wined3d: Don't use framebuffer blit for backbuffer formats with fixups in swapchain_b...
[wine] / dlls / wined3d / directx.c
1 /*
2  * IWineD3D implementation
3  *
4  * Copyright 2002-2004 Jason Edmeades
5  * Copyright 2003-2004 Raphael Junqueira
6  * Copyright 2004 Christian Costa
7  * Copyright 2005 Oliver Stieber
8  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
9  * Copyright 2009 Henri Verbeet for CodeWeavers
10  *
11  * This library is free software; you can redistribute it and/or
12  * modify it under the terms of the GNU Lesser General Public
13  * License as published by the Free Software Foundation; either
14  * version 2.1 of the License, or (at your option) any later version.
15  *
16  * This library is distributed in the hope that it will be useful,
17  * but WITHOUT ANY WARRANTY; without even the implied warranty of
18  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
19  * Lesser General Public License for more details.
20  *
21  * You should have received a copy of the GNU Lesser General Public
22  * License along with this library; if not, write to the Free Software
23  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24  */
25
26 #include "config.h"
27 #include "wined3d_private.h"
28
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
30 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
31
32 #define GLINFO_LOCATION (*gl_info)
33 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
34 #define MAKEDWORD_VERSION(maj, min)  ((maj & 0xffff) << 16) | (min & 0xffff)
35
36 /* The d3d device ID */
37 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
38
39 /* Extension detection */
40 static const struct {
41     const char *extension_string;
42     GL_SupportedExt extension;
43     DWORD version;
44 } EXTENSION_MAP[] = {
45     /* APPLE */
46     {"GL_APPLE_client_storage",             APPLE_CLIENT_STORAGE,           0                           },
47     {"GL_APPLE_fence",                      APPLE_FENCE,                    0                           },
48     {"GL_APPLE_float_pixels",               APPLE_FLOAT_PIXELS,             0                           },
49     {"GL_APPLE_flush_buffer_range",         APPLE_FLUSH_BUFFER_RANGE,       0                           },
50     {"GL_APPLE_flush_render",               APPLE_FLUSH_RENDER,             0                           },
51     {"GL_APPLE_ycbcr_422",                  APPLE_YCBCR_422,                0                           },
52
53     /* ARB */
54     {"GL_ARB_color_buffer_float",           ARB_COLOR_BUFFER_FLOAT,         0                           },
55     {"GL_ARB_depth_buffer_float",           ARB_DEPTH_BUFFER_FLOAT,         0                           },
56     {"GL_ARB_depth_clamp",                  ARB_DEPTH_CLAMP,                0                           },
57     {"GL_ARB_depth_texture",                ARB_DEPTH_TEXTURE,              0                           },
58     {"GL_ARB_draw_buffers",                 ARB_DRAW_BUFFERS,               0                           },
59     {"GL_ARB_fragment_program",             ARB_FRAGMENT_PROGRAM,           0                           },
60     {"GL_ARB_fragment_shader",              ARB_FRAGMENT_SHADER,            0                           },
61     {"GL_ARB_framebuffer_object",           ARB_FRAMEBUFFER_OBJECT,         0                           },
62     {"GL_ARB_geometry_shader4",             ARB_GEOMETRY_SHADER4,           0                           },
63     {"GL_ARB_half_float_pixel",             ARB_HALF_FLOAT_PIXEL,           0                           },
64     {"GL_ARB_half_float_vertex",            ARB_HALF_FLOAT_VERTEX,          0                           },
65     {"GL_ARB_imaging",                      ARB_IMAGING,                    0                           },
66     {"GL_ARB_map_buffer_range",             ARB_MAP_BUFFER_RANGE,           0                           },
67     {"GL_ARB_multisample",                  ARB_MULTISAMPLE,                0                           }, /* needs GLX_ARB_MULTISAMPLE as well */
68     {"GL_ARB_multitexture",                 ARB_MULTITEXTURE,               0                           },
69     {"GL_ARB_occlusion_query",              ARB_OCCLUSION_QUERY,            0                           },
70     {"GL_ARB_pixel_buffer_object",          ARB_PIXEL_BUFFER_OBJECT,        0                           },
71     {"GL_ARB_point_parameters",             ARB_POINT_PARAMETERS,           0                           },
72     {"GL_ARB_point_sprite",                 ARB_POINT_SPRITE,               0                           },
73     {"GL_ARB_provoking_vertex",             ARB_PROVOKING_VERTEX,           0                           },
74     {"GL_ARB_shader_objects",               ARB_SHADER_OBJECTS,             0                           },
75     {"GL_ARB_shader_texture_lod",           ARB_SHADER_TEXTURE_LOD,         0                           },
76     {"GL_ARB_shading_language_100",         ARB_SHADING_LANGUAGE_100,       0                           },
77     {"GL_ARB_sync",                         ARB_SYNC,                       0                           },
78     {"GL_ARB_texture_border_clamp",         ARB_TEXTURE_BORDER_CLAMP,       0                           },
79     {"GL_ARB_texture_compression",          ARB_TEXTURE_COMPRESSION,        0                           },
80     {"GL_ARB_texture_cube_map",             ARB_TEXTURE_CUBE_MAP,           0                           },
81     {"GL_ARB_texture_env_add",              ARB_TEXTURE_ENV_ADD,            0                           },
82     {"GL_ARB_texture_env_combine",          ARB_TEXTURE_ENV_COMBINE,        0                           },
83     {"GL_ARB_texture_env_dot3",             ARB_TEXTURE_ENV_DOT3,           0                           },
84     {"GL_ARB_texture_float",                ARB_TEXTURE_FLOAT,              0                           },
85     {"GL_ARB_texture_mirrored_repeat",      ARB_TEXTURE_MIRRORED_REPEAT,    0                           },
86     {"GL_ARB_texture_non_power_of_two",     ARB_TEXTURE_NON_POWER_OF_TWO,   MAKEDWORD_VERSION(2, 0)     },
87     {"GL_ARB_texture_rectangle",            ARB_TEXTURE_RECTANGLE,          0                           },
88     {"GL_ARB_texture_rg",                   ARB_TEXTURE_RG,                 0                           },
89     {"GL_ARB_vertex_array_bgra",            ARB_VERTEX_ARRAY_BGRA,          0                           },
90     {"GL_ARB_vertex_blend",                 ARB_VERTEX_BLEND,               0                           },
91     {"GL_ARB_vertex_buffer_object",         ARB_VERTEX_BUFFER_OBJECT,       0                           },
92     {"GL_ARB_vertex_program",               ARB_VERTEX_PROGRAM,             0                           },
93     {"GL_ARB_vertex_shader",                ARB_VERTEX_SHADER,              0                           },
94
95     /* ATI */
96     {"GL_ATI_fragment_shader",              ATI_FRAGMENT_SHADER,            0                           },
97     {"GL_ATI_separate_stencil",             ATI_SEPARATE_STENCIL,           0                           },
98     {"GL_ATI_texture_compression_3dc",      ATI_TEXTURE_COMPRESSION_3DC,    0                           },
99     {"GL_ATI_texture_env_combine3",         ATI_TEXTURE_ENV_COMBINE3,       0                           },
100     {"GL_ATI_texture_mirror_once",          ATI_TEXTURE_MIRROR_ONCE,        0                           },
101
102     /* EXT */
103     {"GL_EXT_blend_color",                  EXT_BLEND_COLOR,                0                           },
104     {"GL_EXT_blend_equation_separate",      EXT_BLEND_EQUATION_SEPARATE,    0                           },
105     {"GL_EXT_blend_func_separate",          EXT_BLEND_FUNC_SEPARATE,        0                           },
106     {"GL_EXT_blend_minmax",                 EXT_BLEND_MINMAX,               0                           },
107     {"GL_EXT_fog_coord",                    EXT_FOG_COORD,                  0                           },
108     {"GL_EXT_framebuffer_blit",             EXT_FRAMEBUFFER_BLIT,           0                           },
109     {"GL_EXT_framebuffer_multisample",      EXT_FRAMEBUFFER_MULTISAMPLE,    0                           },
110     {"GL_EXT_framebuffer_object",           EXT_FRAMEBUFFER_OBJECT,         0                           },
111     {"GL_EXT_gpu_program_parameters",       EXT_GPU_PROGRAM_PARAMETERS,     0                           },
112     {"GL_EXT_gpu_shader4",                  EXT_GPU_SHADER4,                0                           },
113     {"GL_EXT_packed_depth_stencil",         EXT_PACKED_DEPTH_STENCIL,       0                           },
114     {"GL_EXT_paletted_texture",             EXT_PALETTED_TEXTURE,           0                           },
115     {"GL_EXT_point_parameters",             EXT_POINT_PARAMETERS,           0                           },
116     {"GL_EXT_provoking_vertex",             EXT_PROVOKING_VERTEX,           0                           },
117     {"GL_EXT_secondary_color",              EXT_SECONDARY_COLOR,            0                           },
118     {"GL_EXT_stencil_two_side",             EXT_STENCIL_TWO_SIDE,           0                           },
119     {"GL_EXT_stencil_wrap",                 EXT_STENCIL_WRAP,               0                           },
120     {"GL_EXT_texture3D",                    EXT_TEXTURE3D,                  MAKEDWORD_VERSION(1, 2)     },
121     {"GL_EXT_texture_compression_rgtc",     EXT_TEXTURE_COMPRESSION_RGTC,   0                           },
122     {"GL_EXT_texture_compression_s3tc",     EXT_TEXTURE_COMPRESSION_S3TC,   0                           },
123     {"GL_EXT_texture_env_add",              EXT_TEXTURE_ENV_ADD,            0                           },
124     {"GL_EXT_texture_env_combine",          EXT_TEXTURE_ENV_COMBINE,        0                           },
125     {"GL_EXT_texture_env_dot3",             EXT_TEXTURE_ENV_DOT3,           0                           },
126     {"GL_EXT_texture_filter_anisotropic",   EXT_TEXTURE_FILTER_ANISOTROPIC, 0                           },
127     {"GL_EXT_texture_lod_bias",             EXT_TEXTURE_LOD_BIAS,           0                           },
128     {"GL_EXT_texture_sRGB",                 EXT_TEXTURE_SRGB,               0                           },
129     {"GL_EXT_vertex_array_bgra",            EXT_VERTEX_ARRAY_BGRA,          0                           },
130
131     /* NV */
132     {"GL_NV_depth_clamp",                   NV_DEPTH_CLAMP,                 0                           },
133     {"GL_NV_fence",                         NV_FENCE,                       0                           },
134     {"GL_NV_fog_distance",                  NV_FOG_DISTANCE,                0                           },
135     {"GL_NV_fragment_program",              NV_FRAGMENT_PROGRAM,            0                           },
136     {"GL_NV_fragment_program2",             NV_FRAGMENT_PROGRAM2,           0                           },
137     {"GL_NV_fragment_program_option",       NV_FRAGMENT_PROGRAM_OPTION,     0                           },
138     {"GL_NV_half_float",                    NV_HALF_FLOAT,                  0                           },
139     {"GL_NV_light_max_exponent",            NV_LIGHT_MAX_EXPONENT,          0                           },
140     {"GL_NV_register_combiners",            NV_REGISTER_COMBINERS,          0                           },
141     {"GL_NV_register_combiners2",           NV_REGISTER_COMBINERS2,         0                           },
142     {"GL_NV_texgen_reflection",             NV_TEXGEN_REFLECTION,           0                           },
143     {"GL_NV_texture_env_combine4",          NV_TEXTURE_ENV_COMBINE4,        0                           },
144     {"GL_NV_texture_shader",                NV_TEXTURE_SHADER,              0                           },
145     {"GL_NV_texture_shader2",               NV_TEXTURE_SHADER2,             0                           },
146     {"GL_NV_vertex_program",                NV_VERTEX_PROGRAM,              0                           },
147     {"GL_NV_vertex_program1_1",             NV_VERTEX_PROGRAM1_1,           0                           },
148     {"GL_NV_vertex_program2",               NV_VERTEX_PROGRAM2,             0                           },
149     {"GL_NV_vertex_program2_option",        NV_VERTEX_PROGRAM2_OPTION,      0                           },
150     {"GL_NV_vertex_program3",               NV_VERTEX_PROGRAM3,             0                           },
151
152     /* SGI */
153     {"GL_SGIS_generate_mipmap",             SGIS_GENERATE_MIPMAP,           0                           },
154 };
155
156 /**********************************************************
157  * Utility functions follow
158  **********************************************************/
159
160 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType);
161
162 const struct min_lookup minMipLookup[] =
163 {
164     /* NONE         POINT                       LINEAR */
165     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
166     {{GL_NEAREST,   GL_NEAREST_MIPMAP_NEAREST,  GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
167     {{GL_LINEAR,    GL_LINEAR_MIPMAP_NEAREST,   GL_LINEAR_MIPMAP_LINEAR}},  /* LINEAR */
168 };
169
170 const struct min_lookup minMipLookup_noFilter[] =
171 {
172     /* NONE         POINT                       LINEAR */
173     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
174     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
175     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* LINEAR */
176 };
177
178 const struct min_lookup minMipLookup_noMip[] =
179 {
180     /* NONE         POINT                       LINEAR */
181     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
182     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
183     {{GL_LINEAR,    GL_LINEAR,                  GL_LINEAR }},               /* LINEAR */
184 };
185
186 const GLenum magLookup[] =
187 {
188     /* NONE     POINT       LINEAR */
189     GL_NEAREST, GL_NEAREST, GL_LINEAR,
190 };
191
192 const GLenum magLookup_noFilter[] =
193 {
194     /* NONE     POINT       LINEAR */
195     GL_NEAREST, GL_NEAREST, GL_NEAREST,
196 };
197
198 /* drawStridedSlow attributes */
199 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
200 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
201 glAttribFunc specular_func_3ubv;
202 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
203 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
204 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
205
206 /**
207  * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
208  * i.e., there is no GL Context - Get a default rendering context to enable the
209  * function query some info from GL.
210  */
211
212 struct wined3d_fake_gl_ctx
213 {
214     HDC dc;
215     HWND wnd;
216     HGLRC gl_ctx;
217     HDC restore_dc;
218     HGLRC restore_gl_ctx;
219 };
220
221 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
222 {
223     TRACE_(d3d_caps)("Destroying fake GL context.\n");
224
225     if (!pwglMakeCurrent(NULL, NULL))
226     {
227         ERR_(d3d_caps)("Failed to disable fake GL context.\n");
228     }
229
230     if (!pwglDeleteContext(ctx->gl_ctx))
231     {
232         DWORD err = GetLastError();
233         ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
234     }
235
236     ReleaseDC(ctx->wnd, ctx->dc);
237     DestroyWindow(ctx->wnd);
238
239     if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
240     {
241         ERR_(d3d_caps)("Failed to restore previous GL context.\n");
242     }
243 }
244
245 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
246 {
247     PIXELFORMATDESCRIPTOR pfd;
248     int iPixelFormat;
249
250     TRACE("getting context...\n");
251
252     ctx->restore_dc = pwglGetCurrentDC();
253     ctx->restore_gl_ctx = pwglGetCurrentContext();
254
255     /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
256     ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
257             WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
258     if (!ctx->wnd)
259     {
260         ERR_(d3d_caps)("Failed to create a window.\n");
261         goto fail;
262     }
263
264     ctx->dc = GetDC(ctx->wnd);
265     if (!ctx->dc)
266     {
267         ERR_(d3d_caps)("Failed to get a DC.\n");
268         goto fail;
269     }
270
271     /* PixelFormat selection */
272     ZeroMemory(&pfd, sizeof(pfd));
273     pfd.nSize = sizeof(pfd);
274     pfd.nVersion = 1;
275     pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
276     pfd.iPixelType = PFD_TYPE_RGBA;
277     pfd.cColorBits = 32;
278     pfd.iLayerType = PFD_MAIN_PLANE;
279
280     iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
281     if (!iPixelFormat)
282     {
283         /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
284         ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
285         goto fail;
286     }
287     DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
288     SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
289
290     /* Create a GL context. */
291     ctx->gl_ctx = pwglCreateContext(ctx->dc);
292     if (!ctx->gl_ctx)
293     {
294         WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
295         goto fail;
296     }
297
298     /* Make it the current GL context. */
299     if (!context_set_current(NULL))
300     {
301         ERR_(d3d_caps)("Failed to clear current D3D context.\n");
302     }
303
304     if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
305     {
306         ERR_(d3d_caps)("Failed to make fake GL context current.\n");
307         goto fail;
308     }
309
310     return TRUE;
311
312 fail:
313     if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
314     ctx->gl_ctx = NULL;
315     if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
316     ctx->dc = NULL;
317     if (ctx->wnd) DestroyWindow(ctx->wnd);
318     ctx->wnd = NULL;
319     if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
320     {
321         ERR_(d3d_caps)("Failed to restore previous GL context.\n");
322     }
323
324     return FALSE;
325 }
326
327 /* Adjust the amount of used texture memory */
328 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram)
329 {
330     struct wined3d_adapter *adapter = D3DDevice->adapter;
331
332     adapter->UsedTextureRam += glram;
333     TRACE("Adjusted gl ram by %ld to %d\n", glram, adapter->UsedTextureRam);
334     return adapter->UsedTextureRam;
335 }
336
337 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
338 {
339     HeapFree(GetProcessHeap(), 0, adapter->gl_info.gl_formats);
340     HeapFree(GetProcessHeap(), 0, adapter->cfgs);
341 }
342
343 /**********************************************************
344  * IUnknown parts follows
345  **********************************************************/
346
347 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
348 {
349     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
350
351     TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
352     if (IsEqualGUID(riid, &IID_IUnknown)
353         || IsEqualGUID(riid, &IID_IWineD3DBase)
354         || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
355         IUnknown_AddRef(iface);
356         *ppobj = This;
357         return S_OK;
358     }
359     *ppobj = NULL;
360     return E_NOINTERFACE;
361 }
362
363 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
364     IWineD3DImpl *This = (IWineD3DImpl *)iface;
365     ULONG refCount = InterlockedIncrement(&This->ref);
366
367     TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
368     return refCount;
369 }
370
371 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
372     IWineD3DImpl *This = (IWineD3DImpl *)iface;
373     ULONG ref;
374     TRACE("(%p) : Releasing from %d\n", This, This->ref);
375     ref = InterlockedDecrement(&This->ref);
376     if (ref == 0) {
377         unsigned int i;
378
379         for (i = 0; i < This->adapter_count; ++i)
380         {
381             wined3d_adapter_cleanup(&This->adapters[i]);
382         }
383         HeapFree(GetProcessHeap(), 0, This);
384     }
385
386     return ref;
387 }
388
389 /**********************************************************
390  * IWineD3D parts follows
391  **********************************************************/
392
393 /* GL locking is done by the caller */
394 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
395 {
396     GLuint prog;
397     BOOL ret = FALSE;
398     const char *testcode =
399         "!!ARBvp1.0\n"
400         "PARAM C[66] = { program.env[0..65] };\n"
401         "ADDRESS A0;"
402         "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
403         "ARL A0.x, zero.x;\n"
404         "MOV result.position, C[A0.x + 65];\n"
405         "END\n";
406
407     while(glGetError());
408     GL_EXTCALL(glGenProgramsARB(1, &prog));
409     if(!prog) {
410         ERR("Failed to create an ARB offset limit test program\n");
411     }
412     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
413     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
414                                   strlen(testcode), testcode));
415     if(glGetError() != 0) {
416         TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
417         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
418         ret = TRUE;
419     } else TRACE("OpenGL implementation allows offsets > 63\n");
420
421     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
422     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
423     checkGLcall("ARB vp offset limit test cleanup");
424
425     return ret;
426 }
427
428 static DWORD ver_for_ext(GL_SupportedExt ext)
429 {
430     unsigned int i;
431     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
432         if(EXTENSION_MAP[i].extension == ext) {
433             return EXTENSION_MAP[i].version;
434         }
435     }
436     return 0;
437 }
438
439 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
440         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
441 {
442     if (card_vendor != HW_VENDOR_ATI) return FALSE;
443     if (device == CARD_ATI_RADEON_9500) return TRUE;
444     if (device == CARD_ATI_RADEON_X700) return TRUE;
445     if (device == CARD_ATI_RADEON_X1600) return TRUE;
446     return FALSE;
447 }
448
449 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
450         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
451 {
452     if (card_vendor == HW_VENDOR_NVIDIA)
453     {
454         if (device == CARD_NVIDIA_GEFORCEFX_5800 || device == CARD_NVIDIA_GEFORCEFX_5600)
455         {
456             return TRUE;
457         }
458     }
459     return FALSE;
460 }
461
462 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
463         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
464 {
465     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
466      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
467      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
468      *
469      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
470      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
471      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
472      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
473      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
474      * the chance that other implementations support them is rather small since Win32 QuickTime uses
475      * DirectDraw, not OpenGL.
476      *
477      * This test has been moved into wined3d_guess_gl_vendor()
478      */
479     if (gl_vendor == GL_VENDOR_APPLE)
480     {
481         return TRUE;
482     }
483     return FALSE;
484 }
485
486 /* Context activation is done by the caller. */
487 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
488 {
489     /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
490      * but glTexSubImage from a PBO fails miserably, with the first line repeated over
491      * all the texture. This function detects this bug by its symptom and disables PBOs
492      * if the test fails.
493      *
494      * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
495      * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
496      * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
497      * read back is compared to the original. If they are equal PBOs are assumed to work,
498      * otherwise the PBO extension is disabled. */
499     GLuint texture, pbo;
500     static const unsigned int pattern[] =
501     {
502         0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
503         0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
504         0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
505         0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
506     };
507     unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
508
509     /* No PBO -> No point in testing them. */
510     if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
511
512     ENTER_GL();
513
514     while (glGetError());
515     glGenTextures(1, &texture);
516     glBindTexture(GL_TEXTURE_2D, texture);
517
518     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
519     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
520     checkGLcall("Specifying the PBO test texture");
521
522     GL_EXTCALL(glGenBuffersARB(1, &pbo));
523     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
524     GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
525     checkGLcall("Specifying the PBO test pbo");
526
527     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
528     checkGLcall("Loading the PBO test texture");
529
530     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
531     wglFinish(); /* just to be sure */
532
533     memset(check, 0, sizeof(check));
534     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
535     checkGLcall("Reading back the PBO test texture");
536
537     glDeleteTextures(1, &texture);
538     GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
539     checkGLcall("PBO test cleanup");
540
541     LEAVE_GL();
542
543     if (memcmp(check, pattern, sizeof(check)))
544     {
545         WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
546         WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
547         gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
548     }
549     else
550     {
551         TRACE_(d3d_caps)("PBO test successful.\n");
552     }
553 }
554
555 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
556         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
557 {
558     return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
559 }
560
561 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
562         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
563 {
564     if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
565     if (card_vendor != HW_VENDOR_ATI) return FALSE;
566     if (device == CARD_ATI_RADEON_X1600) return FALSE;
567     return TRUE;
568 }
569
570 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
571         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
572 {
573     return (gl_vendor == GL_VENDOR_ATI);
574
575 }
576
577 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
578         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
579 {
580     /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
581      * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
582      * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
583      * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
584      * hardcoded
585      *
586      * dx10 cards usually have 64 varyings */
587     return gl_info->limits.glsl_varyings > 44;
588 }
589
590 /* A GL context is provided by the caller */
591 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
592         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
593 {
594     GLenum error;
595     DWORD data[16];
596
597     if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
598
599     ENTER_GL();
600     while(glGetError());
601     GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
602     error = glGetError();
603     LEAVE_GL();
604
605     if(error == GL_NO_ERROR)
606     {
607         TRACE("GL Implementation accepts 4 component specular color pointers\n");
608         return TRUE;
609     }
610     else
611     {
612         TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
613               debug_glerror(error));
614         return FALSE;
615     }
616 }
617
618 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
619         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
620 {
621     if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
622     return gl_info->supported[NV_TEXTURE_SHADER];
623 }
624
625 /* A GL context is provided by the caller */
626 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
627         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
628 {
629     GLuint prog;
630     BOOL ret = FALSE;
631     GLint pos;
632     const char *testcode =
633         "!!ARBvp1.0\n"
634         "OPTION NV_vertex_program2;\n"
635         "MOV result.clip[0], 0.0;\n"
636         "MOV result.position, 0.0;\n"
637         "END\n";
638
639     if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
640
641     ENTER_GL();
642     while(glGetError());
643
644     GL_EXTCALL(glGenProgramsARB(1, &prog));
645     if(!prog)
646     {
647         ERR("Failed to create the NVvp clip test program\n");
648         LEAVE_GL();
649         return FALSE;
650     }
651     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
652     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
653                                   strlen(testcode), testcode));
654     glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
655     if(pos != -1)
656     {
657         WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
658         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
659         ret = TRUE;
660         while(glGetError());
661     }
662     else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
663
664     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
665     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
666     checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
667
668     LEAVE_GL();
669     return ret;
670 }
671
672 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
673 {
674     TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
675     gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
676     TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
677     gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
678 }
679
680 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
681 {
682     quirk_arb_constants(gl_info);
683     /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
684      * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
685      * allow 48 different offsets or other helper immediate values. */
686     TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
687     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
688 }
689
690 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
691  * on more than one texture unit. This means that the d3d9 visual point size test will cause a
692  * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
693  * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
694  * most games, but avoids the crash
695  *
696  * A more sophisticated way would be to find all units that need texture coordinates and enable
697  * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
698  * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
699  *
700  * Note that disabling the extension entirely does not gain predictability because there is no point
701  * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
702 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
703 {
704     if (gl_info->supported[ARB_POINT_SPRITE])
705     {
706         TRACE("Limiting point sprites to one texture unit.\n");
707         gl_info->limits.point_sprite_units = 1;
708     }
709 }
710
711 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
712 {
713     quirk_arb_constants(gl_info);
714
715     /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
716      * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
717      * If real NP2 textures are used, the driver falls back to software. We could just remove the
718      * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
719      * due to the non-normalized texture coordinates. Thus set an internal extension flag,
720      * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
721      * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
722      *
723      * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
724      * has this extension promoted to core. The extension loading code sets this extension supported
725      * due to that, so this code works on fglrx as well. */
726     if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
727     {
728         TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
729         gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
730         gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
731     }
732
733     /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
734      * it is generally more efficient. Reserve just 8 constants. */
735     TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
736     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
737 }
738
739 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
740 {
741     /*  The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
742      *  doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
743      *  This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
744      *  within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
745      *  FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
746      *  We therefore completely remove ARB_tex_npot from the list of supported extensions.
747      *
748      *  Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
749      *  triggering the software fallback. There is not much we can do here apart from disabling the
750      *  software-emulated extension and reenable ARB_tex_rect (which was previously disabled
751      *  in IWineD3DImpl_FillGLCaps).
752      *  This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
753      *  post-processing effects in the game "Max Payne 2").
754      *  The behaviour can be verified through a simple test app attached in bugreport #14724. */
755     TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
756     gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
757     gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
758 }
759
760 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
761 {
762     /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
763      * with fixed function fragment processing. Ideally this flag should be detected with a test shader
764      * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
765      * do not like vertex shaders in feedback mode and return an error, even though it should be valid
766      * according to the spec.
767      *
768      * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
769      * makes the shader slower and eats instruction slots which should be available to the d3d app.
770      *
771      * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
772      * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
773      * this workaround is activated on cards that do not need it, it won't break things, just affect
774      * performance negatively. */
775     TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
776     gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
777 }
778
779 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
780 {
781     gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
782 }
783
784 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
785 {
786     gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
787 }
788
789 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
790 {
791     gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
792     gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
793 }
794
795 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
796 {
797     gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
798 }
799
800 struct driver_quirk
801 {
802     BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
803             enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
804     void (*apply)(struct wined3d_gl_info *gl_info);
805     const char *description;
806 };
807
808 static const struct driver_quirk quirk_table[] =
809 {
810     {
811         match_ati_r300_to_500,
812         quirk_ati_dx9,
813         "ATI GLSL constant and normalized texrect quirk"
814     },
815     /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
816      * used it falls back to software. While the compiler can detect if the shader uses all declared
817      * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
818      * using relative addressing falls back to software.
819      *
820      * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
821     {
822         match_apple,
823         quirk_apple_glsl_constants,
824         "Apple GLSL uniform override"
825     },
826     {
827         match_geforce5,
828         quirk_no_np2,
829         "Geforce 5 NP2 disable"
830     },
831     {
832         match_apple_intel,
833         quirk_texcoord_w,
834         "Init texcoord .w for Apple Intel GPU driver"
835     },
836     {
837         match_apple_nonr500ati,
838         quirk_texcoord_w,
839         "Init texcoord .w for Apple ATI >= r600 GPU driver"
840     },
841     {
842         match_fglrx,
843         quirk_one_point_sprite,
844         "Fglrx point sprite crash workaround"
845     },
846     {
847         match_dx10_capable,
848         quirk_clip_varying,
849         "Reserved varying for gl_ClipPos"
850     },
851     {
852         /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
853          * GL implementations accept it. The Mac GL is the only implementation known to
854          * reject it.
855          *
856          * If we can pass 4 component specular colors, do it, because (a) we don't have
857          * to screw around with the data, and (b) the D3D fixed function vertex pipeline
858          * passes specular alpha to the pixel shader if any is used. Otherwise the
859          * specular alpha is used to pass the fog coordinate, which we pass to opengl
860          * via GL_EXT_fog_coord.
861          */
862         match_allows_spec_alpha,
863         quirk_allows_specular_alpha,
864         "Allow specular alpha quirk"
865     },
866     {
867         /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
868          * (rdar://5682521).
869          */
870         match_apple_nvts,
871         quirk_apple_nvts,
872         "Apple NV_texture_shader disable"
873     },
874     {
875         match_broken_nv_clip,
876         quirk_disable_nvvp_clip,
877         "Apple NV_vertex_program clip bug quirk"
878     },
879 };
880
881 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
882  * reporting a driver version is moot because we are not the Windows driver, and we have different
883  * bugs, features, etc.
884  *
885  * The driver version has the form "x.y.z.w".
886  *
887  * "x" is the Windows version the driver is meant for:
888  * 4 -> 95/98/NT4
889  * 5 -> 2000
890  * 6 -> 2000/XP
891  * 7 -> Vista
892  * 8 -> Win 7
893  *
894  * "y" is the Direct3D level the driver supports:
895  * 11 -> d3d6
896  * 12 -> d3d7
897  * 13 -> d3d8
898  * 14 -> d3d9
899  * 15 -> d3d10
900  *
901  * "z" is unknown, possibly vendor specific.
902  *
903  * "w" is the vendor specific driver version.
904  */
905 struct driver_version_information
906 {
907     WORD vendor;                    /* reported PCI card vendor ID  */
908     WORD card;                      /* reported PCI card device ID  */
909     const char *description;        /* Description of the card e.g. NVIDIA RIVA TNT */
910     WORD d3d_level;                 /* driver hiword to report      */
911     WORD lopart_hi, lopart_lo;      /* driver loword to report      */
912 };
913
914 static const struct driver_version_information driver_version_table[] =
915 {
916     /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (180.x)
917      * GeforceFX support is up to 173.x, - driver uses numbering x.y.11.7341 for 173.41 where x is the windows revision (6=2000/xp, 7=vista), y is unknown
918      * Geforce2MX/3/4 up to 96.x - driver uses numbering 9.6.8.9 for 96.89
919      * TNT/Geforce1/2 up to 71.x - driver uses numbering 7.1.8.6 for 71.86
920      *
921      * All version numbers used below are from the Linux nvidia drivers. */
922     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT,           "NVIDIA RIVA TNT",                  1,  8,  6      },
923     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT2,          "NVIDIA RIVA TNT2/TNT2 Pro",        1,  8,  6      },
924     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE,            "NVIDIA GeForce 256",               1,  8,  6      },
925     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2_MX,        "NVIDIA GeForce2 MX/MX 400",        6,  4,  3      },
926     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2,           "NVIDIA GeForce2 GTS/GeForce2 Pro", 1,  8,  6      },
927     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE3,           "NVIDIA GeForce3",                  6,  10, 9371   },
928     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_MX,        "NVIDIA GeForce4 MX 460",           6,  10, 9371   },
929     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_TI4200,    "NVIDIA GeForce4 Ti 4200",          6,  10, 9371   },
930     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5200,     "NVIDIA GeForce FX 5200",           15, 11, 7516   },
931     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5600,     "NVIDIA GeForce FX 5600",           15, 11, 7516   },
932     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5800,     "NVIDIA GeForce FX 5800",           15, 11, 7516   },
933     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6200,       "NVIDIA GeForce 6200",              15, 11, 8618   },
934     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6600GT,     "NVIDIA GeForce 6600 GT",           15, 11, 8618   },
935     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6800,       "NVIDIA GeForce 6800",              15, 11, 8618   },
936     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7300,       "NVIDIA GeForce Go 7300",           15, 11, 8585   },
937     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7400,       "NVIDIA GeForce Go 7400",           15, 11, 8585   },
938     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7600,       "NVIDIA GeForce 7600 GT",           15, 11, 8618   },
939     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7800GT,     "NVIDIA GeForce 7800 GT",           15, 11, 8618   },
940     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8300GS,     "NVIDIA GeForce 8300 GS",           15, 11, 8618   },
941     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600GT,     "NVIDIA GeForce 8600 GT",           15, 11, 8618   },
942     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600MGT,    "NVIDIA GeForce 8600M GT",          15, 11, 8585   },
943     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTS,    "NVIDIA GeForce 8800 GTS",          15, 11, 8618   },
944     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9200,       "NVIDIA GeForce 9200",              15, 11, 8618   },
945     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9400GT,     "NVIDIA GeForce 9400 GT",           15, 11, 8618   },
946     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9500GT,     "NVIDIA GeForce 9500 GT",           15, 11, 8618   },
947     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9600GT,     "NVIDIA GeForce 9600 GT",           15, 11, 8618   },
948     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9800GT,     "NVIDIA GeForce 9800 GT",           15, 11, 8618   },
949     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX260,     "NVIDIA GeForce GTX 260",           15, 11, 8618   },
950     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX275,     "NVIDIA GeForce GTX 275",           15, 11, 8618   },
951     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX280,     "NVIDIA GeForce GTX 280",           15, 11, 8618   },
952     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT240,      "NVIDIA GeForce GT 240",            15, 11, 8618   },
953
954     /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode. */
955     {HW_VENDOR_ATI,        CARD_ATI_RADEON_9500,           "ATI Radeon 9500",                  14, 10, 6764    },
956     {HW_VENDOR_ATI,        CARD_ATI_RADEON_X700,           "ATI Radeon X700 SE",               14, 10, 6764    },
957     {HW_VENDOR_ATI,        CARD_ATI_RADEON_X1600,          "ATI Radeon X1600 Series",          14, 10, 6764    },
958     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD2300,         "ATI Mobility Radeon HD 2300",      14, 10, 6764    },
959     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD2600,         "ATI Mobility Radeon HD 2600",      14, 10, 6764    },
960     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD2900,         "ATI Radeon HD 2900 XT",            14, 10, 6764    },
961     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4350,         "ATI Radeon HD 4350",               14, 10, 6764    },
962     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4600,         "ATI Radeon HD 4600 Series",        14, 10, 6764    },
963     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4700,         "ATI Radeon HD 4700 Series",        14, 10, 6764    },
964     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4800,         "ATI Radeon HD 4800 Series",        14, 10, 6764    },
965     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD5700,         "ATI Radeon HD 5700 Series",        14, 10, 8681    },
966     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD5800,         "ATI Radeon HD 5800 Series",        14, 10, 8681    },
967
968     /* TODO: Add information about legacy ATI hardware, Intel and other cards. */
969 };
970
971 static void init_driver_info(struct wined3d_driver_info *driver_info,
972         enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
973 {
974     OSVERSIONINFOW os_version;
975     WORD driver_os_version;
976     unsigned int i;
977
978     if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
979     {
980         TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
981         vendor = wined3d_settings.pci_vendor_id;
982     }
983     driver_info->vendor = vendor;
984
985     if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
986     {
987         TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
988         device = wined3d_settings.pci_device_id;
989     }
990     driver_info->device = device;
991
992     switch (vendor)
993     {
994         case HW_VENDOR_ATI:
995             driver_info->name = "ati2dvag.dll";
996             break;
997
998         case HW_VENDOR_NVIDIA:
999             driver_info->name = "nv4_disp.dll";
1000             break;
1001
1002         case HW_VENDOR_INTEL:
1003         default:
1004             FIXME_(d3d_caps)("Unhandled vendor %04x.\n", vendor);
1005             driver_info->name = "Display";
1006             break;
1007     }
1008
1009     memset(&os_version, 0, sizeof(os_version));
1010     os_version.dwOSVersionInfoSize = sizeof(os_version);
1011     if (!GetVersionExW(&os_version))
1012     {
1013         ERR("Failed to get OS version, reporting 2000/XP.\n");
1014         driver_os_version = 6;
1015     }
1016     else
1017     {
1018         TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1019         switch (os_version.dwMajorVersion)
1020         {
1021             case 4:
1022                 driver_os_version = 4;
1023                 break;
1024
1025             case 5:
1026                 driver_os_version = 6;
1027                 break;
1028
1029             case 6:
1030                 if (os_version.dwMinorVersion == 0)
1031                 {
1032                     driver_os_version = 7;
1033                 }
1034                 else
1035                 {
1036                     if (os_version.dwMinorVersion > 1)
1037                     {
1038                         FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1039                                 os_version.dwMajorVersion, os_version.dwMinorVersion);
1040                     }
1041                     driver_os_version = 8;
1042                 }
1043                 break;
1044
1045             default:
1046                 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1047                         os_version.dwMajorVersion, os_version.dwMinorVersion);
1048                 driver_os_version = 6;
1049                 break;
1050         }
1051     }
1052
1053     driver_info->description = "Direct3D HAL";
1054     driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1055     driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1056
1057     for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); ++i)
1058     {
1059         if (vendor == driver_version_table[i].vendor && device == driver_version_table[i].card)
1060         {
1061             TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1062
1063             driver_info->description = driver_version_table[i].description;
1064             driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, driver_version_table[i].d3d_level);
1065             driver_info->version_low = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
1066                     driver_version_table[i].lopart_lo);
1067             break;
1068         }
1069     }
1070
1071     TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1072             driver_info->version_high, driver_info->version_low);
1073 }
1074
1075 /* Context activation is done by the caller. */
1076 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1077         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1078 {
1079     unsigned int i;
1080
1081     for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1082     {
1083         if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1084         TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1085         quirk_table[i].apply(gl_info);
1086     }
1087
1088     /* Find out if PBOs work as they are supposed to. */
1089     test_pbo_functionality(gl_info);
1090 }
1091
1092 static DWORD wined3d_parse_gl_version(const char *gl_version)
1093 {
1094     const char *ptr = gl_version;
1095     int major, minor;
1096
1097     major = atoi(ptr);
1098     if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1099
1100     while (isdigit(*ptr)) ++ptr;
1101     if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1102
1103     minor = atoi(ptr);
1104
1105     TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1106
1107     return MAKEDWORD_VERSION(major, minor);
1108 }
1109
1110 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1111 {
1112
1113     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1114      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1115      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1116      *
1117      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1118      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1119      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1120      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1121      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1122      * the chance that other implementations support them is rather small since Win32 QuickTime uses
1123      * DirectDraw, not OpenGL. */
1124     if (gl_info->supported[APPLE_FENCE]
1125             && gl_info->supported[APPLE_CLIENT_STORAGE]
1126             && gl_info->supported[APPLE_FLUSH_RENDER]
1127             && gl_info->supported[APPLE_YCBCR_422])
1128         return GL_VENDOR_APPLE;
1129
1130     if (strstr(gl_vendor_string, "NVIDIA"))
1131         return GL_VENDOR_NVIDIA;
1132
1133     if (strstr(gl_vendor_string, "ATI"))
1134         return GL_VENDOR_ATI;
1135
1136     if (strstr(gl_vendor_string, "Intel(R)")
1137             || strstr(gl_renderer, "Intel(R)")
1138             || strstr(gl_vendor_string, "Intel Inc."))
1139         return GL_VENDOR_INTEL;
1140
1141     if (strstr(gl_vendor_string, "Mesa")
1142             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1143             || strstr(gl_vendor_string, "DRI R300 Project")
1144             || strstr(gl_vendor_string, "X.Org R300 Project")
1145             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1146             || strstr(gl_vendor_string, "VMware, Inc.")
1147             || strstr(gl_renderer, "Mesa")
1148             || strstr(gl_renderer, "Gallium"))
1149         return GL_VENDOR_MESA;
1150
1151     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_WINE.\n", debugstr_a(gl_vendor_string));
1152
1153     return GL_VENDOR_WINE;
1154 }
1155
1156 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1157 {
1158     if (strstr(gl_vendor_string, "NVIDIA"))
1159         return HW_VENDOR_NVIDIA;
1160
1161     if (strstr(gl_vendor_string, "ATI")
1162             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1163             || strstr(gl_vendor_string, "X.Org R300 Project")
1164             || strstr(gl_vendor_string, "DRI R300 Project"))
1165         return HW_VENDOR_ATI;
1166
1167     if (strstr(gl_vendor_string, "Intel(R)")
1168             || strstr(gl_renderer, "Intel(R)")
1169             || strstr(gl_vendor_string, "Intel Inc."))
1170         return HW_VENDOR_INTEL;
1171
1172     if (strstr(gl_vendor_string, "Mesa")
1173             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1174             || strstr(gl_vendor_string, "VMware, Inc."))
1175         return HW_VENDOR_WINE;
1176
1177     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1178
1179     return HW_VENDOR_NVIDIA;
1180 }
1181
1182
1183
1184 enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1185             unsigned int *vidmem )
1186 {
1187     /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1188      * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1189      */
1190     if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1191     {
1192         /* Geforce 200 - highend */
1193         if (strstr(gl_renderer, "GTX 280")
1194                 || strstr(gl_renderer, "GTX 285")
1195                 || strstr(gl_renderer, "GTX 295"))
1196         {
1197             *vidmem = 1024;
1198             return CARD_NVIDIA_GEFORCE_GTX280;
1199         }
1200
1201         /* Geforce 200 - midend high */
1202         if (strstr(gl_renderer, "GTX 275"))
1203         {
1204             *vidmem = 896;
1205             return CARD_NVIDIA_GEFORCE_GTX275;
1206         }
1207
1208         /* Geforce 200 - midend */
1209         if (strstr(gl_renderer, "GTX 260"))
1210         {
1211             *vidmem = 1024;
1212             return CARD_NVIDIA_GEFORCE_GTX260;
1213         }
1214         /* Geforce 200 - midend */
1215         if (strstr(gl_renderer, "GT 240"))
1216         {
1217            *vidmem = 512;
1218            return CARD_NVIDIA_GEFORCE_GT240;
1219         }
1220
1221         /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1222         if (strstr(gl_renderer, "9800")
1223                 || strstr(gl_renderer, "GTS 150")
1224                 || strstr(gl_renderer, "GTS 250"))
1225         {
1226             *vidmem = 512;
1227             return CARD_NVIDIA_GEFORCE_9800GT;
1228         }
1229
1230         /* Geforce9 - midend */
1231         if (strstr(gl_renderer, "9600"))
1232         {
1233             *vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1234             return CARD_NVIDIA_GEFORCE_9600GT;
1235         }
1236
1237         /* Geforce9 - midend low / Geforce 200 - low */
1238         if (strstr(gl_renderer, "9500")
1239                 || strstr(gl_renderer, "GT 120")
1240                 || strstr(gl_renderer, "GT 130"))
1241         {
1242             *vidmem = 256; /* The 9500GT has 256-1024MB */
1243             return CARD_NVIDIA_GEFORCE_9500GT;
1244         }
1245
1246         /* Geforce9 - lowend */
1247         if (strstr(gl_renderer, "9400"))
1248         {
1249             *vidmem = 256; /* The 9400GT has 256-1024MB */
1250             return CARD_NVIDIA_GEFORCE_9400GT;
1251         }
1252
1253         /* Geforce9 - lowend low */
1254         if (strstr(gl_renderer, "9100")
1255                 || strstr(gl_renderer, "9200")
1256                 || strstr(gl_renderer, "9300")
1257                 || strstr(gl_renderer, "G 100"))
1258         {
1259             *vidmem = 256; /* The 9100-9300 cards have 256MB */
1260             return CARD_NVIDIA_GEFORCE_9200;
1261         }
1262
1263         /* Geforce8 - highend */
1264         if (strstr(gl_renderer, "8800"))
1265         {
1266             *vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1267             return CARD_NVIDIA_GEFORCE_8800GTS;
1268         }
1269
1270         /* Geforce8 - midend mobile */
1271         if (strstr(gl_renderer, "8600 M"))
1272         {
1273             *vidmem = 512;
1274             return CARD_NVIDIA_GEFORCE_8600MGT;
1275         }
1276
1277         /* Geforce8 - midend */
1278         if (strstr(gl_renderer, "8600")
1279                 || strstr(gl_renderer, "8700"))
1280         {
1281             *vidmem = 256;
1282             return CARD_NVIDIA_GEFORCE_8600GT;
1283         }
1284
1285         /* Geforce8 - lowend */
1286         if (strstr(gl_renderer, "8100")
1287                 || strstr(gl_renderer, "8200")
1288                 || strstr(gl_renderer, "8300")
1289                 || strstr(gl_renderer, "8400")
1290                 || strstr(gl_renderer, "8500"))
1291         {
1292             *vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1293             return CARD_NVIDIA_GEFORCE_8300GS;
1294         }
1295
1296         /* Geforce7 - highend */
1297         if (strstr(gl_renderer, "7800")
1298                 || strstr(gl_renderer, "7900")
1299                 || strstr(gl_renderer, "7950")
1300                 || strstr(gl_renderer, "Quadro FX 4")
1301                 || strstr(gl_renderer, "Quadro FX 5"))
1302         {
1303             *vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1304             return CARD_NVIDIA_GEFORCE_7800GT;
1305         }
1306
1307         /* Geforce7 midend */
1308         if (strstr(gl_renderer, "7600")
1309                 || strstr(gl_renderer, "7700"))
1310         {
1311             *vidmem = 256; /* The 7600 uses 256-512MB */
1312             return CARD_NVIDIA_GEFORCE_7600;
1313         }
1314
1315         /* Geforce7 lower medium */
1316         if (strstr(gl_renderer, "7400"))
1317         {
1318             *vidmem = 256; /* The 7400 uses 256-512MB */
1319             return CARD_NVIDIA_GEFORCE_7400;
1320         }
1321
1322         /* Geforce7 lowend */
1323         if (strstr(gl_renderer, "7300"))
1324         {
1325             *vidmem = 256; /* Mac Pros with this card have 256 MB */
1326             return CARD_NVIDIA_GEFORCE_7300;
1327         }
1328
1329         /* Geforce6 highend */
1330         if (strstr(gl_renderer, "6800"))
1331         {
1332             *vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1333             return CARD_NVIDIA_GEFORCE_6800;
1334         }
1335
1336         /* Geforce6 - midend */
1337         if (strstr(gl_renderer, "6600")
1338                 || strstr(gl_renderer, "6610")
1339                 || strstr(gl_renderer, "6700"))
1340         {
1341             *vidmem = 128; /* A 6600GT has 128-256MB */
1342             return CARD_NVIDIA_GEFORCE_6600GT;
1343         }
1344
1345         /* Geforce6/7 lowend */
1346         *vidmem = 64; /* */
1347         return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1348     }
1349
1350     if (WINE_D3D9_CAPABLE(gl_info))
1351     {
1352         /* GeforceFX - highend */
1353         if (strstr(gl_renderer, "5800")
1354                 || strstr(gl_renderer, "5900")
1355                 || strstr(gl_renderer, "5950")
1356                 || strstr(gl_renderer, "Quadro FX"))
1357         {
1358             *vidmem = 256; /* 5800-5900 cards use 256MB */
1359             return CARD_NVIDIA_GEFORCEFX_5800;
1360         }
1361
1362         /* GeforceFX - midend */
1363         if (strstr(gl_renderer, "5600")
1364                 || strstr(gl_renderer, "5650")
1365                 || strstr(gl_renderer, "5700")
1366                 || strstr(gl_renderer, "5750"))
1367         {
1368             *vidmem = 128; /* A 5600 uses 128-256MB */
1369             return CARD_NVIDIA_GEFORCEFX_5600;
1370         }
1371
1372         /* GeforceFX - lowend */
1373         *vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1374         return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1375     }
1376
1377     if (WINE_D3D8_CAPABLE(gl_info))
1378     {
1379         if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1380         {
1381             *vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1382             return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1383         }
1384
1385         *vidmem = 64; /* Geforce3 cards have 64-128MB */
1386         return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1387     }
1388
1389     if (WINE_D3D7_CAPABLE(gl_info))
1390     {
1391         if (strstr(gl_renderer, "GeForce4 MX"))
1392         {
1393             /* Most Geforce4MX GPUs have at least 64MB of memory, some
1394              * early models had 32MB but most have 64MB or even 128MB. */
1395             *vidmem = 64;
1396             return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1397         }
1398
1399         if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1400         {
1401             *vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1402             return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1403         }
1404
1405         if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1406         {
1407             *vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1408             return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1409         }
1410
1411         /* Most Geforce1 cards have 32MB, there are also some rare 16
1412          * and 64MB (Dell) models. */
1413         *vidmem = 32;
1414         return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1415     }
1416
1417     if (strstr(gl_renderer, "TNT2"))
1418     {
1419         *vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1420         return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1421     }
1422
1423     *vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1424     return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1425
1426 }
1427
1428 enum wined3d_pci_device select_card_ati_binary(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1429     unsigned int *vidmem )
1430 {
1431     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1432      *
1433      * Beware: renderer string do not match exact card model,
1434      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1435     if (WINE_D3D9_CAPABLE(gl_info))
1436     {
1437         /* Radeon EG CYPRESS XT / PRO HD5800 - highend */
1438         if (strstr(gl_renderer, "HD 5800")          /* Radeon EG CYPRESS HD58xx generic renderer string */
1439                 || strstr(gl_renderer, "HD 5850")   /* Radeon EG CYPRESS XT */
1440                 || strstr(gl_renderer, "HD 5870"))  /* Radeon EG CYPRESS PRO */
1441         {
1442             *vidmem = 1024; /* note: HD58xx cards use 1024MB  */
1443             return CARD_ATI_RADEON_HD5800;
1444         }
1445
1446         /* Radeon EG JUNIPER XT / LE HD5700 - midend */
1447         if (strstr(gl_renderer, "HD 5700")          /* Radeon EG JUNIPER HD57xx generic renderer string */
1448                 || strstr(gl_renderer, "HD 5750")   /* Radeon EG JUNIPER LE */
1449                 || strstr(gl_renderer, "HD 5770"))  /* Radeon EG JUNIPER XT */
1450         {
1451             *vidmem = 512; /* note: HD5770 cards use 1024MB and HD5750 cards use 512MB or 1024MB  */
1452             return CARD_ATI_RADEON_HD5700;
1453         }
1454
1455         /* Radeon R7xx HD4800 - highend */
1456         if (strstr(gl_renderer, "HD 4800")          /* Radeon RV7xx HD48xx generic renderer string */
1457                 || strstr(gl_renderer, "HD 4830")   /* Radeon RV770 */
1458                 || strstr(gl_renderer, "HD 4850")   /* Radeon RV770 */
1459                 || strstr(gl_renderer, "HD 4870")   /* Radeon RV770 */
1460                 || strstr(gl_renderer, "HD 4890"))  /* Radeon RV790 */
1461         {
1462             *vidmem = 512; /* note: HD4890 cards use 1024MB */
1463             return CARD_ATI_RADEON_HD4800;
1464         }
1465
1466         /* Radeon R740 HD4700 - midend */
1467         if (strstr(gl_renderer, "HD 4700")          /* Radeon RV770 */
1468                 || strstr(gl_renderer, "HD 4770"))  /* Radeon RV740 */
1469         {
1470             *vidmem = 512;
1471             return CARD_ATI_RADEON_HD4700;
1472         }
1473
1474         /* Radeon R730 HD4600 - midend */
1475         if (strstr(gl_renderer, "HD 4600")          /* Radeon RV730 */
1476                 || strstr(gl_renderer, "HD 4650")   /* Radeon RV730 */
1477                 || strstr(gl_renderer, "HD 4670"))  /* Radeon RV730 */
1478         {
1479             *vidmem = 512;
1480             return CARD_ATI_RADEON_HD4600;
1481         }
1482
1483         /* Radeon R710 HD4500/HD4350 - lowend */
1484         if (strstr(gl_renderer, "HD 4350")          /* Radeon RV710 */
1485                 || strstr(gl_renderer, "HD 4550"))  /* Radeon RV710 */
1486         {
1487             *vidmem = 256;
1488             return CARD_ATI_RADEON_HD4350;
1489         }
1490
1491         /* Radeon R6xx HD2900/HD3800 - highend */
1492         if (strstr(gl_renderer, "HD 2900")
1493                 || strstr(gl_renderer, "HD 3870")
1494                 || strstr(gl_renderer, "HD 3850"))
1495         {
1496             *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1497             return CARD_ATI_RADEON_HD2900;
1498         }
1499
1500         /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1501         if (strstr(gl_renderer, "HD 2600")
1502                 || strstr(gl_renderer, "HD 3830")
1503                 || strstr(gl_renderer, "HD 3690")
1504                 || strstr(gl_renderer, "HD 3650"))
1505         {
1506             *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1507             return CARD_ATI_RADEON_HD2600;
1508         }
1509
1510         /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1511         if (strstr(gl_renderer, "HD 2300")
1512                 || strstr(gl_renderer, "HD 2400")
1513                 || strstr(gl_renderer, "HD 3470")
1514                 || strstr(gl_renderer, "HD 3450")
1515                 || strstr(gl_renderer, "HD 3430")
1516                 || strstr(gl_renderer, "HD 3400"))
1517         {
1518             *vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1519             return CARD_ATI_RADEON_HD2300;
1520         }
1521
1522         /* Radeon R6xx/R7xx integrated */
1523         if (strstr(gl_renderer, "HD 3100")
1524                 || strstr(gl_renderer, "HD 3200")
1525                 || strstr(gl_renderer, "HD 3300"))
1526         {
1527             *vidmem = 128; /* 128MB */
1528             return CARD_ATI_RADEON_HD3200;
1529         }
1530
1531         /* Radeon R5xx */
1532         if (strstr(gl_renderer, "X1600")
1533                 || strstr(gl_renderer, "X1650")
1534                 || strstr(gl_renderer, "X1800")
1535                 || strstr(gl_renderer, "X1900")
1536                 || strstr(gl_renderer, "X1950"))
1537         {
1538             *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1539             return CARD_ATI_RADEON_X1600;
1540         }
1541
1542         /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1543         if (strstr(gl_renderer, "X700")
1544                 || strstr(gl_renderer, "X800")
1545                 || strstr(gl_renderer, "X850")
1546                 || strstr(gl_renderer, "X1300")
1547                 || strstr(gl_renderer, "X1400")
1548                 || strstr(gl_renderer, "X1450")
1549                 || strstr(gl_renderer, "X1550"))
1550         {
1551             *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1552             return CARD_ATI_RADEON_X700;
1553         }
1554
1555         /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1556         if (strstr(gl_renderer, "Radeon Xpress"))
1557         {
1558             *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1559             return CARD_ATI_RADEON_XPRESS_200M;
1560         }
1561
1562         /* Radeon R3xx */
1563         *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1564         return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1565     }
1566
1567     if (WINE_D3D8_CAPABLE(gl_info))
1568     {
1569         *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1570         return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1571     }
1572
1573     if (WINE_D3D7_CAPABLE(gl_info))
1574     {
1575         *vidmem = 32; /* There are models with up to 64MB */
1576         return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1577     }
1578
1579     *vidmem = 16; /* There are 16-32MB models */
1580     return CARD_ATI_RAGE_128PRO;
1581
1582 }
1583
1584 enum wined3d_pci_device select_card_intel_binary(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1585     unsigned int *vidmem )
1586 {
1587     if (strstr(gl_renderer, "X3100"))
1588     {
1589         /* MacOS calls the card GMA X3100, Google findings also suggest the name GM965 */
1590         *vidmem = 128;
1591         return CARD_INTEL_X3100;
1592     }
1593
1594     if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1595     {
1596         /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1597         *vidmem = 64;
1598         return CARD_INTEL_I945GM;
1599     }
1600
1601     if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1602     if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1603     if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1604     if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1605     if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1606     return CARD_INTEL_I915G;
1607
1608 }
1609
1610 enum wined3d_pci_device (select_card_ati_mesa)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1611             unsigned int *vidmem )
1612 {
1613     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1614      *
1615      * Beware: renderer string do not match exact card model,
1616      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1617     if (strstr(gl_renderer, "Gallium"))
1618     {
1619         /* Radeon R7xx HD4800 - highend */
1620         if (strstr(gl_renderer, "R700")          /* Radeon R7xx HD48xx generic renderer string */
1621                 || strstr(gl_renderer, "RV770")  /* Radeon RV770 */
1622                 || strstr(gl_renderer, "RV790"))  /* Radeon RV790 */
1623         {
1624             *vidmem = 512; /* note: HD4890 cards use 1024MB */
1625             return CARD_ATI_RADEON_HD4800;
1626         }
1627
1628         /* Radeon R740 HD4700 - midend */
1629         if (strstr(gl_renderer, "RV740"))          /* Radeon RV740 */
1630         {
1631             *vidmem = 512;
1632             return CARD_ATI_RADEON_HD4700;
1633         }
1634
1635         /* Radeon R730 HD4600 - midend */
1636         if (strstr(gl_renderer, "RV730"))        /* Radeon RV730 */
1637         {
1638             *vidmem = 512;
1639             return CARD_ATI_RADEON_HD4600;
1640         }
1641
1642         /* Radeon R710 HD4500/HD4350 - lowend */
1643         if (strstr(gl_renderer, "RV710"))          /* Radeon RV710 */
1644         {
1645             *vidmem = 256;
1646             return CARD_ATI_RADEON_HD4350;
1647         }
1648
1649         /* Radeon R6xx HD2900/HD3800 - highend */
1650         if (strstr(gl_renderer, "R600")
1651                 || strstr(gl_renderer, "RV670")
1652                 || strstr(gl_renderer, "R680"))
1653         {
1654             *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1655             return CARD_ATI_RADEON_HD2900;
1656         }
1657
1658         /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1659         if (strstr(gl_renderer, "RV630")
1660                 || strstr(gl_renderer, "RV635"))
1661         {
1662             *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1663             return CARD_ATI_RADEON_HD2600;
1664         }
1665
1666         /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1667         if (strstr(gl_renderer, "RV610")
1668                 || strstr(gl_renderer, "RV620"))
1669         {
1670             *vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1671             return CARD_ATI_RADEON_HD2300;
1672         }
1673
1674         /* Radeon R6xx/R7xx integrated */
1675         if (strstr(gl_renderer, "RS780")
1676                 || strstr(gl_renderer, "RS880"))
1677         {
1678             *vidmem = 128; /* 128MB */
1679             return CARD_ATI_RADEON_HD3200;
1680         }
1681
1682         /* Radeon R5xx */
1683         if (strstr(gl_renderer, "RV530")
1684                 || strstr(gl_renderer, "RV535")
1685                 || strstr(gl_renderer, "RV560")
1686                 || strstr(gl_renderer, "R520")
1687                 || strstr(gl_renderer, "RV570")
1688                 || strstr(gl_renderer, "R580"))
1689         {
1690             *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1691             return CARD_ATI_RADEON_X1600;
1692         }
1693
1694         /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1695         if (strstr(gl_renderer, "R410")
1696                 || strstr(gl_renderer, "R420")
1697                 || strstr(gl_renderer, "R423")
1698                 || strstr(gl_renderer, "R430")
1699                 || strstr(gl_renderer, "R480")
1700                 || strstr(gl_renderer, "R481")
1701                 || strstr(gl_renderer, "RV410")
1702                 || strstr(gl_renderer, "RV515")
1703                 || strstr(gl_renderer, "RV516"))
1704         {
1705             *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1706             return CARD_ATI_RADEON_X700;
1707         }
1708
1709         /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1710         if (strstr(gl_renderer, "RS400")
1711                 || strstr(gl_renderer, "RS480")
1712                 || strstr(gl_renderer, "RS482")
1713                 || strstr(gl_renderer, "RS485")
1714                 || strstr(gl_renderer, "RS600")
1715                 || strstr(gl_renderer, "RS690")
1716                 || strstr(gl_renderer, "RS740"))
1717         {
1718             *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1719             return CARD_ATI_RADEON_XPRESS_200M;
1720         }
1721
1722         /* Radeon R3xx */
1723         if (strstr(gl_renderer, "R300")
1724                 || strstr(gl_renderer, "RV350")
1725                 || strstr(gl_renderer, "RV351")
1726                 || strstr(gl_renderer, "RV360")
1727                 || strstr(gl_renderer, "RV370")
1728                 || strstr(gl_renderer, "R350")
1729                 || strstr(gl_renderer, "R360"))
1730         {
1731             *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1732             return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1733         }
1734     }
1735
1736     if (WINE_D3D9_CAPABLE(gl_info))
1737     {
1738         /* Radeon R7xx HD4800 - highend */
1739         if (strstr(gl_renderer, "(R700")          /* Radeon R7xx HD48xx generic renderer string */
1740                 || strstr(gl_renderer, "(RV770")  /* Radeon RV770 */
1741                 || strstr(gl_renderer, "(RV790"))  /* Radeon RV790 */
1742         {
1743             *vidmem = 512; /* note: HD4890 cards use 1024MB */
1744             return CARD_ATI_RADEON_HD4800;
1745         }
1746
1747         /* Radeon R740 HD4700 - midend */
1748         if (strstr(gl_renderer, "(RV740"))          /* Radeon RV740 */
1749         {
1750             *vidmem = 512;
1751             return CARD_ATI_RADEON_HD4700;
1752         }
1753
1754         /* Radeon R730 HD4600 - midend */
1755         if (strstr(gl_renderer, "(RV730"))        /* Radeon RV730 */
1756         {
1757             *vidmem = 512;
1758             return CARD_ATI_RADEON_HD4600;
1759         }
1760
1761         /* Radeon R710 HD4500/HD4350 - lowend */
1762         if (strstr(gl_renderer, "(RV710"))          /* Radeon RV710 */
1763         {
1764             *vidmem = 256;
1765             return CARD_ATI_RADEON_HD4350;
1766         }
1767
1768         /* Radeon R6xx HD2900/HD3800 - highend */
1769         if (strstr(gl_renderer, "(R600")
1770                 || strstr(gl_renderer, "(RV670")
1771                 || strstr(gl_renderer, "(R680"))
1772         {
1773             *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1774             return CARD_ATI_RADEON_HD2900;
1775         }
1776
1777         /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1778         if (strstr(gl_renderer, "(RV630")
1779                 || strstr(gl_renderer, "(RV635"))
1780         {
1781             *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1782             return CARD_ATI_RADEON_HD2600;
1783         }
1784
1785         /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1786         if (strstr(gl_renderer, "(RV610")
1787                 || strstr(gl_renderer, "(RV620"))
1788         {
1789             *vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1790             return CARD_ATI_RADEON_HD2300;
1791         }
1792
1793         /* Radeon R6xx/R7xx integrated */
1794         if (strstr(gl_renderer, "(RS780")
1795                 || strstr(gl_renderer, "(RS880"))
1796         {
1797             *vidmem = 128; /* 128MB */
1798             return CARD_ATI_RADEON_HD3200;
1799         }
1800     }
1801
1802     if (WINE_D3D8_CAPABLE(gl_info))
1803     {
1804         *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1805         return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1806     }
1807
1808     if (WINE_D3D7_CAPABLE(gl_info))
1809     {
1810         *vidmem = 32; /* There are models with up to 64MB */
1811         return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1812     }
1813
1814     *vidmem = 16; /* There are 16-32MB models */
1815     return CARD_ATI_RAGE_128PRO;
1816
1817 }
1818
1819 enum wined3d_pci_device (select_card_nvidia_mesa)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1820     unsigned int *vidmem )
1821 {
1822     FIXME_(d3d_caps)("Card selection not handled for Mesa Nouveau driver\n");
1823     if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1824     if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1825     if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1826     if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1827     return CARD_NVIDIA_RIVA_128;
1828 }
1829
1830 enum wined3d_pci_device (select_card_intel_mesa)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1831     unsigned int *vidmem )
1832 {
1833     FIXME_(d3d_caps)("Card selection not handled for Mesa Intel driver\n");
1834     return CARD_INTEL_I915G;
1835 }
1836
1837
1838 struct vendor_card_selection
1839 {
1840     enum wined3d_gl_vendor gl_vendor;
1841     enum wined3d_pci_vendor card_vendor;
1842     const char *description;        /* Description of the card selector i.e. Apple OS/X Intel */
1843     enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1844             unsigned int *vidmem );
1845 };
1846
1847 static const struct vendor_card_selection vendor_card_select_table[] =
1848 {
1849     {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA,  "Nvidia binary driver",     select_card_nvidia_binary},
1850     {GL_VENDOR_APPLE,  HW_VENDOR_NVIDIA,  "Apple OSX NVidia binary driver",   select_card_nvidia_binary},
1851     {GL_VENDOR_APPLE,  HW_VENDOR_ATI,     "Apple OSX AMD/ATI binary driver",  select_card_ati_binary},
1852     {GL_VENDOR_APPLE,  HW_VENDOR_INTEL,   "Apple OSX Intel binary driver",    select_card_intel_binary},
1853     {GL_VENDOR_ATI,    HW_VENDOR_ATI,     "AMD/ATI binary driver",    select_card_ati_binary},
1854     {GL_VENDOR_MESA,   HW_VENDOR_ATI,     "Mesa AMD/ATI driver",      select_card_ati_mesa},
1855     {GL_VENDOR_MESA,   HW_VENDOR_NVIDIA,  "Mesa Nouveau driver",      select_card_nvidia_mesa},
1856     {GL_VENDOR_MESA,   HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel_mesa}
1857 };
1858
1859
1860 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1861         enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor, unsigned int *vidmem)
1862 {
1863     /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
1864      * different GPUs with roughly the same features. In most cases GPUs from a
1865      * certain family differ in clockspeeds, the amount of video memory and the
1866      * number of shader pipelines.
1867      *
1868      * A Direct3D device object contains the PCI id (vendor + device) of the
1869      * videocard which is used for rendering. Various applications use this
1870      * information to get a rough estimation of the features of the card and
1871      * some might use it for enabling 3d effects only on certain types of
1872      * videocards. In some cases games might even use it to work around bugs
1873      * which happen on certain videocards/driver combinations. The problem is
1874      * that OpenGL only exposes a rendering string containing the name of the
1875      * videocard and not the PCI id.
1876      *
1877      * Various games depend on the PCI id, so somehow we need to provide one.
1878      * A simple option is to parse the renderer string and translate this to
1879      * the right PCI id. This is a lot of work because there are more than 200
1880      * GPUs just for Nvidia. Various cards share the same renderer string, so
1881      * the amount of code might be 'small' but there are quite a number of
1882      * exceptions which would make this a pain to maintain. Another way would
1883      * be to query the PCI id from the operating system (assuming this is the
1884      * videocard which is used for rendering which is not always the case).
1885      * This would work but it is not very portable. Second it would not work
1886      * well in, let's say, a remote X situation in which the amount of 3d
1887      * features which can be used is limited.
1888      *
1889      * As said most games only use the PCI id to get an indication of the
1890      * capabilities of the card. It doesn't really matter if the given id is
1891      * the correct one if we return the id of a card with similar 3d features.
1892      *
1893      * The code below checks the OpenGL capabilities of a videocard and matches
1894      * that to a certain level of Direct3D functionality. Once a card passes
1895      * the Direct3D9 check, we know that the card (in case of Nvidia) is at
1896      * least a GeforceFX. To give a better estimate we do a basic check on the
1897      * renderer string but if that won't pass we return a default card. This
1898      * way is better than maintaining a full card database as even without a
1899      * full database we can return a card with similar features. Second the
1900      * size of the database can be made quite small because when you know what
1901      * type of 3d functionality a card has, you know to which GPU family the
1902      * GPU must belong. Because of this you only have to check a small part of
1903      * the renderer string to distinguishes between different models from that
1904      * family.
1905      *
1906      * The code also selects a default amount of video memory which we will
1907      * use for an estimation of the amount of free texture memory. In case of
1908      * real D3D the amount of texture memory includes video memory and system
1909      * memory (to be specific AGP memory or in case of PCIE TurboCache /
1910      * HyperMemory). We don't know how much system memory can be addressed by
1911      * the system but we can make a reasonable estimation about the amount of
1912      * video memory. If the value is slightly wrong it doesn't matter as we
1913      * didn't include AGP-like memory which makes the amount of addressable
1914      * memory higher and second OpenGL isn't that critical it moves to system
1915      * memory behind our backs if really needed. Note that the amount of video
1916      * memory can be overruled using a registry setting. */
1917
1918     int i;
1919
1920     for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
1921     {
1922         if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
1923             || (vendor_card_select_table[i].card_vendor != *card_vendor))
1924                 continue;
1925         TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
1926         return vendor_card_select_table[i].select_card(gl_info, gl_renderer, vidmem);
1927     }
1928
1929     FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
1930                      *gl_vendor, *card_vendor);
1931
1932     /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1933      * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1934      * them a good generic choice. */
1935     *card_vendor = HW_VENDOR_NVIDIA;
1936     if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1937     if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1938     if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1939     if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1940     return CARD_NVIDIA_RIVA_128;
1941 }
1942
1943 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
1944 {
1945     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
1946     int vs_selected_mode, ps_selected_mode;
1947
1948     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
1949     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
1950             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
1951     else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
1952     else if (gl_info->supported[NV_REGISTER_COMBINERS]
1953             && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
1954     else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
1955     else return &ffp_fragment_pipeline;
1956 }
1957
1958 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
1959 {
1960     int vs_selected_mode, ps_selected_mode;
1961
1962     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
1963     if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
1964     if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
1965     return &none_shader_backend;
1966 }
1967
1968 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
1969 {
1970     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
1971     int vs_selected_mode, ps_selected_mode;
1972
1973     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
1974     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
1975             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
1976     else return &ffp_blit;
1977 }
1978
1979 /* Context activation is done by the caller. */
1980 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
1981 {
1982     struct wined3d_driver_info *driver_info = &adapter->driver_info;
1983     struct wined3d_gl_info *gl_info = &adapter->gl_info;
1984     const char *GL_Extensions    = NULL;
1985     const char *WGL_Extensions   = NULL;
1986     const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
1987     struct fragment_caps fragment_caps;
1988     enum wined3d_gl_vendor gl_vendor;
1989     enum wined3d_pci_vendor card_vendor;
1990     enum wined3d_pci_device device;
1991     GLint       gl_max;
1992     GLfloat     gl_floatv[2];
1993     unsigned    i;
1994     HDC         hdc;
1995     unsigned int vidmem=0;
1996     DWORD gl_version;
1997     size_t len;
1998
1999     TRACE_(d3d_caps)("(%p)\n", gl_info);
2000
2001     ENTER_GL();
2002
2003     gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2004     TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2005     if (!gl_renderer_str)
2006     {
2007         LEAVE_GL();
2008         ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2009         return FALSE;
2010     }
2011
2012     gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2013     TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2014     if (!gl_vendor_str)
2015     {
2016         LEAVE_GL();
2017         ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2018         return FALSE;
2019     }
2020
2021     /* Parse the GL_VERSION field into major and minor information */
2022     gl_version_str = (const char *)glGetString(GL_VERSION);
2023     TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2024     if (!gl_version_str)
2025     {
2026         LEAVE_GL();
2027         ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2028         return FALSE;
2029     }
2030     gl_version = wined3d_parse_gl_version(gl_version_str);
2031
2032     /*
2033      * Initialize openGL extension related variables
2034      *  with Default values
2035      */
2036     memset(gl_info->supported, 0, sizeof(gl_info->supported));
2037     gl_info->limits.buffers = 1;
2038     gl_info->limits.textures = 1;
2039     gl_info->limits.fragment_samplers = 1;
2040     gl_info->limits.vertex_samplers = 0;
2041     gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2042     gl_info->limits.sampler_stages = 1;
2043     gl_info->limits.glsl_vs_float_constants = 0;
2044     gl_info->limits.glsl_ps_float_constants = 0;
2045     gl_info->limits.arb_vs_float_constants = 0;
2046     gl_info->limits.arb_vs_native_constants = 0;
2047     gl_info->limits.arb_vs_instructions = 0;
2048     gl_info->limits.arb_vs_temps = 0;
2049     gl_info->limits.arb_ps_float_constants = 0;
2050     gl_info->limits.arb_ps_local_constants = 0;
2051     gl_info->limits.arb_ps_instructions = 0;
2052     gl_info->limits.arb_ps_temps = 0;
2053
2054     /* Retrieve opengl defaults */
2055     glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2056     gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2057     TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2058
2059     glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2060     gl_info->limits.lights = gl_max;
2061     TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2062
2063     glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2064     gl_info->limits.texture_size = gl_max;
2065     TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2066
2067     glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2068     gl_info->limits.pointsize_min = gl_floatv[0];
2069     gl_info->limits.pointsize_max = gl_floatv[1];
2070     TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2071
2072     /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2073     GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2074     if (!GL_Extensions)
2075     {
2076         LEAVE_GL();
2077         ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2078         return FALSE;
2079     }
2080
2081     LEAVE_GL();
2082
2083     TRACE_(d3d_caps)("GL_Extensions reported:\n");
2084
2085     gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2086
2087     while (*GL_Extensions)
2088     {
2089         const char *start;
2090         char current_ext[256];
2091
2092         while (isspace(*GL_Extensions)) ++GL_Extensions;
2093         start = GL_Extensions;
2094         while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2095
2096         len = GL_Extensions - start;
2097         if (!len || len >= sizeof(current_ext)) continue;
2098
2099         memcpy(current_ext, start, len);
2100         current_ext[len] = '\0';
2101         TRACE_(d3d_caps)("- %s\n", debugstr_a(current_ext));
2102
2103         for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2104         {
2105             if (!strcmp(current_ext, EXTENSION_MAP[i].extension_string))
2106             {
2107                 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2108                 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2109                 break;
2110             }
2111         }
2112     }
2113
2114     /* Now work out what GL support this card really has */
2115 #define USE_GL_FUNC(type, pfn, ext, replace) \
2116 { \
2117     DWORD ver = ver_for_ext(ext); \
2118     if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2119     else if (ver && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2120     else gl_info->pfn = NULL; \
2121 }
2122     GL_EXT_FUNCS_GEN;
2123 #undef USE_GL_FUNC
2124
2125 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2126     WGL_EXT_FUNCS_GEN;
2127 #undef USE_GL_FUNC
2128
2129     ENTER_GL();
2130
2131     /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2132      * loading the functions, otherwise the code above will load the extension entry points instead of the
2133      * core functions, which may not work. */
2134     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2135     {
2136         if (!gl_info->supported[EXTENSION_MAP[i].extension]
2137                 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2138         {
2139             TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2140             gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2141         }
2142     }
2143
2144     if (gl_info->supported[APPLE_FENCE])
2145     {
2146         /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2147          * The apple extension interacts with some other apple exts. Disable the NV
2148          * extension if the apple one is support to prevent confusion in other parts
2149          * of the code. */
2150         gl_info->supported[NV_FENCE] = FALSE;
2151     }
2152     if (gl_info->supported[APPLE_FLOAT_PIXELS])
2153     {
2154         /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2155          *
2156          * The enums are the same:
2157          * GL_RGBA16F_ARB     = GL_RGBA_FLOAT16_APPLE = 0x881A
2158          * GL_RGB16F_ARB      = GL_RGB_FLOAT16_APPLE  = 0x881B
2159          * GL_RGBA32F_ARB     = GL_RGBA_FLOAT32_APPLE = 0x8814
2160          * GL_RGB32F_ARB      = GL_RGB_FLOAT32_APPLE  = 0x8815
2161          * GL_HALF_FLOAT_ARB  = GL_HALF_APPLE         = 0x140B
2162          */
2163         if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2164         {
2165             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2166             gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2167         }
2168         if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2169         {
2170             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2171             gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2172         }
2173     }
2174     if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2175     {
2176         /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2177          * functionality. Prefer the ARB extension */
2178         gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2179     }
2180     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2181     {
2182         TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2183         gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2184     }
2185     if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2186     {
2187         TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2188         gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2189     }
2190     if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2191     {
2192         TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2193         gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2194     }
2195     if (gl_info->supported[NV_TEXTURE_SHADER2])
2196     {
2197         if (gl_info->supported[NV_REGISTER_COMBINERS])
2198         {
2199             /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2200              * are supported. The nv extensions provide the same functionality as the
2201              * ATI one, and a bit more(signed pixelformats). */
2202             gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2203         }
2204     }
2205
2206     if (gl_info->supported[NV_REGISTER_COMBINERS])
2207     {
2208         glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2209         gl_info->limits.general_combiners = gl_max;
2210         TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2211     }
2212     if (gl_info->supported[ARB_DRAW_BUFFERS])
2213     {
2214         glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2215         gl_info->limits.buffers = gl_max;
2216         TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2217     }
2218     if (gl_info->supported[ARB_MULTITEXTURE])
2219     {
2220         glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2221         gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2222         TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2223
2224         if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2225         {
2226             GLint tmp;
2227             glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2228             gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2229         }
2230         else
2231         {
2232             gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2233         }
2234         TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2235
2236         if (gl_info->supported[ARB_VERTEX_SHADER])
2237         {
2238             GLint tmp;
2239             glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2240             gl_info->limits.vertex_samplers = tmp;
2241             glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2242             gl_info->limits.combined_samplers = tmp;
2243
2244             /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2245              * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2246              * an issue because then the sampler setup only depends on the two shaders. If a pixel
2247              * shader is used with fixed function vertex processing we're fine too because fixed function
2248              * vertex processing doesn't use any samplers. If fixed function fragment processing is
2249              * used we have to make sure that all vertex sampler setups are valid together with all
2250              * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2251              * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2252              * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2253              * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2254              * a fixed function pipeline anymore.
2255              *
2256              * So this is just a check to check that our assumption holds true. If not, write a warning
2257              * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2258             if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2259                     && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2260             {
2261                 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2262                         gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2263                 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2264                 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2265                     gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2266                 else
2267                     gl_info->limits.vertex_samplers = 0;
2268             }
2269         }
2270         else
2271         {
2272             gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2273         }
2274         TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2275         TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2276     }
2277     if (gl_info->supported[ARB_VERTEX_BLEND])
2278     {
2279         glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2280         gl_info->limits.blends = gl_max;
2281         TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2282     }
2283     if (gl_info->supported[EXT_TEXTURE3D])
2284     {
2285         glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2286         gl_info->limits.texture3d_size = gl_max;
2287         TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2288     }
2289     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2290     {
2291         glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2292         gl_info->limits.anisotropy = gl_max;
2293         TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2294     }
2295     if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2296     {
2297         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2298         gl_info->limits.arb_ps_float_constants = gl_max;
2299         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2300         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2301         gl_info->limits.arb_ps_native_constants = gl_max;
2302         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2303                 gl_info->limits.arb_ps_native_constants);
2304         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2305         gl_info->limits.arb_ps_temps = gl_max;
2306         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2307         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2308         gl_info->limits.arb_ps_instructions = gl_max;
2309         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2310         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2311         gl_info->limits.arb_ps_local_constants = gl_max;
2312         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2313     }
2314     if (gl_info->supported[ARB_VERTEX_PROGRAM])
2315     {
2316         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2317         gl_info->limits.arb_vs_float_constants = gl_max;
2318         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2319         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2320         gl_info->limits.arb_vs_native_constants = gl_max;
2321         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2322                 gl_info->limits.arb_vs_native_constants);
2323         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2324         gl_info->limits.arb_vs_temps = gl_max;
2325         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2326         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2327         gl_info->limits.arb_vs_instructions = gl_max;
2328         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2329
2330         if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2331     }
2332     if (gl_info->supported[ARB_VERTEX_SHADER])
2333     {
2334         glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2335         gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2336         TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2337     }
2338     if (gl_info->supported[ARB_FRAGMENT_SHADER])
2339     {
2340         glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2341         gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2342         TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2343         glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2344         gl_info->limits.glsl_varyings = gl_max;
2345         TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2346     }
2347     if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2348     {
2349         const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2350         TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2351     }
2352     if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2353     {
2354         glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2355     }
2356     else
2357     {
2358         gl_info->limits.shininess = 128.0f;
2359     }
2360     if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2361     {
2362         /* If we have full NP2 texture support, disable
2363          * GL_ARB_texture_rectangle because we will never use it.
2364          * This saves a few redundant glDisable calls. */
2365         gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2366     }
2367     if (gl_info->supported[ATI_FRAGMENT_SHADER])
2368     {
2369         /* Disable NV_register_combiners and fragment shader if this is supported.
2370          * generally the NV extensions are preferred over the ATI ones, and this
2371          * extension is disabled if register_combiners and texture_shader2 are both
2372          * supported. So we reach this place only if we have incomplete NV dxlevel 8
2373          * fragment processing support. */
2374         gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2375         gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2376         gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2377         gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2378     }
2379     if (gl_info->supported[NV_HALF_FLOAT])
2380     {
2381         /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2382         gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2383     }
2384     if (gl_info->supported[ARB_POINT_SPRITE])
2385     {
2386         gl_info->limits.point_sprite_units = gl_info->limits.textures;
2387     }
2388     else
2389     {
2390         gl_info->limits.point_sprite_units = 0;
2391     }
2392     checkGLcall("extension detection");
2393
2394     LEAVE_GL();
2395
2396     adapter->fragment_pipe = select_fragment_implementation(adapter);
2397     adapter->shader_backend = select_shader_backend(adapter);
2398     adapter->blitter = select_blit_implementation(adapter);
2399
2400     adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2401     gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2402     TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2403
2404     /* In some cases the number of texture stages can be larger than the number
2405      * of samplers. The GF4 for example can use only 2 samplers (no fragment
2406      * shaders), but 8 texture stages (register combiners). */
2407     gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2408
2409     if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2410     {
2411         gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2412         gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2413         gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2414         gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2415         gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2416         gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2417         gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2418         gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2419         gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2420         gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2421         gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2422         gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2423         gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2424         gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2425         gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2426         gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2427         gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2428         gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2429         gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2430     }
2431     else
2432     {
2433         if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2434         {
2435             gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2436             gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2437             gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2438             gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2439             gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2440             gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2441             gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2442             gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2443             gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2444             gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2445             gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2446             gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2447             gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2448             gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2449             gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2450             gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2451             gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2452         }
2453         else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2454         {
2455             WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2456             wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2457         }
2458         if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2459         {
2460             gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2461         }
2462         if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2463         {
2464             gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2465         }
2466     }
2467
2468     /* MRTs are currently only supported when FBOs are used. */
2469     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2470     {
2471         gl_info->limits.buffers = 1;
2472     }
2473
2474     gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2475     card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2476     TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2477
2478     device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor, &vidmem);
2479     TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2480
2481     /* If we have an estimate use it, else default to 64MB;  */
2482     if(vidmem)
2483         gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
2484     else
2485         gl_info->vidmem = WINE_DEFAULT_VIDMEM;
2486
2487     gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2488     gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2489             gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2490     gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2491     gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2492             gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2493     gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2494             gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2495
2496     /* Make sure there's an active HDC else the WGL extensions will fail */
2497     hdc = pwglGetCurrentDC();
2498     if (hdc) {
2499         /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2500         if(GL_EXTCALL(wglGetExtensionsStringARB))
2501             WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2502
2503         if (NULL == WGL_Extensions) {
2504             ERR("   WGL_Extensions returns NULL\n");
2505         } else {
2506             TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2507             while (*WGL_Extensions != 0x00) {
2508                 const char *Start;
2509                 char ThisExtn[256];
2510
2511                 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2512                 Start = WGL_Extensions;
2513                 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
2514                     WGL_Extensions++;
2515                 }
2516
2517                 len = WGL_Extensions - Start;
2518                 if (len == 0 || len >= sizeof(ThisExtn))
2519                     continue;
2520
2521                 memcpy(ThisExtn, Start, len);
2522                 ThisExtn[len] = '\0';
2523                 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2524
2525                 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2526                     gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2527                     TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2528                 }
2529                 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2530                     gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2531                     TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2532                 }
2533             }
2534         }
2535     }
2536
2537     fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2538     init_driver_info(driver_info, card_vendor, device);
2539     add_gl_compat_wrappers(gl_info);
2540
2541     return TRUE;
2542 }
2543
2544 /**********************************************************
2545  * IWineD3D implementation follows
2546  **********************************************************/
2547
2548 static UINT     WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2549     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2550
2551     TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2552
2553     return This->adapter_count;
2554 }
2555
2556 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void *init_function)
2557 {
2558     FIXME("iface %p, init_function %p stub!\n", iface, init_function);
2559
2560     return WINED3D_OK;
2561 }
2562
2563 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2564     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2565
2566     TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2567
2568     if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2569         return NULL;
2570     }
2571
2572     return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2573 }
2574
2575 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2576      of the same bpp but different resolutions                                  */
2577
2578 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2579 static UINT     WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
2580     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2581     TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
2582
2583     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2584         return 0;
2585     }
2586
2587     /* TODO: Store modes per adapter and read it from the adapter structure */
2588     if (Adapter == 0) { /* Display */
2589         const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(Format, &This->adapters[Adapter].gl_info);
2590         UINT format_bits = format_desc->byte_count * CHAR_BIT;
2591         unsigned int i = 0;
2592         unsigned int j = 0;
2593         DEVMODEW mode;
2594
2595         memset(&mode, 0, sizeof(mode));
2596         mode.dmSize = sizeof(mode);
2597
2598         while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2599         {
2600             ++j;
2601
2602             if (Format == WINED3DFMT_UNKNOWN)
2603             {
2604                 /* This is for D3D8, do not enumerate P8 here */
2605                 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2606             }
2607             else if (mode.dmBitsPerPel == format_bits)
2608             {
2609                 ++i;
2610             }
2611         }
2612
2613         TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2614         return i;
2615     } else {
2616         FIXME_(d3d_caps)("Adapter not primary display\n");
2617     }
2618     return 0;
2619 }
2620
2621 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2622 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
2623     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2624     TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
2625
2626     /* Validate the parameters as much as possible */
2627     if (NULL == pMode ||
2628         Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
2629         Mode    >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
2630         return WINED3DERR_INVALIDCALL;
2631     }
2632
2633     /* TODO: Store modes per adapter and read it from the adapter structure */
2634     if (Adapter == 0)
2635     {
2636         const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(Format, &This->adapters[Adapter].gl_info);
2637         UINT format_bits = format_desc->byte_count * CHAR_BIT;
2638         DEVMODEW DevModeW;
2639         int ModeIdx = 0;
2640         UINT i = 0;
2641         int j = 0;
2642
2643         ZeroMemory(&DevModeW, sizeof(DevModeW));
2644         DevModeW.dmSize = sizeof(DevModeW);
2645
2646         /* If we are filtering to a specific format (D3D9), then need to skip
2647            all unrelated modes, but if mode is irrelevant (D3D8), then we can
2648            just count through the ones with valid bit depths */
2649         while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2650         {
2651             if (Format == WINED3DFMT_UNKNOWN)
2652             {
2653                 /* This is for D3D8, do not enumerate P8 here */
2654                 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2655             }
2656             else if (DevModeW.dmBitsPerPel == format_bits)
2657             {
2658                 ++i;
2659             }
2660         }
2661
2662         if (i == 0) {
2663             TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
2664             return WINED3DERR_INVALIDCALL;
2665         }
2666         ModeIdx = j - 1;
2667
2668         /* Now get the display mode via the calculated index */
2669         if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2670             pMode->Width        = DevModeW.dmPelsWidth;
2671             pMode->Height       = DevModeW.dmPelsHeight;
2672             pMode->RefreshRate  = DEFAULT_REFRESH_RATE;
2673             if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2674                 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2675
2676             if (Format == WINED3DFMT_UNKNOWN) {
2677                 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2678             } else {
2679                 pMode->Format = Format;
2680             }
2681         } else {
2682             TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2683             return WINED3DERR_INVALIDCALL;
2684         }
2685
2686         TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2687                 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2688                 DevModeW.dmBitsPerPel);
2689
2690     }
2691     else
2692     {
2693         FIXME_(d3d_caps)("Adapter not primary display\n");
2694     }
2695
2696     return WINED3D_OK;
2697 }
2698
2699 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE *pMode)
2700 {
2701     TRACE("iface %p, adapter_idx %u, display_mode %p.\n", iface, Adapter, pMode);
2702
2703     if (NULL == pMode ||
2704         Adapter >= IWineD3D_GetAdapterCount(iface)) {
2705         return WINED3DERR_INVALIDCALL;
2706     }
2707
2708     if (Adapter == 0) { /* Display */
2709         int bpp = 0;
2710         DEVMODEW DevModeW;
2711
2712         ZeroMemory(&DevModeW, sizeof(DevModeW));
2713         DevModeW.dmSize = sizeof(DevModeW);
2714
2715         EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2716         pMode->Width        = DevModeW.dmPelsWidth;
2717         pMode->Height       = DevModeW.dmPelsHeight;
2718         bpp                 = DevModeW.dmBitsPerPel;
2719         pMode->RefreshRate  = DEFAULT_REFRESH_RATE;
2720         if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2721         {
2722             pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2723         }
2724
2725         pMode->Format = pixelformat_for_depth(bpp);
2726     } else {
2727         FIXME_(d3d_caps)("Adapter not primary display\n");
2728     }
2729
2730     TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2731           pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2732     return WINED3D_OK;
2733 }
2734
2735 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2736    and fields being inserted in the middle, a new structure is used in place    */
2737 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
2738                                                    WINED3DADAPTER_IDENTIFIER* pIdentifier) {
2739     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2740     struct wined3d_adapter *adapter;
2741     size_t len;
2742
2743     TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
2744
2745     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2746         return WINED3DERR_INVALIDCALL;
2747     }
2748
2749     adapter = &This->adapters[Adapter];
2750
2751     /* Return the information requested */
2752     TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2753
2754     if (pIdentifier->driver_size)
2755     {
2756         const char *name = adapter->driver_info.name;
2757         len = min(strlen(name), pIdentifier->driver_size - 1);
2758         memcpy(pIdentifier->driver, name, len);
2759         pIdentifier->driver[len] = '\0';
2760     }
2761
2762     if (pIdentifier->description_size)
2763     {
2764         const char *description = adapter->driver_info.description;
2765         len = min(strlen(description), pIdentifier->description_size - 1);
2766         memcpy(pIdentifier->description, description, len);
2767         pIdentifier->description[len] = '\0';
2768     }
2769
2770     /* Note that d3d8 doesn't supply a device name. */
2771     if (pIdentifier->device_name_size)
2772     {
2773         static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2774
2775         len = strlen(device_name);
2776         if (len >= pIdentifier->device_name_size)
2777         {
2778             ERR("Device name size too small.\n");
2779             return WINED3DERR_INVALIDCALL;
2780         }
2781
2782         memcpy(pIdentifier->device_name, device_name, len);
2783         pIdentifier->device_name[len] = '\0';
2784     }
2785
2786     pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
2787     pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
2788     pIdentifier->vendor_id = adapter->driver_info.vendor;
2789     pIdentifier->device_id = adapter->driver_info.device;
2790     pIdentifier->subsystem_id = 0;
2791     pIdentifier->revision = 0;
2792     memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
2793     pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2794     memcpy(&pIdentifier->adapter_luid, &adapter->luid, sizeof(pIdentifier->adapter_luid));
2795     pIdentifier->video_memory = adapter->TextureRam;
2796
2797     return WINED3D_OK;
2798 }
2799
2800 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
2801         const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
2802 {
2803     short redSize, greenSize, blueSize, alphaSize, colorBits;
2804
2805     if(!cfg)
2806         return FALSE;
2807
2808     if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
2809         if (!getColorBits(format_desc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2810         {
2811             ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2812             return FALSE;
2813         }
2814
2815         if(cfg->redSize < redSize)
2816             return FALSE;
2817
2818         if(cfg->greenSize < greenSize)
2819             return FALSE;
2820
2821         if(cfg->blueSize < blueSize)
2822             return FALSE;
2823
2824         if(cfg->alphaSize < alphaSize)
2825             return FALSE;
2826
2827         return TRUE;
2828     } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
2829         if (format_desc->format == WINED3DFMT_R16_FLOAT)
2830             return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2831         if (format_desc->format == WINED3DFMT_R16G16_FLOAT)
2832             return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2833         if (format_desc->format == WINED3DFMT_R16G16B16A16_FLOAT)
2834             return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
2835         if (format_desc->format == WINED3DFMT_R32_FLOAT)
2836             return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2837         if (format_desc->format == WINED3DFMT_R32G32_FLOAT)
2838             return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2839         if (format_desc->format == WINED3DFMT_R32G32B32A32_FLOAT)
2840             return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
2841     } else {
2842         /* Probably a color index mode */
2843         return FALSE;
2844     }
2845
2846     return FALSE;
2847 }
2848
2849 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
2850         const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
2851 {
2852     short depthSize, stencilSize;
2853     BOOL lockable = FALSE;
2854
2855     if(!cfg)
2856         return FALSE;
2857
2858     if (!getDepthStencilBits(format_desc, &depthSize, &stencilSize))
2859     {
2860         ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2861         return FALSE;
2862     }
2863
2864     if ((format_desc->format == WINED3DFMT_D16_LOCKABLE) || (format_desc->format == WINED3DFMT_D32_FLOAT))
2865         lockable = TRUE;
2866
2867     /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
2868      * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
2869      * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
2870     if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
2871         return FALSE;
2872
2873     /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
2874      * allow more stencil bits than requested. */
2875     if(cfg->stencilSize < stencilSize)
2876         return FALSE;
2877
2878     return TRUE;
2879 }
2880
2881 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2882                                                    WINED3DFORMAT AdapterFormat,
2883                                                    WINED3DFORMAT RenderTargetFormat,
2884                                                    WINED3DFORMAT DepthStencilFormat) {
2885     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2886     int nCfgs;
2887     const WineD3D_PixelFormat *cfgs;
2888     const struct wined3d_adapter *adapter;
2889     const struct GlPixelFormatDesc *rt_format_desc;
2890     const struct GlPixelFormatDesc *ds_format_desc;
2891     int it;
2892
2893     WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
2894            This, Adapter,
2895            DeviceType, debug_d3ddevicetype(DeviceType),
2896            AdapterFormat, debug_d3dformat(AdapterFormat),
2897            RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
2898            DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
2899
2900     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2901         TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
2902         return WINED3DERR_INVALIDCALL;
2903     }
2904
2905     adapter = &This->adapters[Adapter];
2906     rt_format_desc = getFormatDescEntry(RenderTargetFormat, &adapter->gl_info);
2907     ds_format_desc = getFormatDescEntry(DepthStencilFormat, &adapter->gl_info);
2908     cfgs = adapter->cfgs;
2909     nCfgs = adapter->nCfgs;
2910     for (it = 0; it < nCfgs; ++it) {
2911         if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format_desc))
2912         {
2913             if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format_desc))
2914             {
2915                 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
2916                 return WINED3D_OK;
2917             }
2918         }
2919     }
2920     WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
2921
2922     return WINED3DERR_NOTAVAILABLE;
2923 }
2924
2925 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2926         WINED3DFORMAT SurfaceFormat, BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
2927 {
2928     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2929     const struct GlPixelFormatDesc *glDesc;
2930     const struct wined3d_adapter *adapter;
2931
2932     TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
2933           This,
2934           Adapter,
2935           DeviceType, debug_d3ddevicetype(DeviceType),
2936           SurfaceFormat, debug_d3dformat(SurfaceFormat),
2937           Windowed,
2938           MultiSampleType,
2939           pQualityLevels);
2940
2941     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2942         return WINED3DERR_INVALIDCALL;
2943     }
2944
2945     /* TODO: handle Windowed, add more quality levels */
2946
2947     if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
2948         if(pQualityLevels) *pQualityLevels = 1;
2949         return WINED3D_OK;
2950     }
2951
2952     /* By default multisampling is disabled right now as it causes issues
2953      * on some Nvidia driver versions and it doesn't work well in combination
2954      * with FBOs yet. */
2955     if(!wined3d_settings.allow_multisampling)
2956         return WINED3DERR_NOTAVAILABLE;
2957
2958     adapter = &This->adapters[Adapter];
2959     glDesc = getFormatDescEntry(SurfaceFormat, &adapter->gl_info);
2960     if (!glDesc) return WINED3DERR_INVALIDCALL;
2961
2962     if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
2963         int i, nCfgs;
2964         const WineD3D_PixelFormat *cfgs;
2965
2966         cfgs = adapter->cfgs;
2967         nCfgs = adapter->nCfgs;
2968         for(i=0; i<nCfgs; i++) {
2969             if(cfgs[i].numSamples != MultiSampleType)
2970                 continue;
2971
2972             if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], glDesc))
2973                 continue;
2974
2975             TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
2976
2977             if(pQualityLevels)
2978                 *pQualityLevels = 1; /* Guess at a value! */
2979             return WINED3D_OK;
2980         }
2981     }
2982     else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
2983         short redSize, greenSize, blueSize, alphaSize, colorBits;
2984         int i, nCfgs;
2985         const WineD3D_PixelFormat *cfgs;
2986
2987         if (!getColorBits(glDesc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2988         {
2989             ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
2990             return WINED3DERR_NOTAVAILABLE;
2991         }
2992
2993         cfgs = adapter->cfgs;
2994         nCfgs = adapter->nCfgs;
2995         for(i=0; i<nCfgs; i++) {
2996             if(cfgs[i].numSamples != MultiSampleType)
2997                 continue;
2998             if(cfgs[i].redSize != redSize)
2999                 continue;
3000             if(cfgs[i].greenSize != greenSize)
3001                 continue;
3002             if(cfgs[i].blueSize != blueSize)
3003                 continue;
3004             /* Not all drivers report alpha-less formats since they use 32-bit anyway, so accept alpha even if we didn't ask for it. */
3005             if(alphaSize && cfgs[i].alphaSize != alphaSize)
3006                 continue;
3007             if(cfgs[i].colorSize != (glDesc->byte_count << 3))
3008                 continue;
3009
3010             TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3011
3012             if(pQualityLevels)
3013                 *pQualityLevels = 1; /* Guess at a value! */
3014             return WINED3D_OK;
3015         }
3016     }
3017     return WINED3DERR_NOTAVAILABLE;
3018 }
3019
3020 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3021         WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed)
3022 {
3023     HRESULT hr = WINED3DERR_NOTAVAILABLE;
3024     UINT nmodes;
3025
3026     TRACE("iface %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
3027             iface, Adapter, debug_d3ddevicetype(DeviceType), debug_d3dformat(DisplayFormat),
3028             debug_d3dformat(BackBufferFormat), Windowed);
3029
3030     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3031         WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
3032         return WINED3DERR_INVALIDCALL;
3033     }
3034
3035     /* The task of this function is to check whether a certain display / backbuffer format
3036      * combination is available on the given adapter. In fullscreen mode microsoft specified
3037      * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
3038      * and display format should match exactly.
3039      * In windowed mode format conversion can occur and this depends on the driver. When format
3040      * conversion is done, this function should nevertheless fail and applications need to use
3041      * CheckDeviceFormatConversion.
3042      * At the moment we assume that fullscreen and windowed have the same capabilities */
3043
3044     /* There are only 4 display formats */
3045     if (!(DisplayFormat == WINED3DFMT_B5G6R5_UNORM
3046             || DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
3047             || DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
3048             || DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM))
3049     {
3050         TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
3051         return WINED3DERR_NOTAVAILABLE;
3052     }
3053
3054     /* If the requested DisplayFormat is not available, don't continue */
3055     nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
3056     if(!nmodes) {
3057         TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
3058         return WINED3DERR_NOTAVAILABLE;
3059     }
3060
3061     /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
3062     if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
3063         TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
3064         return WINED3DERR_NOTAVAILABLE;
3065     }
3066
3067     /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
3068     if (DisplayFormat == WINED3DFMT_B5G6R5_UNORM && BackBufferFormat != WINED3DFMT_B5G6R5_UNORM)
3069     {
3070         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3071         return WINED3DERR_NOTAVAILABLE;
3072     }
3073
3074     /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
3075     if (DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
3076             && !(BackBufferFormat == WINED3DFMT_B5G5R5X1_UNORM || BackBufferFormat == WINED3DFMT_B5G5R5A1_UNORM))
3077     {
3078         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3079         return WINED3DERR_NOTAVAILABLE;
3080     }
3081
3082     /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
3083     if (DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
3084             && !(BackBufferFormat == WINED3DFMT_B8G8R8X8_UNORM || BackBufferFormat == WINED3DFMT_B8G8R8A8_UNORM))
3085     {
3086         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3087         return WINED3DERR_NOTAVAILABLE;
3088     }
3089
3090     /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
3091     if (DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM
3092             && (BackBufferFormat != WINED3DFMT_B10G10R10A2_UNORM || Windowed))
3093     {
3094         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3095         return WINED3DERR_NOTAVAILABLE;
3096     }
3097
3098     /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
3099     hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
3100     if(FAILED(hr))
3101         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3102
3103     return hr;
3104 }
3105
3106
3107 /* Check if we support bumpmapping for a format */
3108 static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter,
3109         WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
3110 {
3111     switch(format_desc->format)
3112     {
3113         case WINED3DFMT_R8G8_SNORM:
3114         case WINED3DFMT_R16G16_SNORM:
3115         case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3116         case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3117         case WINED3DFMT_R8G8B8A8_SNORM:
3118             /* Ask the fixed function pipeline implementation if it can deal
3119              * with the conversion. If we've got a GL extension giving native
3120              * support this will be an identity conversion. */
3121             if (adapter->fragment_pipe->color_fixup_supported(format_desc->color_fixup))
3122             {
3123                 TRACE_(d3d_caps)("[OK]\n");
3124                 return TRUE;
3125             }
3126             TRACE_(d3d_caps)("[FAILED]\n");
3127             return FALSE;
3128
3129         default:
3130             TRACE_(d3d_caps)("[FAILED]\n");
3131             return FALSE;
3132     }
3133 }
3134
3135 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3136 static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
3137         const struct GlPixelFormatDesc *display_format_desc, const struct GlPixelFormatDesc *ds_format_desc)
3138 {
3139     int it=0;
3140
3141     /* Only allow depth/stencil formats */
3142     if (!(ds_format_desc->depth_size || ds_format_desc->stencil_size)) return FALSE;
3143
3144     /* Walk through all WGL pixel formats to find a match */
3145     for (it = 0; it < adapter->nCfgs; ++it)
3146     {
3147         WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
3148         if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format_desc))
3149         {
3150             if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format_desc))
3151             {
3152                 return TRUE;
3153             }
3154         }
3155     }
3156
3157     return FALSE;
3158 }
3159
3160 static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct GlPixelFormatDesc *format_desc)
3161 {
3162     /* The flags entry of a format contains the filtering capability */
3163     if (format_desc->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3164
3165     return FALSE;
3166 }
3167
3168 /* Check the render target capabilities of a format */
3169 static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
3170         const struct GlPixelFormatDesc *adapter_format_desc, const struct GlPixelFormatDesc *check_format_desc)
3171 {
3172     /* Filter out non-RT formats */
3173     if (!(check_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3174
3175     if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
3176         WineD3D_PixelFormat *cfgs = adapter->cfgs;
3177         int it;
3178         short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3179         short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3180
3181         getColorBits(adapter_format_desc, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3182         getColorBits(check_format_desc, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3183
3184         /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3185          * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3186         if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3187             TRACE_(d3d_caps)("[FAILED]\n");
3188             return FALSE;
3189         }
3190
3191         /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3192          * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3193         for (it = 0; it < adapter->nCfgs; ++it)
3194         {
3195             if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3196                     &cfgs[it], check_format_desc))
3197             {
3198                 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
3199                         cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
3200                 return TRUE;
3201             }
3202         }
3203     }
3204     else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3205     {
3206         /* For now return TRUE for FBOs until we have some proper checks.
3207          * Note that this function will only be called when the format is around for texturing. */
3208         return TRUE;
3209     }
3210     return FALSE;
3211 }
3212
3213 static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct GlPixelFormatDesc *format_desc)
3214 {
3215     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3216
3217     /* Check for supported sRGB formats (Texture loading and framebuffer) */
3218     if (!gl_info->supported[EXT_TEXTURE_SRGB])
3219     {
3220         TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
3221         return FALSE;
3222     }
3223
3224     switch (format_desc->format)
3225     {
3226         case WINED3DFMT_B8G8R8A8_UNORM:
3227         case WINED3DFMT_B8G8R8X8_UNORM:
3228         case WINED3DFMT_B4G4R4A4_UNORM:
3229         case WINED3DFMT_L8_UNORM:
3230         case WINED3DFMT_L8A8_UNORM:
3231         case WINED3DFMT_DXT1:
3232         case WINED3DFMT_DXT2:
3233         case WINED3DFMT_DXT3:
3234         case WINED3DFMT_DXT4:
3235         case WINED3DFMT_DXT5:
3236             TRACE_(d3d_caps)("[OK]\n");
3237             return TRUE;
3238
3239         default:
3240             TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(format_desc->format));
3241             return FALSE;
3242     }
3243     return FALSE;
3244 }
3245
3246 static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter,
3247         WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
3248 {
3249     /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3250      * doing the color fixup in shaders.
3251      * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3252     if ((format_desc->format == WINED3DFMT_B8G8R8X8_UNORM) || (format_desc->format == WINED3DFMT_B8G8R8A8_UNORM))
3253     {
3254         int vs_selected_mode;
3255         int ps_selected_mode;
3256         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3257
3258         if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3259             TRACE_(d3d_caps)("[OK]\n");
3260             return TRUE;
3261         }
3262     }
3263
3264     TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(format_desc->format));
3265     return FALSE;
3266 }
3267
3268 /* Check if a format support blending in combination with pixel shaders */
3269 static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
3270         const struct GlPixelFormatDesc *format_desc)
3271 {
3272     /* The flags entry of a format contains the post pixel shader blending capability */
3273     if (format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3274
3275     return FALSE;
3276 }
3277
3278 static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct GlPixelFormatDesc *format_desc)
3279 {
3280     /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3281      * but we have to report mipmapping so we cannot reject this flag. Tests show that
3282      * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3283      * that wrapping is supported. The lack of filtering will sort out the mipmapping
3284      * capability anyway.
3285      *
3286      * For now lets report this on all formats, but in the future we may want to
3287      * restrict it to some should games need that
3288      */
3289     return TRUE;
3290 }
3291
3292 /* Check if a texture format is supported on the given adapter */
3293 static BOOL CheckTextureCapability(struct wined3d_adapter *adapter,
3294         WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
3295 {
3296     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3297
3298     switch (format_desc->format)
3299     {
3300         /*****
3301          *  supported: RGB(A) formats
3302          */
3303         case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3304         case WINED3DFMT_B8G8R8A8_UNORM:
3305         case WINED3DFMT_B8G8R8X8_UNORM:
3306         case WINED3DFMT_B5G6R5_UNORM:
3307         case WINED3DFMT_B5G5R5X1_UNORM:
3308         case WINED3DFMT_B5G5R5A1_UNORM:
3309         case WINED3DFMT_B4G4R4A4_UNORM:
3310         case WINED3DFMT_A8_UNORM:
3311         case WINED3DFMT_B4G4R4X4_UNORM:
3312         case WINED3DFMT_R8G8B8A8_UNORM:
3313         case WINED3DFMT_R8G8B8X8_UNORM:
3314         case WINED3DFMT_B10G10R10A2_UNORM:
3315         case WINED3DFMT_R10G10B10A2_UNORM:
3316         case WINED3DFMT_R16G16_UNORM:
3317             TRACE_(d3d_caps)("[OK]\n");
3318             return TRUE;
3319
3320         case WINED3DFMT_B2G3R3_UNORM:
3321             TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3322             return FALSE;
3323
3324         /*****
3325          *  supported: Palettized
3326          */
3327         case WINED3DFMT_P8_UINT:
3328             TRACE_(d3d_caps)("[OK]\n");
3329             return TRUE;
3330         /* No Windows driver offers WINED3DFMT_P8_UINT_A8_UNORM, so don't offer it either */
3331         case WINED3DFMT_P8_UINT_A8_UNORM:
3332             return FALSE;
3333
3334         /*****
3335          *  Supported: (Alpha)-Luminance
3336          */
3337         case WINED3DFMT_L8_UNORM:
3338         case WINED3DFMT_L8A8_UNORM:
3339         case WINED3DFMT_L16_UNORM:
3340             TRACE_(d3d_caps)("[OK]\n");
3341             return TRUE;
3342
3343         /* Not supported on Windows, thus disabled */
3344         case WINED3DFMT_L4A4_UNORM:
3345             TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3346             return FALSE;
3347
3348         /*****
3349          *  Supported: Depth/Stencil formats
3350          */
3351         case WINED3DFMT_D16_LOCKABLE:
3352         case WINED3DFMT_D16_UNORM:
3353         case WINED3DFMT_S1_UINT_D15_UNORM:
3354         case WINED3DFMT_X8D24_UNORM:
3355         case WINED3DFMT_S4X4_UINT_D24_UNORM:
3356         case WINED3DFMT_D24_UNORM_S8_UINT:
3357         case WINED3DFMT_S8_UINT_D24_FLOAT:
3358         case WINED3DFMT_D32_UNORM:
3359         case WINED3DFMT_D32_FLOAT:
3360             return TRUE;
3361
3362         /*****
3363          *  Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3364          *  GL_NV_texture_shader). Emulated by shaders
3365          */
3366         case WINED3DFMT_R8G8_SNORM:
3367         case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3368         case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3369         case WINED3DFMT_R8G8B8A8_SNORM:
3370         case WINED3DFMT_R16G16_SNORM:
3371             /* Ask the shader backend if it can deal with the conversion. If
3372              * we've got a GL extension giving native support this will be an
3373              * identity conversion. */
3374             if (adapter->shader_backend->shader_color_fixup_supported(format_desc->color_fixup))
3375             {
3376                 TRACE_(d3d_caps)("[OK]\n");
3377                 return TRUE;
3378             }
3379             TRACE_(d3d_caps)("[FAILED]\n");
3380             return FALSE;
3381
3382         case WINED3DFMT_DXT1:
3383         case WINED3DFMT_DXT2:
3384         case WINED3DFMT_DXT3:
3385         case WINED3DFMT_DXT4:
3386         case WINED3DFMT_DXT5:
3387             if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3388             {
3389                 TRACE_(d3d_caps)("[OK]\n");
3390                 return TRUE;
3391             }
3392             TRACE_(d3d_caps)("[FAILED]\n");
3393             return FALSE;
3394
3395
3396         /*****
3397          *  Odd formats - not supported
3398          */
3399         case WINED3DFMT_VERTEXDATA:
3400         case WINED3DFMT_R16_UINT:
3401         case WINED3DFMT_R32_UINT:
3402         case WINED3DFMT_R16G16B16A16_SNORM:
3403         case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3404         case WINED3DFMT_R10G11B11_SNORM:
3405             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3406             return FALSE;
3407
3408         /*****
3409          *  WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3410          */
3411         case WINED3DFMT_R8G8_SNORM_Cx:
3412             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3413             return FALSE;
3414
3415         /* YUV formats */
3416         case WINED3DFMT_UYVY:
3417         case WINED3DFMT_YUY2:
3418             if (gl_info->supported[APPLE_YCBCR_422])
3419             {
3420                 TRACE_(d3d_caps)("[OK]\n");
3421                 return TRUE;
3422             }
3423             TRACE_(d3d_caps)("[FAILED]\n");
3424             return FALSE;
3425         case WINED3DFMT_YV12:
3426             TRACE_(d3d_caps)("[FAILED]\n");
3427             return FALSE;
3428
3429             /* Not supported */
3430         case WINED3DFMT_R16G16B16A16_UNORM:
3431         case WINED3DFMT_B2G3R3A8_UNORM:
3432             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3433             return FALSE;
3434
3435             /* Floating point formats */
3436         case WINED3DFMT_R16_FLOAT:
3437         case WINED3DFMT_R16G16_FLOAT:
3438         case WINED3DFMT_R16G16B16A16_FLOAT:
3439             if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3440             {
3441                 TRACE_(d3d_caps)("[OK]\n");
3442                 return TRUE;
3443             }
3444             TRACE_(d3d_caps)("[FAILED]\n");
3445             return FALSE;
3446
3447         case WINED3DFMT_R32_FLOAT:
3448         case WINED3DFMT_R32G32_FLOAT:
3449         case WINED3DFMT_R32G32B32A32_FLOAT:
3450             if (gl_info->supported[ARB_TEXTURE_FLOAT])
3451             {
3452                 TRACE_(d3d_caps)("[OK]\n");
3453                 return TRUE;
3454             }
3455             TRACE_(d3d_caps)("[FAILED]\n");
3456             return FALSE;
3457
3458         /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3459          * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3460          * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3461          * We can do instancing with all shader versions, but we need vertex shaders.
3462          *
3463          * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3464          * to enable instancing. WineD3D doesn't need that and just ignores it.
3465          *
3466          * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3467          */
3468         case WINED3DFMT_INST:
3469             TRACE("ATI Instancing check hack\n");
3470             if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3471             {
3472                 TRACE_(d3d_caps)("[OK]\n");
3473                 return TRUE;
3474             }
3475             TRACE_(d3d_caps)("[FAILED]\n");
3476             return FALSE;
3477
3478         /* Some weird FOURCC formats */
3479         case WINED3DFMT_R8G8_B8G8:
3480         case WINED3DFMT_G8R8_G8B8:
3481         case WINED3DFMT_MULTI2_ARGB8:
3482             TRACE_(d3d_caps)("[FAILED]\n");
3483             return FALSE;
3484
3485         /* Vendor specific formats */
3486         case WINED3DFMT_ATI2N:
3487             if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3488                     || gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
3489             {
3490                 if (adapter->shader_backend->shader_color_fixup_supported(format_desc->color_fixup)
3491                         && adapter->fragment_pipe->color_fixup_supported(format_desc->color_fixup))
3492                 {
3493                     TRACE_(d3d_caps)("[OK]\n");
3494                     return TRUE;
3495                 }
3496
3497                 TRACE_(d3d_caps)("[OK]\n");
3498                 return TRUE;
3499             }
3500             TRACE_(d3d_caps)("[FAILED]\n");
3501             return FALSE;
3502
3503         case WINED3DFMT_NVHU:
3504         case WINED3DFMT_NVHS:
3505             /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3506              * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3507              * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3508              * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3509              * Applications have to deal with not having NVHS and NVHU.
3510              */
3511             TRACE_(d3d_caps)("[FAILED]\n");
3512             return FALSE;
3513
3514         case WINED3DFMT_UNKNOWN:
3515             return FALSE;
3516
3517         default:
3518             ERR("Unhandled format=%s\n", debug_d3dformat(format_desc->format));
3519             break;
3520     }
3521     return FALSE;
3522 }
3523
3524 static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter, const struct GlPixelFormatDesc *adapter_format_desc,
3525         WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *check_format_desc, WINED3DSURFTYPE SurfaceType)
3526 {
3527     if(SurfaceType == SURFACE_GDI) {
3528         switch(check_format_desc->format)
3529         {
3530             case WINED3DFMT_B8G8R8_UNORM:
3531             case WINED3DFMT_B8G8R8A8_UNORM:
3532             case WINED3DFMT_B8G8R8X8_UNORM:
3533             case WINED3DFMT_B5G6R5_UNORM:
3534             case WINED3DFMT_B5G5R5X1_UNORM:
3535             case WINED3DFMT_B5G5R5A1_UNORM:
3536             case WINED3DFMT_B4G4R4A4_UNORM:
3537             case WINED3DFMT_B2G3R3_UNORM:
3538             case WINED3DFMT_A8_UNORM:
3539             case WINED3DFMT_B2G3R3A8_UNORM:
3540             case WINED3DFMT_B4G4R4X4_UNORM:
3541             case WINED3DFMT_R10G10B10A2_UNORM:
3542             case WINED3DFMT_R8G8B8A8_UNORM:
3543             case WINED3DFMT_R8G8B8X8_UNORM:
3544             case WINED3DFMT_R16G16_UNORM:
3545             case WINED3DFMT_B10G10R10A2_UNORM:
3546             case WINED3DFMT_R16G16B16A16_UNORM:
3547             case WINED3DFMT_P8_UINT:
3548                 TRACE_(d3d_caps)("[OK]\n");
3549                 return TRUE;
3550             default:
3551                 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3552                 return FALSE;
3553         }
3554     }
3555
3556     /* All format that are supported for textures are supported for surfaces as well */
3557     if (CheckTextureCapability(adapter, DeviceType, check_format_desc)) return TRUE;
3558     /* All depth stencil formats are supported on surfaces */
3559     if (CheckDepthStencilCapability(adapter, adapter_format_desc, check_format_desc)) return TRUE;
3560
3561     /* If opengl can't process the format natively, the blitter may be able to convert it */
3562     if (adapter->blitter->color_fixup_supported(check_format_desc->color_fixup))
3563     {
3564         TRACE_(d3d_caps)("[OK]\n");
3565         return TRUE;
3566     }
3567
3568     /* Reject other formats */
3569     TRACE_(d3d_caps)("[FAILED]\n");
3570     return FALSE;
3571 }
3572
3573 static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter, const struct GlPixelFormatDesc *format_desc)
3574 {
3575     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3576
3577     if (!gl_info->limits.vertex_samplers)
3578     {
3579         TRACE_(d3d_caps)("[FAILED]\n");
3580         return FALSE;
3581     }
3582
3583     switch (format_desc->format)
3584     {
3585         case WINED3DFMT_R32G32B32A32_FLOAT:
3586             if (!gl_info->supported[ARB_TEXTURE_FLOAT])
3587             {
3588                 TRACE_(d3d_caps)("[FAILED]\n");
3589                 return FALSE;
3590             }
3591             TRACE_(d3d_caps)("[OK]\n");
3592             return TRUE;
3593
3594         default:
3595             TRACE_(d3d_caps)("[FAILED]\n");
3596             return FALSE;
3597     }
3598     return FALSE;
3599 }
3600
3601 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3602         WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
3603         WINED3DSURFTYPE SurfaceType)
3604 {
3605     IWineD3DImpl *This = (IWineD3DImpl *)iface;
3606     struct wined3d_adapter *adapter = &This->adapters[Adapter];
3607     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3608     const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(CheckFormat, gl_info);
3609     const struct GlPixelFormatDesc *adapter_format_desc = getFormatDescEntry(AdapterFormat, gl_info);
3610     DWORD UsageCaps = 0;
3611
3612     TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3613           This,
3614           Adapter,
3615           DeviceType, debug_d3ddevicetype(DeviceType),
3616           AdapterFormat, debug_d3dformat(AdapterFormat),
3617           Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3618           RType, debug_d3dresourcetype(RType),
3619           CheckFormat, debug_d3dformat(CheckFormat));
3620
3621     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3622         return WINED3DERR_INVALIDCALL;
3623     }
3624
3625     if(RType == WINED3DRTYPE_CUBETEXTURE) {
3626
3627         if(SurfaceType != SURFACE_OPENGL) {
3628             TRACE("[FAILED]\n");
3629             return WINED3DERR_NOTAVAILABLE;
3630         }
3631
3632         /* Cubetexture allows:
3633          *                    - D3DUSAGE_AUTOGENMIPMAP
3634          *                    - D3DUSAGE_DEPTHSTENCIL
3635          *                    - D3DUSAGE_DYNAMIC
3636          *                    - D3DUSAGE_NONSECURE (d3d9ex)
3637          *                    - D3DUSAGE_RENDERTARGET
3638          *                    - D3DUSAGE_SOFTWAREPROCESSING
3639          *                    - D3DUSAGE_QUERY_WRAPANDMIP
3640          */
3641         if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3642         {
3643             /* Check if the texture format is around */
3644             if (CheckTextureCapability(adapter, DeviceType, format_desc))
3645             {
3646                 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
3647                     /* Check for automatic mipmap generation support */
3648                     if (gl_info->supported[SGIS_GENERATE_MIPMAP])
3649                     {
3650                         UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3651                     } else {
3652                         /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
3653                         TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3654                     }
3655                 }
3656
3657                 /* Always report dynamic locking */
3658                 if(Usage & WINED3DUSAGE_DYNAMIC)
3659                     UsageCaps |= WINED3DUSAGE_DYNAMIC;
3660
3661                 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3662                     if(CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3663                     {
3664                         UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3665                     } else {
3666                         TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3667                         return WINED3DERR_NOTAVAILABLE;
3668                     }
3669                 }
3670
3671                 /* Always report software processing */
3672                 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3673                     UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3674
3675                 /* Check QUERY_FILTER support */
3676                 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3677                     if (CheckFilterCapability(adapter, format_desc))
3678                     {
3679                         UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3680                     } else {
3681                         TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3682                         return WINED3DERR_NOTAVAILABLE;
3683                     }
3684                 }
3685
3686                 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3687                 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3688                     if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3689                     {
3690                         UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3691                     } else {
3692                         TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3693                         return WINED3DERR_NOTAVAILABLE;
3694                     }
3695                 }
3696
3697                 /* Check QUERY_SRGBREAD support */
3698                 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3699                     if (CheckSrgbReadCapability(adapter, format_desc))
3700                     {
3701                         UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3702                     } else {
3703                         TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3704                         return WINED3DERR_NOTAVAILABLE;
3705                     }
3706                 }
3707
3708                 /* Check QUERY_SRGBWRITE support */
3709                 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3710                     if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3711                     {
3712                         UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3713                     } else {
3714                         TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3715                         return WINED3DERR_NOTAVAILABLE;
3716                     }
3717                 }
3718
3719                 /* Check QUERY_VERTEXTEXTURE support */
3720                 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3721                     if (CheckVertexTextureCapability(adapter, format_desc))
3722                     {
3723                         UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3724                     } else {
3725                         TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3726                         return WINED3DERR_NOTAVAILABLE;
3727                     }
3728                 }
3729
3730                 /* Check QUERY_WRAPANDMIP support */
3731                 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3732                     if (CheckWrapAndMipCapability(adapter, format_desc))
3733                     {
3734                         UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3735                     } else {
3736                         TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3737                         return WINED3DERR_NOTAVAILABLE;
3738                     }
3739                 }
3740             } else {
3741                 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3742                 return WINED3DERR_NOTAVAILABLE;
3743             }
3744         } else {
3745             TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3746             return WINED3DERR_NOTAVAILABLE;
3747         }
3748     } else if(RType == WINED3DRTYPE_SURFACE) {
3749         /* Surface allows:
3750          *                - D3DUSAGE_DEPTHSTENCIL
3751          *                - D3DUSAGE_NONSECURE (d3d9ex)
3752          *                - D3DUSAGE_RENDERTARGET
3753          */
3754
3755         if (CheckSurfaceCapability(adapter, adapter_format_desc, DeviceType, format_desc, SurfaceType))
3756         {
3757             if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
3758                 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3759                 {
3760                     UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3761                 } else {
3762                     TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3763                     return WINED3DERR_NOTAVAILABLE;
3764                 }
3765             }
3766
3767             if(Usage & WINED3DUSAGE_RENDERTARGET) {
3768                 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3769                 {
3770                     UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3771                 } else {
3772                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3773                     return WINED3DERR_NOTAVAILABLE;
3774                 }
3775             }
3776
3777             /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3778             if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3779                 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3780                 {
3781                     UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3782                 } else {
3783                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3784                     return WINED3DERR_NOTAVAILABLE;
3785                 }
3786             }
3787         } else {
3788             TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3789             return WINED3DERR_NOTAVAILABLE;
3790         }
3791
3792     } else if(RType == WINED3DRTYPE_TEXTURE) {
3793         /* Texture allows:
3794          *                - D3DUSAGE_AUTOGENMIPMAP
3795          *                - D3DUSAGE_DEPTHSTENCIL
3796          *                - D3DUSAGE_DMAP
3797          *                - D3DUSAGE_DYNAMIC
3798          *                - D3DUSAGE_NONSECURE (d3d9ex)
3799          *                - D3DUSAGE_RENDERTARGET
3800          *                - D3DUSAGE_SOFTWAREPROCESSING
3801          *                - D3DUSAGE_TEXTAPI (d3d9ex)
3802          *                - D3DUSAGE_QUERY_WRAPANDMIP
3803          */
3804
3805         if(SurfaceType != SURFACE_OPENGL) {
3806             TRACE("[FAILED]\n");
3807             return WINED3DERR_NOTAVAILABLE;
3808         }
3809
3810         /* Check if the texture format is around */
3811         if (CheckTextureCapability(adapter, DeviceType, format_desc))
3812         {
3813             if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
3814                 /* Check for automatic mipmap generation support */
3815                 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
3816                 {
3817                     UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3818                 } else {
3819                     /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
3820                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3821                 }
3822             }
3823
3824             /* Always report dynamic locking */
3825             if(Usage & WINED3DUSAGE_DYNAMIC)
3826                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3827
3828             if(Usage & WINED3DUSAGE_RENDERTARGET) {
3829                 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3830                 {
3831                     UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3832                 } else {
3833                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3834                      return WINED3DERR_NOTAVAILABLE;
3835                  }
3836             }
3837
3838             /* Always report software processing */
3839             if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3840                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3841
3842             /* Check QUERY_FILTER support */
3843             if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3844                 if (CheckFilterCapability(adapter, format_desc))
3845                 {
3846                     UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3847                 } else {
3848                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3849                     return WINED3DERR_NOTAVAILABLE;
3850                 }
3851             }
3852
3853             /* Check QUERY_LEGACYBUMPMAP support */
3854             if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
3855                 if (CheckBumpMapCapability(adapter, DeviceType, format_desc))
3856                 {
3857                     UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3858                 } else {
3859                     TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3860                     return WINED3DERR_NOTAVAILABLE;
3861                 }
3862             }
3863
3864             /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3865             if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3866                 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3867                 {
3868                     UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3869                 } else {
3870                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3871                     return WINED3DERR_NOTAVAILABLE;
3872                 }
3873             }
3874
3875             /* Check QUERY_SRGBREAD support */
3876             if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3877                 if (CheckSrgbReadCapability(adapter, format_desc))
3878                 {
3879                     UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3880                 } else {
3881                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3882                     return WINED3DERR_NOTAVAILABLE;
3883                 }
3884             }
3885
3886             /* Check QUERY_SRGBWRITE support */
3887             if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3888                 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3889                 {
3890                     UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3891                 } else {
3892                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3893                     return WINED3DERR_NOTAVAILABLE;
3894                 }
3895             }
3896
3897             /* Check QUERY_VERTEXTEXTURE support */
3898             if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3899                 if (CheckVertexTextureCapability(adapter, format_desc))
3900                 {
3901                     UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3902                 } else {
3903                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3904                     return WINED3DERR_NOTAVAILABLE;
3905                 }
3906             }
3907
3908             /* Check QUERY_WRAPANDMIP support */
3909             if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3910                 if (CheckWrapAndMipCapability(adapter, format_desc))
3911                 {
3912                     UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3913                 } else {
3914                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3915                     return WINED3DERR_NOTAVAILABLE;
3916                 }
3917             }
3918
3919             if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
3920                 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3921                 {
3922                     UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3923                 } else {
3924                     TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
3925                     return WINED3DERR_NOTAVAILABLE;
3926                 }
3927             }
3928         } else {
3929             TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3930             return WINED3DERR_NOTAVAILABLE;
3931         }
3932     } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
3933         /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
3934          * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
3935          *
3936          * Volumetexture allows:
3937          *                      - D3DUSAGE_DYNAMIC
3938          *                      - D3DUSAGE_NONSECURE (d3d9ex)
3939          *                      - D3DUSAGE_SOFTWAREPROCESSING
3940          *                      - D3DUSAGE_QUERY_WRAPANDMIP
3941          */
3942
3943         if(SurfaceType != SURFACE_OPENGL) {
3944             TRACE("[FAILED]\n");
3945             return WINED3DERR_NOTAVAILABLE;
3946         }
3947
3948         /* Check volume texture and volume usage caps */
3949         if (gl_info->supported[EXT_TEXTURE3D])
3950         {
3951             if (!CheckTextureCapability(adapter, DeviceType, format_desc))
3952             {
3953                 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
3954                 return WINED3DERR_NOTAVAILABLE;
3955             }
3956
3957             /* Always report dynamic locking */
3958             if(Usage & WINED3DUSAGE_DYNAMIC)
3959                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3960
3961             /* Always report software processing */
3962             if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3963                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3964
3965             /* Check QUERY_FILTER support */
3966             if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3967                 if (CheckFilterCapability(adapter, format_desc))
3968                 {
3969                     UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3970                 } else {
3971                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3972                     return WINED3DERR_NOTAVAILABLE;
3973                 }
3974             }
3975
3976             /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3977             if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3978                 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3979                 {
3980                     UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3981                 } else {
3982                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3983                     return WINED3DERR_NOTAVAILABLE;
3984                 }
3985             }
3986
3987             /* Check QUERY_SRGBREAD support */
3988             if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3989                 if (CheckSrgbReadCapability(adapter, format_desc))
3990                 {
3991                     UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3992                 } else {
3993                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3994                     return WINED3DERR_NOTAVAILABLE;
3995                 }
3996             }
3997
3998             /* Check QUERY_SRGBWRITE support */
3999             if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
4000                 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
4001                 {
4002                     UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4003                 } else {
4004                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4005                     return WINED3DERR_NOTAVAILABLE;
4006                 }
4007             }
4008
4009             /* Check QUERY_VERTEXTEXTURE support */
4010             if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
4011                 if (CheckVertexTextureCapability(adapter, format_desc))
4012                 {
4013                     UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4014                 } else {
4015                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4016                     return WINED3DERR_NOTAVAILABLE;
4017                 }
4018             }
4019
4020             /* Check QUERY_WRAPANDMIP support */
4021             if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
4022                 if (CheckWrapAndMipCapability(adapter, format_desc))
4023                 {
4024                     UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4025                 } else {
4026                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4027                     return WINED3DERR_NOTAVAILABLE;
4028                 }
4029             }
4030         } else {
4031             TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
4032             return WINED3DERR_NOTAVAILABLE;
4033         }
4034
4035         /* Filter formats that need conversion; For one part, this conversion is unimplemented,
4036          * and volume textures are huge, so it would be a big performance hit. Unless we hit an
4037          * app needing one of those formats, don't advertize them to avoid leading apps into
4038          * temptation. The windows drivers don't support most of those formats on volumes anyway,
4039          * except of R32F.
4040          */
4041         switch(CheckFormat) {
4042             case WINED3DFMT_P8_UINT:
4043             case WINED3DFMT_L4A4_UNORM:
4044             case WINED3DFMT_R32_FLOAT:
4045             case WINED3DFMT_R16_FLOAT:
4046             case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
4047             case WINED3DFMT_R5G5_SNORM_L6_UNORM:
4048             case WINED3DFMT_R16G16_UNORM:
4049                 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4050                 return WINED3DERR_NOTAVAILABLE;
4051
4052             case WINED3DFMT_R8G8B8A8_SNORM:
4053             case WINED3DFMT_R16G16_SNORM:
4054             if (!gl_info->supported[NV_TEXTURE_SHADER])
4055             {
4056                 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4057                 return WINED3DERR_NOTAVAILABLE;
4058             }
4059             break;
4060
4061             case WINED3DFMT_R8G8_SNORM:
4062             if (!gl_info->supported[NV_TEXTURE_SHADER])
4063             {
4064                 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4065                 return WINED3DERR_NOTAVAILABLE;
4066             }
4067             break;
4068
4069             case WINED3DFMT_DXT1:
4070             case WINED3DFMT_DXT2:
4071             case WINED3DFMT_DXT3:
4072             case WINED3DFMT_DXT4:
4073             case WINED3DFMT_DXT5:
4074                 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
4075                  * compressed texture results in an error. While the D3D refrast does
4076                  * support s3tc volumes, at least the nvidia windows driver does not, so
4077                  * we're free not to support this format.
4078                  */
4079                 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4080                 return WINED3DERR_NOTAVAILABLE;
4081
4082             default:
4083                 /* Do nothing, continue with checking the format below */
4084                 break;
4085         }
4086     } else if(RType == WINED3DRTYPE_BUFFER){
4087         /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
4088         TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
4089         return WINED3DERR_NOTAVAILABLE;
4090     }
4091
4092     /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
4093      * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
4094      * usage flags match. */
4095     if(UsageCaps == Usage) {
4096         return WINED3D_OK;
4097     } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
4098         return WINED3DOK_NOAUTOGEN;
4099     } else {
4100         TRACE_(d3d_caps)("[FAILED] - Usage=%#08x requested for CheckFormat=%s and RType=%d but only %#08x is available\n", Usage, debug_d3dformat(CheckFormat), RType, UsageCaps);
4101         return WINED3DERR_NOTAVAILABLE;
4102     }
4103 }
4104
4105 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT adapter_idx,
4106         WINED3DDEVTYPE device_type, WINED3DFORMAT src_format, WINED3DFORMAT dst_format)
4107 {
4108     FIXME("iface %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4109             iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4110             debug_d3dformat(dst_format));
4111
4112     return WINED3D_OK;
4113 }
4114
4115 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4116       subset of a D3DCAPS9 structure. However, it has to come via a void *
4117       as the d3d8 interface cannot import the d3d9 header                  */
4118 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
4119
4120     IWineD3DImpl    *This = (IWineD3DImpl *)iface;
4121     struct wined3d_adapter *adapter = &This->adapters[Adapter];
4122     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4123     int vs_selected_mode;
4124     int ps_selected_mode;
4125     struct shader_caps shader_caps;
4126     struct fragment_caps fragment_caps;
4127     DWORD ckey_caps, blit_caps, fx_caps;
4128
4129     TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
4130
4131     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
4132         return WINED3DERR_INVALIDCALL;
4133     }
4134
4135     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4136
4137     /* ------------------------------------------------
4138        The following fields apply to both d3d8 and d3d9
4139        ------------------------------------------------ */
4140     pCaps->DeviceType              = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF;  /* Not quite true, but use h/w supported by opengl I suppose */
4141     pCaps->AdapterOrdinal          = Adapter;
4142
4143     pCaps->Caps                    = 0;
4144     pCaps->Caps2                   = WINED3DCAPS2_CANRENDERWINDOWED |
4145                                      WINED3DCAPS2_FULLSCREENGAMMA |
4146                                      WINED3DCAPS2_DYNAMICTEXTURES;
4147     if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4148     {
4149         pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4150     }
4151
4152     pCaps->Caps3                   = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4153                                      WINED3DCAPS3_COPY_TO_VIDMEM                   |
4154                                      WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4155
4156     pCaps->PresentationIntervals   = WINED3DPRESENT_INTERVAL_IMMEDIATE  |
4157                                      WINED3DPRESENT_INTERVAL_ONE;
4158
4159     pCaps->CursorCaps              = WINED3DCURSORCAPS_COLOR            |
4160                                      WINED3DCURSORCAPS_LOWRES;
4161
4162     pCaps->DevCaps                 = WINED3DDEVCAPS_FLOATTLVERTEX       |
4163                                      WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4164                                      WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4165                                      WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4166                                      WINED3DDEVCAPS_DRAWPRIMTLVERTEX    |
4167                                      WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4168                                      WINED3DDEVCAPS_EXECUTEVIDEOMEMORY  |
4169                                      WINED3DDEVCAPS_PUREDEVICE          |
4170                                      WINED3DDEVCAPS_HWRASTERIZATION     |
4171                                      WINED3DDEVCAPS_TEXTUREVIDEOMEMORY  |
4172                                      WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4173                                      WINED3DDEVCAPS_CANRENDERAFTERFLIP  |
4174                                      WINED3DDEVCAPS_DRAWPRIMITIVES2     |
4175                                      WINED3DDEVCAPS_DRAWPRIMITIVES2EX   |
4176                                      WINED3DDEVCAPS_RTPATCHES;
4177
4178     pCaps->PrimitiveMiscCaps       = WINED3DPMISCCAPS_CULLNONE              |
4179                                      WINED3DPMISCCAPS_CULLCCW               |
4180                                      WINED3DPMISCCAPS_CULLCW                |
4181                                      WINED3DPMISCCAPS_COLORWRITEENABLE      |
4182                                      WINED3DPMISCCAPS_CLIPTLVERTS           |
4183                                      WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4184                                      WINED3DPMISCCAPS_MASKZ                 |
4185                                      WINED3DPMISCCAPS_BLENDOP               |
4186                                      WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4187                                     /* TODO:
4188                                         WINED3DPMISCCAPS_NULLREFERENCE
4189                                         WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
4190                                         WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4191                                         WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4192                                         WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4193
4194     if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4195         pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4196
4197     pCaps->RasterCaps              = WINED3DPRASTERCAPS_DITHER    |
4198                                      WINED3DPRASTERCAPS_PAT       |
4199                                      WINED3DPRASTERCAPS_WFOG      |
4200                                      WINED3DPRASTERCAPS_ZFOG      |
4201                                      WINED3DPRASTERCAPS_FOGVERTEX |
4202                                      WINED3DPRASTERCAPS_FOGTABLE  |
4203                                      WINED3DPRASTERCAPS_STIPPLE   |
4204                                      WINED3DPRASTERCAPS_SUBPIXEL  |
4205                                      WINED3DPRASTERCAPS_ZTEST     |
4206                                      WINED3DPRASTERCAPS_SCISSORTEST   |
4207                                      WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4208                                      WINED3DPRASTERCAPS_DEPTHBIAS;
4209
4210     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4211     {
4212         pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY    |
4213                              WINED3DPRASTERCAPS_ZBIAS         |
4214                              WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4215     }
4216     if (gl_info->supported[NV_FOG_DISTANCE])
4217     {
4218         pCaps->RasterCaps         |= WINED3DPRASTERCAPS_FOGRANGE;
4219     }
4220                         /* FIXME Add:
4221                            WINED3DPRASTERCAPS_COLORPERSPECTIVE
4222                            WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4223                            WINED3DPRASTERCAPS_ANTIALIASEDGES
4224                            WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4225                            WINED3DPRASTERCAPS_WBUFFER */
4226
4227     pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS       |
4228                       WINED3DPCMPCAPS_EQUAL        |
4229                       WINED3DPCMPCAPS_GREATER      |
4230                       WINED3DPCMPCAPS_GREATEREQUAL |
4231                       WINED3DPCMPCAPS_LESS         |
4232                       WINED3DPCMPCAPS_LESSEQUAL    |
4233                       WINED3DPCMPCAPS_NEVER        |
4234                       WINED3DPCMPCAPS_NOTEQUAL;
4235
4236     pCaps->SrcBlendCaps  = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4237                            WINED3DPBLENDCAPS_BOTHSRCALPHA    |
4238                            WINED3DPBLENDCAPS_DESTALPHA       |
4239                            WINED3DPBLENDCAPS_DESTCOLOR       |
4240                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4241                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4242                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4243                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4244                            WINED3DPBLENDCAPS_ONE             |
4245                            WINED3DPBLENDCAPS_SRCALPHA        |
4246                            WINED3DPBLENDCAPS_SRCALPHASAT     |
4247                            WINED3DPBLENDCAPS_SRCCOLOR        |
4248                            WINED3DPBLENDCAPS_ZERO;
4249
4250     pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA       |
4251                            WINED3DPBLENDCAPS_DESTCOLOR       |
4252                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4253                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4254                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4255                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4256                            WINED3DPBLENDCAPS_ONE             |
4257                            WINED3DPBLENDCAPS_SRCALPHA        |
4258                            WINED3DPBLENDCAPS_SRCCOLOR        |
4259                            WINED3DPBLENDCAPS_ZERO;
4260     /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4261      * according to the glBlendFunc manpage
4262      *
4263      * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4264      * legacy settings for srcblend only
4265      */
4266
4267     if (gl_info->supported[EXT_BLEND_COLOR])
4268     {
4269         pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4270         pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4271     }
4272
4273
4274     pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS       |
4275                           WINED3DPCMPCAPS_EQUAL        |
4276                           WINED3DPCMPCAPS_GREATER      |
4277                           WINED3DPCMPCAPS_GREATEREQUAL |
4278                           WINED3DPCMPCAPS_LESS         |
4279                           WINED3DPCMPCAPS_LESSEQUAL    |
4280                           WINED3DPCMPCAPS_NEVER        |
4281                           WINED3DPCMPCAPS_NOTEQUAL;
4282
4283     pCaps->ShadeCaps     = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4284                            WINED3DPSHADECAPS_COLORGOURAUDRGB    |
4285                            WINED3DPSHADECAPS_ALPHAFLATBLEND     |
4286                            WINED3DPSHADECAPS_ALPHAGOURAUDBLEND  |
4287                            WINED3DPSHADECAPS_COLORFLATRGB       |
4288                            WINED3DPSHADECAPS_FOGFLAT            |
4289                            WINED3DPSHADECAPS_FOGGOURAUD         |
4290                            WINED3DPSHADECAPS_SPECULARFLATRGB;
4291
4292     pCaps->TextureCaps =  WINED3DPTEXTURECAPS_ALPHA              |
4293                           WINED3DPTEXTURECAPS_ALPHAPALETTE       |
4294                           WINED3DPTEXTURECAPS_TRANSPARENCY       |
4295                           WINED3DPTEXTURECAPS_BORDER             |
4296                           WINED3DPTEXTURECAPS_MIPMAP             |
4297                           WINED3DPTEXTURECAPS_PROJECTED          |
4298                           WINED3DPTEXTURECAPS_PERSPECTIVE;
4299
4300     if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4301     {
4302         pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4303                               WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4304     }
4305
4306     if (gl_info->supported[EXT_TEXTURE3D])
4307     {
4308         pCaps->TextureCaps |=  WINED3DPTEXTURECAPS_VOLUMEMAP      |
4309                                WINED3DPTEXTURECAPS_MIPVOLUMEMAP   |
4310                                WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4311     }
4312
4313     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4314     {
4315         pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP     |
4316                               WINED3DPTEXTURECAPS_MIPCUBEMAP    |
4317                               WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4318
4319     }
4320
4321     pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4322                                WINED3DPTFILTERCAPS_MAGFPOINT        |
4323                                WINED3DPTFILTERCAPS_MINFLINEAR       |
4324                                WINED3DPTFILTERCAPS_MINFPOINT        |
4325                                WINED3DPTFILTERCAPS_MIPFLINEAR       |
4326                                WINED3DPTFILTERCAPS_MIPFPOINT        |
4327                                WINED3DPTFILTERCAPS_LINEAR           |
4328                                WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4329                                WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4330                                WINED3DPTFILTERCAPS_MIPLINEAR        |
4331                                WINED3DPTFILTERCAPS_MIPNEAREST       |
4332                                WINED3DPTFILTERCAPS_NEAREST;
4333
4334     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4335     {
4336         pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4337                                     WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4338     }
4339
4340     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4341     {
4342         pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4343                                        WINED3DPTFILTERCAPS_MAGFPOINT        |
4344                                        WINED3DPTFILTERCAPS_MINFLINEAR       |
4345                                        WINED3DPTFILTERCAPS_MINFPOINT        |
4346                                        WINED3DPTFILTERCAPS_MIPFLINEAR       |
4347                                        WINED3DPTFILTERCAPS_MIPFPOINT        |
4348                                        WINED3DPTFILTERCAPS_LINEAR           |
4349                                        WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4350                                        WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4351                                        WINED3DPTFILTERCAPS_MIPLINEAR        |
4352                                        WINED3DPTFILTERCAPS_MIPNEAREST       |
4353                                        WINED3DPTFILTERCAPS_NEAREST;
4354
4355         if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4356         {
4357             pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4358                                             WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4359         }
4360     } else
4361         pCaps->CubeTextureFilterCaps = 0;
4362
4363     if (gl_info->supported[EXT_TEXTURE3D])
4364     {
4365         pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4366                                          WINED3DPTFILTERCAPS_MAGFPOINT        |
4367                                          WINED3DPTFILTERCAPS_MINFLINEAR       |
4368                                          WINED3DPTFILTERCAPS_MINFPOINT        |
4369                                          WINED3DPTFILTERCAPS_MIPFLINEAR       |
4370                                          WINED3DPTFILTERCAPS_MIPFPOINT        |
4371                                          WINED3DPTFILTERCAPS_LINEAR           |
4372                                          WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4373                                          WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4374                                          WINED3DPTFILTERCAPS_MIPLINEAR        |
4375                                          WINED3DPTFILTERCAPS_MIPNEAREST       |
4376                                          WINED3DPTFILTERCAPS_NEAREST;
4377     } else
4378         pCaps->VolumeTextureFilterCaps = 0;
4379
4380     pCaps->TextureAddressCaps =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4381                                  WINED3DPTADDRESSCAPS_CLAMP  |
4382                                  WINED3DPTADDRESSCAPS_WRAP;
4383
4384     if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4385     {
4386         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4387     }
4388     if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4389     {
4390         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4391     }
4392     if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4393     {
4394         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4395     }
4396
4397     if (gl_info->supported[EXT_TEXTURE3D])
4398     {
4399         pCaps->VolumeTextureAddressCaps =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4400                                            WINED3DPTADDRESSCAPS_CLAMP  |
4401                                            WINED3DPTADDRESSCAPS_WRAP;
4402         if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4403         {
4404             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4405         }
4406         if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4407         {
4408             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4409         }
4410         if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4411         {
4412             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4413         }
4414     } else
4415         pCaps->VolumeTextureAddressCaps = 0;
4416
4417     pCaps->LineCaps = WINED3DLINECAPS_TEXTURE       |
4418                       WINED3DLINECAPS_ZTEST         |
4419                       WINED3DLINECAPS_BLEND         |
4420                       WINED3DLINECAPS_ALPHACMP      |
4421                       WINED3DLINECAPS_FOG;
4422     /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4423      * idea how generating the smoothing alpha values works; the result is different
4424      */
4425
4426     pCaps->MaxTextureWidth = gl_info->limits.texture_size;
4427     pCaps->MaxTextureHeight = gl_info->limits.texture_size;
4428
4429     if (gl_info->supported[EXT_TEXTURE3D])
4430         pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4431     else
4432         pCaps->MaxVolumeExtent = 0;
4433
4434     pCaps->MaxTextureRepeat = 32768;
4435     pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4436     pCaps->MaxVertexW = 1.0f;
4437
4438     pCaps->GuardBandLeft = 0.0f;
4439     pCaps->GuardBandTop = 0.0f;
4440     pCaps->GuardBandRight = 0.0f;
4441     pCaps->GuardBandBottom = 0.0f;
4442
4443     pCaps->ExtentsAdjust = 0.0f;
4444
4445     pCaps->StencilCaps =  WINED3DSTENCILCAPS_DECRSAT |
4446                           WINED3DSTENCILCAPS_INCRSAT |
4447                           WINED3DSTENCILCAPS_INVERT  |
4448                           WINED3DSTENCILCAPS_KEEP    |
4449                           WINED3DSTENCILCAPS_REPLACE |
4450                           WINED3DSTENCILCAPS_ZERO;
4451     if (gl_info->supported[EXT_STENCIL_WRAP])
4452     {
4453         pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR  |
4454                               WINED3DSTENCILCAPS_INCR;
4455     }
4456     if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4457     {
4458         pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4459     }
4460
4461     pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4462
4463     pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4464     pCaps->MaxActiveLights = gl_info->limits.lights;
4465
4466     pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
4467     pCaps->MaxVertexBlendMatrixIndex   = 0;
4468
4469     pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
4470     pCaps->MaxPointSize = gl_info->limits.pointsize_max;
4471
4472
4473     /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4474     pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4475                                   WINED3DVTXPCAPS_MATERIALSOURCE7   |
4476                                   WINED3DVTXPCAPS_POSITIONALLIGHTS  |
4477                                   WINED3DVTXPCAPS_LOCALVIEWER       |
4478                                   WINED3DVTXPCAPS_VERTEXFOG         |
4479                                   WINED3DVTXPCAPS_TEXGEN;
4480
4481     pCaps->MaxPrimitiveCount   = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4482     pCaps->MaxVertexIndex      = 0xFFFFF;
4483     pCaps->MaxStreams          = MAX_STREAMS;
4484     pCaps->MaxStreamStride     = 1024;
4485
4486     /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4487     pCaps->DevCaps2                          = WINED3DDEVCAPS2_STREAMOFFSET |
4488                                                WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4489     pCaps->MaxNpatchTessellationLevel        = 0;
4490     pCaps->MasterAdapterOrdinal              = 0;
4491     pCaps->AdapterOrdinalInGroup             = 0;
4492     pCaps->NumberOfAdaptersInGroup           = 1;
4493
4494     pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
4495
4496     pCaps->StretchRectFilterCaps             = WINED3DPTFILTERCAPS_MINFPOINT  |
4497                                                 WINED3DPTFILTERCAPS_MAGFPOINT  |
4498                                                 WINED3DPTFILTERCAPS_MINFLINEAR |
4499                                                 WINED3DPTFILTERCAPS_MAGFLINEAR;
4500     pCaps->VertexTextureFilterCaps           = 0;
4501
4502     memset(&shader_caps, 0, sizeof(shader_caps));
4503     adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4504
4505     memset(&fragment_caps, 0, sizeof(fragment_caps));
4506     adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4507
4508     /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4509     pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4510
4511     /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4512      * Ignore shader model capabilities if disabled in config
4513      */
4514     if(vs_selected_mode == SHADER_NONE) {
4515         TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4516         pCaps->VertexShaderVersion          = WINED3DVS_VERSION(0,0);
4517         pCaps->MaxVertexShaderConst         = 0;
4518     } else {
4519         pCaps->VertexShaderVersion          = shader_caps.VertexShaderVersion;
4520         pCaps->MaxVertexShaderConst         = shader_caps.MaxVertexShaderConst;
4521     }
4522
4523     if(ps_selected_mode == SHADER_NONE) {
4524         TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4525         pCaps->PixelShaderVersion           = WINED3DPS_VERSION(0,0);
4526         pCaps->PixelShader1xMaxValue        = 0.0f;
4527     } else {
4528         pCaps->PixelShaderVersion           = shader_caps.PixelShaderVersion;
4529         pCaps->PixelShader1xMaxValue        = shader_caps.PixelShader1xMaxValue;
4530     }
4531
4532     pCaps->TextureOpCaps                    = fragment_caps.TextureOpCaps;
4533     pCaps->MaxTextureBlendStages            = fragment_caps.MaxTextureBlendStages;
4534     pCaps->MaxSimultaneousTextures          = fragment_caps.MaxSimultaneousTextures;
4535
4536     pCaps->VS20Caps                         = shader_caps.VS20Caps;
4537     pCaps->MaxVShaderInstructionsExecuted   = shader_caps.MaxVShaderInstructionsExecuted;
4538     pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
4539     pCaps->PS20Caps                         = shader_caps.PS20Caps;
4540     pCaps->MaxPShaderInstructionsExecuted   = shader_caps.MaxPShaderInstructionsExecuted;
4541     pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
4542
4543     /* The following caps are shader specific, but they are things we cannot detect, or which
4544      * are the same among all shader models. So to avoid code duplication set the shader version
4545      * specific, but otherwise constant caps here
4546      */
4547     if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4548         /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4549         use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4550         pCaps->VS20Caps.Caps                     = WINED3DVS20CAPS_PREDICATION;
4551         pCaps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4552         pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4553         pCaps->VS20Caps.StaticFlowControlDepth   = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4554
4555         pCaps->MaxVShaderInstructionsExecuted    = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4556         pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4557     }
4558     else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4559     {
4560         pCaps->VS20Caps.Caps                     = 0;
4561         pCaps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4562         pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4563         pCaps->VS20Caps.StaticFlowControlDepth   = 1;
4564
4565         pCaps->MaxVShaderInstructionsExecuted    = 65535;
4566         pCaps->MaxVertexShader30InstructionSlots = 0;
4567     } else { /* VS 1.x */
4568         pCaps->VS20Caps.Caps                     = 0;
4569         pCaps->VS20Caps.DynamicFlowControlDepth  = 0;
4570         pCaps->VS20Caps.NumTemps                 = 0;
4571         pCaps->VS20Caps.StaticFlowControlDepth   = 0;
4572
4573         pCaps->MaxVShaderInstructionsExecuted    = 0;
4574         pCaps->MaxVertexShader30InstructionSlots = 0;
4575     }
4576
4577     if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4578         /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4579         use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4580
4581         /* Caps is more or less undocumented on MSDN but it appears to be used for PS20Caps based on results from R9600/FX5900/Geforce6800 cards from Windows */
4582         pCaps->PS20Caps.Caps                     = WINED3DPS20CAPS_ARBITRARYSWIZZLE     |
4583                 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4584                 WINED3DPS20CAPS_PREDICATION          |
4585                 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4586                 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4587         pCaps->PS20Caps.DynamicFlowControlDepth  = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4588         pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4589         pCaps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4590         pCaps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4591
4592         pCaps->MaxPShaderInstructionsExecuted    = 65535;
4593         pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4594                 adapter->gl_info.limits.arb_ps_instructions);
4595     }
4596     else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4597     {
4598         /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4599         pCaps->PS20Caps.Caps                     = 0;
4600         pCaps->PS20Caps.DynamicFlowControlDepth  = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4601         pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4602         pCaps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4603         pCaps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4604
4605         pCaps->MaxPShaderInstructionsExecuted    = 512; /* Minimum value, a GeforceFX uses 1024 */
4606         pCaps->MaxPixelShader30InstructionSlots  = 0;
4607     } else { /* PS 1.x */
4608         pCaps->PS20Caps.Caps                     = 0;
4609         pCaps->PS20Caps.DynamicFlowControlDepth  = 0;
4610         pCaps->PS20Caps.NumTemps                 = 0;
4611         pCaps->PS20Caps.StaticFlowControlDepth   = 0;
4612         pCaps->PS20Caps.NumInstructionSlots      = 0;
4613
4614         pCaps->MaxPShaderInstructionsExecuted    = 0;
4615         pCaps->MaxPixelShader30InstructionSlots  = 0;
4616     }
4617
4618     if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4619         /* OpenGL supports all the formats below, perhaps not always
4620          * without conversion, but it supports them.
4621          * Further GLSL doesn't seem to have an official unsigned type so
4622          * don't advertise it yet as I'm not sure how we handle it.
4623          * We might need to add some clamping in the shader engine to
4624          * support it.
4625          * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4626         pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4    |
4627                            WINED3DDTCAPS_UBYTE4N   |
4628                            WINED3DDTCAPS_SHORT2N   |
4629                            WINED3DDTCAPS_SHORT4N;
4630         if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4631         {
4632             pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4633                                 WINED3DDTCAPS_FLOAT16_4;
4634         }
4635     } else
4636         pCaps->DeclTypes                         = 0;
4637
4638     /* Set DirectDraw helper Caps */
4639     ckey_caps =                         WINEDDCKEYCAPS_DESTBLT              |
4640                                         WINEDDCKEYCAPS_SRCBLT;
4641     fx_caps =                           WINEDDFXCAPS_BLTALPHA               |
4642                                         WINEDDFXCAPS_BLTMIRRORLEFTRIGHT     |
4643                                         WINEDDFXCAPS_BLTMIRRORUPDOWN        |
4644                                         WINEDDFXCAPS_BLTROTATION90          |
4645                                         WINEDDFXCAPS_BLTSHRINKX             |
4646                                         WINEDDFXCAPS_BLTSHRINKXN            |
4647                                         WINEDDFXCAPS_BLTSHRINKY             |
4648                                         WINEDDFXCAPS_BLTSHRINKXN            |
4649                                         WINEDDFXCAPS_BLTSTRETCHX            |
4650                                         WINEDDFXCAPS_BLTSTRETCHXN           |
4651                                         WINEDDFXCAPS_BLTSTRETCHY            |
4652                                         WINEDDFXCAPS_BLTSTRETCHYN;
4653     blit_caps =                         WINEDDCAPS_BLT                      |
4654                                         WINEDDCAPS_BLTCOLORFILL             |
4655                                         WINEDDCAPS_BLTDEPTHFILL             |
4656                                         WINEDDCAPS_BLTSTRETCH               |
4657                                         WINEDDCAPS_CANBLTSYSMEM             |
4658                                         WINEDDCAPS_CANCLIP                  |
4659                                         WINEDDCAPS_CANCLIPSTRETCHED         |
4660                                         WINEDDCAPS_COLORKEY                 |
4661                                         WINEDDCAPS_COLORKEYHWASSIST         |
4662                                         WINEDDCAPS_ALIGNBOUNDARYSRC;
4663
4664     /* Fill the ddraw caps structure */
4665     pCaps->DirectDrawCaps.Caps =        WINEDDCAPS_GDI                      |
4666                                         WINEDDCAPS_PALETTE                  |
4667                                         blit_caps;
4668     pCaps->DirectDrawCaps.Caps2 =       WINEDDCAPS2_CERTIFIED                |
4669                                         WINEDDCAPS2_NOPAGELOCKREQUIRED       |
4670                                         WINEDDCAPS2_PRIMARYGAMMA             |
4671                                         WINEDDCAPS2_WIDESURFACES             |
4672                                         WINEDDCAPS2_CANRENDERWINDOWED;
4673     pCaps->DirectDrawCaps.SVBCaps =     blit_caps;
4674     pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4675     pCaps->DirectDrawCaps.SVBFXCaps =   fx_caps;
4676     pCaps->DirectDrawCaps.VSBCaps =     blit_caps;
4677     pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4678     pCaps->DirectDrawCaps.VSBFXCaps =   fx_caps;
4679     pCaps->DirectDrawCaps.SSBCaps =     blit_caps;
4680     pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4681     pCaps->DirectDrawCaps.SSBFXCaps =   fx_caps;
4682
4683     pCaps->DirectDrawCaps.ddsCaps =     WINEDDSCAPS_ALPHA                   |
4684                                         WINEDDSCAPS_BACKBUFFER              |
4685                                         WINEDDSCAPS_FLIP                    |
4686                                         WINEDDSCAPS_FRONTBUFFER             |
4687                                         WINEDDSCAPS_OFFSCREENPLAIN          |
4688                                         WINEDDSCAPS_PALETTE                 |
4689                                         WINEDDSCAPS_PRIMARYSURFACE          |
4690                                         WINEDDSCAPS_SYSTEMMEMORY            |
4691                                         WINEDDSCAPS_VIDEOMEMORY             |
4692                                         WINEDDSCAPS_VISIBLE;
4693     pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4694
4695     /* Set D3D caps if OpenGL is available. */
4696     if (adapter->opengl)
4697     {
4698         pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE                |
4699                                         WINEDDSCAPS_MIPMAP                  |
4700                                         WINEDDSCAPS_TEXTURE                 |
4701                                         WINEDDSCAPS_ZBUFFER;
4702         pCaps->DirectDrawCaps.Caps |=   WINEDDCAPS_3D;
4703     }
4704
4705     return WINED3D_OK;
4706 }
4707
4708 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx,
4709         WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags, IUnknown *parent,
4710         IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4711 {
4712     IWineD3DImpl *This = (IWineD3DImpl *)iface;
4713     IWineD3DDeviceImpl *object;
4714     HRESULT hr;
4715
4716     TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x.\n"
4717             "parent %p, device_parent %p, device %p.\n",
4718             iface, adapter_idx, device_type, focus_window, flags,
4719             parent, device_parent, device);
4720
4721     /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4722      * number and create a device without a 3D adapter for 2D only operation. */
4723     if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
4724     {
4725         return WINED3DERR_INVALIDCALL;
4726     }
4727
4728     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4729     if (!object)
4730     {
4731         ERR("Failed to allocate device memory.\n");
4732         return E_OUTOFMEMORY;
4733     }
4734
4735     hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, parent, device_parent);
4736     if (FAILED(hr))
4737     {
4738         WARN("Failed to initialize device, hr %#x.\n", hr);
4739         HeapFree(GetProcessHeap(), 0, object);
4740         return hr;
4741     }
4742
4743     TRACE("Created device %p.\n", object);
4744     *device = (IWineD3DDevice *)object;
4745
4746     IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4747
4748     return WINED3D_OK;
4749 }
4750
4751 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
4752     IWineD3DImpl *This = (IWineD3DImpl *)iface;
4753     IUnknown_AddRef(This->parent);
4754     *pParent = This->parent;
4755     return WINED3D_OK;
4756 }
4757
4758 static void WINE_GLAPI invalid_func(const void *data)
4759 {
4760     ERR("Invalid vertex attribute function called\n");
4761     DebugBreak();
4762 }
4763
4764 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4765 {
4766     ERR("Invalid texcoord function called\n");
4767     DebugBreak();
4768 }
4769
4770 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4771  * the extension detection and are used in drawStridedSlow
4772  */
4773 static void WINE_GLAPI position_d3dcolor(const void *data)
4774 {
4775     DWORD pos = *((const DWORD *)data);
4776
4777     FIXME("Add a test for fixed function position from d3dcolor type\n");
4778     glVertex4s(D3DCOLOR_B_R(pos),
4779                D3DCOLOR_B_G(pos),
4780                D3DCOLOR_B_B(pos),
4781                D3DCOLOR_B_A(pos));
4782 }
4783
4784 static void WINE_GLAPI position_float4(const void *data)
4785 {
4786     const GLfloat *pos = data;
4787
4788     if (pos[3] != 0.0f && pos[3] != 1.0f)
4789     {
4790         float w = 1.0f / pos[3];
4791
4792         glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4793     }
4794     else
4795     {
4796         glVertex3fv(pos);
4797     }
4798 }
4799
4800 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4801 {
4802     DWORD diffuseColor = *((const DWORD *)data);
4803
4804     glColor4ub(D3DCOLOR_B_R(diffuseColor),
4805                D3DCOLOR_B_G(diffuseColor),
4806                D3DCOLOR_B_B(diffuseColor),
4807                D3DCOLOR_B_A(diffuseColor));
4808 }
4809
4810 static void WINE_GLAPI specular_d3dcolor(const void *data)
4811 {
4812     DWORD specularColor = *((const DWORD *)data);
4813     GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4814             D3DCOLOR_B_G(specularColor),
4815             D3DCOLOR_B_B(specularColor)};
4816
4817     specular_func_3ubv(d);
4818 }
4819
4820 static void WINE_GLAPI warn_no_specular_func(const void *data)
4821 {
4822     WARN("GL_EXT_secondary_color not supported\n");
4823 }
4824
4825 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
4826 {
4827     position_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
4828     position_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
4829     position_funcs[WINED3D_FFP_EMIT_FLOAT3]      = (glAttribFunc)glVertex3fv;
4830     position_funcs[WINED3D_FFP_EMIT_FLOAT4]      = position_float4;
4831     position_funcs[WINED3D_FFP_EMIT_D3DCOLOR]    = position_d3dcolor;
4832     position_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
4833     position_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
4834     position_funcs[WINED3D_FFP_EMIT_SHORT4]      = (glAttribFunc)glVertex2sv;
4835     position_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
4836     position_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
4837     position_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
4838     position_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
4839     position_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
4840     position_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
4841     position_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
4842     position_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
4843     position_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
4844
4845     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1]       = invalid_func;
4846     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2]       = invalid_func;
4847     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3]       = (glAttribFunc)glColor3fv;
4848     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4]       = (glAttribFunc)glColor4fv;
4849     diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR]     = diffuse_d3dcolor;
4850     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4]       = invalid_func;
4851     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2]       = invalid_func;
4852     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4]       = invalid_func;
4853     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N]      = (glAttribFunc)glColor4ubv;
4854     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N]      = invalid_func;
4855     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N]      = (glAttribFunc)glColor4sv;
4856     diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N]     = invalid_func;
4857     diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N]     = (glAttribFunc)glColor4usv;
4858     diffuse_funcs[WINED3D_FFP_EMIT_UDEC3]        = invalid_func;
4859     diffuse_funcs[WINED3D_FFP_EMIT_DEC3N]        = invalid_func;
4860     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2]    = invalid_func;
4861     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4]    = invalid_func;
4862
4863     /* No 4 component entry points here */
4864     specular_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
4865     specular_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
4866     if (gl_info->supported[EXT_SECONDARY_COLOR])
4867     {
4868         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4869     }
4870     else
4871     {
4872         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = warn_no_specular_func;
4873     }
4874     specular_funcs[WINED3D_FFP_EMIT_FLOAT4]      = invalid_func;
4875     if (gl_info->supported[EXT_SECONDARY_COLOR])
4876     {
4877         specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4878         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4879     }
4880     else
4881     {
4882         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4883     }
4884     specular_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
4885     specular_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
4886     specular_funcs[WINED3D_FFP_EMIT_SHORT4]      = invalid_func;
4887     specular_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
4888     specular_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
4889     specular_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
4890     specular_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
4891     specular_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
4892     specular_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
4893     specular_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
4894     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
4895     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
4896
4897     /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4898      * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4899      */
4900     normal_funcs[WINED3D_FFP_EMIT_FLOAT1]         = invalid_func;
4901     normal_funcs[WINED3D_FFP_EMIT_FLOAT2]         = invalid_func;
4902     normal_funcs[WINED3D_FFP_EMIT_FLOAT3]         = (glAttribFunc)glNormal3fv;
4903     normal_funcs[WINED3D_FFP_EMIT_FLOAT4]         = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4904     normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR]       = invalid_func;
4905     normal_funcs[WINED3D_FFP_EMIT_UBYTE4]         = invalid_func;
4906     normal_funcs[WINED3D_FFP_EMIT_SHORT2]         = invalid_func;
4907     normal_funcs[WINED3D_FFP_EMIT_SHORT4]         = invalid_func;
4908     normal_funcs[WINED3D_FFP_EMIT_UBYTE4N]        = invalid_func;
4909     normal_funcs[WINED3D_FFP_EMIT_SHORT2N]        = invalid_func;
4910     normal_funcs[WINED3D_FFP_EMIT_SHORT4N]        = invalid_func;
4911     normal_funcs[WINED3D_FFP_EMIT_USHORT2N]       = invalid_func;
4912     normal_funcs[WINED3D_FFP_EMIT_USHORT4N]       = invalid_func;
4913     normal_funcs[WINED3D_FFP_EMIT_UDEC3]          = invalid_func;
4914     normal_funcs[WINED3D_FFP_EMIT_DEC3N]          = invalid_func;
4915     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2]      = invalid_func;
4916     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4]      = invalid_func;
4917
4918     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4919     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
4920     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
4921     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
4922     multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR]  = invalid_texcoord_func;
4923     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4]    = invalid_texcoord_func;
4924     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
4925     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
4926     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N]   = invalid_texcoord_func;
4927     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N]   = invalid_texcoord_func;
4928     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N]   = invalid_texcoord_func;
4929     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N]  = invalid_texcoord_func;
4930     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N]  = invalid_texcoord_func;
4931     multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3]     = invalid_texcoord_func;
4932     multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N]     = invalid_texcoord_func;
4933     if (gl_info->supported[NV_HALF_FLOAT])
4934     {
4935         /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
4936         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
4937         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
4938     } else {
4939         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
4940         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
4941     }
4942 }
4943
4944 BOOL InitAdapters(IWineD3DImpl *This)
4945 {
4946     static HMODULE mod_gl;
4947     BOOL ret;
4948     int ps_selected_mode, vs_selected_mode;
4949
4950     /* No need to hold any lock. The calling library makes sure only one thread calls
4951      * wined3d simultaneously
4952      */
4953
4954     TRACE("Initializing adapters\n");
4955
4956     if(!mod_gl) {
4957 #ifdef USE_WIN32_OPENGL
4958 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4959         mod_gl = LoadLibraryA("opengl32.dll");
4960         if(!mod_gl) {
4961             ERR("Can't load opengl32.dll!\n");
4962             goto nogl_adapter;
4963         }
4964 #else
4965 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4966         /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4967         mod_gl = GetModuleHandleA("gdi32.dll");
4968 #endif
4969     }
4970
4971 /* Load WGL core functions from opengl32.dll */
4972 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
4973     WGL_FUNCS_GEN;
4974 #undef USE_WGL_FUNC
4975
4976     if(!pwglGetProcAddress) {
4977         ERR("Unable to load wglGetProcAddress!\n");
4978         goto nogl_adapter;
4979     }
4980
4981 /* Dynamically load all GL core functions */
4982     GL_FUNCS_GEN;
4983 #undef USE_GL_FUNC
4984
4985     /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
4986      * otherwise because we have to use winex11.drv's override
4987      */
4988 #ifdef USE_WIN32_OPENGL
4989     wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
4990     wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
4991 #else
4992     wglFinish = (void*)pwglGetProcAddress("wglFinish");
4993     wglFlush = (void*)pwglGetProcAddress("wglFlush");
4994 #endif
4995
4996     glEnableWINE = glEnable;
4997     glDisableWINE = glDisable;
4998
4999     /* For now only one default adapter */
5000     {
5001         struct wined3d_adapter *adapter = &This->adapters[0];
5002         const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5003         struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5004         int iPixelFormat;
5005         int res;
5006         int i;
5007         WineD3D_PixelFormat *cfgs;
5008         DISPLAY_DEVICEW DisplayDevice;
5009         HDC hdc;
5010
5011         TRACE("Initializing default adapter\n");
5012         adapter->ordinal = 0;
5013         adapter->monitorPoint.x = -1;
5014         adapter->monitorPoint.y = -1;
5015
5016         if (!AllocateLocallyUniqueId(&adapter->luid))
5017         {
5018             DWORD err = GetLastError();
5019             ERR("Failed to set adapter LUID (%#x).\n", err);
5020             goto nogl_adapter;
5021         }
5022         TRACE("Allocated LUID %08x:%08x for adapter.\n",
5023                 adapter->luid.HighPart, adapter->luid.LowPart);
5024
5025         if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5026         {
5027             ERR("Failed to get a gl context for default adapter\n");
5028             goto nogl_adapter;
5029         }
5030
5031         ret = IWineD3DImpl_FillGLCaps(adapter);
5032         if(!ret) {
5033             ERR("Failed to initialize gl caps for default adapter\n");
5034             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5035             goto nogl_adapter;
5036         }
5037         ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5038         if(!ret) {
5039             ERR("Failed to init gl formats\n");
5040             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5041             goto nogl_adapter;
5042         }
5043
5044         hdc = fake_gl_ctx.dc;
5045
5046         /* Use the VideoRamSize registry setting when set */
5047         if(wined3d_settings.emulated_textureram)
5048             adapter->TextureRam = wined3d_settings.emulated_textureram;
5049         else
5050             adapter->TextureRam = adapter->gl_info.vidmem;
5051         adapter->UsedTextureRam = 0;
5052         TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5053
5054         /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5055         DisplayDevice.cb = sizeof(DisplayDevice);
5056         EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5057         TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5058         strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5059
5060         if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5061         {
5062             int attribute;
5063             int attribs[11];
5064             int values[11];
5065             int nAttribs = 0;
5066
5067             attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5068             GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5069
5070             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
5071             cfgs = adapter->cfgs;
5072             attribs[nAttribs++] = WGL_RED_BITS_ARB;
5073             attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5074             attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5075             attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5076             attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5077             attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5078             attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5079             attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5080             attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5081             attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5082             attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5083
5084             for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5085             {
5086                 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5087
5088                 if(!res)
5089                     continue;
5090
5091                 /* Cache the pixel format */
5092                 cfgs->iPixelFormat = iPixelFormat;
5093                 cfgs->redSize = values[0];
5094                 cfgs->greenSize = values[1];
5095                 cfgs->blueSize = values[2];
5096                 cfgs->alphaSize = values[3];
5097                 cfgs->colorSize = values[4];
5098                 cfgs->depthSize = values[5];
5099                 cfgs->stencilSize = values[6];
5100                 cfgs->windowDrawable = values[7];
5101                 cfgs->iPixelType = values[8];
5102                 cfgs->doubleBuffer = values[9];
5103                 cfgs->auxBuffers = values[10];
5104
5105                 cfgs->numSamples = 0;
5106                 /* Check multisample support */
5107                 if (gl_info->supported[ARB_MULTISAMPLE])
5108                 {
5109                     int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5110                     int value[2];
5111                     if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5112                         /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5113                         * value[1] = number of multi sample buffers*/
5114                         if(value[0])
5115                             cfgs->numSamples = value[1];
5116                     }
5117                 }
5118
5119                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5120                         "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5121                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5122                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5123                         cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5124                 cfgs++;
5125             }
5126         }
5127         else
5128         {
5129             int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5130             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
5131             adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5132
5133             cfgs = adapter->cfgs;
5134             for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5135             {
5136                 PIXELFORMATDESCRIPTOR ppfd;
5137
5138                 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5139                 if(!res)
5140                     continue;
5141
5142                 /* We only want HW acceleration using an OpenGL ICD driver.
5143                  * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5144                  * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5145                  */
5146                 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5147                 {
5148                     TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5149                     continue;
5150                 }
5151
5152                 cfgs->iPixelFormat = iPixelFormat;
5153                 cfgs->redSize = ppfd.cRedBits;
5154                 cfgs->greenSize = ppfd.cGreenBits;
5155                 cfgs->blueSize = ppfd.cBlueBits;
5156                 cfgs->alphaSize = ppfd.cAlphaBits;
5157                 cfgs->colorSize = ppfd.cColorBits;
5158                 cfgs->depthSize = ppfd.cDepthBits;
5159                 cfgs->stencilSize = ppfd.cStencilBits;
5160                 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5161                 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5162                 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5163                 cfgs->auxBuffers = ppfd.cAuxBuffers;
5164                 cfgs->numSamples = 0;
5165
5166                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5167                         "depth=%d, stencil=%d, windowDrawable=%d\n",
5168                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5169                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5170                         cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5171                 cfgs++;
5172                 adapter->nCfgs++;
5173             }
5174
5175             /* 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 */
5176             if(!adapter->nCfgs)
5177             {
5178                 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5179
5180                 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5181                 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5182                 goto nogl_adapter;
5183             }
5184         }
5185
5186         /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5187          * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5188          * but just fake it using D24(X8?) which is fine. D3D also allows that.
5189          * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5190          * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5191          * driver is allowed to consume more bits EXCEPT for stencil bits.
5192          *
5193          * Mark an adapter with this broken stencil behavior.
5194          */
5195         adapter->brokenStencil = TRUE;
5196         for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5197         {
5198             /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5199             if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5200                 adapter->brokenStencil = FALSE;
5201                 break;
5202             }
5203         }
5204
5205         WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5206
5207         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5208         fillGLAttribFuncs(&adapter->gl_info);
5209         adapter->opengl = TRUE;
5210     }
5211     This->adapter_count = 1;
5212     TRACE("%u adapters successfully initialized\n", This->adapter_count);
5213
5214     return TRUE;
5215
5216 nogl_adapter:
5217     /* Initialize an adapter for ddraw-only memory counting */
5218     memset(This->adapters, 0, sizeof(This->adapters));
5219     This->adapters[0].ordinal = 0;
5220     This->adapters[0].opengl = FALSE;
5221     This->adapters[0].monitorPoint.x = -1;
5222     This->adapters[0].monitorPoint.y = -1;
5223
5224     This->adapters[0].driver_info.name = "Display";
5225     This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5226     if(wined3d_settings.emulated_textureram) {
5227         This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5228     } else {
5229         This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5230     }
5231
5232     initPixelFormatsNoGL(&This->adapters[0].gl_info);
5233
5234     This->adapter_count = 1;
5235     return FALSE;
5236 }
5237
5238 /**********************************************************
5239  * IWineD3D VTbl follows
5240  **********************************************************/
5241
5242 const IWineD3DVtbl IWineD3D_Vtbl =
5243 {
5244     /* IUnknown */
5245     IWineD3DImpl_QueryInterface,
5246     IWineD3DImpl_AddRef,
5247     IWineD3DImpl_Release,
5248     /* IWineD3D */
5249     IWineD3DImpl_GetParent,
5250     IWineD3DImpl_GetAdapterCount,
5251     IWineD3DImpl_RegisterSoftwareDevice,
5252     IWineD3DImpl_GetAdapterMonitor,
5253     IWineD3DImpl_GetAdapterModeCount,
5254     IWineD3DImpl_EnumAdapterModes,
5255     IWineD3DImpl_GetAdapterDisplayMode,
5256     IWineD3DImpl_GetAdapterIdentifier,
5257     IWineD3DImpl_CheckDeviceMultiSampleType,
5258     IWineD3DImpl_CheckDepthStencilMatch,
5259     IWineD3DImpl_CheckDeviceType,
5260     IWineD3DImpl_CheckDeviceFormat,
5261     IWineD3DImpl_CheckDeviceFormatConversion,
5262     IWineD3DImpl_GetDeviceCaps,
5263     IWineD3DImpl_CreateDevice
5264 };
5265
5266 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5267
5268 const struct wined3d_parent_ops wined3d_null_parent_ops =
5269 {
5270     wined3d_null_wined3d_object_destroyed,
5271 };