. So to avoid code duplication set the shader version
4749      * specific, but otherwise constant caps here
4750      */
4751     if (caps->VertexShaderVersion == WINED3DVS_VERSION(3,0))
4752     {
4753         /* Where possible set the caps based on OpenGL extensions and if they
4754          * aren't set (in case of software rendering) use the VS 3.0 from
4755          * MSDN or else if there's OpenGL spec use a hardcoded value minimum
4756          * VS3.0 value. */
4757         caps->VS20Caps.Caps                     = WINED3DVS20CAPS_PREDICATION;
4758         /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4759         caps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH;
4760         caps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4761         /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4762         caps->VS20Caps.StaticFlowControlDepth   = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH;
4763
4764         caps->MaxVShaderInstructionsExecuted    = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4765         caps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4766     }
4767     else if (caps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4768     {
4769         caps->VS20Caps.Caps                     = 0;
4770         caps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4771         caps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4772         caps->VS20Caps.StaticFlowControlDepth   = 1;
4773
4774         caps->MaxVShaderInstructionsExecuted    = 65535;
4775         caps->MaxVertexShader30InstructionSlots = 0;
4776     }
4777     else
4778     { /* VS 1.x */
4779         caps->VS20Caps.Caps                     = 0;
4780         caps->VS20Caps.DynamicFlowControlDepth  = 0;
4781         caps->VS20Caps.NumTemps                 = 0;
4782         caps->VS20Caps.StaticFlowControlDepth   = 0;
4783
4784         caps->MaxVShaderInstructionsExecuted    = 0;
4785         caps->MaxVertexShader30InstructionSlots = 0;
4786     }
4787
4788     if (caps->PixelShaderVersion == WINED3DPS_VERSION(3,0))
4789     {
4790         /* Where possible set the caps based on OpenGL extensions and if they
4791          * aren't set (in case of software rendering) use the PS 3.0 from
4792          * MSDN or else if there's OpenGL spec use a hardcoded value minimum
4793          * PS 3.0 value. */
4794
4795         /* Caps is more or less undocumented on MSDN but it appears to be
4796          * used for PS20Caps based on results from R9600/FX5900/Geforce6800
4797          * cards from Windows */
4798         caps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4799                 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4800                 WINED3DPS20CAPS_PREDICATION          |
4801                 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4802                 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4803         /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4804         caps->PS20Caps.DynamicFlowControlDepth  = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH;
4805         caps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4806         /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4807         caps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH;
4808         /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4809         caps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS;
4810
4811         caps->MaxPShaderInstructionsExecuted = 65535;
4812         caps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4813                 adapter->gl_info.limits.arb_ps_instructions);
4814     }
4815     else if(caps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4816     {
4817         /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4818         caps->PS20Caps.Caps                     = 0;
4819         caps->PS20Caps.DynamicFlowControlDepth  = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4820         caps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4821         caps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4822         /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4823         caps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS;
4824
4825         caps->MaxPShaderInstructionsExecuted    = 512; /* Minimum value, a GeforceFX uses 1024 */
4826         caps->MaxPixelShader30InstructionSlots  = 0;
4827     }
4828     else /* PS 1.x */
4829     {
4830         caps->PS20Caps.Caps                     = 0;
4831         caps->PS20Caps.DynamicFlowControlDepth  = 0;
4832         caps->PS20Caps.NumTemps                 = 0;
4833         caps->PS20Caps.StaticFlowControlDepth   = 0;
4834         caps->PS20Caps.NumInstructionSlots      = 0;
4835
4836         caps->MaxPShaderInstructionsExecuted    = 0;
4837         caps->MaxPixelShader30InstructionSlots  = 0;
4838     }
4839
4840     if (caps->VertexShaderVersion >= WINED3DVS_VERSION(2,0))
4841     {
4842         /* OpenGL supports all the formats below, perhaps not always
4843          * without conversion, but it supports them.
4844          * Further GLSL doesn't seem to have an official unsigned type so
4845          * don't advertise it yet as I'm not sure how we handle it.
4846          * We might need to add some clamping in the shader engine to
4847          * support it.
4848          * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4849         caps->DeclTypes = WINED3DDTCAPS_UBYTE4    |
4850                           WINED3DDTCAPS_UBYTE4N   |
4851                           WINED3DDTCAPS_SHORT2N   |
4852                           WINED3DDTCAPS_SHORT4N;
4853         if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4854         {
4855             caps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4856                                WINED3DDTCAPS_FLOAT16_4;
4857         }
4858     }
4859     else
4860     {
4861         caps->DeclTypes = 0;
4862     }
4863
4864     /* Set DirectDraw helper Caps */
4865     ckey_caps =                         WINEDDCKEYCAPS_DESTBLT              |
4866                                         WINEDDCKEYCAPS_SRCBLT;
4867     fx_caps =                           WINEDDFXCAPS_BLTALPHA               |
4868                                         WINEDDFXCAPS_BLTMIRRORLEFTRIGHT     |
4869                                         WINEDDFXCAPS_BLTMIRRORUPDOWN        |
4870                                         WINEDDFXCAPS_BLTROTATION90          |
4871                                         WINEDDFXCAPS_BLTSHRINKX             |
4872                                         WINEDDFXCAPS_BLTSHRINKXN            |
4873                                         WINEDDFXCAPS_BLTSHRINKY             |
4874                                         WINEDDFXCAPS_BLTSHRINKXN            |
4875                                         WINEDDFXCAPS_BLTSTRETCHX            |
4876                                         WINEDDFXCAPS_BLTSTRETCHXN           |
4877                                         WINEDDFXCAPS_BLTSTRETCHY            |
4878                                         WINEDDFXCAPS_BLTSTRETCHYN;
4879     blit_caps =                         WINEDDCAPS_BLT                      |
4880                                         WINEDDCAPS_BLTCOLORFILL             |
4881                                         WINEDDCAPS_BLTDEPTHFILL             |
4882                                         WINEDDCAPS_BLTSTRETCH               |
4883                                         WINEDDCAPS_CANBLTSYSMEM             |
4884                                         WINEDDCAPS_CANCLIP                  |
4885                                         WINEDDCAPS_CANCLIPSTRETCHED         |
4886                                         WINEDDCAPS_COLORKEY                 |
4887                                         WINEDDCAPS_COLORKEYHWASSIST         |
4888                                         WINEDDCAPS_ALIGNBOUNDARYSRC;
4889     pal_caps =                          WINEDDPCAPS_8BIT                    |
4890                                         WINEDDPCAPS_PRIMARYSURFACE;
4891
4892     /* Fill the ddraw caps structure */
4893     caps->DirectDrawCaps.Caps =         WINEDDCAPS_GDI                      |
4894                                         WINEDDCAPS_PALETTE                  |
4895                                         blit_caps;
4896     caps->DirectDrawCaps.Caps2 =        WINEDDCAPS2_CERTIFIED                |
4897                                         WINEDDCAPS2_NOPAGELOCKREQUIRED       |
4898                                         WINEDDCAPS2_PRIMARYGAMMA             |
4899                                         WINEDDCAPS2_WIDESURFACES             |
4900                                         WINEDDCAPS2_CANRENDERWINDOWED;
4901     caps->DirectDrawCaps.CKeyCaps =     ckey_caps;
4902     caps->DirectDrawCaps.FXCaps =       fx_caps;
4903     caps->DirectDrawCaps.PalCaps =      pal_caps;
4904     caps->DirectDrawCaps.SVBCaps =      blit_caps;
4905     caps->DirectDrawCaps.SVBCKeyCaps =  ckey_caps;
4906     caps->DirectDrawCaps.SVBFXCaps =    fx_caps;
4907     caps->DirectDrawCaps.VSBCaps =      blit_caps;
4908     caps->DirectDrawCaps.VSBCKeyCaps =  ckey_caps;
4909     caps->DirectDrawCaps.VSBFXCaps =    fx_caps;
4910     caps->DirectDrawCaps.SSBCaps =      blit_caps;
4911     caps->DirectDrawCaps.SSBCKeyCaps =  ckey_caps;
4912     caps->DirectDrawCaps.SSBFXCaps =    fx_caps;
4913
4914     caps->DirectDrawCaps.ddsCaps =      WINEDDSCAPS_ALPHA                   |
4915                                         WINEDDSCAPS_BACKBUFFER              |
4916                                         WINEDDSCAPS_FLIP                    |
4917                                         WINEDDSCAPS_FRONTBUFFER             |
4918                                         WINEDDSCAPS_OFFSCREENPLAIN          |
4919                                         WINEDDSCAPS_PALETTE                 |
4920                                         WINEDDSCAPS_PRIMARYSURFACE          |
4921                                         WINEDDSCAPS_SYSTEMMEMORY            |
4922                                         WINEDDSCAPS_VIDEOMEMORY             |
4923                                         WINEDDSCAPS_VISIBLE;
4924     caps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4925
4926     /* Set D3D caps if OpenGL is available. */
4927     if (adapter->opengl)
4928     {
4929         caps->DirectDrawCaps.ddsCaps |= WINEDDSCAPS_3DDEVICE                |
4930                                         WINEDDSCAPS_MIPMAP                  |
4931                                         WINEDDSCAPS_TEXTURE                 |
4932                                         WINEDDSCAPS_ZBUFFER;
4933         caps->DirectDrawCaps.Caps |=    WINEDDCAPS_3D;
4934     }
4935
4936     return WINED3D_OK;
4937 }
4938
4939 HRESULT CDECL wined3d_device_create(struct wined3d *wined3d, UINT adapter_idx, WINED3DDEVTYPE device_type,
4940         HWND focus_window, DWORD flags, BYTE surface_alignment, struct wined3d_device_parent *device_parent,
4941         struct wined3d_device **device)
4942 {
4943     struct wined3d_device *object;
4944     HRESULT hr;
4945
4946     TRACE("wined3d %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, device_parent %p, device %p.\n",
4947             wined3d, adapter_idx, device_type, focus_window, flags, device_parent, device);
4948
4949     /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4950      * number and create a device without a 3D adapter for 2D only operation. */
4951     if (wined3d->adapter_count && adapter_idx >= wined3d->adapter_count)
4952         return WINED3DERR_INVALIDCALL;
4953
4954     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4955     if (!object)
4956     {
4957         ERR("Failed to allocate device memory.\n");
4958         return E_OUTOFMEMORY;
4959     }
4960
4961     hr = device_init(object, wined3d, adapter_idx, device_type,
4962             focus_window, flags, surface_alignment, device_parent);
4963     if (FAILED(hr))
4964     {
4965         WARN("Failed to initialize device, hr %#x.\n", hr);
4966         HeapFree(GetProcessHeap(), 0, object);
4967         return hr;
4968     }
4969
4970     TRACE("Created device %p.\n", object);
4971     *device = object;
4972
4973     device_parent->ops->wined3d_device_created(device_parent, *device);
4974
4975     return WINED3D_OK;
4976 }
4977
4978 void * CDECL wined3d_get_parent(const struct wined3d *wined3d)
4979 {
4980     TRACE("wined3d %p.\n", wined3d);
4981
4982     return wined3d->parent;
4983 }
4984
4985 static void WINE_GLAPI invalid_func(const void *data)
4986 {
4987     ERR("Invalid vertex attribute function called\n");
4988     DebugBreak();
4989 }
4990
4991 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4992 {
4993     ERR("Invalid texcoord function called\n");
4994     DebugBreak();
4995 }
4996
4997 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4998  * the extension detection and are used in drawStridedSlow
4999  */
5000 static void WINE_GLAPI position_d3dcolor(const void *data)
5001 {
5002     DWORD pos = *((const DWORD *)data);
5003
5004     FIXME("Add a test for fixed function position from d3dcolor type\n");
5005     glVertex4s(D3DCOLOR_B_R(pos),
5006                D3DCOLOR_B_G(pos),
5007                D3DCOLOR_B_B(pos),
5008                D3DCOLOR_B_A(pos));
5009 }
5010
5011 static void WINE_GLAPI position_float4(const void *data)
5012 {
5013     const GLfloat *pos = data;
5014
5015     if (pos[3] != 0.0f && pos[3] != 1.0f)
5016     {
5017         float w = 1.0f / pos[3];
5018
5019         glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
5020     }
5021     else
5022     {
5023         glVertex3fv(pos);
5024     }
5025 }
5026
5027 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
5028 {
5029     DWORD diffuseColor = *((const DWORD *)data);
5030
5031     glColor4ub(D3DCOLOR_B_R(diffuseColor),
5032                D3DCOLOR_B_G(diffuseColor),
5033                D3DCOLOR_B_B(diffuseColor),
5034                D3DCOLOR_B_A(diffuseColor));
5035 }
5036
5037 static void WINE_GLAPI specular_d3dcolor(const void *data)
5038 {
5039     DWORD specularColor = *((const DWORD *)data);
5040     GLbyte d[] = {D3DCOLOR_B_R(specularColor),
5041             D3DCOLOR_B_G(specularColor),
5042             D3DCOLOR_B_B(specularColor)};
5043
5044     specular_func_3ubv(d);
5045 }
5046
5047 static void WINE_GLAPI warn_no_specular_func(const void *data)
5048 {
5049     WARN("GL_EXT_secondary_color not supported\n");
5050 }
5051
5052 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
5053 {
5054     position_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
5055     position_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
5056     position_funcs[WINED3D_FFP_EMIT_FLOAT3]      = (glAttribFunc)glVertex3fv;
5057     position_funcs[WINED3D_FFP_EMIT_FLOAT4]      = position_float4;
5058     position_funcs[WINED3D_FFP_EMIT_D3DCOLOR]    = position_d3dcolor;
5059     position_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
5060     position_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
5061     position_funcs[WINED3D_FFP_EMIT_SHORT4]      = (glAttribFunc)glVertex2sv;
5062     position_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
5063     position_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
5064     position_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
5065     position_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
5066     position_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
5067     position_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
5068     position_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
5069     position_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
5070     position_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
5071
5072     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1]       = invalid_func;
5073     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2]       = invalid_func;
5074     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3]       = (glAttribFunc)glColor3fv;
5075     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4]       = (glAttribFunc)glColor4fv;
5076     diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR]     = diffuse_d3dcolor;
5077     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4]       = invalid_func;
5078     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2]       = invalid_func;
5079     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4]       = invalid_func;
5080     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N]      = (glAttribFunc)glColor4ubv;
5081     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N]      = invalid_func;
5082     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N]      = (glAttribFunc)glColor4sv;
5083     diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N]     = invalid_func;
5084     diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N]     = (glAttribFunc)glColor4usv;
5085     diffuse_funcs[WINED3D_FFP_EMIT_UDEC3]        = invalid_func;
5086     diffuse_funcs[WINED3D_FFP_EMIT_DEC3N]        = invalid_func;
5087     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2]    = invalid_func;
5088     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4]    = invalid_func;
5089
5090     /* No 4 component entry points here */
5091     specular_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
5092     specular_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
5093     if (gl_info->supported[EXT_SECONDARY_COLOR])
5094     {
5095         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
5096     }
5097     else
5098     {
5099         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = warn_no_specular_func;
5100     }
5101     specular_funcs[WINED3D_FFP_EMIT_FLOAT4]      = invalid_func;
5102     if (gl_info->supported[EXT_SECONDARY_COLOR])
5103     {
5104         specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
5105         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
5106     }
5107     else
5108     {
5109         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
5110     }
5111     specular_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
5112     specular_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
5113     specular_funcs[WINED3D_FFP_EMIT_SHORT4]      = invalid_func;
5114     specular_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
5115     specular_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
5116     specular_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
5117     specular_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
5118     specular_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
5119     specular_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
5120     specular_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
5121     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
5122     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
5123
5124     /* Only 3 component entry points here. Test how others behave. Float4 normals are used
5125      * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
5126      */
5127     normal_funcs[WINED3D_FFP_EMIT_FLOAT1]         = invalid_func;
5128     normal_funcs[WINED3D_FFP_EMIT_FLOAT2]         = invalid_func;
5129     normal_funcs[WINED3D_FFP_EMIT_FLOAT3]         = (glAttribFunc)glNormal3fv;
5130     normal_funcs[WINED3D_FFP_EMIT_FLOAT4]         = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
5131     normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR]       = invalid_func;
5132     normal_funcs[WINED3D_FFP_EMIT_UBYTE4]         = invalid_func;
5133     normal_funcs[WINED3D_FFP_EMIT_SHORT2]         = invalid_func;
5134     normal_funcs[WINED3D_FFP_EMIT_SHORT4]         = invalid_func;
5135     normal_funcs[WINED3D_FFP_EMIT_UBYTE4N]        = invalid_func;
5136     normal_funcs[WINED3D_FFP_EMIT_SHORT2N]        = invalid_func;
5137     normal_funcs[WINED3D_FFP_EMIT_SHORT4N]        = invalid_func;
5138     normal_funcs[WINED3D_FFP_EMIT_USHORT2N]       = invalid_func;
5139     normal_funcs[WINED3D_FFP_EMIT_USHORT4N]       = invalid_func;
5140     normal_funcs[WINED3D_FFP_EMIT_UDEC3]          = invalid_func;
5141     normal_funcs[WINED3D_FFP_EMIT_DEC3N]          = invalid_func;
5142     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2]      = invalid_func;
5143     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4]      = invalid_func;
5144
5145     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
5146     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
5147     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
5148     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
5149     multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR]  = invalid_texcoord_func;
5150     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4]    = invalid_texcoord_func;
5151     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
5152     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
5153     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N]   = invalid_texcoord_func;
5154     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N]   = invalid_texcoord_func;
5155     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N]   = invalid_texcoord_func;
5156     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N]  = invalid_texcoord_func;
5157     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N]  = invalid_texcoord_func;
5158     multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3]     = invalid_texcoord_func;
5159     multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N]     = invalid_texcoord_func;
5160     if (gl_info->supported[NV_HALF_FLOAT])
5161     {
5162         /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
5163         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
5164         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
5165     } else {
5166         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
5167         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
5168     }
5169 }
5170
5171 /* Do not call while under the GL lock. */
5172 static BOOL InitAdapters(struct wined3d *wined3d)
5173 {
5174     static HMODULE mod_gl;
5175     BOOL ret;
5176     int ps_selected_mode, vs_selected_mode;
5177
5178     /* No need to hold any lock. The calling library makes sure only one thread calls
5179      * wined3d simultaneously
5180      */
5181
5182     TRACE("Initializing adapters\n");
5183
5184     if(!mod_gl) {
5185 #ifdef USE_WIN32_OPENGL
5186 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
5187         mod_gl = LoadLibraryA("opengl32.dll");
5188         if(!mod_gl) {
5189             ERR("Can't load opengl32.dll!\n");
5190             goto nogl_adapter;
5191         }
5192 #else
5193 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
5194         /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
5195         mod_gl = GetModuleHandleA("gdi32.dll");
5196 #endif
5197     }
5198
5199 /* Load WGL core functions from opengl32.dll */
5200 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5201     WGL_FUNCS_GEN;
5202 #undef USE_WGL_FUNC
5203
5204     if(!pwglGetProcAddress) {
5205         ERR("Unable to load wglGetProcAddress!\n");
5206         goto nogl_adapter;
5207     }
5208
5209 /* Dynamically load all GL core functions */
5210     GL_FUNCS_GEN;
5211 #undef USE_GL_FUNC
5212
5213     /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5214      * otherwise because we have to use winex11.drv's override
5215      */
5216 #ifdef USE_WIN32_OPENGL
5217     wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5218     wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5219 #else
5220     wglFinish = (void*)pwglGetProcAddress("wglFinish");
5221     wglFlush = (void*)pwglGetProcAddress("wglFlush");
5222 #endif
5223
5224     glEnableWINE = glEnable;
5225     glDisableWINE = glDisable;
5226
5227     /* For now only one default adapter */
5228     {
5229         struct wined3d_adapter *adapter = &wined3d->adapters[0];
5230         const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5231         struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5232         struct wined3d_pixel_format *cfgs;
5233         int iPixelFormat;
5234         int res;
5235         int i;
5236         DISPLAY_DEVICEW DisplayDevice;
5237         HDC hdc;
5238
5239         TRACE("Initializing default adapter\n");
5240         adapter->ordinal = 0;
5241         adapter->monitorPoint.x = -1;
5242         adapter->monitorPoint.y = -1;
5243
5244         if (!AllocateLocallyUniqueId(&adapter->luid))
5245         {
5246             DWORD err = GetLastError();
5247             ERR("Failed to set adapter LUID (%#x).\n", err);
5248             goto nogl_adapter;
5249         }
5250         TRACE("Allocated LUID %08x:%08x for adapter.\n",
5251                 adapter->luid.HighPart, adapter->luid.LowPart);
5252
5253         if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5254         {
5255             ERR("Failed to get a gl context for default adapter\n");
5256             goto nogl_adapter;
5257         }
5258
5259         ret = wined3d_adapter_init_gl_caps(adapter);
5260         if(!ret) {
5261             ERR("Failed to initialize gl caps for default adapter\n");
5262             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5263             goto nogl_adapter;
5264         }
5265         ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5266         if(!ret) {
5267             ERR("Failed to init gl formats\n");
5268             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5269             goto nogl_adapter;
5270         }
5271
5272         hdc = fake_gl_ctx.dc;
5273
5274         adapter->TextureRam = adapter->driver_info.vidmem;
5275         adapter->UsedTextureRam = 0;
5276         TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5277
5278         /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5279         DisplayDevice.cb = sizeof(DisplayDevice);
5280         EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5281         TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5282         strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5283
5284         if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5285         {
5286             int attribute;
5287             int attribs[11];
5288             int values[11];
5289             int nAttribs = 0;
5290
5291             attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5292             GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5293
5294             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs * sizeof(*adapter->cfgs));
5295             cfgs = adapter->cfgs;
5296             attribs[nAttribs++] = WGL_RED_BITS_ARB;
5297             attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5298             attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5299             attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5300             attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5301             attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5302             attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5303             attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5304             attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5305             attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5306             attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5307
5308             for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5309             {
5310                 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5311
5312                 if(!res)
5313                     continue;
5314
5315                 /* Cache the pixel format */
5316                 cfgs->iPixelFormat = iPixelFormat;
5317                 cfgs->redSize = values[0];
5318                 cfgs->greenSize = values[1];
5319                 cfgs->blueSize = values[2];
5320                 cfgs->alphaSize = values[3];
5321                 cfgs->colorSize = values[4];
5322                 cfgs->depthSize = values[5];
5323                 cfgs->stencilSize = values[6];
5324                 cfgs->windowDrawable = values[7];
5325                 cfgs->iPixelType = values[8];
5326                 cfgs->doubleBuffer = values[9];
5327                 cfgs->auxBuffers = values[10];
5328
5329                 cfgs->numSamples = 0;
5330                 /* Check multisample support */
5331                 if (gl_info->supported[ARB_MULTISAMPLE])
5332                 {
5333                     int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5334                     int value[2];
5335                     if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5336                         /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5337                         * value[1] = number of multi sample buffers*/
5338                         if(value[0])
5339                             cfgs->numSamples = value[1];
5340                     }
5341                 }
5342
5343                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5344                         "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5345                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5346                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5347                         cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5348                 cfgs++;
5349             }
5350         }
5351         else
5352         {
5353             int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5354             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs * sizeof(*adapter->cfgs));
5355             adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5356
5357             cfgs = adapter->cfgs;
5358             for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5359             {
5360                 PIXELFORMATDESCRIPTOR ppfd;
5361
5362                 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5363                 if(!res)
5364                     continue;
5365
5366                 /* We only want HW acceleration using an OpenGL ICD driver.
5367                  * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5368                  * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5369                  */
5370                 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5371                 {
5372                     TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5373                     continue;
5374                 }
5375
5376                 cfgs->iPixelFormat = iPixelFormat;
5377                 cfgs->redSize = ppfd.cRedBits;
5378                 cfgs->greenSize = ppfd.cGreenBits;
5379                 cfgs->blueSize = ppfd.cBlueBits;
5380                 cfgs->alphaSize = ppfd.cAlphaBits;
5381                 cfgs->colorSize = ppfd.cColorBits;
5382                 cfgs->depthSize = ppfd.cDepthBits;
5383                 cfgs->stencilSize = ppfd.cStencilBits;
5384                 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5385                 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5386                 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5387                 cfgs->auxBuffers = ppfd.cAuxBuffers;
5388                 cfgs->numSamples = 0;
5389
5390                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5391                         "depth=%d, stencil=%d, windowDrawable=%d\n",
5392                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5393                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5394                         cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5395                 cfgs++;
5396                 adapter->nCfgs++;
5397             }
5398
5399             /* 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 */
5400             if(!adapter->nCfgs)
5401             {
5402                 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5403
5404                 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5405                 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5406                 goto nogl_adapter;
5407             }
5408         }
5409
5410         /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5411          * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5412          * but just fake it using D24(X8?) which is fine. D3D also allows that.
5413          * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5414          * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5415          * driver is allowed to consume more bits EXCEPT for stencil bits.
5416          *
5417          * Mark an adapter with this broken stencil behavior.
5418          */
5419         adapter->brokenStencil = TRUE;
5420         for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5421         {
5422             /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5423             if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5424                 adapter->brokenStencil = FALSE;
5425                 break;
5426             }
5427         }
5428
5429         WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5430
5431         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5432         fillGLAttribFuncs(&adapter->gl_info);
5433         adapter->opengl = TRUE;
5434     }
5435     wined3d->adapter_count = 1;
5436     TRACE("%u adapters successfully initialized.\n", wined3d->adapter_count);
5437
5438     return TRUE;
5439
5440 nogl_adapter:
5441     /* Initialize an adapter for ddraw-only memory counting */
5442     memset(wined3d->adapters, 0, sizeof(wined3d->adapters));
5443     wined3d->adapters[0].ordinal = 0;
5444     wined3d->adapters[0].opengl = FALSE;
5445     wined3d->adapters[0].monitorPoint.x = -1;
5446     wined3d->adapters[0].monitorPoint.y = -1;
5447
5448     wined3d->adapters[0].driver_info.name = "Display";
5449     wined3d->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5450     if (wined3d_settings.emulated_textureram)
5451         wined3d->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5452     else
5453         wined3d->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5454
5455     initPixelFormatsNoGL(&wined3d->adapters[0].gl_info);
5456
5457     wined3d->adapter_count = 1;
5458     return FALSE;
5459 }
5460
5461 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5462
5463 const struct wined3d_parent_ops wined3d_null_parent_ops =
5464 {
5465     wined3d_null_wined3d_object_destroyed,
5466 };
5467
5468 /* Do not call while under the GL lock. */
5469 HRESULT wined3d_init(struct wined3d *wined3d, UINT version, DWORD flags, void *parent)
5470 {
5471     wined3d->dxVersion = version;
5472     wined3d->ref = 1;
5473     wined3d->parent = parent;
5474     wined3d->flags = flags;
5475
5476     if (!InitAdapters(wined3d))
5477     {
5478         WARN("Failed to initialize adapters.\n");
5479         if (version > 7)
5480         {
5481             MESSAGE("Direct3D%u is not available without OpenGL.\n", version);
5482             return E_FAIL;
5483         }
5484     }
5485
5486     return WINED3D_OK;
5487 }