mshtml: Add tests for get_scrollLeft.
[wine] / dlls / wined3d / directx.c
1 /*
2  * IWineD3D implementation
3  *
4  * Copyright 2002-2004 Jason Edmeades
5  * Copyright 2003-2004 Raphael Junqueira
6  * Copyright 2004 Christian Costa
7  * Copyright 2005 Oliver Stieber
8  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
9  *
10  * This library is free software; you can redistribute it and/or
11  * modify it under the terms of the GNU Lesser General Public
12  * License as published by the Free Software Foundation; either
13  * version 2.1 of the License, or (at your option) any later version.
14  *
15  * This library is distributed in the hope that it will be useful,
16  * but WITHOUT ANY WARRANTY; without even the implied warranty of
17  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
18  * Lesser General Public License for more details.
19  *
20  * You should have received a copy of the GNU Lesser General Public
21  * License along with this library; if not, write to the Free Software
22  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23  */
24
25 /* Compile time diagnostics: */
26
27 #ifndef DEBUG_SINGLE_MODE
28 /* Set to 1 to force only a single display mode to be exposed: */
29 #define DEBUG_SINGLE_MODE 0
30 #endif
31
32 #include "config.h"
33 #include <assert.h>
34 #include "wined3d_private.h"
35
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
37 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
38
39 /* The d3d device ID */
40 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
41
42 /* Extension detection */
43 static const struct {
44     const char *extension_string;
45     GL_SupportedExt extension;
46     DWORD version;
47 } EXTENSION_MAP[] = {
48     /* APPLE */
49     {"GL_APPLE_client_storage",             APPLE_CLIENT_STORAGE,           0                           },
50     {"GL_APPLE_fence",                      APPLE_FENCE,                    0                           },
51     {"GL_APPLE_flush_render",               APPLE_FLUSH_RENDER,             0                           },
52     {"GL_APPLE_ycbcr_422",                  APPLE_YCBCR_422,                0                           },
53     {"GL_APPLE_float_pixels",               APPLE_FLOAT_PIXELS,             0                           },
54
55     /* ATI */
56     {"GL_ATI_separate_stencil",             ATI_SEPARATE_STENCIL,           0                           },
57     {"GL_ATI_texture_env_combine3",         ATI_TEXTURE_ENV_COMBINE3,       0                           },
58     {"GL_ATI_texture_mirror_once",          ATI_TEXTURE_MIRROR_ONCE,        0                           },
59     {"GL_ATI_envmap_bumpmap",               ATI_ENVMAP_BUMPMAP,             0                           },
60     {"GL_ATI_fragment_shader",              ATI_FRAGMENT_SHADER,            0                           },
61     {"GL_ATI_texture_compression_3dc",      ATI_TEXTURE_COMPRESSION_3DC,    0                           },
62
63     /* ARB */
64     {"GL_ARB_color_buffer_float",           ARB_COLOR_BUFFER_FLOAT,         0                           },
65     {"GL_ARB_draw_buffers",                 ARB_DRAW_BUFFERS,               0                           },
66     {"GL_ARB_fragment_program",             ARB_FRAGMENT_PROGRAM,           0                           },
67     {"GL_ARB_fragment_shader",              ARB_FRAGMENT_SHADER,            0                           },
68     {"GL_ARB_half_float_pixel",             ARB_HALF_FLOAT_PIXEL,           0                           },
69     {"GL_ARB_imaging",                      ARB_IMAGING,                    0                           },
70     {"GL_ARB_multisample",                  ARB_MULTISAMPLE,                0                           }, /* needs GLX_ARB_MULTISAMPLE as well */
71     {"GL_ARB_multitexture",                 ARB_MULTITEXTURE,               0                           },
72     {"GL_ARB_occlusion_query",              ARB_OCCLUSION_QUERY,            0                           },
73     {"GL_ARB_pixel_buffer_object",          ARB_PIXEL_BUFFER_OBJECT,        0                           },
74     {"GL_ARB_point_parameters",             ARB_POINT_PARAMETERS,           0                           },
75     {"GL_ARB_point_sprite",                 ARB_POINT_SPRITE,               0                           },
76     {"GL_ARB_texture_border_clamp",         ARB_TEXTURE_BORDER_CLAMP,       0                           },
77     {"GL_ARB_texture_compression",          ARB_TEXTURE_COMPRESSION,        0                           },
78     {"GL_ARB_texture_cube_map",             ARB_TEXTURE_CUBE_MAP,           0                           },
79     {"GL_ARB_texture_env_add",              ARB_TEXTURE_ENV_ADD,            0                           },
80     {"GL_ARB_texture_env_combine",          ARB_TEXTURE_ENV_COMBINE,        0                           },
81     {"GL_ARB_texture_env_dot3",             ARB_TEXTURE_ENV_DOT3,           0                           },
82     {"GL_ARB_texture_float",                ARB_TEXTURE_FLOAT,              0                           },
83     {"GL_ARB_texture_mirrored_repeat",      ARB_TEXTURE_MIRRORED_REPEAT,    0                           },
84     {"GL_ARB_texture_non_power_of_two",     ARB_TEXTURE_NON_POWER_OF_TWO,   MAKEDWORD_VERSION(2, 0)     },
85     {"GL_ARB_texture_rectangle",            ARB_TEXTURE_RECTANGLE,          0                           },
86     {"GL_ARB_vertex_blend",                 ARB_VERTEX_BLEND,               0                           },
87     {"GL_ARB_vertex_buffer_object",         ARB_VERTEX_BUFFER_OBJECT,       0                           },
88     {"GL_ARB_vertex_program",               ARB_VERTEX_PROGRAM,             0                           },
89     {"GL_ARB_vertex_shader",                ARB_VERTEX_SHADER,              0                           },
90     {"GL_ARB_shader_objects",               ARB_SHADER_OBJECTS,             0                           },
91
92     /* EXT */
93     {"GL_EXT_blend_color",                  EXT_BLEND_COLOR,                0                           },
94     {"GL_EXT_blend_minmax",                 EXT_BLEND_MINMAX,               0                           },
95     {"GL_EXT_blend_equation_separate",      EXT_BLEND_EQUATION_SEPARATE,    0                           },
96     {"GL_EXT_blend_func_separate",          EXT_BLEND_FUNC_SEPARATE,        0                           },
97     {"GL_EXT_fog_coord",                    EXT_FOG_COORD,                  0                           },
98     {"GL_EXT_framebuffer_blit",             EXT_FRAMEBUFFER_BLIT,           0                           },
99     {"GL_EXT_framebuffer_object",           EXT_FRAMEBUFFER_OBJECT,         0                           },
100     {"GL_EXT_paletted_texture",             EXT_PALETTED_TEXTURE,           0                           },
101     {"GL_EXT_point_parameters",             EXT_POINT_PARAMETERS,           0                           },
102     {"GL_EXT_secondary_color",              EXT_SECONDARY_COLOR,            0                           },
103     {"GL_EXT_stencil_two_side",             EXT_STENCIL_TWO_SIDE,           0                           },
104     {"GL_EXT_stencil_wrap",                 EXT_STENCIL_WRAP,               0                           },
105     {"GL_EXT_texture3D",                    EXT_TEXTURE3D,                  MAKEDWORD_VERSION(1, 2)     },
106     {"GL_EXT_texture_compression_s3tc",     EXT_TEXTURE_COMPRESSION_S3TC,   0                           },
107     {"GL_EXT_texture_compression_rgtc",     EXT_TEXTURE_COMPRESSION_RGTC,   0                           },
108     {"GL_EXT_texture_env_add",              EXT_TEXTURE_ENV_ADD,            0                           },
109     {"GL_EXT_texture_env_combine",          EXT_TEXTURE_ENV_COMBINE,        0                           },
110     {"GL_EXT_texture_env_dot3",             EXT_TEXTURE_ENV_DOT3,           0                           },
111     {"GL_EXT_texture_sRGB",                 EXT_TEXTURE_SRGB,               0                           },
112     {"GL_EXT_texture_filter_anisotropic",   EXT_TEXTURE_FILTER_ANISOTROPIC, 0                           },
113     {"GL_EXT_texture_lod",                  EXT_TEXTURE_LOD,                0                           },
114     {"GL_EXT_texture_lod_bias",             EXT_TEXTURE_LOD_BIAS,           0                           },
115     {"GL_EXT_vertex_shader",                EXT_VERTEX_SHADER,              0                           },
116     {"GL_EXT_gpu_program_parameters",       EXT_GPU_PROGRAM_PARAMETERS,     0                           },
117
118     /* NV */
119     {"GL_NV_half_float",                    NV_HALF_FLOAT,                  0                           },
120     {"GL_NV_fence",                         NV_FENCE,                       0                           },
121     {"GL_NV_fog_distance",                  NV_FOG_DISTANCE,                0                           },
122     {"GL_NV_fragment_program",              NV_FRAGMENT_PROGRAM,            0                           },
123     {"GL_NV_fragment_program2",             NV_FRAGMENT_PROGRAM2,           0                           },
124     {"GL_NV_register_combiners",            NV_REGISTER_COMBINERS,          0                           },
125     {"GL_NV_register_combiners2",           NV_REGISTER_COMBINERS2,         0                           },
126     {"GL_NV_texgen_reflection",             NV_TEXGEN_REFLECTION,           0                           },
127     {"GL_NV_texture_env_combine4",          NV_TEXTURE_ENV_COMBINE4,        0                           },
128     {"GL_NV_texture_shader",                NV_TEXTURE_SHADER,              0                           },
129     {"GL_NV_texture_shader2",               NV_TEXTURE_SHADER2,             0                           },
130     {"GL_NV_texture_shader3",               NV_TEXTURE_SHADER3,             0                           },
131     {"GL_NV_occlusion_query",               NV_OCCLUSION_QUERY,             0                           },
132     {"GL_NV_vertex_program",                NV_VERTEX_PROGRAM,              0                           },
133     {"GL_NV_vertex_program1_1",             NV_VERTEX_PROGRAM1_1,           0                           },
134     {"GL_NV_vertex_program2",               NV_VERTEX_PROGRAM2,             0                           },
135     {"GL_NV_vertex_program3",               NV_VERTEX_PROGRAM3,             0                           },
136     {"GL_NV_depth_clamp",                   NV_DEPTH_CLAMP,                 0                           },
137     {"GL_NV_light_max_exponent",            NV_LIGHT_MAX_EXPONENT,          0                           },
138
139     /* SGI */
140     {"GL_SGIS_generate_mipmap",             SGIS_GENERATE_MIPMAP,           0                           },
141 };
142
143 /**********************************************************
144  * Utility functions follow
145  **********************************************************/
146
147 /* Adapters */
148 static int numAdapters = 0;
149 static struct WineD3DAdapter Adapters[1];
150
151 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType);
152 static const struct fragment_pipeline *select_fragment_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType);
153 static const shader_backend_t *select_shader_backend(UINT Adapter, WINED3DDEVTYPE DeviceType);
154 static const struct blit_shader *select_blit_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType);
155
156 /* lookup tables */
157 int minLookup[MAX_LOOKUPS];
158 int maxLookup[MAX_LOOKUPS];
159 DWORD *stateLookup[MAX_LOOKUPS];
160
161 DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
162 DWORD minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1] = {
163     {GL_NEAREST, GL_NEAREST, GL_NEAREST},
164     {GL_NEAREST, GL_NEAREST, GL_NEAREST},
165     {GL_NEAREST, GL_NEAREST, GL_NEAREST},
166     {GL_NEAREST, GL_NEAREST, GL_NEAREST},
167 };
168
169 DWORD magLookup[WINED3DTEXF_ANISOTROPIC + 1];
170 DWORD magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] = {
171     GL_NEAREST, GL_NEAREST, GL_NEAREST, GL_NEAREST
172 };
173
174 /* drawStridedSlow attributes */
175 glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
176 glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
177 glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
178 glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
179 glTexAttribFunc texcoord_funcs[WINED3DDECLTYPE_UNUSED];
180
181 /**
182  * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
183  * i.e., there is no GL Context - Get a default rendering context to enable the
184  * function query some info from GL.
185  */
186
187 static int             wined3d_fake_gl_context_ref = 0;
188 static BOOL            wined3d_fake_gl_context_foreign;
189 static BOOL            wined3d_fake_gl_context_available = FALSE;
190 static HDC             wined3d_fake_gl_context_hdc = NULL;
191 static HWND            wined3d_fake_gl_context_hwnd = NULL;
192
193 static CRITICAL_SECTION wined3d_fake_gl_context_cs;
194 static CRITICAL_SECTION_DEBUG wined3d_fake_gl_context_cs_debug =
195 {
196     0, 0, &wined3d_fake_gl_context_cs,
197     { &wined3d_fake_gl_context_cs_debug.ProcessLocksList,
198       &wined3d_fake_gl_context_cs_debug.ProcessLocksList },
199     0, 0, { (DWORD_PTR)(__FILE__ ": wined3d_fake_gl_context_cs") }
200 };
201 static CRITICAL_SECTION wined3d_fake_gl_context_cs = { &wined3d_fake_gl_context_cs_debug, -1, 0, 0, 0, 0 };
202
203 static void WineD3D_ReleaseFakeGLContext(void) {
204     HGLRC glCtx;
205
206     EnterCriticalSection(&wined3d_fake_gl_context_cs);
207
208     if(!wined3d_fake_gl_context_available) {
209         TRACE_(d3d_caps)("context not available\n");
210         LeaveCriticalSection(&wined3d_fake_gl_context_cs);
211         return;
212     }
213
214     glCtx = pwglGetCurrentContext();
215
216     TRACE_(d3d_caps)("decrementing ref from %i\n", wined3d_fake_gl_context_ref);
217     if (0 == (--wined3d_fake_gl_context_ref) ) {
218         if(!wined3d_fake_gl_context_foreign && glCtx) {
219             TRACE_(d3d_caps)("destroying fake GL context\n");
220             pwglMakeCurrent(NULL, NULL);
221             pwglDeleteContext(glCtx);
222         }
223         if(wined3d_fake_gl_context_hdc)
224             ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
225         wined3d_fake_gl_context_hdc = NULL; /* Make sure we don't think that it is still around */
226         if(wined3d_fake_gl_context_hwnd)
227             DestroyWindow(wined3d_fake_gl_context_hwnd);
228         wined3d_fake_gl_context_hwnd = NULL;
229         wined3d_fake_gl_context_available = FALSE;
230     }
231     assert(wined3d_fake_gl_context_ref >= 0);
232
233     LeaveCriticalSection(&wined3d_fake_gl_context_cs);
234 }
235
236 static BOOL WineD3D_CreateFakeGLContext(void) {
237     HGLRC glCtx = NULL;
238
239     EnterCriticalSection(&wined3d_fake_gl_context_cs);
240
241     TRACE("getting context...\n");
242     if(wined3d_fake_gl_context_ref > 0) goto ret;
243     assert(0 == wined3d_fake_gl_context_ref);
244
245     wined3d_fake_gl_context_foreign = TRUE;
246
247     glCtx = pwglGetCurrentContext();
248     if (!glCtx) {
249         PIXELFORMATDESCRIPTOR pfd;
250         int iPixelFormat;
251
252         wined3d_fake_gl_context_foreign = FALSE;
253
254         /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes */
255         wined3d_fake_gl_context_hwnd = CreateWindowA("WineD3D_OpenGL", "WineD3D fake window", WS_OVERLAPPEDWINDOW,        10, 10, 10, 10, NULL, NULL, NULL, NULL);
256         if(!wined3d_fake_gl_context_hwnd) {
257             ERR("HWND creation failed!\n");
258             goto fail;
259         }
260         wined3d_fake_gl_context_hdc = GetDC(wined3d_fake_gl_context_hwnd);
261         if(!wined3d_fake_gl_context_hdc) {
262             ERR("GetDC failed!\n");
263             goto fail;
264         }
265
266         /* PixelFormat selection */
267         ZeroMemory(&pfd, sizeof(pfd));
268         pfd.nSize      = sizeof(pfd);
269         pfd.nVersion   = 1;
270         pfd.dwFlags    = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
271         pfd.iPixelType = PFD_TYPE_RGBA;
272         pfd.cColorBits = 32;
273         pfd.iLayerType = PFD_MAIN_PLANE;
274
275         iPixelFormat = ChoosePixelFormat(wined3d_fake_gl_context_hdc, &pfd);
276         if(!iPixelFormat) {
277             /* If this happens something is very wrong as ChoosePixelFormat barely fails */
278             ERR("Can't find a suitable iPixelFormat\n");
279             goto fail;
280         }
281         DescribePixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, sizeof(pfd), &pfd);
282         SetPixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, &pfd);
283
284         /* Create a GL context */
285         glCtx = pwglCreateContext(wined3d_fake_gl_context_hdc);
286         if (!glCtx) {
287             WARN_(d3d_caps)("Error creating default context for capabilities initialization\n");
288             goto fail;
289         }
290
291         /* Make it the current GL context */
292         if (!pwglMakeCurrent(wined3d_fake_gl_context_hdc, glCtx)) {
293             WARN_(d3d_caps)("Error setting default context as current for capabilities initialization\n");
294             goto fail;
295         }
296     }
297
298   ret:
299     TRACE("incrementing ref from %i\n", wined3d_fake_gl_context_ref);
300     wined3d_fake_gl_context_ref++;
301     wined3d_fake_gl_context_available = TRUE;
302     LeaveCriticalSection(&wined3d_fake_gl_context_cs);
303     return TRUE;
304   fail:
305     if(wined3d_fake_gl_context_hdc)
306         ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
307     wined3d_fake_gl_context_hdc = NULL;
308     if(wined3d_fake_gl_context_hwnd)
309         DestroyWindow(wined3d_fake_gl_context_hwnd);
310     wined3d_fake_gl_context_hwnd = NULL;
311     if(glCtx) pwglDeleteContext(glCtx);
312     LeaveCriticalSection(&wined3d_fake_gl_context_cs);
313     return FALSE;
314 }
315
316 /* Adjust the amount of used texture memory */
317 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram){
318     UINT Adapter = D3DDevice->adapterNo;
319
320     Adapters[Adapter].UsedTextureRam += glram;
321     TRACE("Adjusted gl ram by %ld to %d\n", glram, Adapters[Adapter].UsedTextureRam);
322     return Adapters[Adapter].UsedTextureRam;
323 }
324
325 /**********************************************************
326  * IUnknown parts follows
327  **********************************************************/
328
329 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
330 {
331     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
332
333     TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
334     if (IsEqualGUID(riid, &IID_IUnknown)
335         || IsEqualGUID(riid, &IID_IWineD3DBase)
336         || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
337         IUnknown_AddRef(iface);
338         *ppobj = This;
339         return S_OK;
340     }
341     *ppobj = NULL;
342     return E_NOINTERFACE;
343 }
344
345 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
346     IWineD3DImpl *This = (IWineD3DImpl *)iface;
347     ULONG refCount = InterlockedIncrement(&This->ref);
348
349     TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
350     return refCount;
351 }
352
353 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
354     IWineD3DImpl *This = (IWineD3DImpl *)iface;
355     ULONG ref;
356     TRACE("(%p) : Releasing from %d\n", This, This->ref);
357     ref = InterlockedDecrement(&This->ref);
358     if (ref == 0) {
359         HeapFree(GetProcessHeap(), 0, This);
360     }
361
362     return ref;
363 }
364
365 /* Set the shader type for this device, depending on the given capabilities,
366  * the device type, and the user preferences in wined3d_settings */
367
368 void select_shader_mode(
369     WineD3D_GL_Info *gl_info,
370     WINED3DDEVTYPE DeviceType,
371     int* ps_selected,
372     int* vs_selected) {
373
374     if (wined3d_settings.vs_mode == VS_NONE) {
375         *vs_selected = SHADER_NONE;
376     } else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) {
377         /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
378          * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
379          * shaders only on this card. */
380         if(gl_info->vs_nv_version && gl_info->vs_nv_version < VS_VERSION_20)
381             *vs_selected = SHADER_ARB;
382         else
383             *vs_selected = SHADER_GLSL;
384     } else if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
385         *vs_selected = SHADER_ARB;
386     } else {
387         *vs_selected = SHADER_NONE;
388     }
389
390     if (wined3d_settings.ps_mode == PS_NONE) {
391         *ps_selected = SHADER_NONE;
392     } else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) {
393         *ps_selected = SHADER_GLSL;
394     } else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
395         *ps_selected = SHADER_ARB;
396     } else if (gl_info->supported[ATI_FRAGMENT_SHADER]) {
397         *ps_selected = SHADER_ATI;
398     } else {
399         *ps_selected = SHADER_NONE;
400     }
401 }
402
403 /** Select the number of report maximum shader constants based on the selected shader modes */
404 static void select_shader_max_constants(
405     int ps_selected_mode,
406     int vs_selected_mode,
407     WineD3D_GL_Info *gl_info) {
408
409     switch (vs_selected_mode) {
410         case SHADER_GLSL:
411             /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix) */
412             gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 1;
413             break;
414         case SHADER_ARB:
415             /* We have to subtract any other PARAMs that we might use in our shader programs.
416              * ATI seems to count 2 implicit PARAMs when we use fog and NVIDIA counts 1,
417              * and we reference one row of the PROJECTION matrix which counts as 1 PARAM. */
418             gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF - 3;
419             break;
420         default:
421             gl_info->max_vshader_constantsF = 0;
422             break;
423     }
424
425     switch (ps_selected_mode) {
426         case SHADER_GLSL:
427             /* Subtract the other potential uniforms from the max available (bools & ints), and 2 states for fog.
428              * In theory the texbem instruction may need one more shader constant too. But lets assume
429              * that a sm <= 1.3 shader does not need all the uniforms provided by a glsl-capable card,
430              * and lets not take away a uniform needlessly from all other shaders.
431              */
432             gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 2;
433             break;
434         case SHADER_ARB:
435             /* The arb shader only loads the bump mapping environment matrix into the shader if it finds
436              * a free constant to do that, so only reduce the number of available constants by 2 for the fog states.
437              */
438             gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF - 2;
439             break;
440         default:
441             gl_info->max_pshader_constantsF = 0;
442             break;
443     }
444 }
445
446 /**********************************************************
447  * IWineD3D parts follows
448  **********************************************************/
449
450 #define GLINFO_LOCATION (*gl_info)
451 static inline BOOL test_arb_vs_offset_limit(WineD3D_GL_Info *gl_info) {
452     GLuint prog;
453     BOOL ret = FALSE;
454     const char *testcode =
455         "!!ARBvp1.0\n"
456         "PARAM C[66] = { program.env[0..65] };\n"
457         "ADDRESS A0;"
458         "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
459         "ARL A0.x, zero.x;\n"
460         "MOV result.position, C[A0.x + 65];\n"
461         "END\n";
462
463     while(glGetError());
464     GL_EXTCALL(glGenProgramsARB(1, &prog));
465     if(!prog) {
466         ERR("Failed to create an ARB offset limit test program\n");
467     }
468     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
469     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
470                                   strlen(testcode), testcode));
471     if(glGetError() != 0) {
472         TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
473         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
474         ret = TRUE;
475     } else TRACE("OpenGL implementation allows offsets > 63\n");
476
477     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
478     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
479     checkGLcall("ARB vp offset limit test cleanup\n");
480
481     return ret;
482 }
483
484 static DWORD ver_for_ext(GL_SupportedExt ext)
485 {
486     unsigned int i;
487     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
488         if(EXTENSION_MAP[i].extension == ext) {
489             return EXTENSION_MAP[i].version;
490         }
491     }
492     return 0;
493 }
494
495 BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
496     const char *GL_Extensions    = NULL;
497     const char *WGL_Extensions   = NULL;
498     const char *gl_string        = NULL;
499     const char *gl_string_cursor = NULL;
500     GLint       gl_max;
501     GLfloat     gl_floatv[2];
502     int         major = 1, minor = 0;
503     BOOL        return_value = TRUE;
504     unsigned    i;
505     HDC         hdc;
506     unsigned int vidmem=0;
507
508     TRACE_(d3d_caps)("(%p)\n", gl_info);
509
510     ENTER_GL();
511
512     gl_string = (const char *) glGetString(GL_RENDERER);
513     if (NULL == gl_string)
514         gl_string = "None";
515     strcpy(gl_info->gl_renderer, gl_string);
516
517     gl_string = (const char *) glGetString(GL_VENDOR);
518     TRACE_(d3d_caps)("Filling vendor string %s\n", gl_string);
519     if (gl_string != NULL) {
520         /* Fill in the GL vendor */
521         if (strstr(gl_string, "NVIDIA")) {
522             gl_info->gl_vendor = VENDOR_NVIDIA;
523         } else if (strstr(gl_string, "ATI")) {
524             gl_info->gl_vendor = VENDOR_ATI;
525         } else if (strstr(gl_string, "Intel(R)") ||
526                    strstr(gl_info->gl_renderer, "Intel(R)") ||
527                    strstr(gl_string, "Intel Inc.")) {
528             gl_info->gl_vendor = VENDOR_INTEL;
529         } else if (strstr(gl_string, "Mesa")) {
530             gl_info->gl_vendor = VENDOR_MESA;
531         } else {
532             gl_info->gl_vendor = VENDOR_WINE;
533         }
534     } else {
535         gl_info->gl_vendor = VENDOR_WINE;
536     }
537
538
539     TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
540
541     /* Parse the GL_VERSION field into major and minor information */
542     gl_string = (const char *) glGetString(GL_VERSION);
543     if (gl_string != NULL) {
544
545         /* First, parse the generic opengl version. This is supposed not to be convoluted with
546          * driver specific information
547          */
548         gl_string_cursor = gl_string;
549         major = atoi(gl_string_cursor);
550         if(major <= 0) {
551             ERR("Invalid opengl major version: %d\n", major);
552         }
553         while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
554             ++gl_string_cursor;
555         }
556         if (*gl_string_cursor++ != '.') {
557             ERR_(d3d_caps)("Invalid opengl version string: %s\n", debugstr_a(gl_string));
558         }
559         minor = atoi(gl_string_cursor);
560         TRACE_(d3d_caps)("Found OpenGL version: %d.%d\n", major, minor);
561         gl_info->gl_version = MAKEDWORD_VERSION(major, minor);
562
563         /* Now parse the driver specific string which we'll report to the app */
564         switch (gl_info->gl_vendor) {
565         case VENDOR_NVIDIA:
566             gl_string_cursor = strstr(gl_string, "NVIDIA");
567             if (!gl_string_cursor) {
568                 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
569                 break;
570             }
571
572             gl_string_cursor = strstr(gl_string_cursor, " ");
573             if (!gl_string_cursor) {
574                 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
575                 break;
576             }
577
578             while (*gl_string_cursor == ' ') {
579                 ++gl_string_cursor;
580             }
581
582             if (!*gl_string_cursor) {
583                 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
584                 break;
585             }
586
587             major = atoi(gl_string_cursor);
588             while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
589                 ++gl_string_cursor;
590             }
591
592             if (*gl_string_cursor++ != '.') {
593                 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
594                 break;
595             }
596
597             minor = atoi(gl_string_cursor);
598             minor = major*100+minor;
599             major = 10;
600
601             break;
602
603         case VENDOR_ATI:
604             major = minor = 0;
605             gl_string_cursor = strchr(gl_string, '-');
606             if (gl_string_cursor) {
607                 int error = 0;
608                 gl_string_cursor++;
609
610                 /* Check if version number is of the form x.y.z */
611                 if (*gl_string_cursor > '9' && *gl_string_cursor < '0')
612                     error = 1;
613                 if (!error && *(gl_string_cursor+2) > '9' && *(gl_string_cursor+2) < '0')
614                     error = 1;
615                 if (!error && *(gl_string_cursor+4) > '9' && *(gl_string_cursor+4) < '0')
616                     error = 1;
617                 if (!error && *(gl_string_cursor+1) != '.' && *(gl_string_cursor+3) != '.')
618                     error = 1;
619
620                 /* Mark version number as malformed */
621                 if (error)
622                     gl_string_cursor = 0;
623             }
624
625             if (!gl_string_cursor)
626                 WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
627             else {
628                 major = *gl_string_cursor - '0';
629                 minor = (*(gl_string_cursor+2) - '0') * 256 + (*(gl_string_cursor+4) - '0');
630             }
631             break;
632
633         case VENDOR_INTEL:
634             /* Apple and Mesa version strings look differently, but both provide intel drivers */
635             if(strstr(gl_string, "APPLE")) {
636                 /* [0-9]+.[0-9]+ APPLE-[0-9]+.[0.9]+.[0.9]+
637                  * We only need the first part, and use the APPLE as identification
638                  * "1.2 APPLE-1.4.56"
639                  */
640                 gl_string_cursor = gl_string;
641                 major = atoi(gl_string_cursor);
642                 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
643                     ++gl_string_cursor;
644                 }
645
646                 if (*gl_string_cursor++ != '.') {
647                     ERR_(d3d_caps)("Invalid MacOS-Intel version string: %s\n", debugstr_a(gl_string));
648                     break;
649                 }
650
651                 minor = atoi(gl_string_cursor);
652                 break;
653             }
654
655         case VENDOR_MESA:
656             gl_string_cursor = strstr(gl_string, "Mesa");
657             gl_string_cursor = strstr(gl_string_cursor, " ");
658             while (*gl_string_cursor && ' ' == *gl_string_cursor) ++gl_string_cursor;
659             if (*gl_string_cursor) {
660                 char tmp[16];
661                 int cursor = 0;
662
663                 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
664                     tmp[cursor++] = *gl_string_cursor;
665                     ++gl_string_cursor;
666                 }
667                 tmp[cursor] = 0;
668                 major = atoi(tmp);
669
670                 if (*gl_string_cursor != '.') WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
671                 ++gl_string_cursor;
672
673                 cursor = 0;
674                 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
675                     tmp[cursor++] = *gl_string_cursor;
676                     ++gl_string_cursor;
677                 }
678                 tmp[cursor] = 0;
679                 minor = atoi(tmp);
680             }
681             break;
682
683         default:
684             major = 0;
685             minor = 9;
686         }
687         gl_info->driver_version = MAKEDWORD_VERSION(major, minor);
688         TRACE_(d3d_caps)("found driver version (%s)->%i.%i->(0x%08x)\n", debugstr_a(gl_string), major, minor, gl_info->driver_version);
689         /* Current Windows drivers have versions like 6.14.... (some older have an earlier version) */
690         gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
691     } else {
692         FIXME("OpenGL driver did not return version information\n");
693         gl_info->driver_version = MAKEDWORD_VERSION(0, 0);
694         gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
695     }
696
697     TRACE_(d3d_caps)("found GL_RENDERER (%s)->(0x%04x)\n", debugstr_a(gl_info->gl_renderer), gl_info->gl_card);
698
699     /*
700      * Initialize openGL extension related variables
701      *  with Default values
702      */
703     memset(gl_info->supported, 0, sizeof(gl_info->supported));
704     gl_info->max_buffers        = 1;
705     gl_info->max_textures       = 1;
706     gl_info->max_texture_stages = 1;
707     gl_info->max_fragment_samplers = 1;
708     gl_info->max_vertex_samplers = 0;
709     gl_info->max_combined_samplers = 0;
710     gl_info->max_sampler_stages = 1;
711     gl_info->ps_arb_version = PS_VERSION_NOT_SUPPORTED;
712     gl_info->ps_arb_max_temps = 0;
713     gl_info->ps_arb_max_instructions = 0;
714     gl_info->vs_arb_version = VS_VERSION_NOT_SUPPORTED;
715     gl_info->vs_arb_max_temps = 0;
716     gl_info->vs_arb_max_instructions = 0;
717     gl_info->vs_nv_version  = VS_VERSION_NOT_SUPPORTED;
718     gl_info->vs_ati_version = VS_VERSION_NOT_SUPPORTED;
719     gl_info->vs_glsl_constantsF = 0;
720     gl_info->ps_glsl_constantsF = 0;
721     gl_info->vs_arb_constantsF = 0;
722     gl_info->ps_arb_constantsF = 0;
723
724     /* Retrieve opengl defaults */
725     glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
726     gl_info->max_clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
727     TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
728
729     glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
730     gl_info->max_lights = gl_max;
731     TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
732
733     glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
734     gl_info->max_texture_size = gl_max;
735     TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
736
737     glGetFloatv(GL_POINT_SIZE_RANGE, gl_floatv);
738     gl_info->max_pointsizemin = gl_floatv[0];
739     gl_info->max_pointsize = gl_floatv[1];
740     TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
741
742     /* Parse the gl supported features, in theory enabling parts of our code appropriately */
743     GL_Extensions = (const char *) glGetString(GL_EXTENSIONS);
744     TRACE_(d3d_caps)("GL_Extensions reported:\n");
745
746     if (NULL == GL_Extensions) {
747         ERR("   GL_Extensions returns NULL\n");
748     } else {
749         while (*GL_Extensions != 0x00) {
750             const char *Start;
751             char        ThisExtn[256];
752             size_t      len;
753
754             while (isspace(*GL_Extensions)) GL_Extensions++;
755             Start = GL_Extensions;
756             while (!isspace(*GL_Extensions) && *GL_Extensions != 0x00) {
757                 GL_Extensions++;
758             }
759
760             len = GL_Extensions - Start;
761             if (len == 0 || len >= sizeof(ThisExtn))
762                 continue;
763
764             memcpy(ThisExtn, Start, len);
765             ThisExtn[len] = '\0';
766             TRACE_(d3d_caps)("- %s\n", ThisExtn);
767
768             for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
769                 if (!strcmp(ThisExtn, EXTENSION_MAP[i].extension_string)) {
770                     TRACE_(d3d_caps)(" FOUND: %s support\n", EXTENSION_MAP[i].extension_string);
771                     gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
772                     break;
773                 }
774             }
775         }
776
777         LEAVE_GL();
778
779         /* Now work out what GL support this card really has */
780 #define USE_GL_FUNC(type, pfn, ext, replace) { \
781             DWORD ver = ver_for_ext(ext); \
782             if(gl_info->supported[ext]) gl_info->pfn = (type) pwglGetProcAddress(#pfn); \
783             else if(ver && ver <= gl_info->gl_version) gl_info->pfn = (type) pwglGetProcAddress(#replace); \
784             else gl_info->pfn = NULL; \
785         }
786         GL_EXT_FUNCS_GEN;
787 #undef USE_GL_FUNC
788
789 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type) pwglGetProcAddress(#pfn);
790         WGL_EXT_FUNCS_GEN;
791 #undef USE_GL_FUNC
792
793         ENTER_GL();
794         /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
795          * loading the functions, otherwise the code above will load the extension entry points instead of the
796          * core functions, which may not work
797          */
798         for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
799             if (gl_info->supported[EXTENSION_MAP[i].extension] == FALSE &&
800                 EXTENSION_MAP[i].version <= gl_info->gl_version && EXTENSION_MAP[i].version) {
801                 TRACE_(d3d_caps)(" GL CORE: %s support\n", EXTENSION_MAP[i].extension_string);
802                 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
803             }
804         }
805
806         if (gl_info->supported[APPLE_FENCE]) {
807             /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
808              * The apple extension interacts with some other apple exts. Disable the NV
809              * extension if the apple one is support to prevent confusion in other parts
810              * of the code
811              */
812             gl_info->supported[NV_FENCE] = FALSE;
813         }
814         if (gl_info->supported[APPLE_FLOAT_PIXELS]) {
815             /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
816              *
817              * The enums are the same:
818              * GL_RGBA16F_ARB     = GL_RGBA_FLOAT16_APPLE = 0x881A
819              * GL_RGB16F_ARB      = GL_RGB_FLOAT16_APPLE  = 0x881B
820              * GL_RGBA32F_ARB     = GL_RGBA_FLOAT32_APPLE = 0x8814
821              * GL_RGB32F_ARB      = GL_RGB_FLOAT32_APPLE  = 0x8815
822              * GL_HALF_FLOAT_ARB  = GL_HALF_APPLE         =  0x140B
823              */
824             if(!gl_info->supported[ARB_TEXTURE_FLOAT]) {
825                 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels\n");
826                 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
827             }
828             if(!gl_info->supported[ARB_HALF_FLOAT_PIXEL]) {
829                 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels\n");
830                 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
831             }
832         }
833         if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) {
834             TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support\n");
835             gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
836         }
837         if (gl_info->supported[NV_TEXTURE_SHADER2]) {
838             /* GL_ATI_envmap_bumpmap won't play nice with texture shaders, so disable it
839              * Won't occur in any real world situation though
840              */
841             gl_info->supported[ATI_ENVMAP_BUMPMAP] = FALSE;
842             if(gl_info->supported[NV_REGISTER_COMBINERS]) {
843                 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
844                  * are supported. The nv extensions provide the same functionality as the
845                  * ATI one, and a bit more(signed pixelformats)
846                  */
847                 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
848             }
849         }
850         if (gl_info->supported[ARB_DRAW_BUFFERS]) {
851             glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
852             gl_info->max_buffers = gl_max;
853             TRACE_(d3d_caps)("Max draw buffers: %u\n", gl_max);
854         }
855         if (gl_info->supported[ARB_MULTITEXTURE]) {
856             glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
857             gl_info->max_textures = min(MAX_TEXTURES, gl_max);
858             TRACE_(d3d_caps)("Max textures: %d\n", gl_info->max_textures);
859
860             if (gl_info->supported[NV_REGISTER_COMBINERS]) {
861                 GLint tmp;
862                 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp);
863                 gl_info->max_texture_stages = min(MAX_TEXTURES, tmp);
864             } else {
865                 gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
866             }
867             TRACE_(d3d_caps)("Max texture stages: %d\n", gl_info->max_texture_stages);
868
869             if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
870                 GLint tmp;
871                 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
872                 gl_info->max_fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
873             } else {
874                 gl_info->max_fragment_samplers = max(gl_info->max_fragment_samplers, gl_max);
875             }
876             TRACE_(d3d_caps)("Max fragment samplers: %d\n", gl_info->max_fragment_samplers);
877
878             if (gl_info->supported[ARB_VERTEX_SHADER]) {
879                 GLint tmp;
880                 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
881                 gl_info->max_vertex_samplers = tmp;
882                 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
883                 gl_info->max_combined_samplers = tmp;
884
885                 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
886                  * is known at shader link time. In a vertex shader + pixel shader combination this isn't
887                  * an issue because then the sampler setup only depends on the two shaders. If a pixel
888                  * shader is used with fixed function vertex processing we're fine too because fixed function
889                  * vertex processing doesn't use any samplers. If fixed function fragment processing is
890                  * used we have to make sure that all vertex sampler setups are valid together with all
891                  * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
892                  * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
893                  * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
894                  * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
895                  * a fixed function pipeline anymore.
896                  *
897                  * So this is just a check to check that our assumption holds true. If not, write a warning
898                  * and reduce the number of vertex samplers or probably disable vertex texture fetch.
899                  */
900                 if(gl_info->max_vertex_samplers &&
901                    MAX_TEXTURES + gl_info->max_vertex_samplers > gl_info->max_combined_samplers) {
902                     FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers\n",
903                           gl_info->max_vertex_samplers, gl_info->max_combined_samplers);
904                     FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers\n");
905                     if( gl_info->max_combined_samplers > MAX_TEXTURES )
906                         gl_info->max_vertex_samplers =
907                             gl_info->max_combined_samplers - MAX_TEXTURES;
908                     else
909                         gl_info->max_vertex_samplers = 0;
910                 }
911             } else {
912                 gl_info->max_combined_samplers = gl_info->max_fragment_samplers;
913             }
914             TRACE_(d3d_caps)("Max vertex samplers: %u\n", gl_info->max_vertex_samplers);
915             TRACE_(d3d_caps)("Max combined samplers: %u\n", gl_info->max_combined_samplers);
916         }
917         if (gl_info->supported[ARB_VERTEX_BLEND]) {
918             glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
919             gl_info->max_blends = gl_max;
920             TRACE_(d3d_caps)("Max blends: %u\n", gl_info->max_blends);
921         }
922         if (gl_info->supported[EXT_TEXTURE3D]) {
923             glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
924             gl_info->max_texture3d_size = gl_max;
925             TRACE_(d3d_caps)("Max texture3D size: %d\n", gl_info->max_texture3d_size);
926         }
927         if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC]) {
928             glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
929             gl_info->max_anisotropy = gl_max;
930             TRACE_(d3d_caps)("Max anisotropy: %d\n", gl_info->max_anisotropy);
931         }
932         if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
933             gl_info->ps_arb_version = PS_VERSION_11;
934             GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
935             gl_info->ps_arb_constantsF = gl_max;
936             TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d\n", gl_info->ps_arb_constantsF);
937             GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
938             gl_info->ps_arb_max_temps = gl_max;
939             TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d\n", gl_info->ps_arb_max_temps);
940             GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
941             gl_info->ps_arb_max_instructions = gl_max;
942             TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d\n", gl_info->ps_arb_max_instructions);
943         }
944         if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
945             gl_info->vs_arb_version = VS_VERSION_11;
946             GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
947             gl_info->vs_arb_constantsF = gl_max;
948             TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d\n", gl_info->vs_arb_constantsF);
949             GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
950             gl_info->vs_arb_max_temps = gl_max;
951             TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d\n", gl_info->vs_arb_max_temps);
952             GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
953             gl_info->vs_arb_max_instructions = gl_max;
954             TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d\n", gl_info->vs_arb_max_instructions);
955
956             gl_info->arb_vs_offset_limit = test_arb_vs_offset_limit(gl_info);
957         }
958         if (gl_info->supported[ARB_VERTEX_SHADER]) {
959             glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
960             gl_info->vs_glsl_constantsF = gl_max / 4;
961             TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u\n", gl_info->vs_glsl_constantsF);
962         }
963         if (gl_info->supported[ARB_FRAGMENT_SHADER]) {
964             glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
965             gl_info->ps_glsl_constantsF = gl_max / 4;
966             TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u\n", gl_info->ps_glsl_constantsF);
967             glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
968             gl_info->max_glsl_varyings = gl_max;
969             TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings)\n", gl_max, gl_max / 4);
970         }
971         if (gl_info->supported[EXT_VERTEX_SHADER]) {
972             gl_info->vs_ati_version = VS_VERSION_11;
973         }
974         if (gl_info->supported[NV_VERTEX_PROGRAM3]) {
975             gl_info->vs_nv_version = VS_VERSION_30;
976         } else if (gl_info->supported[NV_VERTEX_PROGRAM2]) {
977             gl_info->vs_nv_version = VS_VERSION_20;
978         } else if (gl_info->supported[NV_VERTEX_PROGRAM1_1]) {
979             gl_info->vs_nv_version = VS_VERSION_11;
980         } else if (gl_info->supported[NV_VERTEX_PROGRAM]) {
981             gl_info->vs_nv_version = VS_VERSION_10;
982         }
983         if (gl_info->supported[NV_FRAGMENT_PROGRAM2]) {
984             gl_info->ps_nv_version = PS_VERSION_30;
985         } else if (gl_info->supported[NV_FRAGMENT_PROGRAM]) {
986             gl_info->ps_nv_version = PS_VERSION_20;
987         }
988         if (gl_info->supported[NV_LIGHT_MAX_EXPONENT]) {
989             glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->max_shininess);
990         } else {
991             gl_info->max_shininess = 128.0;
992         }
993         if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]) {
994             /* If we have full NP2 texture support, disable GL_ARB_texture_rectangle because we will never use it.
995              * This saves a few redundant glDisable calls
996              */
997             gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
998         }
999         if(gl_info->supported[ATI_FRAGMENT_SHADER]) {
1000             /* Disable NV_register_combiners and fragment shader if this is supported.
1001              * generally the NV extensions are preferred over the ATI ones, and this
1002              * extension is disabled if register_combiners and texture_shader2 are both
1003              * supported. So we reach this place only if we have incomplete NV dxlevel 8
1004              * fragment processing support
1005              */
1006             gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
1007             gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
1008             gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
1009             gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
1010             gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
1011         }
1012
1013     }
1014     checkGLcall("extension detection\n");
1015
1016     /* In some cases the number of texture stages can be larger than the number
1017      * of samplers. The GF4 for example can use only 2 samplers (no fragment
1018      * shaders), but 8 texture stages (register combiners). */
1019     gl_info->max_sampler_stages = max(gl_info->max_fragment_samplers, gl_info->max_texture_stages);
1020
1021     /* We can only use ORM_FBO when the hardware supports it. */
1022     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) {
1023         WARN_(d3d_caps)("GL_EXT_framebuffer_object not supported, falling back to PBuffer offscreen rendering mode.\n");
1024         wined3d_settings.offscreen_rendering_mode = ORM_PBUFFER;
1025     }
1026
1027     /* MRTs are currently only supported when FBOs are used. */
1028     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
1029         gl_info->max_buffers = 1;
1030     }
1031
1032     /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of different GPUs with roughly the same
1033      * features. In most cases GPUs from a certain family differ in clockspeeds, the amount of video memory and
1034      * in case of the latest videocards in the number of pixel/vertex pipelines.
1035      *
1036      * A Direct3D device object contains the PCI id (vendor + device) of the videocard which is used for
1037      * rendering. Various games use this information to get a rough estimation of the features of the card
1038      * and some might use it for enabling 3d effects only on certain types of videocards. In some cases
1039      * games might even use it to work around bugs which happen on certain videocards/driver combinations.
1040      * The problem is that OpenGL only exposes a rendering string containing the name of the videocard and
1041      * not the PCI id.
1042      *
1043      * Various games depend on the PCI id, so somehow we need to provide one. A simple option is to parse
1044      * the renderer string and translate this to the right PCI id. This is a lot of work because there are more
1045      * than 200 GPUs just for Nvidia. Various cards share the same renderer string, so the amount of code might
1046      * be 'small' but there are quite a number of exceptions which would make this a pain to maintain.
1047      * Another way would be to query the PCI id from the operating system (assuming this is the videocard which
1048      * is used for rendering which is not always the case). This would work but it is not very portable. Second
1049      * it would not work well in, let's say, a remote X situation in which the amount of 3d features which can be used
1050      * is limited.
1051      *
1052      * As said most games only use the PCI id to get an indication of the capabilities of the card.
1053      * It doesn't really matter if the given id is the correct one if we return the id of a card with
1054      * similar 3d features.
1055      *
1056      * The code below checks the OpenGL capabilities of a videocard and matches that to a certain level of
1057      * Direct3D functionality. Once a card passes the Direct3D9 check, we know that the card (in case of Nvidia)
1058      * is at least a GeforceFX. To give a better estimate we do a basic check on the renderer string but if that
1059      * won't pass we return a default card. This way is better than maintaining a full card database as even
1060      * without a full database we can return a card with similar features. Second the size of the database
1061      * can be made quite small because when you know what type of 3d functionality a card has, you know to which
1062      * GPU family the GPU must belong. Because of this you only have to check a small part of the renderer string
1063      * to distinguishes between different models from that family.
1064      *
1065      * The code also selects a default amount of video memory which we will use for an estimation of the amount
1066      * of free texture memory. In case of real D3D the amount of texture memory includes video memory and system
1067      * memory (to be specific AGP memory or in case of PCIE TurboCache/HyperMemory). We don't know how much
1068      * system memory can be addressed by the system but we can make a reasonable estimation about the amount of
1069      * video memory. If the value is slightly wrong it doesn't matter as we didn't include AGP-like memory which
1070      * makes the amount of addressable memory higher and second OpenGL isn't that critical it moves to system
1071      * memory behind our backs if really needed.
1072      * Note that the amount of video memory can be overruled using a registry setting.
1073      */
1074     switch (gl_info->gl_vendor) {
1075         case VENDOR_NVIDIA:
1076             /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1077              * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1078              */
1079             if(WINE_D3D9_CAPABLE(gl_info) && (gl_info->vs_nv_version == VS_VERSION_30)) {
1080                 /* Geforce9 - highend */
1081                 if(strstr(gl_info->gl_renderer, "9800")) {
1082                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_9800GT;
1083                     vidmem = 512;
1084                 }
1085                 /* Geforce9 - midend */
1086                 else if(strstr(gl_info->gl_renderer, "9600")) {
1087                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_9600GT;
1088                     vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1089                 }
1090                 /* Geforce8 - highend */
1091                 if (strstr(gl_info->gl_renderer, "8800")) {
1092                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_8800GTS;
1093                     vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1094                 }
1095                 /* Geforce8 - midend mobile */
1096                 else if(strstr(gl_info->gl_renderer, "8600 M")) {
1097                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600MGT;
1098                     vidmem = 512;
1099                 }
1100                 /* Geforce8 - midend */
1101                 else if(strstr(gl_info->gl_renderer, "8600") ||
1102                         strstr(gl_info->gl_renderer, "8700"))
1103                 {
1104                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600GT;
1105                     vidmem = 256;
1106                 }
1107                 /* Geforce8 - lowend */
1108                 else if(strstr(gl_info->gl_renderer, "8300") ||
1109                         strstr(gl_info->gl_renderer, "8400") ||
1110                         strstr(gl_info->gl_renderer, "8500"))
1111                 {
1112                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_8300GS;
1113                     vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1114                 }
1115                 /* Geforce7 - highend */
1116                 else if(strstr(gl_info->gl_renderer, "7800") ||
1117                         strstr(gl_info->gl_renderer, "7900") ||
1118                         strstr(gl_info->gl_renderer, "7950") ||
1119                         strstr(gl_info->gl_renderer, "Quadro FX 4") ||
1120                         strstr(gl_info->gl_renderer, "Quadro FX 5"))
1121                 {
1122                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800GT;
1123                     vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1124                 }
1125                 /* Geforce7 midend */
1126                 else if(strstr(gl_info->gl_renderer, "7600") ||
1127                         strstr(gl_info->gl_renderer, "7700")) {
1128                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_7600;
1129                     vidmem = 256; /* The 7600 uses 256-512MB */
1130                 /* Geforce7 lower medium */
1131                 } else if(strstr(gl_info->gl_renderer, "7400")) {
1132                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_7400;
1133                     vidmem = 256; /* The 7400 uses 256-512MB */
1134                 }
1135                 /* Geforce7 lowend */
1136                 else if(strstr(gl_info->gl_renderer, "7300")) {
1137                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_7300;
1138                     vidmem = 256; /* Mac Pros with this card have 256 MB */
1139                 }
1140                 /* Geforce6 highend */
1141                 else if(strstr(gl_info->gl_renderer, "6800"))
1142                 {
1143                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_6800;
1144                     vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1145                 }
1146                 /* Geforce6 - midend */
1147                 else if(strstr(gl_info->gl_renderer, "6600") ||
1148                         strstr(gl_info->gl_renderer, "6610") ||
1149                         strstr(gl_info->gl_renderer, "6700"))
1150                 {
1151                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_6600GT;
1152                     vidmem = 128; /* A 6600GT has 128-256MB */
1153                 }
1154                 /* Geforce6/7 lowend */
1155                 else {
1156                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1157                     vidmem = 64; /* */
1158                 }
1159             } else if(WINE_D3D9_CAPABLE(gl_info)) {
1160                 /* GeforceFX - highend */
1161                 if (strstr(gl_info->gl_renderer, "5800") ||
1162                     strstr(gl_info->gl_renderer, "5900") ||
1163                     strstr(gl_info->gl_renderer, "5950") ||
1164                     strstr(gl_info->gl_renderer, "Quadro FX"))
1165                 {
1166                     gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5800;
1167                     vidmem = 256; /* 5800-5900 cards use 256MB */
1168                 }
1169                 /* GeforceFX - midend */
1170                 else if(strstr(gl_info->gl_renderer, "5600") ||
1171                         strstr(gl_info->gl_renderer, "5650") ||
1172                         strstr(gl_info->gl_renderer, "5700") ||
1173                         strstr(gl_info->gl_renderer, "5750"))
1174                 {
1175                     gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1176                     vidmem = 128; /* A 5600 uses 128-256MB */
1177                 }
1178                 /* GeforceFX - lowend */
1179                 else {
1180                     gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1181                     vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1182                 }
1183             } else if(WINE_D3D8_CAPABLE(gl_info)) {
1184                 if (strstr(gl_info->gl_renderer, "GeForce4 Ti") || strstr(gl_info->gl_renderer, "Quadro4")) {
1185                     gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1186                     vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1187                 }
1188                 else {
1189                     gl_info->gl_card = CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1190                     vidmem = 64; /* Geforce3 cards have 64-128MB */
1191                 }
1192             } else if(WINE_D3D7_CAPABLE(gl_info)) {
1193                 if (strstr(gl_info->gl_renderer, "GeForce4 MX")) {
1194                     gl_info->gl_card = CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1195                     vidmem = 64; /* Most Geforce4MX GPUs have at least 64MB of memory, some early models had 32MB but most have 64MB or even 128MB */
1196                 }
1197                 else if(strstr(gl_info->gl_renderer, "GeForce2 MX") || strstr(gl_info->gl_renderer, "Quadro2 MXR")) {
1198                     gl_info->gl_card = CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1199                     vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1200                 }
1201                 else if(strstr(gl_info->gl_renderer, "GeForce2") || strstr(gl_info->gl_renderer, "Quadro2")) {
1202                     gl_info->gl_card = CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1203                     vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1204                 }
1205                 else {
1206                     gl_info->gl_card = CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1207                     vidmem = 32; /* Most Geforce1 cards have 32MB, there are also some rare 16 and 64MB (Dell) models */
1208                 }
1209             } else {
1210                 if (strstr(gl_info->gl_renderer, "TNT2")) {
1211                     gl_info->gl_card = CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1212                     vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1213                 }
1214                 else {
1215                     gl_info->gl_card = CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1216                     vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1217                 }
1218             }
1219             break;
1220         case VENDOR_ATI:
1221             if(WINE_D3D9_CAPABLE(gl_info)) {
1222                 /* Radeon R6xx HD2900/HD3800 - highend */
1223                 if (strstr(gl_info->gl_renderer, "HD 2900") ||
1224                     strstr(gl_info->gl_renderer, "HD 3870") ||
1225                     strstr(gl_info->gl_renderer, "HD 3850"))
1226                 {
1227                     gl_info->gl_card = CARD_ATI_RADEON_HD2900;
1228                     vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1229                 }
1230                 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1231                 else if (strstr(gl_info->gl_renderer, "HD 2600") ||
1232                          strstr(gl_info->gl_renderer, "HD 3830") ||
1233                          strstr(gl_info->gl_renderer, "HD 3690") ||
1234                          strstr(gl_info->gl_renderer, "HD 3650"))
1235                 {
1236                     gl_info->gl_card = CARD_ATI_RADEON_HD2600;
1237                     vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1238                 }
1239                 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1240                 else if (strstr(gl_info->gl_renderer, "HD 2300") ||
1241                          strstr(gl_info->gl_renderer, "HD 2400") ||
1242                          strstr(gl_info->gl_renderer, "HD 3470") ||
1243                          strstr(gl_info->gl_renderer, "HD 3450") ||
1244                          strstr(gl_info->gl_renderer, "HD 3430"))
1245                 {
1246                     gl_info->gl_card = CARD_ATI_RADEON_HD2300;
1247                     vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1248                 }
1249                 /* Radeon R6xx/R7xx integrated */
1250                 else if (strstr(gl_info->gl_renderer, "HD 3100") ||
1251                          strstr(gl_info->gl_renderer, "HD 3200") ||
1252                          strstr(gl_info->gl_renderer, "HD 3300"))
1253                 {
1254                     gl_info->gl_card = CARD_ATI_RADEON_HD3200;
1255                     vidmem = 128; /* 128MB */
1256                 }
1257                 /* Radeon R5xx */
1258                 else if (strstr(gl_info->gl_renderer, "X1600") ||
1259                          strstr(gl_info->gl_renderer, "X1650") ||
1260                          strstr(gl_info->gl_renderer, "X1800") ||
1261                          strstr(gl_info->gl_renderer, "X1900") ||
1262                          strstr(gl_info->gl_renderer, "X1950"))
1263                 {
1264                     gl_info->gl_card = CARD_ATI_RADEON_X1600;
1265                     vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1266                 }
1267                 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1268                 else if(strstr(gl_info->gl_renderer, "X700") ||
1269                         strstr(gl_info->gl_renderer, "X800") ||
1270                         strstr(gl_info->gl_renderer, "X850") ||
1271                         strstr(gl_info->gl_renderer, "X1300") ||
1272                         strstr(gl_info->gl_renderer, "X1400") ||
1273                         strstr(gl_info->gl_renderer, "X1450") ||
1274                         strstr(gl_info->gl_renderer, "X1550"))
1275                 {
1276                     gl_info->gl_card = CARD_ATI_RADEON_X700;
1277                     vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1278                 }
1279                 /* Radeon R3xx */ 
1280                 else {
1281                     gl_info->gl_card = CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1282                     vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1283                 }
1284             } else if(WINE_D3D8_CAPABLE(gl_info)) {
1285                 gl_info->gl_card = CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1286                 vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1287             } else if(WINE_D3D7_CAPABLE(gl_info)) {
1288                 gl_info->gl_card = CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1289                 vidmem = 32; /* There are models with up to 64MB */
1290             } else {
1291                 gl_info->gl_card = CARD_ATI_RAGE_128PRO;
1292                 vidmem = 16; /* There are 16-32MB models */
1293             }
1294             break;
1295         case VENDOR_INTEL:
1296             if (strstr(gl_info->gl_renderer, "GMA 950")) {
1297                 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1298                 gl_info->gl_card = CARD_INTEL_I945GM;
1299                 vidmem = 64;
1300             } else if (strstr(gl_info->gl_renderer, "915GM")) {
1301                 gl_info->gl_card = CARD_INTEL_I915GM;
1302             } else if (strstr(gl_info->gl_renderer, "915G")) {
1303                 gl_info->gl_card = CARD_INTEL_I915G;
1304             } else if (strstr(gl_info->gl_renderer, "865G")) {
1305                 gl_info->gl_card = CARD_INTEL_I865G;
1306             } else if (strstr(gl_info->gl_renderer, "855G")) {
1307                 gl_info->gl_card = CARD_INTEL_I855G;
1308             } else if (strstr(gl_info->gl_renderer, "830G")) {
1309                 gl_info->gl_card = CARD_INTEL_I830G;
1310             } else {
1311                 gl_info->gl_card = CARD_INTEL_I915G;
1312             }
1313             break;
1314         case VENDOR_MESA:
1315         case VENDOR_WINE:
1316         default:
1317             /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice 
1318              * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1319              * them a good generic choice.
1320              */
1321             gl_info->gl_vendor = VENDOR_NVIDIA;
1322             if(WINE_D3D9_CAPABLE(gl_info))
1323                 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1324             else if(WINE_D3D8_CAPABLE(gl_info))
1325                 gl_info->gl_card = CARD_NVIDIA_GEFORCE3;
1326             else if(WINE_D3D7_CAPABLE(gl_info))
1327                 gl_info->gl_card = CARD_NVIDIA_GEFORCE;
1328             else if(WINE_D3D6_CAPABLE(gl_info))
1329                 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT;
1330             else
1331                 gl_info->gl_card = CARD_NVIDIA_RIVA_128;
1332     }
1333     TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info->gl_vendor, gl_info->gl_card);
1334
1335     /* If we have an estimate use it, else default to 64MB;  */
1336     if(vidmem)
1337         gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
1338     else
1339         gl_info->vidmem = WINE_DEFAULT_VIDMEM;
1340
1341     /* Load all the lookup tables
1342     TODO: It may be a good idea to make minLookup and maxLookup const and populate them in wined3d_private.h where they are declared */
1343     minLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_WRAP;
1344     maxLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_MIRRORONCE;
1345
1346     for (i = 0; i < MAX_LOOKUPS; i++) {
1347         stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
1348     }
1349
1350     stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_WRAP   - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
1351     stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_CLAMP  - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
1352     stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1353              gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1354     stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1355              gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1356     stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
1357              gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
1358     stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
1359              gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
1360
1361     magLookup[WINED3DTEXF_NONE        - WINED3DTEXF_NONE]  = GL_NEAREST;
1362     magLookup[WINED3DTEXF_POINT       - WINED3DTEXF_NONE] = GL_NEAREST;
1363     magLookup[WINED3DTEXF_LINEAR      - WINED3DTEXF_NONE] = GL_LINEAR;
1364     magLookup[WINED3DTEXF_ANISOTROPIC - WINED3DTEXF_NONE] =
1365              gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR : GL_NEAREST;
1366
1367
1368     minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_NONE]     = GL_LINEAR;
1369     minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_POINT]    = GL_LINEAR;
1370     minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_LINEAR]   = GL_LINEAR;
1371     minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_NONE]    = GL_NEAREST;
1372     minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_POINT]   = GL_NEAREST_MIPMAP_NEAREST;
1373     minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_LINEAR]  = GL_NEAREST_MIPMAP_LINEAR;
1374     minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_NONE]   = GL_LINEAR;
1375     minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_POINT]  = GL_LINEAR_MIPMAP_NEAREST;
1376     minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
1377     minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_NONE]   = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ?
1378     GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1379     minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_POINT]  = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
1380     minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_LINEAR] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1381
1382 /* TODO: config lookups */
1383
1384     /* Make sure there's an active HDC else the WGL extensions will fail */
1385     hdc = pwglGetCurrentDC();
1386     if (hdc) {
1387         WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
1388         TRACE_(d3d_caps)("WGL_Extensions reported:\n");
1389
1390         if (NULL == WGL_Extensions) {
1391             ERR("   WGL_Extensions returns NULL\n");
1392         } else {
1393             while (*WGL_Extensions != 0x00) {
1394                 const char *Start;
1395                 char ThisExtn[256];
1396                 size_t len;
1397
1398                 while (isspace(*WGL_Extensions)) WGL_Extensions++;
1399                 Start = WGL_Extensions;
1400                 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
1401                     WGL_Extensions++;
1402                 }
1403
1404                 len = WGL_Extensions - Start;
1405                 if (len == 0 || len >= sizeof(ThisExtn))
1406                     continue;
1407
1408                 memcpy(ThisExtn, Start, len);
1409                 ThisExtn[len] = '\0';
1410                 TRACE_(d3d_caps)("- %s\n", ThisExtn);
1411
1412                 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
1413                     gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
1414                     TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
1415                 }
1416                 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
1417                     gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
1418                     TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
1419                 }
1420             }
1421         }
1422     }
1423     LEAVE_GL();
1424
1425     return return_value;
1426 }
1427 #undef GLINFO_LOCATION
1428
1429 /**********************************************************
1430  * IWineD3D implementation follows
1431  **********************************************************/
1432
1433 static UINT     WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
1434     IWineD3DImpl *This = (IWineD3DImpl *)iface;
1435
1436     TRACE_(d3d_caps)("(%p): Reporting %d adapters\n", This, numAdapters);
1437     return numAdapters;
1438 }
1439
1440 static HRESULT  WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
1441     IWineD3DImpl *This = (IWineD3DImpl *)iface;
1442     FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
1443     return WINED3D_OK;
1444 }
1445
1446 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
1447     IWineD3DImpl *This = (IWineD3DImpl *)iface;
1448
1449     TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
1450
1451     if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
1452         return NULL;
1453     }
1454
1455     return MonitorFromPoint(Adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
1456 }
1457
1458 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
1459      of the same bpp but different resolutions                                  */
1460
1461 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1462 static UINT     WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
1463     IWineD3DImpl *This = (IWineD3DImpl *)iface;
1464     TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
1465
1466     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1467         return 0;
1468     }
1469
1470     /* TODO: Store modes per adapter and read it from the adapter structure */
1471     if (Adapter == 0) { /* Display */
1472         int i = 0;
1473         int j = 0;
1474
1475         if (!DEBUG_SINGLE_MODE) {
1476             DEVMODEW DevModeW;
1477
1478             ZeroMemory(&DevModeW, sizeof(DevModeW));
1479             DevModeW.dmSize = sizeof(DevModeW);
1480             while (EnumDisplaySettingsExW(NULL, j, &DevModeW, 0)) {
1481                 j++;
1482                 switch (Format)
1483                 {
1484                     case WINED3DFMT_UNKNOWN:
1485                         /* This is for D3D8, do not enumerate P8 here */
1486                         if (DevModeW.dmBitsPerPel == 32 ||
1487                             DevModeW.dmBitsPerPel == 16) i++;
1488                         break;
1489                     case WINED3DFMT_X8R8G8B8:
1490                         if (DevModeW.dmBitsPerPel == 32) i++;
1491                         break;
1492                     case WINED3DFMT_R5G6B5:
1493                         if (DevModeW.dmBitsPerPel == 16) i++;
1494                         break;
1495                     case WINED3DFMT_P8:
1496                         if (DevModeW.dmBitsPerPel == 8) i++;
1497                         break;
1498                     default:
1499                         /* Skip other modes as they do not match the requested format */
1500                         break;
1501                 }
1502             }
1503         } else {
1504             i = 1;
1505             j = 1;
1506         }
1507
1508         TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
1509         return i;
1510     } else {
1511         FIXME_(d3d_caps)("Adapter not primary display\n");
1512     }
1513     return 0;
1514 }
1515
1516 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1517 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
1518     IWineD3DImpl *This = (IWineD3DImpl *)iface;
1519     TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
1520
1521     /* Validate the parameters as much as possible */
1522     if (NULL == pMode ||
1523         Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
1524         Mode    >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
1525         return WINED3DERR_INVALIDCALL;
1526     }
1527
1528     /* TODO: Store modes per adapter and read it from the adapter structure */
1529     if (Adapter == 0 && !DEBUG_SINGLE_MODE) { /* Display */
1530         DEVMODEW DevModeW;
1531         int ModeIdx = 0;
1532         int i = 0;
1533         int j = 0;
1534
1535         ZeroMemory(&DevModeW, sizeof(DevModeW));
1536         DevModeW.dmSize = sizeof(DevModeW);
1537
1538         /* If we are filtering to a specific format (D3D9), then need to skip
1539            all unrelated modes, but if mode is irrelevant (D3D8), then we can
1540            just count through the ones with valid bit depths */
1541         while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) {
1542             switch (Format)
1543             {
1544                 case WINED3DFMT_UNKNOWN:
1545                     /* This is D3D8. Do not enumerate P8 here */
1546                     if (DevModeW.dmBitsPerPel == 32 ||
1547                         DevModeW.dmBitsPerPel == 16) i++;
1548                     break;
1549                 case WINED3DFMT_X8R8G8B8:
1550                     if (DevModeW.dmBitsPerPel == 32) i++;
1551                     break;
1552                 case WINED3DFMT_R5G6B5:
1553                     if (DevModeW.dmBitsPerPel == 16) i++;
1554                     break;
1555                 case WINED3DFMT_P8:
1556                     if (DevModeW.dmBitsPerPel == 8) i++;
1557                     break;
1558                 default:
1559                     /* Modes that don't match what we support can get an early-out */
1560                     TRACE_(d3d_caps)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format));
1561                     return WINED3DERR_INVALIDCALL;
1562             }
1563         }
1564
1565         if (i == 0) {
1566             TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
1567             return WINED3DERR_INVALIDCALL;
1568         }
1569         ModeIdx = j - 1;
1570
1571         /* Now get the display mode via the calculated index */
1572         if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
1573             pMode->Width        = DevModeW.dmPelsWidth;
1574             pMode->Height       = DevModeW.dmPelsHeight;
1575             pMode->RefreshRate  = WINED3DADAPTER_DEFAULT;
1576             if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
1577                 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1578
1579             if (Format == WINED3DFMT_UNKNOWN) {
1580                 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
1581             } else {
1582                 pMode->Format = Format;
1583             }
1584         } else {
1585             TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
1586             return WINED3DERR_INVALIDCALL;
1587         }
1588
1589         TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
1590                 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
1591                 DevModeW.dmBitsPerPel);
1592
1593     } else if (DEBUG_SINGLE_MODE) {
1594         /* Return one setting of the format requested */
1595         if (Mode > 0) return WINED3DERR_INVALIDCALL;
1596         pMode->Width        = 800;
1597         pMode->Height       = 600;
1598         pMode->RefreshRate  = 60;
1599         pMode->Format       = (Format == WINED3DFMT_UNKNOWN) ? WINED3DFMT_X8R8G8B8 : Format;
1600     } else {
1601         FIXME_(d3d_caps)("Adapter not primary display\n");
1602     }
1603
1604     return WINED3D_OK;
1605 }
1606
1607 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
1608     IWineD3DImpl *This = (IWineD3DImpl *)iface;
1609     TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
1610
1611     if (NULL == pMode ||
1612         Adapter >= IWineD3D_GetAdapterCount(iface)) {
1613         return WINED3DERR_INVALIDCALL;
1614     }
1615
1616     if (Adapter == 0) { /* Display */
1617         int bpp = 0;
1618         DEVMODEW DevModeW;
1619
1620         ZeroMemory(&DevModeW, sizeof(DevModeW));
1621         DevModeW.dmSize = sizeof(DevModeW);
1622
1623         EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
1624         pMode->Width        = DevModeW.dmPelsWidth;
1625         pMode->Height       = DevModeW.dmPelsHeight;
1626         bpp                 = DevModeW.dmBitsPerPel;
1627         pMode->RefreshRate  = WINED3DADAPTER_DEFAULT;
1628         if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
1629         {
1630             pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1631         }
1632
1633         pMode->Format = pixelformat_for_depth(bpp);
1634     } else {
1635         FIXME_(d3d_caps)("Adapter not primary display\n");
1636     }
1637
1638     TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
1639           pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
1640     return WINED3D_OK;
1641 }
1642
1643 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
1644    and fields being inserted in the middle, a new structure is used in place    */
1645 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
1646                                                    WINED3DADAPTER_IDENTIFIER* pIdentifier) {
1647     IWineD3DImpl *This = (IWineD3DImpl *)iface;
1648
1649     TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
1650
1651     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1652         return WINED3DERR_INVALIDCALL;
1653     }
1654
1655     /* Return the information requested */
1656     TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
1657     strcpy(pIdentifier->Driver, Adapters[Adapter].driver);
1658     strcpy(pIdentifier->Description, Adapters[Adapter].description);
1659
1660     /* Note dx8 doesn't supply a DeviceName */
1661     if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
1662     pIdentifier->DriverVersion->u.HighPart = Adapters[Adapter].gl_info.driver_version_hipart;
1663     pIdentifier->DriverVersion->u.LowPart = Adapters[Adapter].gl_info.driver_version;
1664     *(pIdentifier->VendorId) = Adapters[Adapter].gl_info.gl_vendor;
1665     *(pIdentifier->DeviceId) = Adapters[Adapter].gl_info.gl_card;
1666     *(pIdentifier->SubSysId) = 0;
1667     *(pIdentifier->Revision) = 0;
1668     *pIdentifier->DeviceIdentifier = IID_D3DDEVICE_D3DUID;
1669
1670     if (Flags & WINED3DENUM_NO_WHQL_LEVEL) {
1671         *(pIdentifier->WHQLLevel) = 0;
1672     } else {
1673         *(pIdentifier->WHQLLevel) = 1;
1674     }
1675
1676     return WINED3D_OK;
1677 }
1678
1679 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1680     short redSize, greenSize, blueSize, alphaSize, colorBits;
1681
1682     if(!cfg)
1683         return FALSE;
1684
1685     if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
1686         if(!getColorBits(Format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) {
1687             ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1688             return FALSE;
1689         }
1690
1691         if(cfg->redSize < redSize)
1692             return FALSE;
1693
1694         if(cfg->greenSize < greenSize)
1695             return FALSE;
1696
1697         if(cfg->blueSize < blueSize)
1698             return FALSE;
1699
1700         if(cfg->alphaSize < alphaSize)
1701             return FALSE;
1702
1703         return TRUE;
1704     } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
1705         if(Format == WINED3DFMT_R16F)
1706             return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1707         if(Format == WINED3DFMT_G16R16F)
1708             return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1709         if(Format == WINED3DFMT_A16B16G16R16F)
1710             return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
1711         if(Format == WINED3DFMT_R32F)
1712             return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1713         if(Format == WINED3DFMT_G32R32F)
1714             return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1715         if(Format == WINED3DFMT_A32B32G32R32F)
1716             return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
1717     } else {
1718         /* Probably a color index mode */
1719         return FALSE;
1720     }
1721
1722     return FALSE;
1723 }
1724
1725 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1726     short depthSize, stencilSize;
1727     BOOL lockable = FALSE;
1728
1729     if(!cfg)
1730         return FALSE;
1731
1732     if(!getDepthStencilBits(Format, &depthSize, &stencilSize)) {
1733         ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1734         return FALSE;
1735     }
1736
1737     if((Format == WINED3DFMT_D16_LOCKABLE) || (Format == WINED3DFMT_D32F_LOCKABLE))
1738         lockable = TRUE;
1739
1740     /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
1741      * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
1742      * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
1743     if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
1744         return FALSE;
1745
1746     /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
1747      * allow more stencil bits than requested. */
1748     if(cfg->stencilSize < stencilSize)
1749         return FALSE;
1750
1751     return TRUE;
1752 }
1753
1754 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1755                                                    WINED3DFORMAT AdapterFormat,
1756                                                    WINED3DFORMAT RenderTargetFormat,
1757                                                    WINED3DFORMAT DepthStencilFormat) {
1758     IWineD3DImpl *This = (IWineD3DImpl *)iface;
1759     int nCfgs;
1760     WineD3D_PixelFormat *cfgs;
1761     int it;
1762
1763     WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
1764            This, Adapter,
1765            DeviceType, debug_d3ddevicetype(DeviceType),
1766            AdapterFormat, debug_d3dformat(AdapterFormat),
1767            RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
1768            DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
1769
1770     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1771         TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
1772         return WINED3DERR_INVALIDCALL;
1773     }
1774
1775     cfgs = Adapters[Adapter].cfgs;
1776     nCfgs = Adapters[Adapter].nCfgs;
1777     for (it = 0; it < nCfgs; ++it) {
1778         if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], RenderTargetFormat)) {
1779             if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[it], DepthStencilFormat)) {
1780                 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
1781                 return WINED3D_OK;
1782             }
1783         }
1784     }
1785     WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
1786
1787     return WINED3DERR_NOTAVAILABLE;
1788 }
1789
1790 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, 
1791                                                        WINED3DFORMAT SurfaceFormat,
1792                                                        BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD*   pQualityLevels) {
1793
1794     IWineD3DImpl *This = (IWineD3DImpl *)iface;
1795     const GlPixelFormatDesc *glDesc;
1796     const StaticPixelFormatDesc *desc;
1797
1798     TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
1799           This,
1800           Adapter,
1801           DeviceType, debug_d3ddevicetype(DeviceType),
1802           SurfaceFormat, debug_d3dformat(SurfaceFormat),
1803           Windowed,
1804           MultiSampleType,
1805           pQualityLevels);
1806
1807     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1808         return WINED3DERR_INVALIDCALL;
1809     }
1810
1811     /* TODO: handle Windowed, add more quality levels */
1812
1813     if (WINED3DMULTISAMPLE_NONE == MultiSampleType) return WINED3D_OK;
1814
1815     /* By default multisampling is disabled right now as it causes issues
1816      * on some Nvidia driver versions and it doesn't work well in combination
1817      * with FBOs yet. */
1818     if(!wined3d_settings.allow_multisampling)
1819         return WINED3DERR_NOTAVAILABLE;
1820
1821     desc = getFormatDescEntry(SurfaceFormat, &Adapters[Adapter].gl_info, &glDesc);
1822     if(!desc || !glDesc) {
1823         return WINED3DERR_INVALIDCALL;
1824     }
1825
1826     if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
1827         int i, nCfgs;
1828         WineD3D_PixelFormat *cfgs;
1829
1830         cfgs = Adapters[Adapter].cfgs;
1831         nCfgs = Adapters[Adapter].nCfgs;
1832         for(i=0; i<nCfgs; i++) {
1833             if(cfgs[i].numSamples != MultiSampleType)
1834                 continue;
1835
1836             if(!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[i], SurfaceFormat))
1837                 continue;
1838
1839             TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1840
1841             if(pQualityLevels)
1842                 *pQualityLevels = 1; /* Guess at a value! */
1843             return WINED3D_OK;
1844         }
1845     }
1846     else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
1847         short redSize, greenSize, blueSize, alphaSize, colorBits;
1848         int i, nCfgs;
1849         WineD3D_PixelFormat *cfgs;
1850
1851         if(!getColorBits(SurfaceFormat, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) {
1852             ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
1853             return WINED3DERR_NOTAVAILABLE;
1854         }
1855
1856         cfgs = Adapters[Adapter].cfgs;
1857         nCfgs = Adapters[Adapter].nCfgs;
1858         for(i=0; i<nCfgs; i++) {
1859             if(cfgs[i].numSamples != MultiSampleType)
1860                 continue;
1861             if(cfgs[i].redSize != redSize)
1862                 continue;
1863             if(cfgs[i].greenSize != greenSize)
1864                 continue;
1865             if(cfgs[i].blueSize != blueSize)
1866                 continue;
1867             if(cfgs[i].alphaSize != alphaSize)
1868                 continue;
1869
1870             TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1871
1872             if(pQualityLevels)
1873                 *pQualityLevels = 1; /* Guess at a value! */
1874             return WINED3D_OK;
1875         }
1876     }
1877     return WINED3DERR_NOTAVAILABLE;
1878 }
1879
1880 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1881                                             WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
1882
1883     IWineD3DImpl *This = (IWineD3DImpl *)iface;
1884     HRESULT hr = WINED3DERR_NOTAVAILABLE;
1885     UINT nmodes;
1886
1887     TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
1888           This,
1889           Adapter,
1890           DeviceType, debug_d3ddevicetype(DeviceType),
1891           DisplayFormat, debug_d3dformat(DisplayFormat),
1892           BackBufferFormat, debug_d3dformat(BackBufferFormat),
1893           Windowed);
1894
1895     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1896         WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
1897         return WINED3DERR_INVALIDCALL;
1898     }
1899
1900     /* The task of this function is to check whether a certain display / backbuffer format
1901      * combination is available on the given adapter. In fullscreen mode microsoft specified
1902      * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
1903      * and display format should match exactly.
1904      * In windowed mode format conversion can occur and this depends on the driver. When format
1905      * conversion is done, this function should nevertheless fail and applications need to use
1906      * CheckDeviceFormatConversion.
1907      * At the moment we assume that fullscreen and windowed have the same capabilities */
1908
1909     /* There are only 4 display formats */
1910     if(!((DisplayFormat == WINED3DFMT_R5G6B5) ||
1911          (DisplayFormat == WINED3DFMT_X1R5G5B5) ||
1912          (DisplayFormat == WINED3DFMT_X8R8G8B8) ||
1913          (DisplayFormat == WINED3DFMT_A2R10G10B10)))
1914     {
1915         TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
1916         return WINED3DERR_NOTAVAILABLE;
1917     }
1918
1919     /* If the requested DisplayFormat is not available, don't continue */
1920     nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
1921     if(!nmodes) {
1922         TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
1923         return WINED3DERR_NOTAVAILABLE;
1924     }
1925
1926     /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
1927     if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
1928         TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
1929         return WINED3DERR_NOTAVAILABLE;
1930     }
1931
1932     /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
1933     if( (DisplayFormat == WINED3DFMT_R5G6B5) && (BackBufferFormat != WINED3DFMT_R5G6B5) ) {
1934         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1935         return WINED3DERR_NOTAVAILABLE;
1936     }
1937
1938     /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
1939     if( (DisplayFormat == WINED3DFMT_X1R5G5B5) && !((BackBufferFormat == WINED3DFMT_X1R5G5B5) || (BackBufferFormat == WINED3DFMT_A1R5G5B5)) ) {
1940         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1941         return WINED3DERR_NOTAVAILABLE;
1942     }
1943
1944     /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
1945     if( (DisplayFormat == WINED3DFMT_X8R8G8B8) && !((BackBufferFormat == WINED3DFMT_X8R8G8B8) || (BackBufferFormat == WINED3DFMT_A8R8G8B8)) ) {
1946         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1947         return WINED3DERR_NOTAVAILABLE;
1948     }
1949
1950     /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
1951     if( (DisplayFormat == WINED3DFMT_A2R10G10B10) && ((BackBufferFormat != WINED3DFMT_A2R10G10B10) || Windowed)) {
1952         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1953         return WINED3DERR_NOTAVAILABLE;
1954     }
1955
1956     /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
1957     hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
1958     if(FAILED(hr))
1959         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1960
1961     return hr;
1962 }
1963
1964
1965 #define GLINFO_LOCATION Adapters[Adapter].gl_info
1966 /* Check if we support bumpmapping for a format */
1967 static BOOL CheckBumpMapCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
1968 {
1969     const struct fragment_pipeline *fp;
1970     const GlPixelFormatDesc *glDesc;
1971
1972     switch(CheckFormat) {
1973         case WINED3DFMT_V8U8:
1974         case WINED3DFMT_V16U16:
1975         case WINED3DFMT_L6V5U5:
1976         case WINED3DFMT_X8L8V8U8:
1977         case WINED3DFMT_Q8W8V8U8:
1978             getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
1979             if(glDesc->conversion_group == WINED3DFMT_UNKNOWN) {
1980                 /* We have a GL extension giving native support */
1981                 TRACE_(d3d_caps)("[OK]\n");
1982                 return TRUE;
1983             }
1984
1985             /* No native support: Ask the fixed function pipeline implementation if it
1986              * can deal with the conversion
1987              */
1988             fp = select_fragment_implementation(Adapter, DeviceType);
1989             if(fp->conv_supported(CheckFormat)) {
1990                 TRACE_(d3d_caps)("[OK]\n");
1991                 return TRUE;
1992             } else {
1993                 TRACE_(d3d_caps)("[FAILED]\n");
1994                 return FALSE;
1995             }
1996
1997         default:
1998             TRACE_(d3d_caps)("[FAILED]\n");
1999             return FALSE;
2000     }
2001 }
2002
2003 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
2004 static BOOL CheckDepthStencilCapability(UINT Adapter, WINED3DFORMAT DisplayFormat, WINED3DFORMAT DepthStencilFormat)
2005 {
2006     int it=0;
2007     WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
2008     const GlPixelFormatDesc *glDesc;
2009     const StaticPixelFormatDesc *desc = getFormatDescEntry(DepthStencilFormat, &GLINFO_LOCATION, &glDesc);
2010
2011     /* Fail if we weren't able to get a description of the format */
2012     if(!desc || !glDesc)
2013         return FALSE;
2014
2015     /* Only allow depth/stencil formats */
2016     if(!(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
2017         return FALSE;
2018
2019     /* Walk through all WGL pixel formats to find a match */
2020     cfgs = Adapters[Adapter].cfgs;
2021     for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2022         if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], DisplayFormat)) {
2023             if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[it], DepthStencilFormat)) {
2024                 return TRUE;
2025             }
2026         }
2027     }
2028
2029     return FALSE;
2030 }
2031
2032 static BOOL CheckFilterCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2033 {
2034     const GlPixelFormatDesc *glDesc;
2035     const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2036
2037     /* Fail if we weren't able to get a description of the format */
2038     if(!desc || !glDesc)
2039         return FALSE;
2040
2041     /* The flags entry of a format contains the filtering capability */
2042     if(glDesc->Flags & WINED3DFMT_FLAG_FILTERING)
2043         return TRUE;
2044
2045     return FALSE;
2046 }
2047
2048 /* Check the render target capabilities of a format */
2049 static BOOL CheckRenderTargetCapability(WINED3DFORMAT AdapterFormat, WINED3DFORMAT CheckFormat)
2050 {
2051     UINT Adapter = 0;
2052     const GlPixelFormatDesc *glDesc;
2053     const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2054
2055     /* Fail if we weren't able to get a description of the format */
2056     if(!desc || !glDesc)
2057         return FALSE;
2058
2059     /* Filter out non-RT formats */
2060     if(!(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET))
2061         return FALSE;
2062
2063     if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
2064         WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
2065         int it;
2066         short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
2067         short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
2068
2069         getColorBits(AdapterFormat, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
2070         getColorBits(CheckFormat, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
2071
2072         /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
2073          * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
2074         if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
2075             TRACE_(d3d_caps)("[FAILED]\n");
2076             return FALSE;
2077         }
2078
2079         /* Check if there is a WGL pixel format matching the requirements, the format should also be window
2080          * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
2081         for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2082             if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
2083                 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
2084                 return TRUE;
2085             }
2086         }
2087     } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
2088         /* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
2089         WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
2090         int it;
2091
2092         /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
2093         for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2094             if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
2095                 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
2096                 return TRUE;
2097             }
2098         }
2099     } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){
2100         /* For now return TRUE for FBOs until we have some proper checks.
2101          * Note that this function will only be called when the format is around for texturing. */
2102         return TRUE;
2103     }
2104     return FALSE;
2105 }
2106
2107 static BOOL CheckSrgbReadCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2108 {
2109     /* Check for supported sRGB formats (Texture loading and framebuffer) */
2110     if(!GL_SUPPORT(EXT_TEXTURE_SRGB)) {
2111         TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
2112         return FALSE;
2113     }
2114
2115     switch (CheckFormat) {
2116         case WINED3DFMT_A8R8G8B8:
2117         case WINED3DFMT_X8R8G8B8:
2118         case WINED3DFMT_A4R4G4B4:
2119         case WINED3DFMT_L8:
2120         case WINED3DFMT_A8L8:
2121         case WINED3DFMT_DXT1:
2122         case WINED3DFMT_DXT2:
2123         case WINED3DFMT_DXT3:
2124         case WINED3DFMT_DXT4:
2125         case WINED3DFMT_DXT5:
2126             TRACE_(d3d_caps)("[OK]\n");
2127             return TRUE;
2128
2129         default:
2130             TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(CheckFormat));
2131             return FALSE;
2132     }
2133     return FALSE;
2134 }
2135
2136 static BOOL CheckSrgbWriteCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
2137 {
2138     /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
2139      * doing the color fixup in shaders.
2140      * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
2141     if((CheckFormat == WINED3DFMT_X8R8G8B8) || (CheckFormat == WINED3DFMT_A8R8G8B8)) {
2142         int vs_selected_mode;
2143         int ps_selected_mode;
2144         select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2145
2146         if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
2147             TRACE_(d3d_caps)("[OK]\n");
2148             return TRUE;
2149         }
2150     }
2151
2152     TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(CheckFormat));
2153     return FALSE;
2154 }
2155
2156 /* Check if a format support blending in combination with pixel shaders */
2157 static BOOL CheckPostPixelShaderBlendingCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2158 {
2159     const GlPixelFormatDesc *glDesc;
2160     const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2161
2162     /* Fail if we weren't able to get a description of the format */
2163     if(!desc || !glDesc)
2164         return FALSE;
2165
2166     /* The flags entry of a format contains the post pixel shader blending capability */
2167     if(glDesc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)
2168         return TRUE;
2169
2170     return FALSE;
2171 }
2172
2173 static BOOL CheckWrapAndMipCapability(UINT Adapter, WINED3DFORMAT CheckFormat) {
2174     /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
2175      * but we have to report mipmapping so we cannot reject this flag. Tests show that
2176      * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
2177      * that wrapping is supported. The lack of filtering will sort out the mipmapping
2178      * capability anyway.
2179      *
2180      * For now lets report this on all formats, but in the future we may want to
2181      * restrict it to some should games need that
2182      */
2183     return TRUE;
2184 }
2185
2186 /* Check if a texture format is supported on the given adapter */
2187 static BOOL CheckTextureCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
2188 {
2189     const shader_backend_t *shader_backend;
2190     const struct fragment_pipeline *fp;
2191     const GlPixelFormatDesc *glDesc;
2192
2193     switch (CheckFormat) {
2194
2195         /*****
2196          *  supported: RGB(A) formats
2197          */
2198         case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
2199         case WINED3DFMT_A8R8G8B8:
2200         case WINED3DFMT_X8R8G8B8:
2201         case WINED3DFMT_R5G6B5:
2202         case WINED3DFMT_X1R5G5B5:
2203         case WINED3DFMT_A1R5G5B5:
2204         case WINED3DFMT_A4R4G4B4:
2205         case WINED3DFMT_A8:
2206         case WINED3DFMT_X4R4G4B4:
2207         case WINED3DFMT_A8B8G8R8:
2208         case WINED3DFMT_X8B8G8R8:
2209         case WINED3DFMT_A2R10G10B10:
2210         case WINED3DFMT_A2B10G10R10:
2211         case WINED3DFMT_G16R16:
2212             TRACE_(d3d_caps)("[OK]\n");
2213             return TRUE;
2214
2215         case WINED3DFMT_R3G3B2:
2216             TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
2217             return FALSE;
2218
2219         /*****
2220          *  supported: Palettized
2221          */
2222         case WINED3DFMT_P8:
2223             TRACE_(d3d_caps)("[OK]\n");
2224             return TRUE;
2225         /* No Windows driver offers A8P8, so don't offer it either */
2226         case WINED3DFMT_A8P8:
2227             return FALSE;
2228
2229         /*****
2230          *  Supported: (Alpha)-Luminance
2231          */
2232         case WINED3DFMT_L8:
2233         case WINED3DFMT_A8L8:
2234         case WINED3DFMT_L16:
2235             TRACE_(d3d_caps)("[OK]\n");
2236             return TRUE;
2237
2238         /* Not supported on Windows, thus disabled */
2239         case WINED3DFMT_A4L4:
2240             TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
2241             return FALSE;
2242
2243         /*****
2244          *  Supported: Depth/Stencil formats
2245          */
2246         case WINED3DFMT_D16_LOCKABLE:
2247         case WINED3DFMT_D16:
2248         case WINED3DFMT_D15S1:
2249         case WINED3DFMT_D24X8:
2250         case WINED3DFMT_D24X4S4:
2251         case WINED3DFMT_D24S8:
2252         case WINED3DFMT_D24FS8:
2253         case WINED3DFMT_D32:
2254         case WINED3DFMT_D32F_LOCKABLE:
2255             return TRUE;
2256
2257         /*****
2258          *  Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
2259          *  GL_NV_texture_shader). Emulated by shaders
2260          */
2261         case WINED3DFMT_V8U8:
2262         case WINED3DFMT_X8L8V8U8:
2263         case WINED3DFMT_L6V5U5:
2264         case WINED3DFMT_Q8W8V8U8:
2265         case WINED3DFMT_V16U16:
2266         case WINED3DFMT_W11V11U10:
2267             getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2268             if(glDesc->conversion_group == WINED3DFMT_UNKNOWN) {
2269                 /* We have a GL extension giving native support */
2270                 TRACE_(d3d_caps)("[OK]\n");
2271                 return TRUE;
2272             }
2273
2274             /* No native support: Ask the fixed function pipeline implementation if it
2275              * can deal with the conversion
2276              */
2277             shader_backend = select_shader_backend(Adapter, DeviceType);
2278             if(shader_backend->shader_conv_supported(CheckFormat)) {
2279                 TRACE_(d3d_caps)("[OK]\n");
2280                 return TRUE;
2281             } else {
2282                 TRACE_(d3d_caps)("[FAILED]\n");
2283                 return FALSE;
2284             }
2285
2286         case WINED3DFMT_DXT1:
2287         case WINED3DFMT_DXT2:
2288         case WINED3DFMT_DXT3:
2289         case WINED3DFMT_DXT4:
2290         case WINED3DFMT_DXT5:
2291             if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
2292                 TRACE_(d3d_caps)("[OK]\n");
2293                 return TRUE;
2294             }
2295             TRACE_(d3d_caps)("[FAILED]\n");
2296             return FALSE;
2297
2298
2299         /*****
2300          *  Odd formats - not supported
2301          */
2302         case WINED3DFMT_VERTEXDATA:
2303         case WINED3DFMT_INDEX16:
2304         case WINED3DFMT_INDEX32:
2305         case WINED3DFMT_Q16W16V16U16:
2306         case WINED3DFMT_A2W10V10U10:
2307             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2308             return FALSE;
2309
2310         /*****
2311          *  WINED3DFMT_CxV8U8: Not supported right now
2312          */
2313         case WINED3DFMT_CxV8U8:
2314             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2315             return FALSE;
2316
2317         /* YUV formats */
2318         case WINED3DFMT_UYVY:
2319         case WINED3DFMT_YUY2:
2320             if(GL_SUPPORT(APPLE_YCBCR_422)) {
2321                 TRACE_(d3d_caps)("[OK]\n");
2322                 return TRUE;
2323             }
2324             TRACE_(d3d_caps)("[FAILED]\n");
2325             return FALSE;
2326         case WINED3DFMT_YV12:
2327             TRACE_(d3d_caps)("[FAILED]\n");
2328             return FALSE;
2329
2330             /* Not supported */
2331         case WINED3DFMT_A16B16G16R16:
2332         case WINED3DFMT_A8R3G3B2:
2333             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2334             return FALSE;
2335
2336             /* Floating point formats */
2337         case WINED3DFMT_R16F:
2338         case WINED3DFMT_A16B16G16R16F:
2339             if(GL_SUPPORT(ARB_TEXTURE_FLOAT) && GL_SUPPORT(ARB_HALF_FLOAT_PIXEL)) {
2340                 TRACE_(d3d_caps)("[OK]\n");
2341                 return TRUE;
2342             }
2343             TRACE_(d3d_caps)("[FAILED]\n");
2344             return FALSE;
2345
2346         case WINED3DFMT_R32F:
2347         case WINED3DFMT_A32B32G32R32F:
2348             if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2349                 TRACE_(d3d_caps)("[OK]\n");
2350                 return TRUE;
2351             }
2352             TRACE_(d3d_caps)("[FAILED]\n");
2353             return FALSE;
2354
2355         case WINED3DFMT_G16R16F:
2356         case WINED3DFMT_G32R32F:
2357             TRACE_(d3d_caps)("[FAILED]\n");
2358             return FALSE;
2359
2360         /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
2361          * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
2362          * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
2363          * We can do instancing with all shader versions, but we need vertex shaders.
2364          *
2365          * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
2366          * to enable instancing. WineD3D doesn't need that and just ignores it.
2367          *
2368          * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
2369          */
2370         case WINEMAKEFOURCC('I','N','S','T'):
2371             TRACE("ATI Instancing check hack\n");
2372             if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
2373                 TRACE_(d3d_caps)("[OK]\n");
2374                 return TRUE;
2375             }
2376             TRACE_(d3d_caps)("[FAILED]\n");
2377             return FALSE;
2378
2379         /* Some weird FOURCC formats */
2380         case WINED3DFMT_R8G8_B8G8:
2381         case WINED3DFMT_G8R8_G8B8:
2382         case WINED3DFMT_MULTI2_ARGB8:
2383             TRACE_(d3d_caps)("[FAILED]\n");
2384             return FALSE;
2385
2386         /* Vendor specific formats */
2387         case WINED3DFMT_ATI2N:
2388             if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC) || GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
2389                 shader_backend = select_shader_backend(Adapter, DeviceType);
2390                 fp = select_fragment_implementation(Adapter, DeviceType);
2391                 if(shader_backend->shader_conv_supported(CheckFormat) &&
2392                    fp->conv_supported(CheckFormat)) {
2393                     TRACE_(d3d_caps)("[OK]\n");
2394                     return TRUE;
2395                 }
2396
2397                 TRACE_(d3d_caps)("[OK]\n");
2398                 return TRUE;
2399             }
2400             TRACE_(d3d_caps)("[FAILED]\n");
2401             return FALSE;
2402
2403         case WINED3DFMT_NVHU:
2404         case WINED3DFMT_NVHS:
2405             /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
2406              * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
2407              * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
2408              * ATI refused to support formats which can easilly be emulated with pixel shaders, so
2409              * Applications have to deal with not having NVHS and NVHU.
2410              */
2411             TRACE_(d3d_caps)("[FAILED]\n");
2412             return FALSE;
2413
2414         case WINED3DFMT_UNKNOWN:
2415             return FALSE;
2416
2417         default:
2418             ERR("Unhandled format=%s\n", debug_d3dformat(CheckFormat));
2419             break;
2420     }
2421     return FALSE;
2422 }
2423
2424 static BOOL CheckSurfaceCapability(UINT Adapter, WINED3DFORMAT AdapterFormat, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType) {
2425     const struct blit_shader *blitter;
2426
2427     if(SurfaceType == SURFACE_GDI) {
2428         switch(CheckFormat) {
2429             case WINED3DFMT_R8G8B8:
2430             case WINED3DFMT_A8R8G8B8:
2431             case WINED3DFMT_X8R8G8B8:
2432             case WINED3DFMT_R5G6B5:
2433             case WINED3DFMT_X1R5G5B5:
2434             case WINED3DFMT_A1R5G5B5:
2435             case WINED3DFMT_A4R4G4B4:
2436             case WINED3DFMT_R3G3B2:
2437             case WINED3DFMT_A8:
2438             case WINED3DFMT_A8R3G3B2:
2439             case WINED3DFMT_X4R4G4B4:
2440             case WINED3DFMT_A2B10G10R10:
2441             case WINED3DFMT_A8B8G8R8:
2442             case WINED3DFMT_X8B8G8R8:
2443             case WINED3DFMT_G16R16:
2444             case WINED3DFMT_A2R10G10B10:
2445             case WINED3DFMT_A16B16G16R16:
2446             case WINED3DFMT_P8:
2447                 TRACE_(d3d_caps)("[OK]\n");
2448                 return TRUE;
2449             default:
2450                 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
2451                 return FALSE;
2452         }
2453     }
2454
2455     /* All format that are supported for textures are supported for surfaces as well */
2456     if(CheckTextureCapability(Adapter, DeviceType, CheckFormat)) return TRUE;
2457     /* All depth stencil formats are supported on surfaces */
2458     if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) return TRUE;
2459
2460     /* If opengl can't process the format natively, the blitter may be able to convert it */
2461     blitter = select_blit_implementation(Adapter, DeviceType);
2462     if(blitter->conv_supported(CheckFormat)) {
2463         TRACE_(d3d_caps)("[OK]\n");
2464         return TRUE;
2465     }
2466
2467     /* Reject other formats */
2468     TRACE_(d3d_caps)("[FAILED]\n");
2469     return FALSE;
2470 }
2471
2472 static BOOL CheckVertexTextureCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2473 {
2474     if (!GL_LIMITS(vertex_samplers)) {
2475         TRACE_(d3d_caps)("[FAILED]\n");
2476         return FALSE;
2477     }
2478
2479     switch (CheckFormat) {
2480         case WINED3DFMT_A32B32G32R32F:
2481             if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2482                 TRACE_(d3d_caps)("[FAILED]\n");
2483                 return FALSE;
2484             }
2485             TRACE_(d3d_caps)("[OK]\n");
2486             return TRUE;
2487
2488         default:
2489             TRACE_(d3d_caps)("[FAILED]\n");
2490             return FALSE;
2491     }
2492     return FALSE;
2493 }
2494
2495 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, 
2496         WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
2497         WINED3DSURFTYPE SurfaceType) {
2498     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2499     DWORD UsageCaps = 0;
2500
2501     TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
2502           This,
2503           Adapter,
2504           DeviceType, debug_d3ddevicetype(DeviceType),
2505           AdapterFormat, debug_d3dformat(AdapterFormat),
2506           Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
2507           RType, debug_d3dresourcetype(RType),
2508           CheckFormat, debug_d3dformat(CheckFormat));
2509
2510     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2511         return WINED3DERR_INVALIDCALL;
2512     }
2513
2514     if(RType == WINED3DRTYPE_CUBETEXTURE) {
2515
2516         if(SurfaceType != SURFACE_OPENGL) {
2517             TRACE("[FAILED]\n");
2518             return WINED3DERR_NOTAVAILABLE;
2519         }
2520
2521         /* Cubetexture allows:
2522          *                    - D3DUSAGE_AUTOGENMIPMAP
2523          *                    - D3DUSAGE_DEPTHSTENCIL
2524          *                    - D3DUSAGE_DYNAMIC
2525          *                    - D3DUSAGE_NONSECURE (d3d9ex)
2526          *                    - D3DUSAGE_RENDERTARGET
2527          *                    - D3DUSAGE_SOFTWAREPROCESSING
2528          *                    - D3DUSAGE_QUERY_WRAPANDMIP
2529          */
2530         if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2531             /* Check if the texture format is around */
2532             if(CheckTextureCapability(Adapter, DeviceType, CheckFormat)) {
2533                 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2534                     /* Check for automatic mipmap generation support */
2535                     if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2536                         UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2537                     } else {
2538                         /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2539                         TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2540                     }
2541                 }
2542
2543                 /* Always report dynamic locking */
2544                 if(Usage & WINED3DUSAGE_DYNAMIC)
2545                     UsageCaps |= WINED3DUSAGE_DYNAMIC;
2546
2547                 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2548                     if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2549                         UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2550                     } else {
2551                         TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2552                         return WINED3DERR_NOTAVAILABLE;
2553                     }
2554                 }
2555
2556                 /* Always report software processing */
2557                 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2558                     UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2559
2560                 /* Check QUERY_FILTER support */
2561                 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2562                     if(CheckFilterCapability(Adapter, CheckFormat)) {
2563                         UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2564                     } else {
2565                         TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2566                         return WINED3DERR_NOTAVAILABLE;
2567                     }
2568                 }
2569
2570                 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2571                 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2572                     if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2573                         UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2574                     } else {
2575                         TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2576                         return WINED3DERR_NOTAVAILABLE;
2577                     }
2578                 }
2579
2580                 /* Check QUERY_SRGBREAD support */
2581                 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2582                     if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2583                         UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2584                     } else {
2585                         TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2586                         return WINED3DERR_NOTAVAILABLE;
2587                     }
2588                 }
2589
2590                 /* Check QUERY_SRGBWRITE support */
2591                 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2592                     if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2593                         UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2594                     } else {
2595                         TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2596                         return WINED3DERR_NOTAVAILABLE;
2597                     }
2598                 }
2599
2600                 /* Check QUERY_VERTEXTEXTURE support */
2601                 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2602                     if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2603                         UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2604                     } else {
2605                         TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2606                         return WINED3DERR_NOTAVAILABLE;
2607                     }
2608                 }
2609
2610                 /* Check QUERY_WRAPANDMIP support */
2611                 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2612                     if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2613                         UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2614                     } else {
2615                         TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2616                         return WINED3DERR_NOTAVAILABLE;
2617                     }
2618                 }
2619             } else {
2620                 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
2621                 return WINED3DERR_NOTAVAILABLE;
2622             }
2623         } else {
2624             TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
2625             return WINED3DERR_NOTAVAILABLE;
2626         }
2627     } else if(RType == WINED3DRTYPE_SURFACE) {
2628         /* Surface allows:
2629          *                - D3DUSAGE_DEPTHSTENCIL
2630          *                - D3DUSAGE_NONSECURE (d3d9ex)
2631          *                - D3DUSAGE_RENDERTARGET
2632          */
2633
2634         if(CheckSurfaceCapability(Adapter, AdapterFormat, DeviceType, CheckFormat, SurfaceType)) {
2635             if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2636                 if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
2637                     UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2638                 } else {
2639                     TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
2640                     return WINED3DERR_NOTAVAILABLE;
2641                 }
2642             }
2643
2644             if(Usage & WINED3DUSAGE_RENDERTARGET) {
2645                 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2646                     UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2647                 } else {
2648                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2649                     return WINED3DERR_NOTAVAILABLE;
2650                 }
2651             }
2652
2653             /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2654             if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2655                 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2656                     UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2657                 } else {
2658                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2659                     return WINED3DERR_NOTAVAILABLE;
2660                 }
2661             }
2662         } else {
2663             TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
2664             return WINED3DERR_NOTAVAILABLE;
2665         }
2666
2667     } else if(RType == WINED3DRTYPE_TEXTURE) {
2668         /* Texture allows:
2669          *                - D3DUSAGE_AUTOGENMIPMAP
2670          *                - D3DUSAGE_DEPTHSTENCIL
2671          *                - D3DUSAGE_DMAP
2672          *                - D3DUSAGE_DYNAMIC
2673          *                - D3DUSAGE_NONSECURE (d3d9ex)
2674          *                - D3DUSAGE_RENDERTARGET
2675          *                - D3DUSAGE_SOFTWAREPROCESSING
2676          *                - D3DUSAGE_TEXTAPI (d3d9ex)
2677          *                - D3DUSAGE_QUERY_WRAPANDMIP
2678          */
2679
2680         if(SurfaceType != SURFACE_OPENGL) {
2681             TRACE("[FAILED]\n");
2682             return WINED3DERR_NOTAVAILABLE;
2683         }
2684
2685         /* Check if the texture format is around */
2686         if(CheckTextureCapability(Adapter, DeviceType, CheckFormat)) {
2687             if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2688                 /* Check for automatic mipmap generation support */
2689                 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2690                     UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2691                 } else {
2692                     /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2693                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2694                 }
2695             }
2696
2697             /* Always report dynamic locking */
2698             if(Usage & WINED3DUSAGE_DYNAMIC)
2699                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2700
2701             if(Usage & WINED3DUSAGE_RENDERTARGET) {
2702                 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2703                     UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2704                 } else {
2705                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2706                      return WINED3DERR_NOTAVAILABLE;
2707                  }
2708             }
2709
2710             /* Always report software processing */
2711             if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2712                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2713
2714             /* Check QUERY_FILTER support */
2715             if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2716                 if(CheckFilterCapability(Adapter, CheckFormat)) {
2717                     UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2718                 } else {
2719                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2720                     return WINED3DERR_NOTAVAILABLE;
2721                 }
2722             }
2723
2724             /* Check QUERY_LEGACYBUMPMAP support */
2725             if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
2726                 if(CheckBumpMapCapability(Adapter, DeviceType, CheckFormat)) {
2727                     UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
2728                 } else {
2729                     TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
2730                     return WINED3DERR_NOTAVAILABLE;
2731                 }
2732             }
2733
2734             /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2735             if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2736                 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2737                     UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2738                 } else {
2739                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2740                     return WINED3DERR_NOTAVAILABLE;
2741                 }
2742             }
2743
2744             /* Check QUERY_SRGBREAD support */
2745             if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2746                 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2747                     UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2748                 } else {
2749                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2750                     return WINED3DERR_NOTAVAILABLE;
2751                 }
2752             }
2753
2754             /* Check QUERY_SRGBWRITE support */
2755             if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2756                 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2757                     UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2758                 } else {
2759                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2760                     return WINED3DERR_NOTAVAILABLE;
2761                 }
2762             }
2763
2764             /* Check QUERY_VERTEXTEXTURE support */
2765             if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2766                 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2767                     UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2768                 } else {
2769                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2770                     return WINED3DERR_NOTAVAILABLE;
2771                 }
2772             }
2773
2774             /* Check QUERY_WRAPANDMIP support */
2775             if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2776                 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2777                     UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2778                 } else {
2779                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2780                     return WINED3DERR_NOTAVAILABLE;
2781                 }
2782             }
2783
2784             if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2785                 if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
2786                     UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2787                 } else {
2788                     TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
2789                     return WINED3DERR_NOTAVAILABLE;
2790                 }
2791             }
2792         } else {
2793             TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
2794             return WINED3DERR_NOTAVAILABLE;
2795         }
2796     } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
2797         /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
2798          * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
2799          *
2800          * Volumetexture allows:
2801          *                      - D3DUSAGE_DYNAMIC
2802          *                      - D3DUSAGE_NONSECURE (d3d9ex)
2803          *                      - D3DUSAGE_SOFTWAREPROCESSING
2804          *                      - D3DUSAGE_QUERY_WRAPANDMIP
2805          */
2806
2807         if(SurfaceType != SURFACE_OPENGL) {
2808             TRACE("[FAILED]\n");
2809             return WINED3DERR_NOTAVAILABLE;
2810         }
2811
2812         /* Check volume texture and volume usage caps */
2813         if(GL_SUPPORT(EXT_TEXTURE3D)) {
2814             if(CheckTextureCapability(Adapter, DeviceType, CheckFormat) == FALSE) {
2815                 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
2816                 return WINED3DERR_NOTAVAILABLE;
2817             }
2818
2819             /* Always report dynamic locking */
2820             if(Usage & WINED3DUSAGE_DYNAMIC)
2821                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2822
2823             /* Always report software processing */
2824             if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2825                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2826
2827             /* Check QUERY_FILTER support */
2828             if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2829                 if(CheckFilterCapability(Adapter, CheckFormat)) {
2830                     UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2831                 } else {
2832                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2833                     return WINED3DERR_NOTAVAILABLE;
2834                 }
2835             }
2836
2837             /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2838             if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2839                 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2840                     UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2841                 } else {
2842                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2843                     return WINED3DERR_NOTAVAILABLE;
2844                 }
2845             }
2846
2847             /* Check QUERY_SRGBREAD support */
2848             if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2849                 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2850                     UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2851                 } else {
2852                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2853                     return WINED3DERR_NOTAVAILABLE;
2854                 }
2855             }
2856
2857             /* Check QUERY_SRGBWRITE support */
2858             if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2859                 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2860                     UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2861                 } else {
2862                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2863                     return WINED3DERR_NOTAVAILABLE;
2864                 }
2865             }
2866
2867             /* Check QUERY_VERTEXTEXTURE support */
2868             if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2869                 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2870                     UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2871                 } else {
2872                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2873                     return WINED3DERR_NOTAVAILABLE;
2874                 }
2875             }
2876
2877             /* Check QUERY_WRAPANDMIP support */
2878             if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2879                 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2880                     UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2881                 } else {
2882                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2883                     return WINED3DERR_NOTAVAILABLE;
2884                 }
2885             }
2886         } else {
2887             TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
2888             return WINED3DERR_NOTAVAILABLE;
2889         }
2890
2891         /* Filter formats that need conversion; For one part, this conversion is unimplemented,
2892          * and volume textures are huge, so it would be a big performance hit. Unless we hit an
2893          * app needing one of those formats, don't advertize them to avoid leading apps into
2894          * temptation. The windows drivers don't support most of those formats on volumes anyway,
2895          * except of R32F.
2896          */
2897         switch(CheckFormat) {
2898             case WINED3DFMT_P8:
2899             case WINED3DFMT_A4L4:
2900             case WINED3DFMT_R32F:
2901             case WINED3DFMT_R16F:
2902             case WINED3DFMT_X8L8V8U8:
2903             case WINED3DFMT_L6V5U5:
2904             case WINED3DFMT_G16R16:
2905                 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2906                 return WINED3DERR_NOTAVAILABLE;
2907
2908             case WINED3DFMT_Q8W8V8U8:
2909             case WINED3DFMT_V16U16:
2910             if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
2911                 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2912                 return WINED3DERR_NOTAVAILABLE;
2913             }
2914             break;
2915
2916             case WINED3DFMT_V8U8:
2917             if(!GL_SUPPORT(NV_TEXTURE_SHADER) || !GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
2918                 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2919                 return WINED3DERR_NOTAVAILABLE;
2920             }
2921             break;
2922
2923             case WINED3DFMT_DXT1:
2924             case WINED3DFMT_DXT2:
2925             case WINED3DFMT_DXT3:
2926             case WINED3DFMT_DXT4:
2927             case WINED3DFMT_DXT5:
2928                 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
2929                  * compressed texture results in an error. While the D3D refrast does
2930                  * support s3tc volumes, at least the nvidia windows driver does not, so
2931                  * we're free not to support this format.
2932                  */
2933                 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
2934                 return WINED3DERR_NOTAVAILABLE;
2935
2936             default:
2937                 /* Do nothing, continue with checking the format below */
2938                 break;
2939         }
2940     } else if((RType == WINED3DRTYPE_INDEXBUFFER) || (RType == WINED3DRTYPE_VERTEXBUFFER)){
2941         /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
2942         TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
2943         return WINED3DERR_NOTAVAILABLE;
2944     }
2945
2946     /* This format is nothing special and it is supported perfectly.
2947      * However, ati and nvidia driver on windows do not mark this format as
2948      * supported (tested with the dxCapsViewer) and pretending to
2949      * support this format uncovers a bug in Battlefield 1942 (fonts are missing)
2950      * So do the same as Windows drivers and pretend not to support it on dx8 and 9
2951      * Enable it on dx7. It will need additional checking on dx10 when we support it.
2952      */
2953     if(This->dxVersion > 7 && CheckFormat == WINED3DFMT_R8G8B8) {
2954         TRACE_(d3d_caps)("[FAILED]\n");
2955         return WINED3DERR_NOTAVAILABLE;
2956     }
2957
2958     /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
2959      * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
2960      * usage flags match. */
2961     if(UsageCaps == Usage) {
2962         return WINED3D_OK;
2963     } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
2964         return WINED3DOK_NOAUTOGEN;
2965     } else {
2966         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);
2967         return WINED3DERR_NOTAVAILABLE;
2968     }
2969 }
2970
2971 static HRESULT  WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2972                                                           WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
2973     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2974
2975     FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
2976           This,
2977           Adapter,
2978           DeviceType, debug_d3ddevicetype(DeviceType),
2979           SourceFormat, debug_d3dformat(SourceFormat),
2980           TargetFormat, debug_d3dformat(TargetFormat));
2981     return WINED3D_OK;
2982 }
2983
2984 static const shader_backend_t *select_shader_backend(UINT Adapter, WINED3DDEVTYPE DeviceType) {
2985     const shader_backend_t *ret;
2986     int vs_selected_mode;
2987     int ps_selected_mode;
2988
2989     select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2990     if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) {
2991         ret = &glsl_shader_backend;
2992     } else if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) {
2993         ret = &arb_program_shader_backend;
2994     } else {
2995         ret = &none_shader_backend;
2996     }
2997     return ret;
2998 }
2999
3000 static const struct fragment_pipeline *select_fragment_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType) {
3001     int vs_selected_mode;
3002     int ps_selected_mode;
3003
3004     select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
3005     if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3006         return &arbfp_fragment_pipeline;
3007     } else if(ps_selected_mode == SHADER_ATI) {
3008         return &atifs_fragment_pipeline;
3009     } else if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
3010         return &nvts_fragment_pipeline;
3011     } else if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3012         return &nvrc_fragment_pipeline;
3013     } else {
3014         return &ffp_fragment_pipeline;
3015     }
3016 }
3017
3018 static const struct blit_shader *select_blit_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType) {
3019     int vs_selected_mode;
3020     int ps_selected_mode;
3021
3022     select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
3023     if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3024         return &arbfp_blit;
3025     } else {
3026         return &ffp_blit;
3027     }
3028 }
3029
3030 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
3031       subset of a D3DCAPS9 structure. However, it has to come via a void *
3032       as the d3d8 interface cannot import the d3d9 header                  */
3033 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
3034
3035     IWineD3DImpl    *This = (IWineD3DImpl *)iface;
3036     int vs_selected_mode;
3037     int ps_selected_mode;
3038     struct shader_caps shader_caps;
3039     struct fragment_caps fragment_caps;
3040     const shader_backend_t *shader_backend;
3041     const struct fragment_pipeline *frag_pipeline = NULL;
3042     DWORD ckey_caps, blit_caps, fx_caps;
3043
3044     TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
3045
3046     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3047         return WINED3DERR_INVALIDCALL;
3048     }
3049
3050     select_shader_mode(&Adapters[Adapter].gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3051
3052     /* This function should *not* be modifying GL caps
3053      * TODO: move the functionality where it belongs */
3054     select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[Adapter].gl_info);
3055
3056     /* ------------------------------------------------
3057        The following fields apply to both d3d8 and d3d9
3058        ------------------------------------------------ */
3059     pCaps->DeviceType              = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF;  /* Not quite true, but use h/w supported by opengl I suppose */
3060     pCaps->AdapterOrdinal          = Adapter;
3061
3062     pCaps->Caps                    = 0;
3063     pCaps->Caps2                   = WINED3DCAPS2_CANRENDERWINDOWED |
3064                                      WINED3DCAPS2_FULLSCREENGAMMA |
3065                                      WINED3DCAPS2_DYNAMICTEXTURES;
3066     if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
3067         pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
3068     }
3069     pCaps->Caps3                   = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD;
3070     pCaps->PresentationIntervals   = WINED3DPRESENT_INTERVAL_IMMEDIATE  |
3071                                      WINED3DPRESENT_INTERVAL_ONE;
3072
3073     pCaps->CursorCaps              = WINED3DCURSORCAPS_COLOR            |
3074                                      WINED3DCURSORCAPS_LOWRES;
3075
3076     pCaps->DevCaps                 = WINED3DDEVCAPS_FLOATTLVERTEX       |
3077                                      WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
3078                                      WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
3079                                      WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
3080                                      WINED3DDEVCAPS_DRAWPRIMTLVERTEX    |
3081                                      WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
3082                                      WINED3DDEVCAPS_EXECUTEVIDEOMEMORY  |
3083                                      WINED3DDEVCAPS_PUREDEVICE          |
3084                                      WINED3DDEVCAPS_HWRASTERIZATION     |
3085                                      WINED3DDEVCAPS_TEXTUREVIDEOMEMORY  |
3086                                      WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
3087                                      WINED3DDEVCAPS_CANRENDERAFTERFLIP  |
3088                                      WINED3DDEVCAPS_DRAWPRIMITIVES2     |
3089                                      WINED3DDEVCAPS_DRAWPRIMITIVES2EX   |
3090                                      WINED3DDEVCAPS_RTPATCHES;
3091
3092     pCaps->PrimitiveMiscCaps       = WINED3DPMISCCAPS_CULLNONE              |
3093                                      WINED3DPMISCCAPS_CULLCCW               |
3094                                      WINED3DPMISCCAPS_CULLCW                |
3095                                      WINED3DPMISCCAPS_COLORWRITEENABLE      |
3096                                      WINED3DPMISCCAPS_CLIPTLVERTS           |
3097                                      WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
3098                                      WINED3DPMISCCAPS_MASKZ                 |
3099                                      WINED3DPMISCCAPS_BLENDOP               |
3100                                      WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
3101                                     /* TODO:
3102                                         WINED3DPMISCCAPS_NULLREFERENCE
3103                                         WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
3104                                         WINED3DPMISCCAPS_FOGANDSPECULARALPHA
3105                                         WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
3106                                         WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
3107
3108     if(GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE) && GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE))
3109         pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
3110
3111     pCaps->RasterCaps              = WINED3DPRASTERCAPS_DITHER    |
3112                                      WINED3DPRASTERCAPS_PAT       |
3113                                      WINED3DPRASTERCAPS_WFOG      |
3114                                      WINED3DPRASTERCAPS_ZFOG      |
3115                                      WINED3DPRASTERCAPS_FOGVERTEX |
3116                                      WINED3DPRASTERCAPS_FOGTABLE  |
3117                                      WINED3DPRASTERCAPS_STIPPLE   |
3118                                      WINED3DPRASTERCAPS_SUBPIXEL  |
3119                                      WINED3DPRASTERCAPS_ZTEST     |
3120                                      WINED3DPRASTERCAPS_SCISSORTEST   |
3121                                      WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
3122                                      WINED3DPRASTERCAPS_DEPTHBIAS;
3123
3124     if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3125         pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY    |
3126                              WINED3DPRASTERCAPS_ZBIAS         |
3127                              WINED3DPRASTERCAPS_MIPMAPLODBIAS;
3128     }
3129     if(GL_SUPPORT(NV_FOG_DISTANCE)) {
3130         pCaps->RasterCaps         |= WINED3DPRASTERCAPS_FOGRANGE;
3131     }
3132                         /* FIXME Add:
3133                            WINED3DPRASTERCAPS_COLORPERSPECTIVE
3134                            WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
3135                            WINED3DPRASTERCAPS_ANTIALIASEDGES
3136                            WINED3DPRASTERCAPS_ZBUFFERLESSHSR
3137                            WINED3DPRASTERCAPS_WBUFFER */
3138
3139     pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS       |
3140                       WINED3DPCMPCAPS_EQUAL        |
3141                       WINED3DPCMPCAPS_GREATER      |
3142                       WINED3DPCMPCAPS_GREATEREQUAL |
3143                       WINED3DPCMPCAPS_LESS         |
3144                       WINED3DPCMPCAPS_LESSEQUAL    |
3145                       WINED3DPCMPCAPS_NEVER        |
3146                       WINED3DPCMPCAPS_NOTEQUAL;
3147
3148     pCaps->SrcBlendCaps  = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
3149                            WINED3DPBLENDCAPS_BOTHSRCALPHA    |
3150                            WINED3DPBLENDCAPS_DESTALPHA       |
3151                            WINED3DPBLENDCAPS_DESTCOLOR       |
3152                            WINED3DPBLENDCAPS_INVDESTALPHA    |
3153                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
3154                            WINED3DPBLENDCAPS_INVSRCALPHA     |
3155                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
3156                            WINED3DPBLENDCAPS_ONE             |
3157                            WINED3DPBLENDCAPS_SRCALPHA        |
3158                            WINED3DPBLENDCAPS_SRCALPHASAT     |
3159                            WINED3DPBLENDCAPS_SRCCOLOR        |
3160                            WINED3DPBLENDCAPS_ZERO;
3161
3162     pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA       |
3163                            WINED3DPBLENDCAPS_DESTCOLOR       |
3164                            WINED3DPBLENDCAPS_INVDESTALPHA    |
3165                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
3166                            WINED3DPBLENDCAPS_INVSRCALPHA     |
3167                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
3168                            WINED3DPBLENDCAPS_ONE             |
3169                            WINED3DPBLENDCAPS_SRCALPHA        |
3170                            WINED3DPBLENDCAPS_SRCCOLOR        |
3171                            WINED3DPBLENDCAPS_ZERO;
3172     /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
3173      * according to the glBlendFunc manpage
3174      *
3175      * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
3176      * legacy settings for srcblend only
3177      */
3178
3179     if( GL_SUPPORT(EXT_BLEND_COLOR)) {
3180         pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3181         pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3182     }
3183
3184
3185     pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS       |
3186                           WINED3DPCMPCAPS_EQUAL        |
3187                           WINED3DPCMPCAPS_GREATER      |
3188                           WINED3DPCMPCAPS_GREATEREQUAL |
3189                           WINED3DPCMPCAPS_LESS         |
3190                           WINED3DPCMPCAPS_LESSEQUAL    |
3191                           WINED3DPCMPCAPS_NEVER        |
3192                           WINED3DPCMPCAPS_NOTEQUAL;
3193
3194     pCaps->ShadeCaps     = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
3195                            WINED3DPSHADECAPS_COLORGOURAUDRGB    |
3196                            WINED3DPSHADECAPS_ALPHAFLATBLEND     |
3197                            WINED3DPSHADECAPS_ALPHAGOURAUDBLEND  |
3198                            WINED3DPSHADECAPS_COLORFLATRGB       |
3199                            WINED3DPSHADECAPS_FOGFLAT            |
3200                            WINED3DPSHADECAPS_FOGGOURAUD         |
3201                            WINED3DPSHADECAPS_SPECULARFLATRGB;
3202
3203     pCaps->TextureCaps =  WINED3DPTEXTURECAPS_ALPHA              |
3204                           WINED3DPTEXTURECAPS_ALPHAPALETTE       |
3205                           WINED3DPTEXTURECAPS_TRANSPARENCY       |
3206                           WINED3DPTEXTURECAPS_BORDER             |
3207                           WINED3DPTEXTURECAPS_MIPMAP             |
3208                           WINED3DPTEXTURECAPS_PROJECTED          |
3209                           WINED3DPTEXTURECAPS_PERSPECTIVE;
3210
3211     if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
3212         pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
3213                               WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
3214     }
3215
3216     if( GL_SUPPORT(EXT_TEXTURE3D)) {
3217         pCaps->TextureCaps |=  WINED3DPTEXTURECAPS_VOLUMEMAP      |
3218                                WINED3DPTEXTURECAPS_MIPVOLUMEMAP   |
3219                                WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
3220     }
3221
3222     if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3223         pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP     |
3224                               WINED3DPTEXTURECAPS_MIPCUBEMAP    |
3225                               WINED3DPTEXTURECAPS_CUBEMAP_POW2;
3226
3227     }
3228
3229     pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
3230                                WINED3DPTFILTERCAPS_MAGFPOINT        |
3231                                WINED3DPTFILTERCAPS_MINFLINEAR       |
3232                                WINED3DPTFILTERCAPS_MINFPOINT        |
3233                                WINED3DPTFILTERCAPS_MIPFLINEAR       |
3234                                WINED3DPTFILTERCAPS_MIPFPOINT        |
3235                                WINED3DPTFILTERCAPS_LINEAR           |
3236                                WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
3237                                WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3238                                WINED3DPTFILTERCAPS_MIPLINEAR        |
3239                                WINED3DPTFILTERCAPS_MIPNEAREST       |
3240                                WINED3DPTFILTERCAPS_NEAREST;
3241
3242     if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3243         pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3244                                     WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3245     }
3246
3247     if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3248         pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
3249                                        WINED3DPTFILTERCAPS_MAGFPOINT        |
3250                                        WINED3DPTFILTERCAPS_MINFLINEAR       |
3251                                        WINED3DPTFILTERCAPS_MINFPOINT        |
3252                                        WINED3DPTFILTERCAPS_MIPFLINEAR       |
3253                                        WINED3DPTFILTERCAPS_MIPFPOINT        |
3254                                        WINED3DPTFILTERCAPS_LINEAR           |
3255                                        WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
3256                                        WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3257                                        WINED3DPTFILTERCAPS_MIPLINEAR        |
3258                                        WINED3DPTFILTERCAPS_MIPNEAREST       |
3259                                        WINED3DPTFILTERCAPS_NEAREST;
3260
3261         if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3262             pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3263                                             WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3264         }
3265     } else
3266         pCaps->CubeTextureFilterCaps = 0;
3267
3268     if (GL_SUPPORT(EXT_TEXTURE3D)) {
3269         pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
3270                                          WINED3DPTFILTERCAPS_MAGFPOINT        |
3271                                          WINED3DPTFILTERCAPS_MINFLINEAR       |
3272                                          WINED3DPTFILTERCAPS_MINFPOINT        |
3273                                          WINED3DPTFILTERCAPS_MIPFLINEAR       |
3274                                          WINED3DPTFILTERCAPS_MIPFPOINT        |
3275                                          WINED3DPTFILTERCAPS_LINEAR           |
3276                                          WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
3277                                          WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3278                                          WINED3DPTFILTERCAPS_MIPLINEAR        |
3279                                          WINED3DPTFILTERCAPS_MIPNEAREST       |
3280                                          WINED3DPTFILTERCAPS_NEAREST;
3281     } else
3282         pCaps->VolumeTextureFilterCaps = 0;
3283
3284     pCaps->TextureAddressCaps =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3285                                  WINED3DPTADDRESSCAPS_CLAMP  |
3286                                  WINED3DPTADDRESSCAPS_WRAP;
3287
3288     if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3289         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3290     }
3291     if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3292         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3293     }
3294     if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3295         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3296     }
3297
3298     if (GL_SUPPORT(EXT_TEXTURE3D)) {
3299         pCaps->VolumeTextureAddressCaps =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3300                                            WINED3DPTADDRESSCAPS_CLAMP  |
3301                                            WINED3DPTADDRESSCAPS_WRAP;
3302         if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3303             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3304         }
3305         if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3306             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3307         }
3308         if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3309             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3310         }
3311     } else
3312         pCaps->VolumeTextureAddressCaps = 0;
3313
3314     pCaps->LineCaps = WINED3DLINECAPS_TEXTURE       |
3315                       WINED3DLINECAPS_ZTEST         |
3316                       WINED3DLINECAPS_BLEND         |
3317                       WINED3DLINECAPS_ALPHACMP      |
3318                       WINED3DLINECAPS_FOG;
3319     /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
3320      * idea how generating the smoothing alpha values works; the result is different
3321      */
3322
3323     pCaps->MaxTextureWidth  = GL_LIMITS(texture_size);
3324     pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
3325
3326     if(GL_SUPPORT(EXT_TEXTURE3D))
3327         pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
3328     else
3329         pCaps->MaxVolumeExtent = 0;
3330
3331     pCaps->MaxTextureRepeat = 32768;
3332     pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
3333     pCaps->MaxVertexW = 1.0;
3334
3335     pCaps->GuardBandLeft = 0;
3336     pCaps->GuardBandTop = 0;
3337     pCaps->GuardBandRight = 0;
3338     pCaps->GuardBandBottom = 0;
3339
3340     pCaps->ExtentsAdjust = 0;
3341
3342     pCaps->StencilCaps =  WINED3DSTENCILCAPS_DECRSAT |
3343                           WINED3DSTENCILCAPS_INCRSAT |
3344                           WINED3DSTENCILCAPS_INVERT  |
3345                           WINED3DSTENCILCAPS_KEEP    |
3346                           WINED3DSTENCILCAPS_REPLACE |
3347                           WINED3DSTENCILCAPS_ZERO;
3348     if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
3349         pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR  |
3350                               WINED3DSTENCILCAPS_INCR;
3351     }
3352     if ( This->dxVersion > 8 &&
3353         ( GL_SUPPORT(EXT_STENCIL_TWO_SIDE) ||
3354             GL_SUPPORT(ATI_SEPARATE_STENCIL) ) ) {
3355         pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
3356     }
3357
3358     pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
3359
3360     pCaps->MaxUserClipPlanes       = GL_LIMITS(clipplanes);
3361     pCaps->MaxActiveLights         = GL_LIMITS(lights);
3362
3363     pCaps->MaxVertexBlendMatrices      = GL_LIMITS(blends);
3364     pCaps->MaxVertexBlendMatrixIndex   = 0;
3365
3366     pCaps->MaxAnisotropy   = GL_LIMITS(anisotropy);
3367     pCaps->MaxPointSize    = GL_LIMITS(pointsize);
3368
3369
3370     pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
3371                                   WINED3DVTXPCAPS_MATERIALSOURCE7   |
3372                                   WINED3DVTXPCAPS_POSITIONALLIGHTS  |
3373                                   WINED3DVTXPCAPS_LOCALVIEWER       |
3374                                   WINED3DVTXPCAPS_VERTEXFOG         |
3375                                   WINED3DVTXPCAPS_TEXGEN;
3376                                   /* FIXME: Add 
3377                                      D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
3378
3379     pCaps->MaxPrimitiveCount   = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
3380     pCaps->MaxVertexIndex      = 0xFFFFF;
3381     pCaps->MaxStreams          = MAX_STREAMS;
3382     pCaps->MaxStreamStride     = 1024;
3383
3384     /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
3385     pCaps->DevCaps2                          = WINED3DDEVCAPS2_STREAMOFFSET |
3386                                                WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
3387     pCaps->MaxNpatchTessellationLevel        = 0;
3388     pCaps->MasterAdapterOrdinal              = 0;
3389     pCaps->AdapterOrdinalInGroup             = 0;
3390     pCaps->NumberOfAdaptersInGroup           = 1;
3391
3392     pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
3393
3394     pCaps->StretchRectFilterCaps             = WINED3DPTFILTERCAPS_MINFPOINT  |
3395                                                 WINED3DPTFILTERCAPS_MAGFPOINT  |
3396                                                 WINED3DPTFILTERCAPS_MINFLINEAR |
3397                                                 WINED3DPTFILTERCAPS_MAGFLINEAR;
3398     pCaps->VertexTextureFilterCaps           = 0;
3399
3400     memset(&shader_caps, 0, sizeof(shader_caps));
3401     shader_backend = select_shader_backend(Adapter, DeviceType);
3402     shader_backend->shader_get_caps(DeviceType, &GLINFO_LOCATION, &shader_caps);
3403
3404     memset(&fragment_caps, 0, sizeof(fragment_caps));
3405     frag_pipeline = select_fragment_implementation(Adapter, DeviceType);
3406     frag_pipeline->get_caps(DeviceType, &GLINFO_LOCATION, &fragment_caps);
3407
3408     /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
3409     pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
3410
3411     /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
3412      * Ignore shader model capabilities if disabled in config
3413      */
3414     if(vs_selected_mode == SHADER_NONE) {
3415         TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
3416         pCaps->VertexShaderVersion          = WINED3DVS_VERSION(0,0);
3417         pCaps->MaxVertexShaderConst         = 0;
3418     } else {
3419         pCaps->VertexShaderVersion          = shader_caps.VertexShaderVersion;
3420         pCaps->MaxVertexShaderConst         = shader_caps.MaxVertexShaderConst;
3421     }
3422
3423     if(ps_selected_mode == SHADER_NONE) {
3424         TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
3425         pCaps->PixelShaderVersion           = WINED3DPS_VERSION(0,0);
3426         pCaps->PixelShader1xMaxValue        = 0.0;
3427     } else {
3428         pCaps->PixelShaderVersion           = shader_caps.PixelShaderVersion;
3429         pCaps->PixelShader1xMaxValue        = shader_caps.PixelShader1xMaxValue;
3430     }
3431
3432     pCaps->TextureOpCaps                    = fragment_caps.TextureOpCaps;
3433     pCaps->MaxTextureBlendStages            = fragment_caps.MaxTextureBlendStages;
3434     pCaps->MaxSimultaneousTextures          = fragment_caps.MaxSimultaneousTextures;
3435
3436     pCaps->VS20Caps                         = shader_caps.VS20Caps;
3437     pCaps->MaxVShaderInstructionsExecuted   = shader_caps.MaxVShaderInstructionsExecuted;
3438     pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
3439     pCaps->PS20Caps                         = shader_caps.PS20Caps;
3440     pCaps->MaxPShaderInstructionsExecuted   = shader_caps.MaxPShaderInstructionsExecuted;
3441     pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
3442
3443     /* The following caps are shader specific, but they are things we cannot detect, or which
3444      * are the same among all shader models. So to avoid code duplication set the shader version
3445      * specific, but otherwise constant caps here
3446      */
3447     if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
3448         /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3449         use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
3450         pCaps->VS20Caps.Caps                     = WINED3DVS20CAPS_PREDICATION;
3451         pCaps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3452         pCaps->VS20Caps.NumTemps                 = max(32, GLINFO_LOCATION.vs_arb_max_temps);
3453         pCaps->VS20Caps.StaticFlowControlDepth   = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
3454
3455         pCaps->MaxVShaderInstructionsExecuted    = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
3456         pCaps->MaxVertexShader30InstructionSlots = max(512, GLINFO_LOCATION.vs_arb_max_instructions);
3457     } else if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
3458         pCaps->VS20Caps.Caps                     = 0;
3459         pCaps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
3460         pCaps->VS20Caps.NumTemps                 = max(12, GLINFO_LOCATION.vs_arb_max_temps);
3461         pCaps->VS20Caps.StaticFlowControlDepth   = 1;
3462
3463         pCaps->MaxVShaderInstructionsExecuted    = 65535;
3464         pCaps->MaxVertexShader30InstructionSlots = 0;
3465     } else { /* VS 1.x */
3466         pCaps->VS20Caps.Caps                     = 0;
3467         pCaps->VS20Caps.DynamicFlowControlDepth  = 0;
3468         pCaps->VS20Caps.NumTemps                 = 0;
3469         pCaps->VS20Caps.StaticFlowControlDepth   = 0;
3470
3471         pCaps->MaxVShaderInstructionsExecuted    = 0;
3472         pCaps->MaxVertexShader30InstructionSlots = 0;
3473     }
3474
3475     if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
3476         /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3477         use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
3478
3479         /* 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 */
3480         pCaps->PS20Caps.Caps                     = WINED3DPS20CAPS_ARBITRARYSWIZZLE     |
3481                 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
3482                 WINED3DPS20CAPS_PREDICATION          |
3483                 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
3484                 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
3485         pCaps->PS20Caps.DynamicFlowControlDepth  = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3486         pCaps->PS20Caps.NumTemps                 = max(32, GLINFO_LOCATION.ps_arb_max_temps);
3487         pCaps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
3488         pCaps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
3489
3490         pCaps->MaxPShaderInstructionsExecuted    = 65535;
3491         pCaps->MaxPixelShader30InstructionSlots  = max(WINED3DMIN30SHADERINSTRUCTIONS, GLINFO_LOCATION.ps_arb_max_instructions);
3492     } else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
3493         /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
3494         pCaps->PS20Caps.Caps                     = 0;
3495         pCaps->PS20Caps.DynamicFlowControlDepth  = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
3496         pCaps->PS20Caps.NumTemps                 = max(12, GLINFO_LOCATION.ps_arb_max_temps);
3497         pCaps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
3498         pCaps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
3499
3500         pCaps->MaxPShaderInstructionsExecuted    = 512; /* Minimum value, a GeforceFX uses 1024 */
3501         pCaps->MaxPixelShader30InstructionSlots  = 0;
3502     } else { /* PS 1.x */
3503         pCaps->PS20Caps.Caps                     = 0;
3504         pCaps->PS20Caps.DynamicFlowControlDepth  = 0;
3505         pCaps->PS20Caps.NumTemps                 = 0;
3506         pCaps->PS20Caps.StaticFlowControlDepth   = 0;
3507         pCaps->PS20Caps.NumInstructionSlots      = 0;
3508
3509         pCaps->MaxPShaderInstructionsExecuted    = 0;
3510         pCaps->MaxPixelShader30InstructionSlots  = 0;
3511     }
3512
3513     if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
3514         /* OpenGL supports all the formats below, perhaps not always
3515          * without conversion, but it supports them.
3516          * Further GLSL doesn't seem to have an official unsigned type so
3517          * don't advertise it yet as I'm not sure how we handle it.
3518          * We might need to add some clamping in the shader engine to
3519          * support it.
3520          * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
3521         pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4    |
3522                            WINED3DDTCAPS_UBYTE4N   |
3523                            WINED3DDTCAPS_SHORT2N   |
3524                            WINED3DDTCAPS_SHORT4N;
3525         if (GL_SUPPORT(NV_HALF_FLOAT)) {
3526             pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
3527                                 WINED3DDTCAPS_FLOAT16_4;
3528         }
3529     } else
3530         pCaps->DeclTypes                         = 0;
3531
3532     /* Set DirectDraw helper Caps */
3533     ckey_caps =                         WINEDDCKEYCAPS_DESTBLT              |
3534                                         WINEDDCKEYCAPS_SRCBLT;
3535     fx_caps =                           WINEDDFXCAPS_BLTALPHA               |
3536                                         WINEDDFXCAPS_BLTMIRRORLEFTRIGHT     |
3537                                         WINEDDFXCAPS_BLTMIRRORUPDOWN        |
3538                                         WINEDDFXCAPS_BLTROTATION90          |
3539                                         WINEDDFXCAPS_BLTSHRINKX             |
3540                                         WINEDDFXCAPS_BLTSHRINKXN            |
3541                                         WINEDDFXCAPS_BLTSHRINKY             |
3542                                         WINEDDFXCAPS_BLTSHRINKXN            |
3543                                         WINEDDFXCAPS_BLTSTRETCHX            |
3544                                         WINEDDFXCAPS_BLTSTRETCHXN           |
3545                                         WINEDDFXCAPS_BLTSTRETCHY            |
3546                                         WINEDDFXCAPS_BLTSTRETCHYN;
3547     blit_caps =                         WINEDDCAPS_BLT                      |
3548                                         WINEDDCAPS_BLTCOLORFILL             |
3549                                         WINEDDCAPS_BLTDEPTHFILL             |
3550                                         WINEDDCAPS_BLTSTRETCH               |
3551                                         WINEDDCAPS_CANBLTSYSMEM             |
3552                                         WINEDDCAPS_CANCLIP                  |
3553                                         WINEDDCAPS_CANCLIPSTRETCHED         |
3554                                         WINEDDCAPS_COLORKEY                 |
3555                                         WINEDDCAPS_COLORKEYHWASSIST         |
3556                                         WINEDDCAPS_ALIGNBOUNDARYSRC;
3557
3558     /* Fill the ddraw caps structure */
3559     pCaps->DirectDrawCaps.Caps =        WINEDDCAPS_GDI                      |
3560                                         WINEDDCAPS_PALETTE                  |
3561                                         blit_caps;
3562     pCaps->DirectDrawCaps.Caps2 =       WINEDDCAPS2_CERTIFIED                |
3563                                         WINEDDCAPS2_NOPAGELOCKREQUIRED       |
3564                                         WINEDDCAPS2_PRIMARYGAMMA             |
3565                                         WINEDDCAPS2_WIDESURFACES             |
3566                                         WINEDDCAPS2_CANRENDERWINDOWED;
3567     pCaps->DirectDrawCaps.SVBCaps =     blit_caps;
3568     pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
3569     pCaps->DirectDrawCaps.SVBFXCaps =   fx_caps;
3570     pCaps->DirectDrawCaps.VSBCaps =     blit_caps;
3571     pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
3572     pCaps->DirectDrawCaps.VSBFXCaps =   fx_caps;
3573     pCaps->DirectDrawCaps.SSBCaps =     blit_caps;
3574     pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
3575     pCaps->DirectDrawCaps.SSBFXCaps =   fx_caps;
3576
3577     pCaps->DirectDrawCaps.ddsCaps =     WINEDDSCAPS_ALPHA                   |
3578                                         WINEDDSCAPS_BACKBUFFER              |
3579                                         WINEDDSCAPS_FLIP                    |
3580                                         WINEDDSCAPS_FRONTBUFFER             |
3581                                         WINEDDSCAPS_OFFSCREENPLAIN          |
3582                                         WINEDDSCAPS_PALETTE                 |
3583                                         WINEDDSCAPS_PRIMARYSURFACE          |
3584                                         WINEDDSCAPS_SYSTEMMEMORY            |
3585                                         WINEDDSCAPS_VIDEOMEMORY             |
3586                                         WINEDDSCAPS_VISIBLE;
3587     pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
3588
3589     /* Set D3D caps if OpenGL is available. */
3590     if(Adapters[Adapter].opengl) {
3591         pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE                |
3592                                         WINEDDSCAPS_MIPMAP                  |
3593                                         WINEDDSCAPS_TEXTURE                 |
3594                                         WINEDDSCAPS_ZBUFFER;
3595         pCaps->DirectDrawCaps.Caps |=   WINEDDCAPS_3D;
3596     }
3597
3598     return WINED3D_OK;
3599 }
3600
3601 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
3602    and fields being inserted in the middle, a new structure is used in place    */
3603 static HRESULT  WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, HWND hFocusWindow,
3604                                            DWORD BehaviourFlags, IWineD3DDevice** ppReturnedDeviceInterface,
3605                                            IUnknown *parent) {
3606
3607     IWineD3DDeviceImpl *object  = NULL;
3608     IWineD3DImpl       *This    = (IWineD3DImpl *)iface;
3609     WINED3DDISPLAYMODE  mode;
3610     const struct fragment_pipeline *frag_pipeline = NULL;
3611     int i;
3612     struct fragment_caps ffp_caps;
3613
3614     /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
3615      * number and create a device without a 3D adapter for 2D only operation.
3616      */
3617     if (IWineD3D_GetAdapterCount(iface) && Adapter >= IWineD3D_GetAdapterCount(iface)) {
3618         return WINED3DERR_INVALIDCALL;
3619     }
3620
3621     /* Create a WineD3DDevice object */
3622     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
3623     *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
3624     TRACE("Created WineD3DDevice object @ %p\n", object);
3625     if (NULL == object) {
3626       return WINED3DERR_OUTOFVIDEOMEMORY;
3627     }
3628
3629     /* Set up initial COM information */
3630     object->lpVtbl  = &IWineD3DDevice_Vtbl;
3631     object->ref     = 1;
3632     object->wineD3D = iface;
3633     object->adapter = numAdapters ? &Adapters[Adapter] : NULL;
3634     IWineD3D_AddRef(object->wineD3D);
3635     object->parent  = parent;
3636     list_init(&object->resources);
3637     list_init(&object->shaders);
3638
3639     if(This->dxVersion == 7) {
3640         object->surface_alignment = DDRAW_PITCH_ALIGNMENT;
3641     } else {
3642         object->surface_alignment = D3D8_PITCH_ALIGNMENT;
3643     }
3644     object->posFixup[0] = 1.0; /* This is needed to get the x coord unmodified through a MAD */
3645
3646     /* Set the state up as invalid until the device is fully created */
3647     object->state   = WINED3DERR_DRIVERINTERNALERROR;
3648
3649     TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType,
3650           hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
3651
3652     /* Save the creation parameters */
3653     object->createParms.AdapterOrdinal = Adapter;
3654     object->createParms.DeviceType     = DeviceType;
3655     object->createParms.hFocusWindow   = hFocusWindow;
3656     object->createParms.BehaviorFlags  = BehaviourFlags;
3657
3658     /* Initialize other useful values */
3659     object->adapterNo                    = Adapter;
3660     object->devType                      = DeviceType;
3661
3662     select_shader_mode(&GLINFO_LOCATION, DeviceType, &object->ps_selected_mode, &object->vs_selected_mode);
3663     object->shader_backend = select_shader_backend(Adapter, DeviceType);
3664
3665     memset(&ffp_caps, 0, sizeof(ffp_caps));
3666     frag_pipeline = select_fragment_implementation(Adapter, DeviceType);
3667     object->frag_pipe = frag_pipeline;
3668     frag_pipeline->get_caps(DeviceType, &GLINFO_LOCATION, &ffp_caps);
3669     object->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
3670     object->max_ffp_texture_stages = ffp_caps.MaxTextureBlendStages;
3671     compile_state_table(object->StateTable, object->multistate_funcs, &GLINFO_LOCATION,
3672                         ffp_vertexstate_template, frag_pipeline, misc_state_template);
3673
3674     object->blitter = select_blit_implementation(Adapter, DeviceType);
3675
3676     /* Prefer the vtable with functions optimized for single dirtifyable objects if the shader
3677      * model can deal with that. It is essentially the same, just with adjusted
3678      * Set*ShaderConstantF implementations
3679      */
3680     if(object->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) object)) {
3681         object->lpVtbl  = &IWineD3DDevice_DirtyConst_Vtbl;
3682     }
3683
3684     /* set the state of the device to valid */
3685     object->state = WINED3D_OK;
3686
3687     /* Get the initial screen setup for ddraw */
3688     IWineD3DImpl_GetAdapterDisplayMode(iface, Adapter, &mode);
3689
3690     object->ddraw_width = mode.Width;
3691     object->ddraw_height = mode.Height;
3692     object->ddraw_format = mode.Format;
3693
3694     for(i = 0; i < PATCHMAP_SIZE; i++) {
3695         list_init(&object->patches[i]);
3696     }
3697     return WINED3D_OK;
3698 }
3699 #undef GLINFO_LOCATION
3700
3701 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
3702     IWineD3DImpl *This = (IWineD3DImpl *)iface;
3703     IUnknown_AddRef(This->parent);
3704     *pParent = This->parent;
3705     return WINED3D_OK;
3706 }
3707
3708 ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface) {
3709     IUnknown* surfaceParent;
3710     TRACE("(%p) call back\n", pSurface);
3711
3712     /* Now, release the parent, which will take care of cleaning up the surface for us */
3713     IWineD3DSurface_GetParent(pSurface, &surfaceParent);
3714     IUnknown_Release(surfaceParent);
3715     return IUnknown_Release(surfaceParent);
3716 }
3717
3718 ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
3719     IUnknown* volumeParent;
3720     TRACE("(%p) call back\n", pVolume);
3721
3722     /* Now, release the parent, which will take care of cleaning up the volume for us */
3723     IWineD3DVolume_GetParent(pVolume, &volumeParent);
3724     IUnknown_Release(volumeParent);
3725     return IUnknown_Release(volumeParent);
3726 }
3727
3728 static BOOL implementation_is_apple(WineD3D_GL_Info *gl_info) {
3729     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
3730      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
3731      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
3732      *
3733      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
3734      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
3735      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
3736      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
3737      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
3738      * the chance that other implementations support them is rather small since Win32 QuickTime uses
3739      * DirectDraw, not OpenGL.
3740      */
3741     if(gl_info->supported[APPLE_FENCE] &&
3742        gl_info->supported[APPLE_CLIENT_STORAGE] &&
3743        gl_info->supported[APPLE_FLUSH_RENDER] &&
3744        gl_info->supported[APPLE_YCBCR_422]) {
3745         TRACE_(d3d_caps)("GL_APPLE_fence, GL_APPLE_client_storage, GL_APPLE_flush_render and GL_ycbcr_422 are supported\n");
3746         TRACE_(d3d_caps)("Activating MacOS fixups\n");
3747         return TRUE;
3748     } else {
3749         TRACE_(d3d_caps)("Apple extensions are not supported\n");
3750         TRACE_(d3d_caps)("Not activating MacOS fixups\n");
3751         return FALSE;
3752     }
3753 }
3754
3755 #define GLINFO_LOCATION (*gl_info)
3756 static void test_pbo_functionality(WineD3D_GL_Info *gl_info) {
3757     /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
3758      * but glTexSubImage from a PBO fails miserably, with the first line repeated over
3759      * all the texture. This function detects this bug by its symptom and disables PBOs
3760      * if the test fails.
3761      *
3762      * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
3763      * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
3764      * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
3765      * read back is compared to the original. If they are equal PBOs are assumed to work,
3766      * otherwise the PBO extension is disabled.
3767      */
3768     GLuint texture, pbo;
3769     static const unsigned int pattern[] = {
3770         0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
3771         0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
3772         0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
3773         0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
3774     };
3775     unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
3776
3777     if(!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) {
3778         /* No PBO -> No point in testing them */
3779         return;
3780     }
3781
3782     while(glGetError());
3783     glGenTextures(1, &texture);
3784     glBindTexture(GL_TEXTURE_2D, texture);
3785     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
3786     checkGLcall("Specifying the PBO test texture\n");
3787
3788     GL_EXTCALL(glGenBuffersARB(1, &pbo));
3789     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
3790     GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
3791     checkGLcall("Specifying the PBO test pbo\n");
3792
3793     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
3794     checkGLcall("Loading the PBO test texture\n");
3795
3796     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
3797     glFinish(); /* just to be sure */
3798
3799     memset(check, 0, sizeof(check));
3800     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
3801     checkGLcall("Reading back the PBO test texture\n");
3802
3803     glDeleteTextures(1, &texture);
3804     GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
3805     checkGLcall("PBO test cleanup\n");
3806
3807     if(memcmp(check, pattern, sizeof(check)) != 0) {
3808         WARN_(d3d_caps)("PBO test failed, read back data doesn't match original\n");
3809         WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance\n");
3810         gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
3811     } else {
3812         TRACE_(d3d_caps)("PBO test successful\n");
3813     }
3814 }
3815 #undef GLINFO_LOCATION
3816
3817 /* Certain applications(Steam) complain if we report an outdated driver version. In general,
3818  * reporting a driver version is moot because we are not the Windows driver, and we have different
3819  * bugs, features, etc.
3820  *
3821  * If a card is not found in this table, the gl driver version is reported
3822  */
3823 struct driver_version_information {
3824     WORD vendor;                        /* reported PCI card vendor ID  */
3825     WORD card;                          /* reported PCI card device ID  */
3826     WORD hipart_hi, hipart_lo;          /* driver hiword to report      */
3827     WORD lopart_hi, lopart_lo;          /* driver loword to report      */
3828 };
3829
3830 static const struct driver_version_information driver_version_table[] = {
3831     /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (177.x)*/
3832     /* GeforceFX support is up to 173.x, Geforce2MX/3/4 up to 96.x, TNT/Geforce1/2 up to 71.x */
3833     /* Note that version numbers >100 lets say 123.45 use >= x.y.11.2345 and not x.y.10.12345 */
3834     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5200,     7,  15, 11, 7341   },
3835     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5600,     7,  15, 11, 7341   },
3836     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5800,     7,  15, 11, 7341   },
3837     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6200,       7,  15, 11, 7341   },
3838     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6600GT,     7,  15, 11, 7341   },
3839     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6800,       7,  15, 11, 7341   },
3840     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7400,       7,  15, 11, 7341   },
3841     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7300,       7,  15, 11, 7341   },
3842     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7600,       7,  15, 11, 7341   },
3843     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7800GT,     7,  15, 11, 7341   },
3844     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8300GS,     7,  15, 11, 7341   },
3845     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600GT,     7,  15, 11, 7341   },
3846     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600MGT,    7,  15, 11, 7341   },
3847     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTS,    7,  15, 11, 7341   },
3848     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9600GT,     7,  15, 11, 7341    },
3849     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9800GT,     7,  15, 11, 7341    },
3850
3851     /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode */
3852     {VENDOR_ATI,        CARD_ATI_RADEON_9500,           6,  14, 10, 6764    },
3853     {VENDOR_ATI,        CARD_ATI_RADEON_X700,           6,  14, 10, 6764    },
3854     {VENDOR_ATI,        CARD_ATI_RADEON_X1600,          6,  14, 10, 6764    },
3855     {VENDOR_ATI,        CARD_ATI_RADEON_HD2300,         6,  14, 10, 6764    },
3856     {VENDOR_ATI,        CARD_ATI_RADEON_HD2600,         6,  14, 10, 6764    },
3857     {VENDOR_ATI,        CARD_ATI_RADEON_HD2900,         6,  14, 10, 6764    },
3858
3859     /* TODO: Add information about legacy nvidia and ATI hardware, Intel and other cards */
3860 };
3861
3862 static void fixup_extensions(WineD3D_GL_Info *gl_info) {
3863     unsigned int i;
3864     BOOL apple = implementation_is_apple(gl_info);
3865
3866     if(apple) {
3867         /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
3868          * used it falls back to software. While the compiler can detect if the shader uses all declared
3869          * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
3870          * using relative addressing falls back to software.
3871          *
3872          * ARB vp gives the correct amount of uniforms, so use it instead of GLSL
3873          */
3874         if(gl_info->vs_glsl_constantsF <= gl_info->vs_arb_constantsF) {
3875             FIXME("GLSL doesn't advertise more vertex shader uniforms than ARB. Driver fixup outdated?\n");
3876         } else {
3877             TRACE("Driver claims %u GLSL vs uniforms, replacing with %u ARB vp uniforms\n",
3878                   gl_info->vs_glsl_constantsF, gl_info->vs_arb_constantsF);
3879             gl_info->vs_glsl_constantsF = gl_info->vs_arb_constantsF;
3880         }
3881
3882         /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
3883          * with fixed function fragment processing. Ideally this flag should be detected with a test shader
3884          * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
3885          * do not like vertex shaders in feedback mode and return an error, even though it should be valid
3886          * according to the spec.
3887          *
3888          * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
3889          * makes the shader slower and eats instruction slots which should be available to the d3d app.
3890          *
3891          * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
3892          * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
3893          * this workaround is activated on cards that do not need it, it won't break things, just affect
3894          * performance negatively.
3895          */
3896         if(gl_info->gl_vendor == VENDOR_INTEL ||
3897            (gl_info->gl_vendor == VENDOR_ATI && gl_info->gl_card != CARD_ATI_RADEON_X1600)) {
3898             TRACE("Enabling vertex texture coord fixes in vertex shaders\n");
3899             gl_info->set_texcoord_w = TRUE;
3900         }
3901     }
3902
3903     /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
3904      * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
3905      * If real NP2 textures are used, the driver falls back to software. We could just remove the
3906      * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
3907      * due to the non-normalized texture coordinates. Thus set an internal extension flag,
3908      * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
3909      * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
3910      *
3911      * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
3912      * has this extension promoted to core. The extension loading code sets this extension supported
3913      * due to that, so this code works on fglrx as well.
3914      */
3915     if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_ATI) {
3916         if(gl_info->gl_card == CARD_ATI_RADEON_X700 || gl_info->gl_card == CARD_ATI_RADEON_X1600 ||
3917             gl_info->gl_card == CARD_ATI_RADEON_9500 || gl_info->gl_card == CARD_ATI_RADEON_8500  ||
3918             gl_info->gl_card == CARD_ATI_RADEON_7200 || gl_info->gl_card == CARD_ATI_RAGE_128PRO) {
3919             TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing\n");
3920             gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
3921             gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
3922         }
3923     }
3924
3925     /*  The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
3926      *  doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
3927      *  This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
3928      *  within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
3929      *  FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
3930      *  We therefore completely remove ARB_tex_npot from the list of supported extensions.
3931      *
3932      *  Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
3933      *  triggering the software fallback. There is not much we can do here apart from disabling the
3934      *  software-emulated extension and reenable ARB_tex_rect (which was previously disabled
3935      *  in IWineD3DImpl_FillGLCaps).
3936      *  This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
3937      *  post-processing effects in the game "Max Payne 2").
3938      *  The behaviour can be verified through a simple test app attached in bugreport #14724.
3939      */
3940     if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_NVIDIA) {
3941         if(gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5800 || gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5600) {
3942             TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing\n");
3943             gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
3944             gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
3945         }
3946     }
3947
3948     /* Find out if PBOs work as they are supposed to */
3949     test_pbo_functionality(gl_info);
3950
3951     /* Fixup the driver version */
3952     for(i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++) {
3953         if(gl_info->gl_vendor == driver_version_table[i].vendor &&
3954            gl_info->gl_card   == driver_version_table[i].card) {
3955             TRACE_(d3d_caps)("Found card 0x%04x, 0x%04x in driver version DB\n", gl_info->gl_vendor, gl_info->gl_card);
3956
3957             gl_info->driver_version        = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
3958                                                                driver_version_table[i].lopart_lo);
3959             gl_info->driver_version_hipart = MAKEDWORD_VERSION(driver_version_table[i].hipart_hi,
3960                                                                driver_version_table[i].hipart_lo);
3961             break;
3962         }
3963     }
3964 }
3965
3966 static void WINE_GLAPI invalid_func(void *data) {
3967     ERR("Invalid vertex attribute function called\n");
3968     DebugBreak();
3969 }
3970
3971 #define GLINFO_LOCATION (Adapters[0].gl_info)
3972
3973 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
3974  * the extension detection and are used in drawStridedSlow
3975  */
3976 static void WINE_GLAPI position_d3dcolor(void *data) {
3977     DWORD pos = *((DWORD *) data);
3978
3979     FIXME("Add a test for fixed function position from d3dcolor type\n");
3980     glVertex4s(D3DCOLOR_B_R(pos),
3981                D3DCOLOR_B_G(pos),
3982                D3DCOLOR_B_B(pos),
3983                D3DCOLOR_B_A(pos));
3984 }
3985 static void WINE_GLAPI position_float4(void *data) {
3986     GLfloat *pos = (float *) data;
3987
3988     if (pos[3] < eps && pos[3] > -eps)
3989         glVertex3fv(pos);
3990     else {
3991         float w = 1.0 / pos[3];
3992
3993         glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
3994     }
3995 }
3996
3997 static void WINE_GLAPI diffuse_d3dcolor(void *data) {
3998     DWORD diffuseColor = *((DWORD *) data);
3999
4000     glColor4ub(D3DCOLOR_B_R(diffuseColor),
4001                D3DCOLOR_B_G(diffuseColor),
4002                D3DCOLOR_B_B(diffuseColor),
4003                D3DCOLOR_B_A(diffuseColor));
4004 }
4005
4006 static void WINE_GLAPI specular_d3dcolor(void *data) {
4007     DWORD specularColor = *((DWORD *) data);
4008
4009     GL_EXTCALL(glSecondaryColor3ubEXT)(D3DCOLOR_B_R(specularColor),
4010                                        D3DCOLOR_B_G(specularColor),
4011                                        D3DCOLOR_B_B(specularColor));
4012 }
4013 static void WINE_GLAPI warn_no_specular_func(void *data) {
4014     WARN("GL_EXT_secondary_color not supported\n");
4015 }
4016
4017 void fillGLAttribFuncs(WineD3D_GL_Info *gl_info) {
4018     position_funcs[WINED3DDECLTYPE_FLOAT1]      = (void *) invalid_func;
4019     position_funcs[WINED3DDECLTYPE_FLOAT2]      = (void *) invalid_func;
4020     position_funcs[WINED3DDECLTYPE_FLOAT3]      = (void *) glVertex3fv;
4021     position_funcs[WINED3DDECLTYPE_FLOAT4]      = (void *) position_float4;
4022     position_funcs[WINED3DDECLTYPE_D3DCOLOR]    = (void *) position_d3dcolor;
4023     position_funcs[WINED3DDECLTYPE_UBYTE4]      = (void *) invalid_func;
4024     position_funcs[WINED3DDECLTYPE_SHORT2]      = (void *) invalid_func;
4025     position_funcs[WINED3DDECLTYPE_SHORT4]      = (void *) glVertex2sv;
4026     position_funcs[WINED3DDECLTYPE_UBYTE4N]     = (void *) invalid_func;
4027     position_funcs[WINED3DDECLTYPE_SHORT2N]     = (void *) invalid_func;
4028     position_funcs[WINED3DDECLTYPE_SHORT4N]     = (void *) invalid_func;
4029     position_funcs[WINED3DDECLTYPE_USHORT2N]    = (void *) invalid_func;
4030     position_funcs[WINED3DDECLTYPE_USHORT4N]    = (void *) invalid_func;
4031     position_funcs[WINED3DDECLTYPE_UDEC3]       = (void *) invalid_func;
4032     position_funcs[WINED3DDECLTYPE_DEC3N]       = (void *) invalid_func;
4033     position_funcs[WINED3DDECLTYPE_FLOAT16_2]   = (void *) invalid_func;
4034     position_funcs[WINED3DDECLTYPE_FLOAT16_4]   = (void *) invalid_func;
4035
4036     diffuse_funcs[WINED3DDECLTYPE_FLOAT1]       = (void *) invalid_func;
4037     diffuse_funcs[WINED3DDECLTYPE_FLOAT2]       = (void *) invalid_func;
4038     diffuse_funcs[WINED3DDECLTYPE_FLOAT3]       = (void *) glColor3fv;
4039     diffuse_funcs[WINED3DDECLTYPE_FLOAT4]       = (void *) glColor4fv;
4040     diffuse_funcs[WINED3DDECLTYPE_D3DCOLOR]     = (void *) diffuse_d3dcolor;
4041     diffuse_funcs[WINED3DDECLTYPE_UBYTE4]       = (void *) invalid_func;
4042     diffuse_funcs[WINED3DDECLTYPE_SHORT2]       = (void *) invalid_func;
4043     diffuse_funcs[WINED3DDECLTYPE_SHORT4]       = (void *) invalid_func;
4044     diffuse_funcs[WINED3DDECLTYPE_UBYTE4N]      = (void *) glColor4ubv;
4045     diffuse_funcs[WINED3DDECLTYPE_SHORT2N]      = (void *) invalid_func;
4046     diffuse_funcs[WINED3DDECLTYPE_SHORT4N]      = (void *) glColor4sv;
4047     diffuse_funcs[WINED3DDECLTYPE_USHORT2N]     = (void *) invalid_func;
4048     diffuse_funcs[WINED3DDECLTYPE_USHORT4N]     = (void *) glColor4usv;
4049     diffuse_funcs[WINED3DDECLTYPE_UDEC3]        = (void *) invalid_func;
4050     diffuse_funcs[WINED3DDECLTYPE_DEC3N]        = (void *) invalid_func;
4051     diffuse_funcs[WINED3DDECLTYPE_FLOAT16_2]    = (void *) invalid_func;
4052     diffuse_funcs[WINED3DDECLTYPE_FLOAT16_4]    = (void *) invalid_func;
4053
4054     /* No 4 component entry points here */
4055     specular_funcs[WINED3DDECLTYPE_FLOAT1]      = (void *) invalid_func;
4056     specular_funcs[WINED3DDECLTYPE_FLOAT2]      = (void *) invalid_func;
4057     if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4058         specular_funcs[WINED3DDECLTYPE_FLOAT3]      = (void *) GL_EXTCALL(glSecondaryColor3fvEXT);
4059     } else {
4060         specular_funcs[WINED3DDECLTYPE_FLOAT3]      = (void *) warn_no_specular_func;
4061     }
4062     specular_funcs[WINED3DDECLTYPE_FLOAT4]      = (void *) invalid_func;
4063     if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4064         specular_funcs[WINED3DDECLTYPE_D3DCOLOR]    = (void *) specular_d3dcolor;
4065     } else {
4066         specular_funcs[WINED3DDECLTYPE_D3DCOLOR]      = (void *) warn_no_specular_func;
4067     }
4068     specular_funcs[WINED3DDECLTYPE_UBYTE4]      = (void *) invalid_func;
4069     specular_funcs[WINED3DDECLTYPE_SHORT2]      = (void *) invalid_func;
4070     specular_funcs[WINED3DDECLTYPE_SHORT4]      = (void *) invalid_func;
4071     specular_funcs[WINED3DDECLTYPE_UBYTE4N]     = (void *) invalid_func;
4072     specular_funcs[WINED3DDECLTYPE_SHORT2N]     = (void *) invalid_func;
4073     specular_funcs[WINED3DDECLTYPE_SHORT4N]     = (void *) invalid_func;
4074     specular_funcs[WINED3DDECLTYPE_USHORT2N]    = (void *) invalid_func;
4075     specular_funcs[WINED3DDECLTYPE_USHORT4N]    = (void *) invalid_func;
4076     specular_funcs[WINED3DDECLTYPE_UDEC3]       = (void *) invalid_func;
4077     specular_funcs[WINED3DDECLTYPE_DEC3N]       = (void *) invalid_func;
4078     specular_funcs[WINED3DDECLTYPE_FLOAT16_2]   = (void *) invalid_func;
4079     specular_funcs[WINED3DDECLTYPE_FLOAT16_4]   = (void *) invalid_func;
4080
4081     /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4082      * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4083      */
4084     normal_funcs[WINED3DDECLTYPE_FLOAT1]         = (void *) invalid_func;
4085     normal_funcs[WINED3DDECLTYPE_FLOAT2]         = (void *) invalid_func;
4086     normal_funcs[WINED3DDECLTYPE_FLOAT3]         = (void *) glNormal3fv;
4087     normal_funcs[WINED3DDECLTYPE_FLOAT4]         = (void *) glNormal3fv; /* Just ignore the 4th value */
4088     normal_funcs[WINED3DDECLTYPE_D3DCOLOR]       = (void *) invalid_func;
4089     normal_funcs[WINED3DDECLTYPE_UBYTE4]         = (void *) invalid_func;
4090     normal_funcs[WINED3DDECLTYPE_SHORT2]         = (void *) invalid_func;
4091     normal_funcs[WINED3DDECLTYPE_SHORT4]         = (void *) invalid_func;
4092     normal_funcs[WINED3DDECLTYPE_UBYTE4N]        = (void *) invalid_func;
4093     normal_funcs[WINED3DDECLTYPE_SHORT2N]        = (void *) invalid_func;
4094     normal_funcs[WINED3DDECLTYPE_SHORT4N]        = (void *) invalid_func;
4095     normal_funcs[WINED3DDECLTYPE_USHORT2N]       = (void *) invalid_func;
4096     normal_funcs[WINED3DDECLTYPE_USHORT4N]       = (void *) invalid_func;
4097     normal_funcs[WINED3DDECLTYPE_UDEC3]          = (void *) invalid_func;
4098     normal_funcs[WINED3DDECLTYPE_DEC3N]          = (void *) invalid_func;
4099     normal_funcs[WINED3DDECLTYPE_FLOAT16_2]      = (void *) invalid_func;
4100     normal_funcs[WINED3DDECLTYPE_FLOAT16_4]      = (void *) invalid_func;
4101 }
4102
4103 #define PUSH1(att)        attribs[nAttribs++] = (att);
4104 BOOL InitAdapters(void) {
4105     static HMODULE mod_gl, mod_win32gl;
4106     BOOL ret;
4107     int ps_selected_mode, vs_selected_mode;
4108
4109     /* No need to hold any lock. The calling library makes sure only one thread calls
4110      * wined3d simultaneously
4111      */
4112     if(numAdapters > 0) return Adapters[0].opengl;
4113
4114     TRACE("Initializing adapters\n");
4115
4116     if(!mod_gl) {
4117 #ifdef USE_WIN32_OPENGL
4118 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4119         mod_gl = LoadLibraryA("opengl32.dll");
4120         if(!mod_gl) {
4121             ERR("Can't load opengl32.dll!\n");
4122             goto nogl_adapter;
4123         }
4124         mod_win32gl = mod_gl;
4125 #else
4126 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4127         /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4128         mod_gl = GetModuleHandleA("gdi32.dll");
4129         mod_win32gl = LoadLibraryA("opengl32.dll");
4130         if(!mod_win32gl) {
4131             ERR("Can't load opengl32.dll!\n");
4132             goto nogl_adapter;
4133         }
4134 #endif
4135     }
4136
4137 /* Load WGL core functions from opengl32.dll */
4138 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
4139     WGL_FUNCS_GEN;
4140 #undef USE_WGL_FUNC
4141
4142     if(!pwglGetProcAddress) {
4143         ERR("Unable to load wglGetProcAddress!\n");
4144         goto nogl_adapter;
4145     }
4146
4147 /* Dynamically load all GL core functions */
4148     GL_FUNCS_GEN;
4149 #undef USE_GL_FUNC
4150
4151     /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
4152      * otherwise because we have to use winex11.drv's override
4153      */
4154     glFinish = (void*)GetProcAddress(mod_win32gl, "glFinish");
4155     glFlush = (void*)GetProcAddress(mod_win32gl, "glFlush");
4156
4157     /* For now only one default adapter */
4158     {
4159         int iPixelFormat;
4160         int attribs[10];
4161         int values[10];
4162         int nAttribs = 0;
4163         int res;
4164         int i;
4165         WineD3D_PixelFormat *cfgs;
4166         int attribute;
4167         DISPLAY_DEVICEW DisplayDevice;
4168         HDC hdc;
4169
4170         TRACE("Initializing default adapter\n");
4171         Adapters[0].num = 0;
4172         Adapters[0].monitorPoint.x = -1;
4173         Adapters[0].monitorPoint.y = -1;
4174
4175         if (!WineD3D_CreateFakeGLContext()) {
4176             ERR("Failed to get a gl context for default adapter\n");
4177             WineD3D_ReleaseFakeGLContext();
4178             goto nogl_adapter;
4179         }
4180
4181         ret = IWineD3DImpl_FillGLCaps(&Adapters[0].gl_info);
4182         if(!ret) {
4183             ERR("Failed to initialize gl caps for default adapter\n");
4184             WineD3D_ReleaseFakeGLContext();
4185             goto nogl_adapter;
4186         }
4187         ret = initPixelFormats(&Adapters[0].gl_info);
4188         if(!ret) {
4189             ERR("Failed to init gl formats\n");
4190             WineD3D_ReleaseFakeGLContext();
4191             goto nogl_adapter;
4192         }
4193
4194         hdc = pwglGetCurrentDC();
4195         if(!hdc) {
4196             ERR("Failed to get gl HDC\n");
4197             WineD3D_ReleaseFakeGLContext();
4198             goto nogl_adapter;
4199         }
4200
4201         Adapters[0].driver = "Display";
4202         Adapters[0].description = "Direct3D HAL";
4203
4204         /* Use the VideoRamSize registry setting when set */
4205         if(wined3d_settings.emulated_textureram)
4206             Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4207         else
4208             Adapters[0].TextureRam = Adapters[0].gl_info.vidmem;
4209         Adapters[0].UsedTextureRam = 0;
4210         TRACE("Emulating %dMB of texture ram\n", Adapters[0].TextureRam/(1024*1024));
4211
4212         /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
4213         DisplayDevice.cb = sizeof(DisplayDevice);
4214         EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
4215         TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
4216         strcpyW(Adapters[0].DeviceName, DisplayDevice.DeviceName);
4217
4218         attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
4219         GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &Adapters[0].nCfgs));
4220
4221         Adapters[0].cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, Adapters[0].nCfgs *sizeof(WineD3D_PixelFormat));
4222         cfgs = Adapters[0].cfgs;
4223         PUSH1(WGL_RED_BITS_ARB)
4224         PUSH1(WGL_GREEN_BITS_ARB)
4225         PUSH1(WGL_BLUE_BITS_ARB)
4226         PUSH1(WGL_ALPHA_BITS_ARB)
4227         PUSH1(WGL_DEPTH_BITS_ARB)
4228         PUSH1(WGL_STENCIL_BITS_ARB)
4229         PUSH1(WGL_DRAW_TO_WINDOW_ARB)
4230         PUSH1(WGL_PIXEL_TYPE_ARB)
4231         PUSH1(WGL_DOUBLE_BUFFER_ARB)
4232         PUSH1(WGL_AUX_BUFFERS_ARB)
4233
4234         for(iPixelFormat=1; iPixelFormat<=Adapters[0].nCfgs; iPixelFormat++) {
4235             res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
4236
4237             if(!res)
4238                 continue;
4239
4240             /* Cache the pixel format */
4241             cfgs->iPixelFormat = iPixelFormat;
4242             cfgs->redSize = values[0];
4243             cfgs->greenSize = values[1];
4244             cfgs->blueSize = values[2];
4245             cfgs->alphaSize = values[3];
4246             cfgs->depthSize = values[4];
4247             cfgs->stencilSize = values[5];
4248             cfgs->windowDrawable = values[6];
4249             cfgs->iPixelType = values[7];
4250             cfgs->doubleBuffer = values[8];
4251             cfgs->auxBuffers = values[9];
4252
4253             cfgs->pbufferDrawable = FALSE;
4254             /* Check for pbuffer support when it is around as wglGetPixelFormatAttribiv fails for unknown attributes. */
4255             if(GL_SUPPORT(WGL_ARB_PBUFFER)) {
4256                 int attrib = WGL_DRAW_TO_PBUFFER_ARB;
4257                 int value;
4258                 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
4259                     cfgs->pbufferDrawable = value;
4260             }
4261
4262             cfgs->numSamples = 0;
4263             /* Check multisample support */
4264             if(GL_SUPPORT(ARB_MULTISAMPLE)) {
4265                 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
4266                 int value[2];
4267                 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
4268                     /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
4269                      * value[1] = number of multi sample buffers*/
4270                     if(value[0])
4271                         cfgs->numSamples = value[1];
4272                 }
4273             }
4274
4275             TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable);
4276             cfgs++;
4277         }
4278
4279         /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
4280          * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
4281          * but just fake it using D24(X8?) which is fine. D3D also allows that.
4282          * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
4283          * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
4284          * driver is allowed to consume more bits EXCEPT for stencil bits.
4285          *
4286          * Mark an adapter with this broken stencil behavior.
4287          */
4288         Adapters[0].brokenStencil = TRUE;
4289         for(i=0, cfgs=Adapters[0].cfgs; i<Adapters[0].nCfgs; i++) {
4290             /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
4291             if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
4292                 Adapters[0].brokenStencil = FALSE;
4293                 break;
4294             }
4295         }
4296
4297         fixup_extensions(&Adapters[0].gl_info);
4298
4299         WineD3D_ReleaseFakeGLContext();
4300
4301         select_shader_mode(&Adapters[0].gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
4302         select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[0].gl_info);
4303         fillGLAttribFuncs(&Adapters[0].gl_info);
4304         init_type_lookup(&Adapters[0].gl_info);
4305         Adapters[0].opengl = TRUE;
4306     }
4307     numAdapters = 1;
4308     TRACE("%d adapters successfully initialized\n", numAdapters);
4309
4310     return TRUE;
4311
4312 nogl_adapter:
4313     /* Initialize an adapter for ddraw-only memory counting */
4314     memset(Adapters, 0, sizeof(Adapters));
4315     Adapters[0].num = 0;
4316     Adapters[0].opengl = FALSE;
4317     Adapters[0].monitorPoint.x = -1;
4318     Adapters[0].monitorPoint.y = -1;
4319
4320     Adapters[0].driver = "Display";
4321     Adapters[0].description = "WineD3D DirectDraw Emulation";
4322     if(wined3d_settings.emulated_textureram) {
4323         Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4324     } else {
4325         Adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
4326     }
4327
4328     numAdapters = 1;
4329     return FALSE;
4330 }
4331 #undef PUSH1
4332 #undef GLINFO_LOCATION
4333
4334 /**********************************************************
4335  * IWineD3D VTbl follows
4336  **********************************************************/
4337
4338 const IWineD3DVtbl IWineD3D_Vtbl =
4339 {
4340     /* IUnknown */
4341     IWineD3DImpl_QueryInterface,
4342     IWineD3DImpl_AddRef,
4343     IWineD3DImpl_Release,
4344     /* IWineD3D */
4345     IWineD3DImpl_GetParent,
4346     IWineD3DImpl_GetAdapterCount,
4347     IWineD3DImpl_RegisterSoftwareDevice,
4348     IWineD3DImpl_GetAdapterMonitor,
4349     IWineD3DImpl_GetAdapterModeCount,
4350     IWineD3DImpl_EnumAdapterModes,
4351     IWineD3DImpl_GetAdapterDisplayMode,
4352     IWineD3DImpl_GetAdapterIdentifier,
4353     IWineD3DImpl_CheckDeviceMultiSampleType,
4354     IWineD3DImpl_CheckDepthStencilMatch,
4355     IWineD3DImpl_CheckDeviceType,
4356     IWineD3DImpl_CheckDeviceFormat,
4357     IWineD3DImpl_CheckDeviceFormatConversion,
4358     IWineD3DImpl_GetDeviceCaps,
4359     IWineD3DImpl_CreateDevice
4360 };