wined3d: Detect nouveau as NVIDIA.
[wine] / dlls / wined3d / directx.c
1 /*
2  * IWineD3D implementation
3  *
4  * Copyright 2002-2004 Jason Edmeades
5  * Copyright 2003-2004 Raphael Junqueira
6  * Copyright 2004 Christian Costa
7  * Copyright 2005 Oliver Stieber
8  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
9  * Copyright 2009-2010 Henri Verbeet for CodeWeavers
10  *
11  * This library is free software; you can redistribute it and/or
12  * modify it under the terms of the GNU Lesser General Public
13  * License as published by the Free Software Foundation; either
14  * version 2.1 of the License, or (at your option) any later version.
15  *
16  * This library is distributed in the hope that it will be useful,
17  * but WITHOUT ANY WARRANTY; without even the implied warranty of
18  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
19  * Lesser General Public License for more details.
20  *
21  * You should have received a copy of the GNU Lesser General Public
22  * License along with this library; if not, write to the Free Software
23  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24  */
25
26 #include "config.h"
27 #include <stdio.h>
28 #include "wined3d_private.h"
29
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
32
33 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
34
35 /* The d3d device ID */
36 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
37
38 /* Extension detection */
39 static const struct {
40     const char *extension_string;
41     GL_SupportedExt extension;
42     DWORD version;
43 } EXTENSION_MAP[] = {
44     /* APPLE */
45     {"GL_APPLE_client_storage",             APPLE_CLIENT_STORAGE,           0                           },
46     {"GL_APPLE_fence",                      APPLE_FENCE,                    0                           },
47     {"GL_APPLE_float_pixels",               APPLE_FLOAT_PIXELS,             0                           },
48     {"GL_APPLE_flush_buffer_range",         APPLE_FLUSH_BUFFER_RANGE,       0                           },
49     {"GL_APPLE_flush_render",               APPLE_FLUSH_RENDER,             0                           },
50     {"GL_APPLE_ycbcr_422",                  APPLE_YCBCR_422,                0                           },
51
52     /* ARB */
53     {"GL_ARB_color_buffer_float",           ARB_COLOR_BUFFER_FLOAT,         0                           },
54     {"GL_ARB_depth_buffer_float",           ARB_DEPTH_BUFFER_FLOAT,         0                           },
55     {"GL_ARB_depth_clamp",                  ARB_DEPTH_CLAMP,                0                           },
56     {"GL_ARB_depth_texture",                ARB_DEPTH_TEXTURE,              0                           },
57     {"GL_ARB_draw_buffers",                 ARB_DRAW_BUFFERS,               0                           },
58     {"GL_ARB_fragment_program",             ARB_FRAGMENT_PROGRAM,           0                           },
59     {"GL_ARB_fragment_shader",              ARB_FRAGMENT_SHADER,            0                           },
60     {"GL_ARB_framebuffer_object",           ARB_FRAMEBUFFER_OBJECT,         0                           },
61     {"GL_ARB_geometry_shader4",             ARB_GEOMETRY_SHADER4,           0                           },
62     {"GL_ARB_half_float_pixel",             ARB_HALF_FLOAT_PIXEL,           0                           },
63     {"GL_ARB_half_float_vertex",            ARB_HALF_FLOAT_VERTEX,          0                           },
64     {"GL_ARB_imaging",                      ARB_IMAGING,                    0                           },
65     {"GL_ARB_map_buffer_range",             ARB_MAP_BUFFER_RANGE,           0                           },
66     {"GL_ARB_multisample",                  ARB_MULTISAMPLE,                0                           }, /* needs GLX_ARB_MULTISAMPLE as well */
67     {"GL_ARB_multitexture",                 ARB_MULTITEXTURE,               0                           },
68     {"GL_ARB_occlusion_query",              ARB_OCCLUSION_QUERY,            0                           },
69     {"GL_ARB_pixel_buffer_object",          ARB_PIXEL_BUFFER_OBJECT,        0                           },
70     {"GL_ARB_point_parameters",             ARB_POINT_PARAMETERS,           0                           },
71     {"GL_ARB_point_sprite",                 ARB_POINT_SPRITE,               0                           },
72     {"GL_ARB_provoking_vertex",             ARB_PROVOKING_VERTEX,           0                           },
73     {"GL_ARB_shader_objects",               ARB_SHADER_OBJECTS,             0                           },
74     {"GL_ARB_shader_texture_lod",           ARB_SHADER_TEXTURE_LOD,         0                           },
75     {"GL_ARB_shading_language_100",         ARB_SHADING_LANGUAGE_100,       0                           },
76     {"GL_ARB_shadow",                       ARB_SHADOW,                     0                           },
77     {"GL_ARB_sync",                         ARB_SYNC,                       0                           },
78     {"GL_ARB_texture_border_clamp",         ARB_TEXTURE_BORDER_CLAMP,       0                           },
79     {"GL_ARB_texture_compression",          ARB_TEXTURE_COMPRESSION,        0                           },
80     {"GL_ARB_texture_compression_rgtc",     ARB_TEXTURE_COMPRESSION_RGTC,   0                           },
81     {"GL_ARB_texture_cube_map",             ARB_TEXTURE_CUBE_MAP,           0                           },
82     {"GL_ARB_texture_env_add",              ARB_TEXTURE_ENV_ADD,            0                           },
83     {"GL_ARB_texture_env_combine",          ARB_TEXTURE_ENV_COMBINE,        0                           },
84     {"GL_ARB_texture_env_dot3",             ARB_TEXTURE_ENV_DOT3,           0                           },
85     {"GL_ARB_texture_float",                ARB_TEXTURE_FLOAT,              0                           },
86     {"GL_ARB_texture_mirrored_repeat",      ARB_TEXTURE_MIRRORED_REPEAT,    0                           },
87     {"GL_ARB_texture_non_power_of_two",     ARB_TEXTURE_NON_POWER_OF_TWO,   MAKEDWORD_VERSION(2, 0)     },
88     {"GL_ARB_texture_rectangle",            ARB_TEXTURE_RECTANGLE,          0                           },
89     {"GL_ARB_texture_rg",                   ARB_TEXTURE_RG,                 0                           },
90     {"GL_ARB_vertex_array_bgra",            ARB_VERTEX_ARRAY_BGRA,          0                           },
91     {"GL_ARB_vertex_blend",                 ARB_VERTEX_BLEND,               0                           },
92     {"GL_ARB_vertex_buffer_object",         ARB_VERTEX_BUFFER_OBJECT,       0                           },
93     {"GL_ARB_vertex_program",               ARB_VERTEX_PROGRAM,             0                           },
94     {"GL_ARB_vertex_shader",                ARB_VERTEX_SHADER,              0                           },
95
96     /* ATI */
97     {"GL_ATI_fragment_shader",              ATI_FRAGMENT_SHADER,            0                           },
98     {"GL_ATI_separate_stencil",             ATI_SEPARATE_STENCIL,           0                           },
99     {"GL_ATI_texture_compression_3dc",      ATI_TEXTURE_COMPRESSION_3DC,    0                           },
100     {"GL_ATI_texture_env_combine3",         ATI_TEXTURE_ENV_COMBINE3,       0                           },
101     {"GL_ATI_texture_mirror_once",          ATI_TEXTURE_MIRROR_ONCE,        0                           },
102
103     /* EXT */
104     {"GL_EXT_blend_color",                  EXT_BLEND_COLOR,                0                           },
105     {"GL_EXT_blend_equation_separate",      EXT_BLEND_EQUATION_SEPARATE,    0                           },
106     {"GL_EXT_blend_func_separate",          EXT_BLEND_FUNC_SEPARATE,        0                           },
107     {"GL_EXT_blend_minmax",                 EXT_BLEND_MINMAX,               0                           },
108     {"GL_EXT_depth_bounds_test",            EXT_DEPTH_BOUNDS_TEST,          0                           },
109     {"GL_EXT_draw_buffers2",                EXT_DRAW_BUFFERS2,              0                           },
110     {"GL_EXT_fog_coord",                    EXT_FOG_COORD,                  0                           },
111     {"GL_EXT_framebuffer_blit",             EXT_FRAMEBUFFER_BLIT,           0                           },
112     {"GL_EXT_framebuffer_multisample",      EXT_FRAMEBUFFER_MULTISAMPLE,    0                           },
113     {"GL_EXT_framebuffer_object",           EXT_FRAMEBUFFER_OBJECT,         0                           },
114     {"GL_EXT_gpu_program_parameters",       EXT_GPU_PROGRAM_PARAMETERS,     0                           },
115     {"GL_EXT_gpu_shader4",                  EXT_GPU_SHADER4,                0                           },
116     {"GL_EXT_packed_depth_stencil",         EXT_PACKED_DEPTH_STENCIL,       0                           },
117     {"GL_EXT_paletted_texture",             EXT_PALETTED_TEXTURE,           0                           },
118     {"GL_EXT_point_parameters",             EXT_POINT_PARAMETERS,           0                           },
119     {"GL_EXT_provoking_vertex",             EXT_PROVOKING_VERTEX,           0                           },
120     {"GL_EXT_secondary_color",              EXT_SECONDARY_COLOR,            0                           },
121     {"GL_EXT_stencil_two_side",             EXT_STENCIL_TWO_SIDE,           0                           },
122     {"GL_EXT_stencil_wrap",                 EXT_STENCIL_WRAP,               0                           },
123     {"GL_EXT_texture3D",                    EXT_TEXTURE3D,                  MAKEDWORD_VERSION(1, 2)     },
124     {"GL_EXT_texture_compression_rgtc",     EXT_TEXTURE_COMPRESSION_RGTC,   0                           },
125     {"GL_EXT_texture_compression_s3tc",     EXT_TEXTURE_COMPRESSION_S3TC,   0                           },
126     {"GL_EXT_texture_env_add",              EXT_TEXTURE_ENV_ADD,            0                           },
127     {"GL_EXT_texture_env_combine",          EXT_TEXTURE_ENV_COMBINE,        0                           },
128     {"GL_EXT_texture_env_dot3",             EXT_TEXTURE_ENV_DOT3,           0                           },
129     {"GL_EXT_texture_filter_anisotropic",   EXT_TEXTURE_FILTER_ANISOTROPIC, 0                           },
130     {"GL_EXT_texture_lod_bias",             EXT_TEXTURE_LOD_BIAS,           0                           },
131     {"GL_EXT_texture_sRGB",                 EXT_TEXTURE_SRGB,               0                           },
132     {"GL_EXT_vertex_array_bgra",            EXT_VERTEX_ARRAY_BGRA,          0                           },
133
134     /* NV */
135     {"GL_NV_depth_clamp",                   NV_DEPTH_CLAMP,                 0                           },
136     {"GL_NV_fence",                         NV_FENCE,                       0                           },
137     {"GL_NV_fog_distance",                  NV_FOG_DISTANCE,                0                           },
138     {"GL_NV_fragment_program",              NV_FRAGMENT_PROGRAM,            0                           },
139     {"GL_NV_fragment_program2",             NV_FRAGMENT_PROGRAM2,           0                           },
140     {"GL_NV_fragment_program_option",       NV_FRAGMENT_PROGRAM_OPTION,     0                           },
141     {"GL_NV_half_float",                    NV_HALF_FLOAT,                  0                           },
142     {"GL_NV_light_max_exponent",            NV_LIGHT_MAX_EXPONENT,          0                           },
143     {"GL_NV_point_sprite",                  NV_POINT_SPRITE,                0                           },
144     {"GL_NV_register_combiners",            NV_REGISTER_COMBINERS,          0                           },
145     {"GL_NV_register_combiners2",           NV_REGISTER_COMBINERS2,         0                           },
146     {"GL_NV_texgen_reflection",             NV_TEXGEN_REFLECTION,           0                           },
147     {"GL_NV_texture_env_combine4",          NV_TEXTURE_ENV_COMBINE4,        0                           },
148     {"GL_NV_texture_shader",                NV_TEXTURE_SHADER,              0                           },
149     {"GL_NV_texture_shader2",               NV_TEXTURE_SHADER2,             0                           },
150     {"GL_NV_vertex_program",                NV_VERTEX_PROGRAM,              0                           },
151     {"GL_NV_vertex_program1_1",             NV_VERTEX_PROGRAM1_1,           0                           },
152     {"GL_NV_vertex_program2",               NV_VERTEX_PROGRAM2,             0                           },
153     {"GL_NV_vertex_program2_option",        NV_VERTEX_PROGRAM2_OPTION,      0                           },
154     {"GL_NV_vertex_program3",               NV_VERTEX_PROGRAM3,             0                           },
155
156     /* SGI */
157     {"GL_SGIS_generate_mipmap",             SGIS_GENERATE_MIPMAP,           0                           },
158 };
159
160 /**********************************************************
161  * Utility functions follow
162  **********************************************************/
163
164 const struct min_lookup minMipLookup[] =
165 {
166     /* NONE         POINT                       LINEAR */
167     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
168     {{GL_NEAREST,   GL_NEAREST_MIPMAP_NEAREST,  GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
169     {{GL_LINEAR,    GL_LINEAR_MIPMAP_NEAREST,   GL_LINEAR_MIPMAP_LINEAR}},  /* LINEAR */
170 };
171
172 const struct min_lookup minMipLookup_noFilter[] =
173 {
174     /* NONE         POINT                       LINEAR */
175     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
176     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
177     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* LINEAR */
178 };
179
180 const struct min_lookup minMipLookup_noMip[] =
181 {
182     /* NONE         POINT                       LINEAR */
183     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
184     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
185     {{GL_LINEAR,    GL_LINEAR,                  GL_LINEAR }},               /* LINEAR */
186 };
187
188 const GLenum magLookup[] =
189 {
190     /* NONE     POINT       LINEAR */
191     GL_NEAREST, GL_NEAREST, GL_LINEAR,
192 };
193
194 const GLenum magLookup_noFilter[] =
195 {
196     /* NONE     POINT       LINEAR */
197     GL_NEAREST, GL_NEAREST, GL_NEAREST,
198 };
199
200 /* drawStridedSlow attributes */
201 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
202 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
203 glAttribFunc specular_func_3ubv;
204 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
205 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
206 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
207
208 /**
209  * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
210  * i.e., there is no GL Context - Get a default rendering context to enable the
211  * function query some info from GL.
212  */
213
214 struct wined3d_fake_gl_ctx
215 {
216     HDC dc;
217     HWND wnd;
218     HGLRC gl_ctx;
219     HDC restore_dc;
220     HGLRC restore_gl_ctx;
221 };
222
223 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
224 {
225     TRACE_(d3d_caps)("Destroying fake GL context.\n");
226
227     if (!pwglMakeCurrent(NULL, NULL))
228     {
229         ERR_(d3d_caps)("Failed to disable fake GL context.\n");
230     }
231
232     if (!pwglDeleteContext(ctx->gl_ctx))
233     {
234         DWORD err = GetLastError();
235         ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
236     }
237
238     ReleaseDC(ctx->wnd, ctx->dc);
239     DestroyWindow(ctx->wnd);
240
241     if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
242     {
243         ERR_(d3d_caps)("Failed to restore previous GL context.\n");
244     }
245 }
246
247 /* Do not call while under the GL lock. */
248 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
249 {
250     PIXELFORMATDESCRIPTOR pfd;
251     int iPixelFormat;
252
253     TRACE("getting context...\n");
254
255     ctx->restore_dc = pwglGetCurrentDC();
256     ctx->restore_gl_ctx = pwglGetCurrentContext();
257
258     /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
259     ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
260             WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
261     if (!ctx->wnd)
262     {
263         ERR_(d3d_caps)("Failed to create a window.\n");
264         goto fail;
265     }
266
267     ctx->dc = GetDC(ctx->wnd);
268     if (!ctx->dc)
269     {
270         ERR_(d3d_caps)("Failed to get a DC.\n");
271         goto fail;
272     }
273
274     /* PixelFormat selection */
275     ZeroMemory(&pfd, sizeof(pfd));
276     pfd.nSize = sizeof(pfd);
277     pfd.nVersion = 1;
278     pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
279     pfd.iPixelType = PFD_TYPE_RGBA;
280     pfd.cColorBits = 32;
281     pfd.iLayerType = PFD_MAIN_PLANE;
282
283     iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
284     if (!iPixelFormat)
285     {
286         /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
287         ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
288         goto fail;
289     }
290     DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
291     SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
292
293     /* Create a GL context. */
294     ctx->gl_ctx = pwglCreateContext(ctx->dc);
295     if (!ctx->gl_ctx)
296     {
297         WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
298         goto fail;
299     }
300
301     /* Make it the current GL context. */
302     if (!context_set_current(NULL))
303     {
304         ERR_(d3d_caps)("Failed to clear current D3D context.\n");
305     }
306
307     if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
308     {
309         ERR_(d3d_caps)("Failed to make fake GL context current.\n");
310         goto fail;
311     }
312
313     return TRUE;
314
315 fail:
316     if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
317     ctx->gl_ctx = NULL;
318     if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
319     ctx->dc = NULL;
320     if (ctx->wnd) DestroyWindow(ctx->wnd);
321     ctx->wnd = NULL;
322     if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
323     {
324         ERR_(d3d_caps)("Failed to restore previous GL context.\n");
325     }
326
327     return FALSE;
328 }
329
330 /* Adjust the amount of used texture memory */
331 unsigned int WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *device, unsigned int glram)
332 {
333     struct wined3d_adapter *adapter = device->adapter;
334
335     adapter->UsedTextureRam += glram;
336     TRACE("Adjusted gl ram by %d to %d\n", glram, adapter->UsedTextureRam);
337     return adapter->UsedTextureRam;
338 }
339
340 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
341 {
342     HeapFree(GetProcessHeap(), 0, adapter->gl_info.formats);
343     HeapFree(GetProcessHeap(), 0, adapter->cfgs);
344 }
345
346 /**********************************************************
347  * IUnknown parts follows
348  **********************************************************/
349
350 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
351 {
352     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
353
354     TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
355     if (IsEqualGUID(riid, &IID_IUnknown)
356         || IsEqualGUID(riid, &IID_IWineD3DBase)
357         || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
358         IUnknown_AddRef(iface);
359         *ppobj = This;
360         return S_OK;
361     }
362     *ppobj = NULL;
363     return E_NOINTERFACE;
364 }
365
366 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
367     IWineD3DImpl *This = (IWineD3DImpl *)iface;
368     ULONG refCount = InterlockedIncrement(&This->ref);
369
370     TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
371     return refCount;
372 }
373
374 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
375     IWineD3DImpl *This = (IWineD3DImpl *)iface;
376     ULONG ref;
377     TRACE("(%p) : Releasing from %d\n", This, This->ref);
378     ref = InterlockedDecrement(&This->ref);
379
380     if (!ref)
381     {
382         unsigned int i;
383
384         for (i = 0; i < This->adapter_count; ++i)
385         {
386             wined3d_adapter_cleanup(&This->adapters[i]);
387         }
388         HeapFree(GetProcessHeap(), 0, This);
389     }
390
391     return ref;
392 }
393
394 /**********************************************************
395  * IWineD3D parts follows
396  **********************************************************/
397
398 /* GL locking is done by the caller */
399 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
400 {
401     GLuint prog;
402     BOOL ret = FALSE;
403     const char *testcode =
404         "!!ARBvp1.0\n"
405         "PARAM C[66] = { program.env[0..65] };\n"
406         "ADDRESS A0;"
407         "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
408         "ARL A0.x, zero.x;\n"
409         "MOV result.position, C[A0.x + 65];\n"
410         "END\n";
411
412     while(glGetError());
413     GL_EXTCALL(glGenProgramsARB(1, &prog));
414     if(!prog) {
415         ERR("Failed to create an ARB offset limit test program\n");
416     }
417     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
418     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
419                                   strlen(testcode), testcode));
420     if (glGetError())
421     {
422         TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
423         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
424         ret = TRUE;
425     } else TRACE("OpenGL implementation allows offsets > 63\n");
426
427     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
428     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
429     checkGLcall("ARB vp offset limit test cleanup");
430
431     return ret;
432 }
433
434 static DWORD ver_for_ext(GL_SupportedExt ext)
435 {
436     unsigned int i;
437     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
438         if(EXTENSION_MAP[i].extension == ext) {
439             return EXTENSION_MAP[i].version;
440         }
441     }
442     return 0;
443 }
444
445 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
446         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
447 {
448     if (card_vendor != HW_VENDOR_ATI) return FALSE;
449     if (device == CARD_ATI_RADEON_9500) return TRUE;
450     if (device == CARD_ATI_RADEON_X700) return TRUE;
451     if (device == CARD_ATI_RADEON_X1600) return TRUE;
452     return FALSE;
453 }
454
455 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
456         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
457 {
458     if (card_vendor == HW_VENDOR_NVIDIA)
459     {
460         if (device == CARD_NVIDIA_GEFORCEFX_5200 ||
461             device == CARD_NVIDIA_GEFORCEFX_5600 ||
462             device == CARD_NVIDIA_GEFORCEFX_5800)
463         {
464             return TRUE;
465         }
466     }
467     return FALSE;
468 }
469
470 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
471         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
472 {
473     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
474      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
475      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
476      *
477      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
478      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
479      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
480      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
481      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
482      * the chance that other implementations support them is rather small since Win32 QuickTime uses
483      * DirectDraw, not OpenGL.
484      *
485      * This test has been moved into wined3d_guess_gl_vendor()
486      */
487     if (gl_vendor == GL_VENDOR_APPLE)
488     {
489         return TRUE;
490     }
491     return FALSE;
492 }
493
494 /* Context activation is done by the caller. */
495 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
496 {
497     /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
498      * but glTexSubImage from a PBO fails miserably, with the first line repeated over
499      * all the texture. This function detects this bug by its symptom and disables PBOs
500      * if the test fails.
501      *
502      * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
503      * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
504      * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
505      * read back is compared to the original. If they are equal PBOs are assumed to work,
506      * otherwise the PBO extension is disabled. */
507     GLuint texture, pbo;
508     static const unsigned int pattern[] =
509     {
510         0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
511         0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
512         0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
513         0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
514     };
515     unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
516
517     /* No PBO -> No point in testing them. */
518     if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
519
520     ENTER_GL();
521
522     while (glGetError());
523     glGenTextures(1, &texture);
524     glBindTexture(GL_TEXTURE_2D, texture);
525
526     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
527     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
528     checkGLcall("Specifying the PBO test texture");
529
530     GL_EXTCALL(glGenBuffersARB(1, &pbo));
531     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
532     GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
533     checkGLcall("Specifying the PBO test pbo");
534
535     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
536     checkGLcall("Loading the PBO test texture");
537
538     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
539     LEAVE_GL();
540
541     wglFinish(); /* just to be sure */
542
543     memset(check, 0, sizeof(check));
544     ENTER_GL();
545     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
546     checkGLcall("Reading back the PBO test texture");
547
548     glDeleteTextures(1, &texture);
549     GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
550     checkGLcall("PBO test cleanup");
551
552     LEAVE_GL();
553
554     if (memcmp(check, pattern, sizeof(check)))
555     {
556         WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
557         WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
558         gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
559     }
560     else
561     {
562         TRACE_(d3d_caps)("PBO test successful.\n");
563     }
564 }
565
566 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
567         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
568 {
569     return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
570 }
571
572 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
573         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
574 {
575     if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
576     if (card_vendor != HW_VENDOR_ATI) return FALSE;
577     if (device == CARD_ATI_RADEON_X1600) return FALSE;
578     return TRUE;
579 }
580
581 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
582         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
583 {
584     return gl_vendor == GL_VENDOR_FGLRX;
585
586 }
587
588 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
589         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
590 {
591     /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
592      * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
593      * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
594      * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
595      * hardcoded
596      *
597      * dx10 cards usually have 64 varyings */
598     return gl_info->limits.glsl_varyings > 44;
599 }
600
601 /* A GL context is provided by the caller */
602 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
603         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
604 {
605     GLenum error;
606     DWORD data[16];
607
608     if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
609
610     ENTER_GL();
611     while(glGetError());
612     GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
613     error = glGetError();
614     LEAVE_GL();
615
616     if(error == GL_NO_ERROR)
617     {
618         TRACE("GL Implementation accepts 4 component specular color pointers\n");
619         return TRUE;
620     }
621     else
622     {
623         TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
624               debug_glerror(error));
625         return FALSE;
626     }
627 }
628
629 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
630         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
631 {
632     if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
633     return gl_info->supported[NV_TEXTURE_SHADER];
634 }
635
636 /* A GL context is provided by the caller */
637 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
638         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
639 {
640     GLuint prog;
641     BOOL ret = FALSE;
642     GLint pos;
643     const char *testcode =
644         "!!ARBvp1.0\n"
645         "OPTION NV_vertex_program2;\n"
646         "MOV result.clip[0], 0.0;\n"
647         "MOV result.position, 0.0;\n"
648         "END\n";
649
650     if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
651
652     ENTER_GL();
653     while(glGetError());
654
655     GL_EXTCALL(glGenProgramsARB(1, &prog));
656     if(!prog)
657     {
658         ERR("Failed to create the NVvp clip test program\n");
659         LEAVE_GL();
660         return FALSE;
661     }
662     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
663     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
664                                   strlen(testcode), testcode));
665     glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
666     if(pos != -1)
667     {
668         WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
669         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
670         ret = TRUE;
671         while(glGetError());
672     }
673     else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
674
675     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
676     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
677     checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
678
679     LEAVE_GL();
680     return ret;
681 }
682
683 /* Context activation is done by the caller. */
684 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
685         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
686 {
687     char data[4 * 4 * 4];
688     GLuint tex, fbo;
689     GLenum status;
690
691     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
692
693     memset(data, 0xcc, sizeof(data));
694
695     ENTER_GL();
696
697     glGenTextures(1, &tex);
698     glBindTexture(GL_TEXTURE_2D, tex);
699     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
700     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
701     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
702     checkGLcall("glTexImage2D");
703
704     gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
705     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
706     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
707     checkGLcall("glFramebufferTexture2D");
708
709     status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
710     if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
711     checkGLcall("glCheckFramebufferStatus");
712
713     memset(data, 0x11, sizeof(data));
714     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
715     checkGLcall("glTexSubImage2D");
716
717     glClearColor(0.996f, 0.729f, 0.745f, 0.792f);
718     glClear(GL_COLOR_BUFFER_BIT);
719     checkGLcall("glClear");
720
721     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
722     checkGLcall("glGetTexImage");
723
724     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
725     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
726     glBindTexture(GL_TEXTURE_2D, 0);
727     checkGLcall("glBindTexture");
728
729     gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
730     glDeleteTextures(1, &tex);
731     checkGLcall("glDeleteTextures");
732
733     LEAVE_GL();
734
735     return *(DWORD *)data == 0x11111111;
736 }
737
738 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
739 {
740     TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
741     gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
742     TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
743     gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
744 }
745
746 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
747 {
748     quirk_arb_constants(gl_info);
749     /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
750      * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
751      * allow 48 different offsets or other helper immediate values. */
752     TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
753     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
754 }
755
756 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
757  * on more than one texture unit. This means that the d3d9 visual point size test will cause a
758  * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
759  * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
760  * most games, but avoids the crash
761  *
762  * A more sophisticated way would be to find all units that need texture coordinates and enable
763  * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
764  * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
765  *
766  * Note that disabling the extension entirely does not gain predictability because there is no point
767  * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
768 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
769 {
770     if (gl_info->supported[ARB_POINT_SPRITE])
771     {
772         TRACE("Limiting point sprites to one texture unit.\n");
773         gl_info->limits.point_sprite_units = 1;
774     }
775 }
776
777 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
778 {
779     quirk_arb_constants(gl_info);
780
781     /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
782      * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
783      * If real NP2 textures are used, the driver falls back to software. We could just remove the
784      * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
785      * due to the non-normalized texture coordinates. Thus set an internal extension flag,
786      * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
787      * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
788      *
789      * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
790      * has this extension promoted to core. The extension loading code sets this extension supported
791      * due to that, so this code works on fglrx as well. */
792     if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
793     {
794         TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
795         gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
796         gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] = TRUE;
797     }
798
799     /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
800      * it is generally more efficient. Reserve just 8 constants. */
801     TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
802     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
803 }
804
805 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
806 {
807     /*  The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
808      *  doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
809      *  This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
810      *  within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
811      *  FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
812      *  We therefore completely remove ARB_tex_npot from the list of supported extensions.
813      *
814      *  Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
815      *  triggering the software fallback. There is not much we can do here apart from disabling the
816      *  software-emulated extension and reenable ARB_tex_rect (which was previously disabled
817      *  in IWineD3DImpl_FillGLCaps).
818      *  This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
819      *  post-processing effects in the game "Max Payne 2").
820      *  The behaviour can be verified through a simple test app attached in bugreport #14724. */
821     TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
822     gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
823     gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
824 }
825
826 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
827 {
828     /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
829      * with fixed function fragment processing. Ideally this flag should be detected with a test shader
830      * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
831      * do not like vertex shaders in feedback mode and return an error, even though it should be valid
832      * according to the spec.
833      *
834      * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
835      * makes the shader slower and eats instruction slots which should be available to the d3d app.
836      *
837      * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
838      * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
839      * this workaround is activated on cards that do not need it, it won't break things, just affect
840      * performance negatively. */
841     TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
842     gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
843 }
844
845 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
846 {
847     gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
848 }
849
850 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
851 {
852     gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
853 }
854
855 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
856 {
857     gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
858     gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
859 }
860
861 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
862 {
863     gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
864 }
865
866 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
867 {
868     gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
869 }
870
871 struct driver_quirk
872 {
873     BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
874             enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
875     void (*apply)(struct wined3d_gl_info *gl_info);
876     const char *description;
877 };
878
879 static const struct driver_quirk quirk_table[] =
880 {
881     {
882         match_ati_r300_to_500,
883         quirk_ati_dx9,
884         "ATI GLSL constant and normalized texrect quirk"
885     },
886     /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
887      * used it falls back to software. While the compiler can detect if the shader uses all declared
888      * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
889      * using relative addressing falls back to software.
890      *
891      * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
892     {
893         match_apple,
894         quirk_apple_glsl_constants,
895         "Apple GLSL uniform override"
896     },
897     {
898         match_geforce5,
899         quirk_no_np2,
900         "Geforce 5 NP2 disable"
901     },
902     {
903         match_apple_intel,
904         quirk_texcoord_w,
905         "Init texcoord .w for Apple Intel GPU driver"
906     },
907     {
908         match_apple_nonr500ati,
909         quirk_texcoord_w,
910         "Init texcoord .w for Apple ATI >= r600 GPU driver"
911     },
912     {
913         match_fglrx,
914         quirk_one_point_sprite,
915         "Fglrx point sprite crash workaround"
916     },
917     {
918         match_dx10_capable,
919         quirk_clip_varying,
920         "Reserved varying for gl_ClipPos"
921     },
922     {
923         /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
924          * GL implementations accept it. The Mac GL is the only implementation known to
925          * reject it.
926          *
927          * If we can pass 4 component specular colors, do it, because (a) we don't have
928          * to screw around with the data, and (b) the D3D fixed function vertex pipeline
929          * passes specular alpha to the pixel shader if any is used. Otherwise the
930          * specular alpha is used to pass the fog coordinate, which we pass to opengl
931          * via GL_EXT_fog_coord.
932          */
933         match_allows_spec_alpha,
934         quirk_allows_specular_alpha,
935         "Allow specular alpha quirk"
936     },
937     {
938         /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
939          * (rdar://5682521).
940          */
941         match_apple_nvts,
942         quirk_apple_nvts,
943         "Apple NV_texture_shader disable"
944     },
945     {
946         match_broken_nv_clip,
947         quirk_disable_nvvp_clip,
948         "Apple NV_vertex_program clip bug quirk"
949     },
950     {
951         match_fbo_tex_update,
952         quirk_fbo_tex_update,
953         "FBO rebind for attachment updates"
954     },
955 };
956
957 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
958  * reporting a driver version is moot because we are not the Windows driver, and we have different
959  * bugs, features, etc.
960  *
961  * The driver version has the form "x.y.z.w".
962  *
963  * "x" is the Windows version the driver is meant for:
964  * 4 -> 95/98/NT4
965  * 5 -> 2000
966  * 6 -> 2000/XP
967  * 7 -> Vista
968  * 8 -> Win 7
969  *
970  * "y" is the maximum Direct3D version the driver supports.
971  * y  -> d3d version mapping:
972  * 11 -> d3d6
973  * 12 -> d3d7
974  * 13 -> d3d8
975  * 14 -> d3d9
976  * 15 -> d3d10
977  * 16 -> d3d10.1
978  * 17 -> d3d11
979  *
980  * "z" is the subversion number.
981  *
982  * "w" is the vendor specific driver build number.
983  */
984
985 struct driver_version_information
986 {
987     enum wined3d_display_driver driver;
988     enum wined3d_driver_model driver_model;
989     const char *driver_name;            /* name of Windows driver */
990     WORD version;                       /* version word ('y'), contained in low word of DriverVersion.HighPart */
991     WORD subversion;                    /* subversion word ('z'), contained in high word of DriverVersion.LowPart */
992     WORD build;                         /* build number ('w'), contained in low word of DriverVersion.LowPart */
993 };
994
995 /* The driver version table contains driver information for different devices on several OS versions. */
996 static const struct driver_version_information driver_version_table[] =
997 {
998     /* ATI
999      * - Radeon HD2x00 (R600) and up supported by current drivers.
1000      * - Radeon 9500 (R300) - X1*00 (R5xx) supported up to Catalyst 9.3 (Linux) and 10.2 (XP/Vista/Win7)
1001      * - Radeon 7xxx (R100) - 9250 (RV250) supported up to Catalyst 6.11 (XP)
1002      * - Rage 128 supported up to XP, latest official build 6.13.3279 dated October 2001 */
1003     {DRIVER_ATI_RAGE_128PRO,    DRIVER_MODEL_NT5X,  "ati2dvaa.dll", 13, 3279,  0},
1004     {DRIVER_ATI_R100,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 6614},
1005     {DRIVER_ATI_R300,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 6764},
1006     {DRIVER_ATI_R600,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 8681},
1007     {DRIVER_ATI_R300,           DRIVER_MODEL_NT6X,  "atiumdag.dll", 14, 10, 741 },
1008     {DRIVER_ATI_R600,           DRIVER_MODEL_NT6X,  "atiumdag.dll", 14, 10, 741 },
1009
1010     /* Intel
1011      * The drivers are unified but not all versions support all GPUs. At some point the 2k/xp
1012      * drivers used ialmrnt5.dll for GMA800/GMA900 but at some point the file was renamed to
1013      * igxprd32.dll but the GMA800 driver was never updated. */
1014     {DRIVER_INTEL_GMA800,       DRIVER_MODEL_NT5X,  "ialmrnt5.dll", 14, 10, 3889},
1015     {DRIVER_INTEL_GMA900,       DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 4764},
1016     {DRIVER_INTEL_GMA950,       DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 4926},
1017     {DRIVER_INTEL_GMA3000,      DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 5218},
1018     {DRIVER_INTEL_GMA950,       DRIVER_MODEL_NT6X,  "igdumd32.dll", 14, 10, 1504},
1019     {DRIVER_INTEL_GMA3000,      DRIVER_MODEL_NT6X,  "igdumd32.dll", 15, 10, 1666},
1020
1021     /* Nvidia
1022      * - Geforce6 and newer cards are supported by the current driver (197.x) on XP-Win7
1023      * - GeforceFX support is up to 173.x on <= XP
1024      * - Geforce2MX/3/4 up to 96.x on <= XP
1025      * - TNT/Geforce1/2 up to 71.x on <= XP
1026      * All version numbers used below are from the Linux nvidia drivers. */
1027     {DRIVER_NVIDIA_TNT,         DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 10, 7186},
1028     {DRIVER_NVIDIA_GEFORCE2MX,  DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 10, 9371},
1029     {DRIVER_NVIDIA_GEFORCEFX,   DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 11, 7516},
1030     {DRIVER_NVIDIA_GEFORCE6,    DRIVER_MODEL_NT5X,  "nv4_disp.dll", 15, 11, 9745},
1031     {DRIVER_NVIDIA_GEFORCE6,    DRIVER_MODEL_NT6X,  "nvd3dum.dll",  15, 11, 9745},
1032 };
1033
1034 struct gpu_description
1035 {
1036     WORD vendor;                    /* reported PCI card vendor ID  */
1037     WORD card;                      /* reported PCI card device ID  */
1038     const char *description;        /* Description of the card e.g. NVIDIA RIVA TNT */
1039     enum wined3d_display_driver driver;
1040     unsigned int vidmem;
1041 };
1042
1043 /* The amount of video memory stored in the gpu description table is the minimum amount of video memory
1044  * found on a board containing a specific GPU. */
1045 static const struct gpu_description gpu_description_table[] =
1046 {
1047     /* Nvidia cards */
1048     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT,           "NVIDIA RIVA TNT",                  DRIVER_NVIDIA_TNT,       16  },
1049     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT2,          "NVIDIA RIVA TNT2/TNT2 Pro",        DRIVER_NVIDIA_TNT,       32  },
1050     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE,            "NVIDIA GeForce 256",               DRIVER_NVIDIA_TNT,       32  },
1051     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2,           "NVIDIA GeForce2 GTS/GeForce2 Pro", DRIVER_NVIDIA_TNT,       32  },
1052     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2_MX,        "NVIDIA GeForce2 MX/MX 400",        DRIVER_NVIDIA_GEFORCE2MX,32  },
1053     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE3,           "NVIDIA GeForce3",                  DRIVER_NVIDIA_GEFORCE2MX,64  },
1054     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_MX,        "NVIDIA GeForce4 MX 460",           DRIVER_NVIDIA_GEFORCE2MX,64  },
1055     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_TI4200,    "NVIDIA GeForce4 Ti 4200",          DRIVER_NVIDIA_GEFORCE2MX,64, },
1056     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5200,     "NVIDIA GeForce FX 5200",           DRIVER_NVIDIA_GEFORCEFX, 64  },
1057     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5600,     "NVIDIA GeForce FX 5600",           DRIVER_NVIDIA_GEFORCEFX, 128 },
1058     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5800,     "NVIDIA GeForce FX 5800",           DRIVER_NVIDIA_GEFORCEFX, 256 },
1059     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6200,       "NVIDIA GeForce 6200",              DRIVER_NVIDIA_GEFORCE6,  64  },
1060     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6600GT,     "NVIDIA GeForce 6600 GT",           DRIVER_NVIDIA_GEFORCE6,  128 },
1061     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6800,       "NVIDIA GeForce 6800",              DRIVER_NVIDIA_GEFORCE6,  128 },
1062     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7300,       "NVIDIA GeForce Go 7300",           DRIVER_NVIDIA_GEFORCE6,  256 },
1063     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7400,       "NVIDIA GeForce Go 7400",           DRIVER_NVIDIA_GEFORCE6,  256 },
1064     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7600,       "NVIDIA GeForce 7600 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1065     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7800GT,     "NVIDIA GeForce 7800 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1066     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8300GS,     "NVIDIA GeForce 8300 GS",           DRIVER_NVIDIA_GEFORCE6,  128 },
1067     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8400GS,     "NVIDIA GeForce 8400 GS",           DRIVER_NVIDIA_GEFORCE6,  128 },
1068     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600GT,     "NVIDIA GeForce 8600 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1069     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600MGT,    "NVIDIA GeForce 8600M GT",          DRIVER_NVIDIA_GEFORCE6,  512 },
1070     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTS,    "NVIDIA GeForce 8800 GTS",          DRIVER_NVIDIA_GEFORCE6,  320 },
1071     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTX,    "NVIDIA GeForce 8800 GTX",          DRIVER_NVIDIA_GEFORCE6,  768 },
1072     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9200,       "NVIDIA GeForce 9200",              DRIVER_NVIDIA_GEFORCE6,  256 },
1073     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9400GT,     "NVIDIA GeForce 9400 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1074     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9500GT,     "NVIDIA GeForce 9500 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1075     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9600GT,     "NVIDIA GeForce 9600 GT",           DRIVER_NVIDIA_GEFORCE6,  384 },
1076     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9800GT,     "NVIDIA GeForce 9800 GT",           DRIVER_NVIDIA_GEFORCE6,  512 },
1077     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_210,        "NVIDIA GeForce 210",               DRIVER_NVIDIA_GEFORCE6,  512 },
1078     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT220,      "NVIDIA GeForce GT 220",            DRIVER_NVIDIA_GEFORCE6,  512 },
1079     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT240,      "NVIDIA GeForce GT 240",            DRIVER_NVIDIA_GEFORCE6,  512 },
1080     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX260,     "NVIDIA GeForce GTX 260",           DRIVER_NVIDIA_GEFORCE6,  1024},
1081     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX275,     "NVIDIA GeForce GTX 275",           DRIVER_NVIDIA_GEFORCE6,  896 },
1082     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX280,     "NVIDIA GeForce GTX 280",           DRIVER_NVIDIA_GEFORCE6,  1024},
1083     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT320M,     "NVIDIA GeForce GT 320M",           DRIVER_NVIDIA_GEFORCE6,  1024},
1084     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT325M,     "NVIDIA GeForce GT 325M",           DRIVER_NVIDIA_GEFORCE6,  1024},
1085     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT330,      "NVIDIA GeForce GT 330",            DRIVER_NVIDIA_GEFORCE6,  1024},
1086     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTS350M,    "NVIDIA GeForce GTS 350M",          DRIVER_NVIDIA_GEFORCE6,  1024},
1087     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX460,     "NVIDIA GeForce GTX 460",           DRIVER_NVIDIA_GEFORCE6,  768 },
1088     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX465,     "NVIDIA GeForce GTX 465",           DRIVER_NVIDIA_GEFORCE6,  1024},
1089     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX470,     "NVIDIA GeForce GTX 470",           DRIVER_NVIDIA_GEFORCE6,  1280},
1090     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX480,     "NVIDIA GeForce GTX 480",           DRIVER_NVIDIA_GEFORCE6,  1536},
1091     /* ATI cards */
1092     {HW_VENDOR_ATI,        CARD_ATI_RAGE_128PRO,           "ATI Rage Fury",                    DRIVER_ATI_RAGE_128PRO,  16  },
1093     {HW_VENDOR_ATI,        CARD_ATI_RADEON_7200,           "ATI RADEON 7200 SERIES",           DRIVER_ATI_R100,         32  },
1094     {HW_VENDOR_ATI,        CARD_ATI_RADEON_8500,           "ATI RADEON 8500 SERIES",           DRIVER_ATI_R100,         64  },
1095     {HW_VENDOR_ATI,        CARD_ATI_RADEON_9500,           "ATI Radeon 9500",                  DRIVER_ATI_R300,         64  },
1096     {HW_VENDOR_ATI,        CARD_ATI_RADEON_XPRESS_200M,    "ATI RADEON XPRESS 200M Series",    DRIVER_ATI_R300,         64  },
1097     {HW_VENDOR_ATI,        CARD_ATI_RADEON_X700,           "ATI Radeon X700 SE",               DRIVER_ATI_R300,         128 },
1098     {HW_VENDOR_ATI,        CARD_ATI_RADEON_X1600,          "ATI Radeon X1600 Series",          DRIVER_ATI_R300,         128 },
1099     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD2350,         "ATI Mobility Radeon HD 2350",      DRIVER_ATI_R600,         256 },
1100     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD2600,         "ATI Mobility Radeon HD 2600",      DRIVER_ATI_R600,         256 },
1101     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD2900,         "ATI Radeon HD 2900 XT",            DRIVER_ATI_R600,         512 },
1102     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD3200,         "ATI Radeon HD 3200 Graphics",      DRIVER_ATI_R600,         128 },
1103     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4350,         "ATI Radeon HD 4350",               DRIVER_ATI_R600,         256 },
1104     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4600,         "ATI Radeon HD 4600 Series",        DRIVER_ATI_R600,         512 },
1105     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4700,         "ATI Radeon HD 4700 Series",        DRIVER_ATI_R600,         512 },
1106     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4800,         "ATI Radeon HD 4800 Series",        DRIVER_ATI_R600,         512 },
1107     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD5400,         "ATI Radeon HD 5400 Series",        DRIVER_ATI_R600,         512 },
1108     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD5600,         "ATI Radeon HD 5600 Series",        DRIVER_ATI_R600,         512 },
1109     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD5700,         "ATI Radeon HD 5700 Series",        DRIVER_ATI_R600,         512 },
1110     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD5800,         "ATI Radeon HD 5800 Series",        DRIVER_ATI_R600,         1024},
1111     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD5900,         "ATI Radeon HD 5900 Series",        DRIVER_ATI_R600,         1024},
1112     /* Intel cards */
1113     {HW_VENDOR_INTEL,      CARD_INTEL_I830G,               "Intel(R) 82830M Graphics Controller",                       DRIVER_INTEL_GMA800,  32 },
1114     {HW_VENDOR_INTEL,      CARD_INTEL_I855G,               "Intel(R) 82852/82855 GM/GME Graphics Controller",           DRIVER_INTEL_GMA800,  32 },
1115     {HW_VENDOR_INTEL,      CARD_INTEL_I865G,               "Intel(R) 82865G Graphics Controller",                       DRIVER_INTEL_GMA800,  32 },
1116     {HW_VENDOR_INTEL,      CARD_INTEL_I915G,               "Intel(R) 82915G/GV/910GL Express Chipset Family",           DRIVER_INTEL_GMA900,  64 },
1117     {HW_VENDOR_INTEL,      CARD_INTEL_I915GM,              "Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family",   DRIVER_INTEL_GMA900,  64 },
1118     {HW_VENDOR_INTEL,      CARD_INTEL_I945GM,              "Mobile Intel(R) 945GM Express Chipset Family",              DRIVER_INTEL_GMA950,  64 },
1119     {HW_VENDOR_INTEL,      CARD_INTEL_X3100,               "Mobile Intel(R) 965 Express Chipset Family",                DRIVER_INTEL_GMA3000, 128},
1120     {HW_VENDOR_INTEL,      CARD_INTEL_GM45,                "Mobile Intel(R) GM45 Express Chipset Family",               DRIVER_INTEL_GMA3000, 512}
1121 };
1122
1123 static const struct driver_version_information *get_driver_version_info(enum wined3d_display_driver driver,
1124         enum wined3d_driver_model driver_model)
1125 {
1126     unsigned int i;
1127
1128     TRACE("Looking up version info for driver=%d driver_model=%d\n", driver, driver_model);
1129     for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++)
1130     {
1131         const struct driver_version_information *entry = &driver_version_table[i];
1132
1133         if (entry->driver == driver && entry->driver_model == driver_model)
1134         {
1135             TRACE_(d3d_caps)("Found driver '%s' version=%d subversion=%d build=%d\n",
1136                 entry->driver_name, entry->version, entry->subversion, entry->build);
1137
1138             return entry;
1139         }
1140     }
1141     return NULL;
1142 }
1143
1144 static void init_driver_info(struct wined3d_driver_info *driver_info,
1145         enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1146 {
1147     OSVERSIONINFOW os_version;
1148     WORD driver_os_version;
1149     unsigned int i;
1150     enum wined3d_display_driver driver = DRIVER_UNKNOWN;
1151     enum wined3d_driver_model driver_model;
1152     const struct driver_version_information *version_info;
1153
1154     if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1155     {
1156         TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1157         vendor = wined3d_settings.pci_vendor_id;
1158     }
1159     driver_info->vendor = vendor;
1160
1161     if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1162     {
1163         TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1164         device = wined3d_settings.pci_device_id;
1165     }
1166     driver_info->device = device;
1167
1168     /* Set a default amount of video memory (64MB). In general this code isn't used unless the user
1169      * overrides the pci ids to a card which is not in our database. */
1170     driver_info->vidmem = WINE_DEFAULT_VIDMEM;
1171
1172     memset(&os_version, 0, sizeof(os_version));
1173     os_version.dwOSVersionInfoSize = sizeof(os_version);
1174     if (!GetVersionExW(&os_version))
1175     {
1176         ERR("Failed to get OS version, reporting 2000/XP.\n");
1177         driver_os_version = 6;
1178         driver_model = DRIVER_MODEL_NT5X;
1179     }
1180     else
1181     {
1182         TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1183         switch (os_version.dwMajorVersion)
1184         {
1185             case 4:
1186                 /* If needed we could distinguish between 9x and NT4, but this code won't make
1187                  * sense for NT4 since it had no way to obtain this info through DirectDraw 3.0.
1188                  */
1189                 driver_os_version = 4;
1190                 driver_model = DRIVER_MODEL_WIN9X;
1191                 break;
1192
1193             case 5:
1194                 driver_os_version = 6;
1195                 driver_model = DRIVER_MODEL_NT5X;
1196                 break;
1197
1198             case 6:
1199                 if (os_version.dwMinorVersion == 0)
1200                 {
1201                     driver_os_version = 7;
1202                     driver_model = DRIVER_MODEL_NT6X;
1203                 }
1204                 else
1205                 {
1206                     if (os_version.dwMinorVersion > 1)
1207                     {
1208                         FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1209                                 os_version.dwMajorVersion, os_version.dwMinorVersion);
1210                     }
1211                     driver_os_version = 8;
1212                     driver_model = DRIVER_MODEL_NT6X;
1213                 }
1214                 break;
1215
1216             default:
1217                 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1218                         os_version.dwMajorVersion, os_version.dwMinorVersion);
1219                 driver_os_version = 6;
1220                 driver_model = DRIVER_MODEL_NT5X;
1221                 break;
1222         }
1223     }
1224
1225     /* When we reach this stage we always have a vendor or device id (it can be a default one).
1226      * This means that unless the ids are overriden, we will always find a GPU description. */
1227     for (i = 0; i < (sizeof(gpu_description_table) / sizeof(gpu_description_table[0])); i++)
1228     {
1229         if (vendor == gpu_description_table[i].vendor && device == gpu_description_table[i].card)
1230         {
1231             TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1232
1233             driver_info->description = gpu_description_table[i].description;
1234             driver_info->vidmem = gpu_description_table[i].vidmem * 1024*1024;
1235             driver = gpu_description_table[i].driver;
1236             break;
1237         }
1238     }
1239
1240     if (wined3d_settings.emulated_textureram)
1241     {
1242         TRACE_(d3d_caps)("Overriding amount of video memory with: %d byte\n", wined3d_settings.emulated_textureram);
1243         driver_info->vidmem = wined3d_settings.emulated_textureram;
1244     }
1245
1246     /* Try to obtain driver version information for the current Windows version. This fails in
1247      * some cases:
1248      * - the gpu is not available on the currently selected OS version:
1249      *   - Geforce GTX480 on Win98. When running applications in compatibility mode on Windows,
1250      *     version information for the current Windows version is returned instead of faked info.
1251      *     We do the same and assume the default Windows version to emulate is WinXP.
1252      *
1253      *   - Videocard is a Riva TNT but winver is set to win7 (there are no drivers for this beast)
1254      *     For now return the XP driver info. Perhaps later on we should return VESA.
1255      *
1256      * - the gpu is not in our database (can happen when the user overrides the vendor_id / device_id)
1257      *   This could be an indication that our database is not up to date, so this should be fixed.
1258      */
1259     version_info = get_driver_version_info(driver, driver_model);
1260     if (version_info)
1261     {
1262         driver_info->name = version_info->driver_name;
1263         driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1264         driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1265     }
1266     else
1267     {
1268         version_info = get_driver_version_info(driver, DRIVER_MODEL_NT5X);
1269         if (version_info)
1270         {
1271             driver_info->name = version_info->driver_name;
1272             driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1273             driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1274         }
1275         else
1276         {
1277             driver_info->description = "Direct3D HAL";
1278             driver_info->name = "Display";
1279             driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1280             driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1281
1282             FIXME("Unable to find a driver/device info for vendor_id=%#x device_id=%#x for driver_model=%d\n",
1283                     vendor, device, driver_model);
1284         }
1285     }
1286
1287     TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1288             driver_info->version_high, driver_info->version_low);
1289 }
1290
1291 /* Context activation is done by the caller. */
1292 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1293         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1294 {
1295     unsigned int i;
1296
1297     for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1298     {
1299         if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1300         TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1301         quirk_table[i].apply(gl_info);
1302     }
1303
1304     /* Find out if PBOs work as they are supposed to. */
1305     test_pbo_functionality(gl_info);
1306 }
1307
1308 static DWORD wined3d_parse_gl_version(const char *gl_version)
1309 {
1310     const char *ptr = gl_version;
1311     int major, minor;
1312
1313     major = atoi(ptr);
1314     if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1315
1316     while (isdigit(*ptr)) ++ptr;
1317     if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1318
1319     minor = atoi(ptr);
1320
1321     TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1322
1323     return MAKEDWORD_VERSION(major, minor);
1324 }
1325
1326 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1327 {
1328
1329     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1330      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1331      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1332      *
1333      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1334      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1335      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1336      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1337      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1338      * the chance that other implementations support them is rather small since Win32 QuickTime uses
1339      * DirectDraw, not OpenGL. */
1340     if (gl_info->supported[APPLE_FENCE]
1341             && gl_info->supported[APPLE_CLIENT_STORAGE]
1342             && gl_info->supported[APPLE_FLUSH_RENDER]
1343             && gl_info->supported[APPLE_YCBCR_422])
1344         return GL_VENDOR_APPLE;
1345
1346     if (strstr(gl_vendor_string, "NVIDIA"))
1347         return GL_VENDOR_NVIDIA;
1348
1349     if (strstr(gl_vendor_string, "ATI"))
1350         return GL_VENDOR_FGLRX;
1351
1352     if (strstr(gl_vendor_string, "Intel(R)")
1353             /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1354             || strstr(gl_renderer, "Intel")
1355             || strstr(gl_vendor_string, "Intel Inc."))
1356         return GL_VENDOR_INTEL;
1357
1358     if (strstr(gl_vendor_string, "Mesa")
1359             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1360             || strstr(gl_vendor_string, "DRI R300 Project")
1361             || strstr(gl_vendor_string, "X.Org R300 Project")
1362             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1363             || strstr(gl_vendor_string, "VMware, Inc.")
1364             || strstr(gl_renderer, "Mesa")
1365             || strstr(gl_renderer, "Gallium"))
1366         return GL_VENDOR_MESA;
1367
1368     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1369             debugstr_a(gl_vendor_string));
1370
1371     return GL_VENDOR_UNKNOWN;
1372 }
1373
1374 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1375 {
1376     if (strstr(gl_vendor_string, "NVIDIA")
1377             || strstr(gl_vendor_string, "nouveau"))
1378         return HW_VENDOR_NVIDIA;
1379
1380     if (strstr(gl_vendor_string, "ATI")
1381             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1382             || strstr(gl_vendor_string, "X.Org R300 Project")
1383             || strstr(gl_renderer, "AMD")
1384             || strstr(gl_renderer, "R100")
1385             || strstr(gl_renderer, "R200")
1386             || strstr(gl_renderer, "R300")
1387             || strstr(gl_renderer, "R600")
1388             || strstr(gl_renderer, "R700"))
1389         return HW_VENDOR_ATI;
1390
1391     if (strstr(gl_vendor_string, "Intel(R)")
1392             /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1393             || strstr(gl_renderer, "Intel")
1394             || strstr(gl_vendor_string, "Intel Inc."))
1395         return HW_VENDOR_INTEL;
1396
1397     if (strstr(gl_vendor_string, "Mesa")
1398             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1399             || strstr(gl_vendor_string, "VMware, Inc."))
1400         return HW_VENDOR_SOFTWARE;
1401
1402     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1403
1404     return HW_VENDOR_NVIDIA;
1405 }
1406
1407
1408
1409 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1410         const char *gl_renderer)
1411 {
1412     unsigned int i;
1413
1414     if (WINE_D3D10_CAPABLE(gl_info))
1415     {
1416         static const struct
1417         {
1418             const char *renderer;
1419             enum wined3d_pci_device id;
1420         }
1421         cards[] =
1422         {
1423             {"GTX 480",     CARD_NVIDIA_GEFORCE_GTX480},    /* Geforce 400 - highend */
1424             {"GTX 470",     CARD_NVIDIA_GEFORCE_GTX470},    /* Geforce 400 - midend high */
1425             {"GTX 465",     CARD_NVIDIA_GEFORCE_GTX465},    /* Geforce 400 - midend */
1426             {"GTX 460",     CARD_NVIDIA_GEFORCE_GTX460},    /* Geforce 400 - midend */
1427             {"GT 330",      CARD_NVIDIA_GEFORCE_GT330},     /* Geforce 300 - highend */
1428             {"GTS 360M",    CARD_NVIDIA_GEFORCE_GTS350M},   /* Geforce 300 - highend mobile */
1429             {"GTS 350M",    CARD_NVIDIA_GEFORCE_GTS350M},   /* Geforce 300 - highend mobile */
1430             {"GT 330M",     CARD_NVIDIA_GEFORCE_GT325M},    /* Geforce 300 - midend mobile */
1431             {"GT 325M",     CARD_NVIDIA_GEFORCE_GT325M},    /* Geforce 300 - midend mobile */
1432             {"GT 320M",     CARD_NVIDIA_GEFORCE_GT320M},    /* Geforce 300 - midend mobile */
1433             {"GTX 295",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1434             {"GTX 285",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1435             {"GTX 280",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1436             {"GTX 275",     CARD_NVIDIA_GEFORCE_GTX275},    /* Geforce 200 - midend high */
1437             {"GTX 260",     CARD_NVIDIA_GEFORCE_GTX260},    /* Geforce 200 - midend */
1438             {"GT 240",      CARD_NVIDIA_GEFORCE_GT240},     /* Geforce 200 - midend */
1439             {"GT 220",      CARD_NVIDIA_GEFORCE_GT220},     /* Geforce 200 - lowend */
1440             {"Geforce 310", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1441             {"Geforce 305", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1442             {"Geforce 210", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1443             {"G 210",       CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1444             {"GTS 250",     CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1445             {"GTS 150",     CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1446             {"9800",        CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1447             {"GT 140",      CARD_NVIDIA_GEFORCE_9600GT},    /* Geforce 9 - midend */
1448             {"9600",        CARD_NVIDIA_GEFORCE_9600GT},    /* Geforce 9 - midend */
1449             {"GT 130",      CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1450             {"GT 120",      CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1451             {"9500",        CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1452             {"9400",        CARD_NVIDIA_GEFORCE_9400GT},    /* Geforce 9 - lowend */
1453             {"9300",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1454             {"9200",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1455             {"9100",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1456             {"G 100",       CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1457             {"8800 GTX",    CARD_NVIDIA_GEFORCE_8800GTX},   /* Geforce 8 - highend high */
1458             {"8800",        CARD_NVIDIA_GEFORCE_8800GTS},   /* Geforce 8 - highend */
1459             {"8600 M",      CARD_NVIDIA_GEFORCE_8600MGT},   /* Geforce 8 - midend mobile */
1460             {"8700",        CARD_NVIDIA_GEFORCE_8600GT},    /* Geforce 8 - midend */
1461             {"8600",        CARD_NVIDIA_GEFORCE_8600GT},    /* Geforce 8 - midend */
1462             {"8500",        CARD_NVIDIA_GEFORCE_8400GS},    /* Geforce 8 - mid-lowend */
1463             {"8400",        CARD_NVIDIA_GEFORCE_8400GS},    /* Geforce 8 - mid-lowend */
1464             {"8300",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1465             {"8200",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1466             {"8100",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1467         };
1468
1469         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1470         {
1471             if (strstr(gl_renderer, cards[i].renderer))
1472                 return cards[i].id;
1473         }
1474
1475         /* Geforce8-compatible fall back if the GPU is not in the list yet */
1476         return CARD_NVIDIA_GEFORCE_8300GS;
1477     }
1478
1479     /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1480      * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1481      */
1482     if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1483     {
1484         static const struct
1485         {
1486             const char *renderer;
1487             enum wined3d_pci_device id;
1488         }
1489         cards[] =
1490         {
1491             {"Quadro FX 5", CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1492             {"Quadro FX 4", CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1493             {"7950",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1494             {"7900",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1495             {"7800",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1496             {"7700",        CARD_NVIDIA_GEFORCE_7600},      /* Geforce 7 - midend */
1497             {"7600",        CARD_NVIDIA_GEFORCE_7600},      /* Geforce 7 - midend */
1498             {"7400",        CARD_NVIDIA_GEFORCE_7400},      /* Geforce 7 - lower medium */
1499             {"7300",        CARD_NVIDIA_GEFORCE_7300},      /* Geforce 7 - lowend */
1500             {"6800",        CARD_NVIDIA_GEFORCE_6800},      /* Geforce 6 - highend */
1501             {"6700",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1502             {"6610",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1503             {"6600",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1504         };
1505
1506         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1507         {
1508             if (strstr(gl_renderer, cards[i].renderer))
1509                 return cards[i].id;
1510         }
1511
1512         /* Geforce 6/7 - lowend */
1513         return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1514     }
1515
1516     if (WINE_D3D9_CAPABLE(gl_info))
1517     {
1518         /* GeforceFX - highend */
1519         if (strstr(gl_renderer, "5800")
1520                 || strstr(gl_renderer, "5900")
1521                 || strstr(gl_renderer, "5950")
1522                 || strstr(gl_renderer, "Quadro FX"))
1523         {
1524             return CARD_NVIDIA_GEFORCEFX_5800;
1525         }
1526
1527         /* GeforceFX - midend */
1528         if (strstr(gl_renderer, "5600")
1529                 || strstr(gl_renderer, "5650")
1530                 || strstr(gl_renderer, "5700")
1531                 || strstr(gl_renderer, "5750"))
1532         {
1533             return CARD_NVIDIA_GEFORCEFX_5600;
1534         }
1535
1536         /* GeforceFX - lowend */
1537         return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1538     }
1539
1540     if (WINE_D3D8_CAPABLE(gl_info))
1541     {
1542         if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1543         {
1544             return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1545         }
1546
1547         return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1548     }
1549
1550     if (WINE_D3D7_CAPABLE(gl_info))
1551     {
1552         if (strstr(gl_renderer, "GeForce4 MX"))
1553         {
1554             return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1555         }
1556
1557         if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1558         {
1559             return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1560         }
1561
1562         if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1563         {
1564             return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1565         }
1566
1567         return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1568     }
1569
1570     if (strstr(gl_renderer, "TNT2"))
1571     {
1572         return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1573     }
1574
1575     return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1576 }
1577
1578 static enum wined3d_pci_device select_card_ati_binary(const struct wined3d_gl_info *gl_info,
1579         const char *gl_renderer)
1580 {
1581     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1582      *
1583      * Beware: renderer string do not match exact card model,
1584      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1585     if (WINE_D3D10_CAPABLE(gl_info))
1586     {
1587         unsigned int i;
1588
1589         static const struct
1590         {
1591             const char *renderer;
1592             enum wined3d_pci_device id;
1593         }
1594         cards[] =
1595         {
1596             /* Evergreen */
1597             {"HD 5870", CARD_ATI_RADEON_HD5800},    /* Radeon EG CYPRESS PRO */
1598             {"HD 5850", CARD_ATI_RADEON_HD5800},    /* Radeon EG CYPRESS XT */
1599             {"HD 5800", CARD_ATI_RADEON_HD5800},    /* Radeon EG CYPRESS HD58xx generic renderer string */
1600             {"HD 5770", CARD_ATI_RADEON_HD5700},    /* Radeon EG JUNIPER XT */
1601             {"HD 5750", CARD_ATI_RADEON_HD5700},    /* Radeon EG JUNIPER LE */
1602             {"HD 5700", CARD_ATI_RADEON_HD5700},    /* Radeon EG JUNIPER HD57xx generic renderer string */
1603             /* R700 */
1604             {"HD 4890", CARD_ATI_RADEON_HD4800},    /* Radeon RV790 */
1605             {"HD 4870", CARD_ATI_RADEON_HD4800},    /* Radeon RV770 */
1606             {"HD 4850", CARD_ATI_RADEON_HD4800},    /* Radeon RV770 */
1607             {"HD 4830", CARD_ATI_RADEON_HD4800},    /* Radeon RV770 */
1608             {"HD 4800", CARD_ATI_RADEON_HD4800},    /* Radeon RV7xx HD48xx generic renderer string */
1609             {"HD 4770", CARD_ATI_RADEON_HD4700},    /* Radeon RV740 */
1610             {"HD 4700", CARD_ATI_RADEON_HD4700},    /* Radeon RV7xx HD47xx generic renderer string */
1611             {"HD 4670", CARD_ATI_RADEON_HD4600},    /* Radeon RV730 */
1612             {"HD 4650", CARD_ATI_RADEON_HD4600},    /* Radeon RV730 */
1613             {"HD 4600", CARD_ATI_RADEON_HD4600},    /* Radeon RV730 */
1614             {"HD 4550", CARD_ATI_RADEON_HD4350},    /* Radeon RV710 */
1615             {"HD 4350", CARD_ATI_RADEON_HD4350},    /* Radeon RV710 */
1616             /* R600/R700 integrated */
1617             {"HD 3300", CARD_ATI_RADEON_HD3200},
1618             {"HD 3200", CARD_ATI_RADEON_HD3200},
1619             {"HD 3100", CARD_ATI_RADEON_HD3200},
1620             /* R600 */
1621             {"HD 3870", CARD_ATI_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1622             {"HD 3850", CARD_ATI_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1623             {"HD 2900", CARD_ATI_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1624             {"HD 3830", CARD_ATI_RADEON_HD2600},    /* China-only midend */
1625             {"HD 3690", CARD_ATI_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1626             {"HD 3650", CARD_ATI_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1627             {"HD 2600", CARD_ATI_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1628             {"HD 3470", CARD_ATI_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1629             {"HD 3450", CARD_ATI_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1630             {"HD 3430", CARD_ATI_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1631             {"HD 3400", CARD_ATI_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1632             {"HD 2400", CARD_ATI_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1633             {"HD 2350", CARD_ATI_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1634         };
1635
1636         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1637         {
1638             if (strstr(gl_renderer, cards[i].renderer))
1639                 return cards[i].id;
1640         }
1641
1642         /* Default for when no GPU has been found */
1643         return CARD_ATI_RADEON_HD3200;
1644     }
1645
1646     if (WINE_D3D8_CAPABLE(gl_info))
1647     {
1648         /* Radeon R5xx */
1649         if (strstr(gl_renderer, "X1600")
1650                 || strstr(gl_renderer, "X1650")
1651                 || strstr(gl_renderer, "X1800")
1652                 || strstr(gl_renderer, "X1900")
1653                 || strstr(gl_renderer, "X1950"))
1654         {
1655             return CARD_ATI_RADEON_X1600;
1656         }
1657
1658         /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1659          * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1660         if (strstr(gl_renderer, "X700")
1661                 || strstr(gl_renderer, "X800")
1662                 || strstr(gl_renderer, "X850")
1663                 || strstr(gl_renderer, "X1300")
1664                 || strstr(gl_renderer, "X1400")
1665                 || strstr(gl_renderer, "X1450")
1666                 || strstr(gl_renderer, "X1550")
1667                 || strstr(gl_renderer, "X2300")
1668                 || strstr(gl_renderer, "X2500")
1669                 || strstr(gl_renderer, "HD 2300")
1670                 )
1671         {
1672             return CARD_ATI_RADEON_X700;
1673         }
1674
1675         /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1676         if (strstr(gl_renderer, "Radeon Xpress"))
1677         {
1678             return CARD_ATI_RADEON_XPRESS_200M;
1679         }
1680
1681         /* Radeon R3xx */
1682         return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1683     }
1684
1685     if (WINE_D3D8_CAPABLE(gl_info))
1686     {
1687         return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1688     }
1689
1690     if (WINE_D3D7_CAPABLE(gl_info))
1691     {
1692         return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1693     }
1694
1695     return CARD_ATI_RAGE_128PRO;
1696 }
1697
1698 static enum wined3d_pci_device select_card_intel(const struct wined3d_gl_info *gl_info,
1699         const char *gl_renderer)
1700 {
1701     if (strstr(gl_renderer, "GM45")) return CARD_INTEL_GM45;
1702     if (strstr(gl_renderer, "X3100") || strstr(gl_renderer, "965GM"))
1703     {
1704         /* MacOS calls the card GMA X3100, otherwise known as GM965/GL960 */
1705         return CARD_INTEL_X3100;
1706     }
1707
1708     if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1709     {
1710         /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1711         return CARD_INTEL_I945GM;
1712     }
1713
1714     if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1715     if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1716     if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1717     if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1718     if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1719     return CARD_INTEL_I915G;
1720
1721 }
1722
1723 static enum wined3d_pci_device select_card_ati_mesa(const struct wined3d_gl_info *gl_info,
1724         const char *gl_renderer)
1725 {
1726     unsigned int i;
1727
1728     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1729      *
1730      * Beware: renderer string do not match exact card model,
1731      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1732     if (strstr(gl_renderer, "Gallium"))
1733     {
1734         /* 20101109 - These are never returned by current Gallium radeon
1735          * drivers: R700, RV790, R680, RV535, RV516, R410, RS485, RV360, RV351.
1736          *
1737          * These are returned but not handled: RC410, RV380. */
1738         static const struct
1739         {
1740             const char *renderer;
1741             enum wined3d_pci_device id;
1742         }
1743         cards[] =
1744         {
1745             /* Evergreen */
1746             {"HEMLOCK", CARD_ATI_RADEON_HD5900},
1747             {"CYPRESS", CARD_ATI_RADEON_HD5800},
1748             {"JUNIPER", CARD_ATI_RADEON_HD5700},
1749             {"REDWOOD", CARD_ATI_RADEON_HD5600},
1750             {"CEDAR",   CARD_ATI_RADEON_HD5400},
1751             /* R700 */
1752             {"R700",    CARD_ATI_RADEON_HD4800},    /* HD4800 - highend */
1753             {"RV790",   CARD_ATI_RADEON_HD4800},
1754             {"RV770",   CARD_ATI_RADEON_HD4800},
1755             {"RV740",   CARD_ATI_RADEON_HD4700},    /* HD4700 - midend */
1756             {"RV730",   CARD_ATI_RADEON_HD4600},    /* HD4600 - midend */
1757             {"RV710",   CARD_ATI_RADEON_HD4350},    /* HD4500/HD4350 - lowend */
1758             /* R600/R700 integrated */
1759             {"RS880",   CARD_ATI_RADEON_HD3200},
1760             {"RS780",   CARD_ATI_RADEON_HD3200},
1761             /* R600 */
1762             {"R680",    CARD_ATI_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1763             {"R600",    CARD_ATI_RADEON_HD2900},
1764             {"RV670",   CARD_ATI_RADEON_HD2900},
1765             {"RV635",   CARD_ATI_RADEON_HD2600},    /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1766             {"RV630",   CARD_ATI_RADEON_HD2600},
1767             {"RV620",   CARD_ATI_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1768             {"RV610",   CARD_ATI_RADEON_HD2350},
1769             /* R500 */
1770             {"R580",    CARD_ATI_RADEON_X1600},
1771             {"R520",    CARD_ATI_RADEON_X1600},
1772             {"RV570",   CARD_ATI_RADEON_X1600},
1773             {"RV560",   CARD_ATI_RADEON_X1600},
1774             {"RV535",   CARD_ATI_RADEON_X1600},
1775             {"RV530",   CARD_ATI_RADEON_X1600},
1776             {"RV516",   CARD_ATI_RADEON_X700},      /* X700 is actually R400. */
1777             {"RV515",   CARD_ATI_RADEON_X700},
1778             /* R400 */
1779             {"R481",    CARD_ATI_RADEON_X700},
1780             {"R480",    CARD_ATI_RADEON_X700},
1781             {"R430",    CARD_ATI_RADEON_X700},
1782             {"R423",    CARD_ATI_RADEON_X700},
1783             {"R420",    CARD_ATI_RADEON_X700},
1784             {"R410",    CARD_ATI_RADEON_X700},
1785             {"RV410",   CARD_ATI_RADEON_X700},
1786             /* Radeon Xpress - onboard, DX9b, Shader 2.0, 300-400MHz */
1787             {"RS740",   CARD_ATI_RADEON_XPRESS_200M},
1788             {"RS690",   CARD_ATI_RADEON_XPRESS_200M},
1789             {"RS600",   CARD_ATI_RADEON_XPRESS_200M},
1790             {"RS485",   CARD_ATI_RADEON_XPRESS_200M},
1791             {"RS482",   CARD_ATI_RADEON_XPRESS_200M},
1792             {"RS480",   CARD_ATI_RADEON_XPRESS_200M},
1793             {"RS400",   CARD_ATI_RADEON_XPRESS_200M},
1794             /* R300 */
1795             {"R360",    CARD_ATI_RADEON_9500},
1796             {"R350",    CARD_ATI_RADEON_9500},
1797             {"R300",    CARD_ATI_RADEON_9500},
1798             {"RV370",   CARD_ATI_RADEON_9500},
1799             {"RV360",   CARD_ATI_RADEON_9500},
1800             {"RV351",   CARD_ATI_RADEON_9500},
1801             {"RV350",   CARD_ATI_RADEON_9500},
1802         };
1803
1804         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1805         {
1806             if (strstr(gl_renderer, cards[i].renderer))
1807                 return cards[i].id;
1808         }
1809     }
1810
1811     if (WINE_D3D9_CAPABLE(gl_info))
1812     {
1813         static const struct
1814         {
1815             const char *renderer;
1816             enum wined3d_pci_device id;
1817         }
1818         cards[] =
1819         {
1820             /* R700 */
1821             {"(R700",   CARD_ATI_RADEON_HD4800},    /* HD4800 - highend */
1822             {"(RV790",  CARD_ATI_RADEON_HD4800},
1823             {"(RV770",  CARD_ATI_RADEON_HD4800},
1824             {"(RV740",  CARD_ATI_RADEON_HD4700},    /* HD4700 - midend */
1825             {"(RV730",  CARD_ATI_RADEON_HD4600},    /* HD4600 - midend */
1826             {"(RV710",  CARD_ATI_RADEON_HD4350},    /* HD4500/HD4350 - lowend */
1827             /* R600/R700 integrated */
1828             {"RS880",   CARD_ATI_RADEON_HD3200},
1829             {"RS780",   CARD_ATI_RADEON_HD3200},
1830             /* R600 */
1831             {"(R680",   CARD_ATI_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1832             {"(R600",   CARD_ATI_RADEON_HD2900},
1833             {"(RV670",  CARD_ATI_RADEON_HD2900},
1834             {"(RV635",  CARD_ATI_RADEON_HD2600},    /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1835             {"(RV630",  CARD_ATI_RADEON_HD2600},
1836             {"(RV620",  CARD_ATI_RADEON_HD2350},    /* HD2300/HD2400/HD3400 - lowend */
1837             {"(RV610",  CARD_ATI_RADEON_HD2350},
1838         };
1839
1840         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1841         {
1842             if (strstr(gl_renderer, cards[i].renderer))
1843                 return cards[i].id;
1844         }
1845     }
1846
1847     if (WINE_D3D8_CAPABLE(gl_info))
1848     {
1849         return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1850     }
1851
1852     if (WINE_D3D7_CAPABLE(gl_info))
1853     {
1854         return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1855     }
1856
1857     return CARD_ATI_RAGE_128PRO;
1858 }
1859
1860 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
1861         const char *gl_renderer)
1862 {
1863     FIXME_(d3d_caps)("Card selection not handled for Mesa Nouveau driver\n");
1864     if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1865     if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1866     if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1867     if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1868     return CARD_NVIDIA_RIVA_128;
1869 }
1870
1871
1872 struct vendor_card_selection
1873 {
1874     enum wined3d_gl_vendor gl_vendor;
1875     enum wined3d_pci_vendor card_vendor;
1876     const char *description;        /* Description of the card selector i.e. Apple OS/X Intel */
1877     enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer);
1878 };
1879
1880 static const struct vendor_card_selection vendor_card_select_table[] =
1881 {
1882     {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA,  "Nvidia binary driver",     select_card_nvidia_binary},
1883     {GL_VENDOR_APPLE,  HW_VENDOR_NVIDIA,  "Apple OSX NVidia binary driver",   select_card_nvidia_binary},
1884     {GL_VENDOR_APPLE,  HW_VENDOR_ATI,     "Apple OSX AMD/ATI binary driver",  select_card_ati_binary},
1885     {GL_VENDOR_APPLE,  HW_VENDOR_INTEL,   "Apple OSX Intel binary driver",    select_card_intel},
1886     {GL_VENDOR_FGLRX,  HW_VENDOR_ATI,     "AMD/ATI binary driver",    select_card_ati_binary},
1887     {GL_VENDOR_MESA,   HW_VENDOR_ATI,     "Mesa AMD/ATI driver",      select_card_ati_mesa},
1888     {GL_VENDOR_MESA,   HW_VENDOR_NVIDIA,  "Mesa Nouveau driver",      select_card_nvidia_mesa},
1889     {GL_VENDOR_MESA,   HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel},
1890     {GL_VENDOR_INTEL,  HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel}
1891 };
1892
1893
1894 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1895         enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor)
1896 {
1897     /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
1898      * different GPUs with roughly the same features. In most cases GPUs from a
1899      * certain family differ in clockspeeds, the amount of video memory and the
1900      * number of shader pipelines.
1901      *
1902      * A Direct3D device object contains the PCI id (vendor + device) of the
1903      * videocard which is used for rendering. Various applications use this
1904      * information to get a rough estimation of the features of the card and
1905      * some might use it for enabling 3d effects only on certain types of
1906      * videocards. In some cases games might even use it to work around bugs
1907      * which happen on certain videocards/driver combinations. The problem is
1908      * that OpenGL only exposes a rendering string containing the name of the
1909      * videocard and not the PCI id.
1910      *
1911      * Various games depend on the PCI id, so somehow we need to provide one.
1912      * A simple option is to parse the renderer string and translate this to
1913      * the right PCI id. This is a lot of work because there are more than 200
1914      * GPUs just for Nvidia. Various cards share the same renderer string, so
1915      * the amount of code might be 'small' but there are quite a number of
1916      * exceptions which would make this a pain to maintain. Another way would
1917      * be to query the PCI id from the operating system (assuming this is the
1918      * videocard which is used for rendering which is not always the case).
1919      * This would work but it is not very portable. Second it would not work
1920      * well in, let's say, a remote X situation in which the amount of 3d
1921      * features which can be used is limited.
1922      *
1923      * As said most games only use the PCI id to get an indication of the
1924      * capabilities of the card. It doesn't really matter if the given id is
1925      * the correct one if we return the id of a card with similar 3d features.
1926      *
1927      * The code below checks the OpenGL capabilities of a videocard and matches
1928      * that to a certain level of Direct3D functionality. Once a card passes
1929      * the Direct3D9 check, we know that the card (in case of Nvidia) is at
1930      * least a GeforceFX. To give a better estimate we do a basic check on the
1931      * renderer string but if that won't pass we return a default card. This
1932      * way is better than maintaining a full card database as even without a
1933      * full database we can return a card with similar features. Second the
1934      * size of the database can be made quite small because when you know what
1935      * type of 3d functionality a card has, you know to which GPU family the
1936      * GPU must belong. Because of this you only have to check a small part of
1937      * the renderer string to distinguishes between different models from that
1938      * family.
1939      *
1940      * The code also selects a default amount of video memory which we will
1941      * use for an estimation of the amount of free texture memory. In case of
1942      * real D3D the amount of texture memory includes video memory and system
1943      * memory (to be specific AGP memory or in case of PCIE TurboCache /
1944      * HyperMemory). We don't know how much system memory can be addressed by
1945      * the system but we can make a reasonable estimation about the amount of
1946      * video memory. If the value is slightly wrong it doesn't matter as we
1947      * didn't include AGP-like memory which makes the amount of addressable
1948      * memory higher and second OpenGL isn't that critical it moves to system
1949      * memory behind our backs if really needed. Note that the amount of video
1950      * memory can be overruled using a registry setting. */
1951
1952     int i;
1953
1954     for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
1955     {
1956         if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
1957             || (vendor_card_select_table[i].card_vendor != *card_vendor))
1958                 continue;
1959         TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
1960         return vendor_card_select_table[i].select_card(gl_info, gl_renderer);
1961     }
1962
1963     FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
1964                      *gl_vendor, *card_vendor);
1965
1966     /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1967      * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1968      * them a good generic choice. */
1969     *card_vendor = HW_VENDOR_NVIDIA;
1970     if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1971     if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1972     if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1973     if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1974     return CARD_NVIDIA_RIVA_128;
1975 }
1976
1977 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
1978 {
1979     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
1980     int vs_selected_mode, ps_selected_mode;
1981
1982     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
1983     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
1984             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
1985     else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
1986     else if (gl_info->supported[NV_REGISTER_COMBINERS]
1987             && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
1988     else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
1989     else return &ffp_fragment_pipeline;
1990 }
1991
1992 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
1993 {
1994     int vs_selected_mode, ps_selected_mode;
1995
1996     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
1997     if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
1998     if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
1999     return &none_shader_backend;
2000 }
2001
2002 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
2003 {
2004     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2005     int vs_selected_mode, ps_selected_mode;
2006
2007     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2008     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2009             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2010     else return &ffp_blit;
2011 }
2012
2013 static void load_gl_funcs(struct wined3d_gl_info *gl_info, DWORD gl_version)
2014 {
2015     DWORD ver;
2016
2017 #define USE_GL_FUNC(type, pfn, ext, replace) \
2018     if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2019     else if ((ver = ver_for_ext(ext)) && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2020     else gl_info->pfn = NULL;
2021
2022     GL_EXT_FUNCS_GEN;
2023 #undef USE_GL_FUNC
2024
2025 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2026     WGL_EXT_FUNCS_GEN;
2027 #undef USE_GL_FUNC
2028 }
2029
2030 /* Context activation is done by the caller. */
2031 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
2032 {
2033     struct wined3d_driver_info *driver_info = &adapter->driver_info;
2034     struct wined3d_gl_info *gl_info = &adapter->gl_info;
2035     const char *GL_Extensions    = NULL;
2036     const char *WGL_Extensions   = NULL;
2037     const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2038     struct fragment_caps fragment_caps;
2039     enum wined3d_gl_vendor gl_vendor;
2040     enum wined3d_pci_vendor card_vendor;
2041     enum wined3d_pci_device device;
2042     GLint       gl_max;
2043     GLfloat     gl_floatv[2];
2044     unsigned    i;
2045     HDC         hdc;
2046     DWORD gl_version;
2047     size_t len;
2048
2049     TRACE_(d3d_caps)("(%p)\n", gl_info);
2050
2051     ENTER_GL();
2052
2053     gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2054     TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2055     if (!gl_renderer_str)
2056     {
2057         LEAVE_GL();
2058         ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2059         return FALSE;
2060     }
2061
2062     gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2063     TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2064     if (!gl_vendor_str)
2065     {
2066         LEAVE_GL();
2067         ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2068         return FALSE;
2069     }
2070
2071     /* Parse the GL_VERSION field into major and minor information */
2072     gl_version_str = (const char *)glGetString(GL_VERSION);
2073     TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2074     if (!gl_version_str)
2075     {
2076         LEAVE_GL();
2077         ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2078         return FALSE;
2079     }
2080     gl_version = wined3d_parse_gl_version(gl_version_str);
2081
2082     /*
2083      * Initialize openGL extension related variables
2084      *  with Default values
2085      */
2086     memset(gl_info->supported, 0, sizeof(gl_info->supported));
2087     gl_info->limits.blends = 1;
2088     gl_info->limits.buffers = 1;
2089     gl_info->limits.textures = 1;
2090     gl_info->limits.fragment_samplers = 1;
2091     gl_info->limits.vertex_samplers = 0;
2092     gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2093     gl_info->limits.sampler_stages = 1;
2094     gl_info->limits.glsl_vs_float_constants = 0;
2095     gl_info->limits.glsl_ps_float_constants = 0;
2096     gl_info->limits.arb_vs_float_constants = 0;
2097     gl_info->limits.arb_vs_native_constants = 0;
2098     gl_info->limits.arb_vs_instructions = 0;
2099     gl_info->limits.arb_vs_temps = 0;
2100     gl_info->limits.arb_ps_float_constants = 0;
2101     gl_info->limits.arb_ps_local_constants = 0;
2102     gl_info->limits.arb_ps_instructions = 0;
2103     gl_info->limits.arb_ps_temps = 0;
2104
2105     /* Retrieve opengl defaults */
2106     glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2107     gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2108     TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2109
2110     glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2111     gl_info->limits.lights = gl_max;
2112     TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2113
2114     glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2115     gl_info->limits.texture_size = gl_max;
2116     TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2117
2118     glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2119     gl_info->limits.pointsize_min = gl_floatv[0];
2120     gl_info->limits.pointsize_max = gl_floatv[1];
2121     TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2122
2123     /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2124     GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2125     if (!GL_Extensions)
2126     {
2127         LEAVE_GL();
2128         ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2129         return FALSE;
2130     }
2131
2132     LEAVE_GL();
2133
2134     TRACE_(d3d_caps)("GL_Extensions reported:\n");
2135
2136     gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2137
2138     while (*GL_Extensions)
2139     {
2140         const char *start;
2141
2142         while (isspace(*GL_Extensions)) ++GL_Extensions;
2143         start = GL_Extensions;
2144         while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2145
2146         len = GL_Extensions - start;
2147         if (!len) continue;
2148
2149         TRACE_(d3d_caps)("- %s\n", debugstr_an(start, len));
2150
2151         for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2152         {
2153             if (len == strlen(EXTENSION_MAP[i].extension_string)
2154                     && !memcmp(start, EXTENSION_MAP[i].extension_string, len))
2155             {
2156                 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2157                 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2158                 break;
2159             }
2160         }
2161     }
2162
2163     /* Now work out what GL support this card really has */
2164     load_gl_funcs( gl_info, gl_version );
2165
2166     ENTER_GL();
2167
2168     /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2169      * loading the functions, otherwise the code above will load the extension entry points instead of the
2170      * core functions, which may not work. */
2171     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2172     {
2173         if (!gl_info->supported[EXTENSION_MAP[i].extension]
2174                 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2175         {
2176             TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2177             gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2178         }
2179     }
2180
2181     if (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
2182
2183     if (gl_info->supported[APPLE_FENCE])
2184     {
2185         /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2186          * The apple extension interacts with some other apple exts. Disable the NV
2187          * extension if the apple one is support to prevent confusion in other parts
2188          * of the code. */
2189         gl_info->supported[NV_FENCE] = FALSE;
2190     }
2191     if (gl_info->supported[APPLE_FLOAT_PIXELS])
2192     {
2193         /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2194          *
2195          * The enums are the same:
2196          * GL_RGBA16F_ARB     = GL_RGBA_FLOAT16_APPLE = 0x881A
2197          * GL_RGB16F_ARB      = GL_RGB_FLOAT16_APPLE  = 0x881B
2198          * GL_RGBA32F_ARB     = GL_RGBA_FLOAT32_APPLE = 0x8814
2199          * GL_RGB32F_ARB      = GL_RGB_FLOAT32_APPLE  = 0x8815
2200          * GL_HALF_FLOAT_ARB  = GL_HALF_APPLE         = 0x140B
2201          */
2202         if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2203         {
2204             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2205             gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2206         }
2207         if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2208         {
2209             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2210             gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2211         }
2212     }
2213     if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2214     {
2215         /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2216          * functionality. Prefer the ARB extension */
2217         gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2218     }
2219     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2220     {
2221         TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2222         gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2223     }
2224     if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2225     {
2226         TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2227         gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2228     }
2229     if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2230     {
2231         TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2232         gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2233     }
2234     if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
2235     {
2236         TRACE_(d3d_caps)(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
2237         gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
2238     }
2239     if (gl_info->supported[NV_TEXTURE_SHADER2])
2240     {
2241         if (gl_info->supported[NV_REGISTER_COMBINERS])
2242         {
2243             /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2244              * are supported. The nv extensions provide the same functionality as the
2245              * ATI one, and a bit more(signed pixelformats). */
2246             gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2247         }
2248     }
2249
2250     if (gl_info->supported[NV_REGISTER_COMBINERS])
2251     {
2252         glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2253         gl_info->limits.general_combiners = gl_max;
2254         TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2255     }
2256     if (gl_info->supported[ARB_DRAW_BUFFERS])
2257     {
2258         glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2259         gl_info->limits.buffers = gl_max;
2260         TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2261     }
2262     if (gl_info->supported[ARB_MULTITEXTURE])
2263     {
2264         glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2265         gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2266         TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2267
2268         if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2269         {
2270             GLint tmp;
2271             glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2272             gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2273         }
2274         else
2275         {
2276             gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2277         }
2278         TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2279
2280         if (gl_info->supported[ARB_VERTEX_SHADER])
2281         {
2282             GLint tmp;
2283             glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2284             gl_info->limits.vertex_samplers = tmp;
2285             glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2286             gl_info->limits.combined_samplers = tmp;
2287
2288             /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2289              * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2290              * an issue because then the sampler setup only depends on the two shaders. If a pixel
2291              * shader is used with fixed function vertex processing we're fine too because fixed function
2292              * vertex processing doesn't use any samplers. If fixed function fragment processing is
2293              * used we have to make sure that all vertex sampler setups are valid together with all
2294              * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2295              * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2296              * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2297              * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2298              * a fixed function pipeline anymore.
2299              *
2300              * So this is just a check to check that our assumption holds true. If not, write a warning
2301              * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2302             if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2303                     && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2304             {
2305                 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2306                         gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2307                 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2308                 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2309                     gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2310                 else
2311                     gl_info->limits.vertex_samplers = 0;
2312             }
2313         }
2314         else
2315         {
2316             gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2317         }
2318         TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2319         TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2320     }
2321     if (gl_info->supported[ARB_VERTEX_BLEND])
2322     {
2323         glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2324         gl_info->limits.blends = gl_max;
2325         TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2326     }
2327     if (gl_info->supported[EXT_TEXTURE3D])
2328     {
2329         glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2330         gl_info->limits.texture3d_size = gl_max;
2331         TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2332     }
2333     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2334     {
2335         glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2336         gl_info->limits.anisotropy = gl_max;
2337         TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2338     }
2339     if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2340     {
2341         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2342         gl_info->limits.arb_ps_float_constants = gl_max;
2343         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2344         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2345         gl_info->limits.arb_ps_native_constants = gl_max;
2346         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2347                 gl_info->limits.arb_ps_native_constants);
2348         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2349         gl_info->limits.arb_ps_temps = gl_max;
2350         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2351         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2352         gl_info->limits.arb_ps_instructions = gl_max;
2353         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2354         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2355         gl_info->limits.arb_ps_local_constants = gl_max;
2356         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2357     }
2358     if (gl_info->supported[ARB_VERTEX_PROGRAM])
2359     {
2360         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2361         gl_info->limits.arb_vs_float_constants = gl_max;
2362         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2363         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2364         gl_info->limits.arb_vs_native_constants = gl_max;
2365         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2366                 gl_info->limits.arb_vs_native_constants);
2367         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2368         gl_info->limits.arb_vs_temps = gl_max;
2369         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2370         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2371         gl_info->limits.arb_vs_instructions = gl_max;
2372         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2373
2374         if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2375     }
2376     if (gl_info->supported[ARB_VERTEX_SHADER])
2377     {
2378         glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2379         gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2380         TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2381     }
2382     if (gl_info->supported[ARB_FRAGMENT_SHADER])
2383     {
2384         glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2385         gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2386         TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2387         glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2388         gl_info->limits.glsl_varyings = gl_max;
2389         TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2390     }
2391     if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2392     {
2393         const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2394         unsigned int major, minor;
2395
2396         TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2397
2398         /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2399         sscanf(str, "%u.%u", &major, &minor);
2400         gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2401     }
2402     if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2403     {
2404         glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2405     }
2406     else
2407     {
2408         gl_info->limits.shininess = 128.0f;
2409     }
2410     if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2411     {
2412         /* If we have full NP2 texture support, disable
2413          * GL_ARB_texture_rectangle because we will never use it.
2414          * This saves a few redundant glDisable calls. */
2415         gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2416     }
2417     if (gl_info->supported[ATI_FRAGMENT_SHADER])
2418     {
2419         /* Disable NV_register_combiners and fragment shader if this is supported.
2420          * generally the NV extensions are preferred over the ATI ones, and this
2421          * extension is disabled if register_combiners and texture_shader2 are both
2422          * supported. So we reach this place only if we have incomplete NV dxlevel 8
2423          * fragment processing support. */
2424         gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2425         gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2426         gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2427         gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2428     }
2429     if (gl_info->supported[NV_HALF_FLOAT])
2430     {
2431         /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2432         gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2433     }
2434     if (gl_info->supported[ARB_POINT_SPRITE])
2435     {
2436         gl_info->limits.point_sprite_units = gl_info->limits.textures;
2437     }
2438     else
2439     {
2440         gl_info->limits.point_sprite_units = 0;
2441     }
2442     checkGLcall("extension detection");
2443
2444     LEAVE_GL();
2445
2446     adapter->fragment_pipe = select_fragment_implementation(adapter);
2447     adapter->shader_backend = select_shader_backend(adapter);
2448     adapter->blitter = select_blit_implementation(adapter);
2449
2450     adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2451     gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2452     TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2453
2454     /* In some cases the number of texture stages can be larger than the number
2455      * of samplers. The GF4 for example can use only 2 samplers (no fragment
2456      * shaders), but 8 texture stages (register combiners). */
2457     gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2458
2459     if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2460     {
2461         gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2462         gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2463         gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2464         gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2465         gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2466         gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2467         gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2468         gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2469         gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2470         gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2471         gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2472         gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2473         gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2474         gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2475         gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2476         gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2477         gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2478         gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2479         gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2480     }
2481     else
2482     {
2483         if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2484         {
2485             gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2486             gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2487             gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2488             gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2489             gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2490             gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2491             gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2492             gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2493             gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2494             gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2495             gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2496             gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2497             gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2498             gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2499             gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2500             gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2501             gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2502         }
2503         else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2504         {
2505             WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2506             wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2507         }
2508         if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2509         {
2510             gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2511         }
2512         if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2513         {
2514             gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2515         }
2516     }
2517
2518     /* MRTs are currently only supported when FBOs are used. */
2519     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2520     {
2521         gl_info->limits.buffers = 1;
2522     }
2523
2524     gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2525     card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2526     TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2527
2528     device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor);
2529     TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2530
2531     gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2532     gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2533             gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2534     gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2535     gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2536             gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2537     gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2538             gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2539
2540     /* Make sure there's an active HDC else the WGL extensions will fail */
2541     hdc = pwglGetCurrentDC();
2542     if (hdc) {
2543         /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2544         if(GL_EXTCALL(wglGetExtensionsStringARB))
2545             WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2546
2547         if (!WGL_Extensions)
2548         {
2549             ERR("   WGL_Extensions returns NULL\n");
2550         }
2551         else
2552         {
2553             TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2554             while (*WGL_Extensions)
2555             {
2556                 const char *Start;
2557                 char ThisExtn[256];
2558
2559                 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2560                 Start = WGL_Extensions;
2561                 while (!isspace(*WGL_Extensions) && *WGL_Extensions) ++WGL_Extensions;
2562
2563                 len = WGL_Extensions - Start;
2564                 if (!len || len >= sizeof(ThisExtn))
2565                     continue;
2566
2567                 memcpy(ThisExtn, Start, len);
2568                 ThisExtn[len] = '\0';
2569                 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2570
2571                 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2572                     gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2573                     TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2574                 }
2575                 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2576                     gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2577                     TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2578                 }
2579             }
2580         }
2581     }
2582
2583     fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2584     init_driver_info(driver_info, card_vendor, device);
2585     add_gl_compat_wrappers(gl_info);
2586
2587     return TRUE;
2588 }
2589
2590 /**********************************************************
2591  * IWineD3D implementation follows
2592  **********************************************************/
2593
2594 static UINT     WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2595     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2596
2597     TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2598
2599     return This->adapter_count;
2600 }
2601
2602 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void *init_function)
2603 {
2604     FIXME("iface %p, init_function %p stub!\n", iface, init_function);
2605
2606     return WINED3D_OK;
2607 }
2608
2609 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2610     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2611
2612     TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2613
2614     if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2615         return NULL;
2616     }
2617
2618     return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2619 }
2620
2621 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2622      of the same bpp but different resolutions                                  */
2623
2624 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2625 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, enum wined3d_format_id format_id)
2626 {
2627     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2628
2629     TRACE_(d3d_caps)("iface %p, adapter %u, format_id: %s.\n", iface, Adapter, debug_d3dformat(format_id));
2630
2631     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2632         return 0;
2633     }
2634
2635     /* TODO: Store modes per adapter and read it from the adapter structure */
2636     if (Adapter == 0)
2637     {
2638         const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2639         UINT format_bits = format->byte_count * CHAR_BIT;
2640         unsigned int i = 0;
2641         unsigned int j = 0;
2642         DEVMODEW mode;
2643
2644         memset(&mode, 0, sizeof(mode));
2645         mode.dmSize = sizeof(mode);
2646
2647         while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2648         {
2649             ++j;
2650
2651             if (format_id == WINED3DFMT_UNKNOWN)
2652             {
2653                 /* This is for D3D8, do not enumerate P8 here */
2654                 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2655             }
2656             else if (mode.dmBitsPerPel == format_bits)
2657             {
2658                 ++i;
2659             }
2660         }
2661
2662         TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2663         return i;
2664     } else {
2665         FIXME_(d3d_caps)("Adapter not primary display\n");
2666     }
2667     return 0;
2668 }
2669
2670 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2671 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter,
2672         enum wined3d_format_id format_id, UINT Mode, WINED3DDISPLAYMODE *pMode)
2673 {
2674     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2675
2676     TRACE_(d3d_caps)("iface %p, adapter_idx %u, format %s, mode_idx %u, mode %p.\n",
2677             iface, Adapter, debug_d3dformat(format_id), Mode, pMode);
2678
2679     /* Validate the parameters as much as possible */
2680     if (!pMode || Adapter >= IWineD3DImpl_GetAdapterCount(iface)
2681             || Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, format_id))
2682     {
2683         return WINED3DERR_INVALIDCALL;
2684     }
2685
2686     /* TODO: Store modes per adapter and read it from the adapter structure */
2687     if (Adapter == 0)
2688     {
2689         const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2690         UINT format_bits = format->byte_count * CHAR_BIT;
2691         DEVMODEW DevModeW;
2692         int ModeIdx = 0;
2693         UINT i = 0;
2694         int j = 0;
2695
2696         ZeroMemory(&DevModeW, sizeof(DevModeW));
2697         DevModeW.dmSize = sizeof(DevModeW);
2698
2699         /* If we are filtering to a specific format (D3D9), then need to skip
2700            all unrelated modes, but if mode is irrelevant (D3D8), then we can
2701            just count through the ones with valid bit depths */
2702         while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2703         {
2704             if (format_id == WINED3DFMT_UNKNOWN)
2705             {
2706                 /* This is for D3D8, do not enumerate P8 here */
2707                 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2708             }
2709             else if (DevModeW.dmBitsPerPel == format_bits)
2710             {
2711                 ++i;
2712             }
2713         }
2714
2715         if (!i)
2716         {
2717             TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", format_id, debug_d3dformat(format_id));
2718             return WINED3DERR_INVALIDCALL;
2719         }
2720         ModeIdx = j - 1;
2721
2722         /* Now get the display mode via the calculated index */
2723         if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2724             pMode->Width        = DevModeW.dmPelsWidth;
2725             pMode->Height       = DevModeW.dmPelsHeight;
2726             pMode->RefreshRate  = DEFAULT_REFRESH_RATE;
2727             if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2728                 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2729
2730             if (format_id == WINED3DFMT_UNKNOWN)
2731                 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2732             else
2733                 pMode->Format = format_id;
2734         }
2735         else
2736         {
2737             TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2738             return WINED3DERR_INVALIDCALL;
2739         }
2740
2741         TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2742                 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2743                 DevModeW.dmBitsPerPel);
2744
2745     }
2746     else
2747     {
2748         FIXME_(d3d_caps)("Adapter not primary display\n");
2749     }
2750
2751     return WINED3D_OK;
2752 }
2753
2754 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE *pMode)
2755 {
2756     TRACE("iface %p, adapter_idx %u, display_mode %p.\n", iface, Adapter, pMode);
2757
2758     if (!pMode || Adapter >= IWineD3D_GetAdapterCount(iface))
2759         return WINED3DERR_INVALIDCALL;
2760
2761     if (Adapter == 0) { /* Display */
2762         int bpp = 0;
2763         DEVMODEW DevModeW;
2764
2765         ZeroMemory(&DevModeW, sizeof(DevModeW));
2766         DevModeW.dmSize = sizeof(DevModeW);
2767
2768         EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2769         pMode->Width        = DevModeW.dmPelsWidth;
2770         pMode->Height       = DevModeW.dmPelsHeight;
2771         bpp                 = DevModeW.dmBitsPerPel;
2772         pMode->RefreshRate  = DEFAULT_REFRESH_RATE;
2773         if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2774         {
2775             pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2776         }
2777
2778         pMode->Format = pixelformat_for_depth(bpp);
2779     } else {
2780         FIXME_(d3d_caps)("Adapter not primary display\n");
2781     }
2782
2783     TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2784           pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2785     return WINED3D_OK;
2786 }
2787
2788 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2789    and fields being inserted in the middle, a new structure is used in place    */
2790 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface,
2791         UINT Adapter, DWORD flags, WINED3DADAPTER_IDENTIFIER *pIdentifier)
2792 {
2793     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2794     struct wined3d_adapter *adapter;
2795     size_t len;
2796
2797     TRACE_(d3d_caps)("(%p}->(Adapter: %d, flags: %x, pId=%p)\n", This, Adapter, flags, pIdentifier);
2798
2799     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2800         return WINED3DERR_INVALIDCALL;
2801     }
2802
2803     adapter = &This->adapters[Adapter];
2804
2805     /* Return the information requested */
2806     TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2807
2808     if (pIdentifier->driver_size)
2809     {
2810         const char *name = adapter->driver_info.name;
2811         len = min(strlen(name), pIdentifier->driver_size - 1);
2812         memcpy(pIdentifier->driver, name, len);
2813         pIdentifier->driver[len] = '\0';
2814     }
2815
2816     if (pIdentifier->description_size)
2817     {
2818         const char *description = adapter->driver_info.description;
2819         len = min(strlen(description), pIdentifier->description_size - 1);
2820         memcpy(pIdentifier->description, description, len);
2821         pIdentifier->description[len] = '\0';
2822     }
2823
2824     /* Note that d3d8 doesn't supply a device name. */
2825     if (pIdentifier->device_name_size)
2826     {
2827         static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2828
2829         len = strlen(device_name);
2830         if (len >= pIdentifier->device_name_size)
2831         {
2832             ERR("Device name size too small.\n");
2833             return WINED3DERR_INVALIDCALL;
2834         }
2835
2836         memcpy(pIdentifier->device_name, device_name, len);
2837         pIdentifier->device_name[len] = '\0';
2838     }
2839
2840     pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
2841     pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
2842     pIdentifier->vendor_id = adapter->driver_info.vendor;
2843     pIdentifier->device_id = adapter->driver_info.device;
2844     pIdentifier->subsystem_id = 0;
2845     pIdentifier->revision = 0;
2846     memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
2847     pIdentifier->whql_level = (flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2848     memcpy(&pIdentifier->adapter_luid, &adapter->luid, sizeof(pIdentifier->adapter_luid));
2849     pIdentifier->video_memory = adapter->TextureRam;
2850
2851     return WINED3D_OK;
2852 }
2853
2854 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
2855         const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
2856 {
2857     short redSize, greenSize, blueSize, alphaSize, colorBits;
2858
2859     if(!cfg)
2860         return FALSE;
2861
2862     /* Float formats need FBOs. If FBOs are used this function isn't called */
2863     if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2864
2865     if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
2866         if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2867         {
2868             ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
2869             return FALSE;
2870         }
2871
2872         if(cfg->redSize < redSize)
2873             return FALSE;
2874
2875         if(cfg->greenSize < greenSize)
2876             return FALSE;
2877
2878         if(cfg->blueSize < blueSize)
2879             return FALSE;
2880
2881         if(cfg->alphaSize < alphaSize)
2882             return FALSE;
2883
2884         return TRUE;
2885     }
2886
2887     /* Probably a RGBA_float or color index mode */
2888     return FALSE;
2889 }
2890
2891 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
2892         const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
2893 {
2894     short depthSize, stencilSize;
2895     BOOL lockable = FALSE;
2896
2897     if(!cfg)
2898         return FALSE;
2899
2900     if (!getDepthStencilBits(format, &depthSize, &stencilSize))
2901     {
2902         ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
2903         return FALSE;
2904     }
2905
2906     /* Float formats need FBOs. If FBOs are used this function isn't called */
2907     if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2908
2909     if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
2910         lockable = TRUE;
2911
2912     /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
2913      * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
2914      * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
2915     if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
2916         return FALSE;
2917
2918     /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
2919      * allow more stencil bits than requested. */
2920     if(cfg->stencilSize < stencilSize)
2921         return FALSE;
2922
2923     return TRUE;
2924 }
2925
2926 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface,
2927         UINT Adapter, WINED3DDEVTYPE DeviceType, enum wined3d_format_id AdapterFormat,
2928         enum wined3d_format_id RenderTargetFormat, enum wined3d_format_id DepthStencilFormat)
2929 {
2930     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2931     int nCfgs;
2932     const WineD3D_PixelFormat *cfgs;
2933     const struct wined3d_adapter *adapter;
2934     const struct wined3d_format *rt_format;
2935     const struct wined3d_format *ds_format;
2936     int it;
2937
2938     WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
2939            This, Adapter,
2940            DeviceType, debug_d3ddevicetype(DeviceType),
2941            AdapterFormat, debug_d3dformat(AdapterFormat),
2942            RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
2943            DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
2944
2945     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2946         TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
2947         return WINED3DERR_INVALIDCALL;
2948     }
2949
2950     adapter = &This->adapters[Adapter];
2951     rt_format = wined3d_get_format(&adapter->gl_info, RenderTargetFormat);
2952     ds_format = wined3d_get_format(&adapter->gl_info, DepthStencilFormat);
2953     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2954     {
2955         if ((rt_format->flags & WINED3DFMT_FLAG_RENDERTARGET)
2956                 && (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
2957         {
2958             TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
2959             return WINED3D_OK;
2960         }
2961     }
2962     else
2963     {
2964         cfgs = adapter->cfgs;
2965         nCfgs = adapter->nCfgs;
2966         for (it = 0; it < nCfgs; ++it)
2967         {
2968             if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format))
2969             {
2970                 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format))
2971                 {
2972                     TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
2973                     return WINED3D_OK;
2974                 }
2975             }
2976         }
2977     }
2978     WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
2979
2980     return WINED3DERR_NOTAVAILABLE;
2981 }
2982
2983 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter,
2984         WINED3DDEVTYPE DeviceType, enum wined3d_format_id SurfaceFormat, BOOL Windowed,
2985         WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
2986 {
2987     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2988     const struct wined3d_adapter *adapter;
2989     const struct wined3d_format *format;
2990
2991     TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
2992           This,
2993           Adapter,
2994           DeviceType, debug_d3ddevicetype(DeviceType),
2995           SurfaceFormat, debug_d3dformat(SurfaceFormat),
2996           Windowed,
2997           MultiSampleType,
2998           pQualityLevels);
2999
3000     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3001         return WINED3DERR_INVALIDCALL;
3002     }
3003
3004     /* TODO: handle Windowed, add more quality levels */
3005
3006     if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
3007         if(pQualityLevels) *pQualityLevels = 1;
3008         return WINED3D_OK;
3009     }
3010
3011     /* By default multisampling is disabled right now as it causes issues
3012      * on some Nvidia driver versions and it doesn't work well in combination
3013      * with FBOs yet. */
3014     if(!wined3d_settings.allow_multisampling)
3015         return WINED3DERR_NOTAVAILABLE;
3016
3017     adapter = &This->adapters[Adapter];
3018     format = wined3d_get_format(&adapter->gl_info, SurfaceFormat);
3019     if (!format) return WINED3DERR_INVALIDCALL;
3020
3021     if (format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
3022     {
3023         int i, nCfgs;
3024         const WineD3D_PixelFormat *cfgs;
3025
3026         cfgs = adapter->cfgs;
3027         nCfgs = adapter->nCfgs;
3028         for(i=0; i<nCfgs; i++) {
3029             if(cfgs[i].numSamples != MultiSampleType)
3030                 continue;
3031
3032             if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], format))
3033                 continue;
3034
3035             TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3036
3037             if(pQualityLevels)
3038                 *pQualityLevels = 1; /* Guess at a value! */
3039             return WINED3D_OK;
3040         }
3041     }
3042     else if (format->flags & WINED3DFMT_FLAG_RENDERTARGET)
3043     {
3044         short redSize, greenSize, blueSize, alphaSize, colorBits;
3045         int i, nCfgs;
3046         const WineD3D_PixelFormat *cfgs;
3047
3048         if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3049         {
3050             ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
3051             return WINED3DERR_NOTAVAILABLE;
3052         }
3053
3054         cfgs = adapter->cfgs;
3055         nCfgs = adapter->nCfgs;
3056         for(i=0; i<nCfgs; i++) {
3057             if(cfgs[i].numSamples != MultiSampleType)
3058                 continue;
3059             if(cfgs[i].redSize != redSize)
3060                 continue;
3061             if(cfgs[i].greenSize != greenSize)
3062                 continue;
3063             if(cfgs[i].blueSize != blueSize)
3064                 continue;
3065             /* Not all drivers report alpha-less formats since they use 32-bit anyway, so accept alpha even if we didn't ask for it. */
3066             if(alphaSize && cfgs[i].alphaSize != alphaSize)
3067                 continue;
3068             if (cfgs[i].colorSize != (format->byte_count << 3))
3069                 continue;
3070
3071             TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3072
3073             if(pQualityLevels)
3074                 *pQualityLevels = 1; /* Guess at a value! */
3075             return WINED3D_OK;
3076         }
3077     }
3078     return WINED3DERR_NOTAVAILABLE;
3079 }
3080
3081 /* Check if we support bumpmapping for a format */
3082 static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3083 {
3084     /* Ask the fixed function pipeline implementation if it can deal
3085      * with the conversion. If we've got a GL extension giving native
3086      * support this will be an identity conversion. */
3087     return (format->flags & WINED3DFMT_FLAG_BUMPMAP)
3088             && adapter->fragment_pipe->color_fixup_supported(format->color_fixup);
3089 }
3090
3091 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3092 static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
3093         const struct wined3d_format *display_format, const struct wined3d_format *ds_format)
3094 {
3095     int it=0;
3096
3097     /* Only allow depth/stencil formats */
3098     if (!(ds_format->depth_size || ds_format->stencil_size)) return FALSE;
3099
3100     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3101     {
3102         /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3103         if (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3104     }
3105     else
3106     {
3107         /* Walk through all WGL pixel formats to find a match */
3108         for (it = 0; it < adapter->nCfgs; ++it)
3109         {
3110             WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
3111             if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format))
3112             {
3113                 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format))
3114                 {
3115                     return TRUE;
3116                 }
3117             }
3118         }
3119     }
3120
3121     return FALSE;
3122 }
3123
3124 static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3125 {
3126     /* The flags entry of a format contains the filtering capability */
3127     if (format->flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3128
3129     return FALSE;
3130 }
3131
3132 /* Check the render target capabilities of a format */
3133 static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
3134         const struct wined3d_format *adapter_format, const struct wined3d_format *check_format)
3135 {
3136     /* Filter out non-RT formats */
3137     if (!(check_format->flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3138     if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
3139     {
3140         WineD3D_PixelFormat *cfgs = adapter->cfgs;
3141         int it;
3142         short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3143         short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3144
3145         getColorBits(adapter_format, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3146         getColorBits(check_format, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3147
3148         /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3149          * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3150         if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3151             TRACE_(d3d_caps)("[FAILED]\n");
3152             return FALSE;
3153         }
3154
3155         /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3156          * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3157         for (it = 0; it < adapter->nCfgs; ++it)
3158         {
3159             if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3160                     &cfgs[it], check_format))
3161             {
3162                 TRACE_(d3d_caps)("Pixel format %d is compatible with format %s.\n",
3163                         cfgs[it].iPixelFormat, debug_d3dformat(check_format->id));
3164                 return TRUE;
3165             }
3166         }
3167     }
3168     else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3169     {
3170         /* For now return TRUE for FBOs until we have some proper checks.
3171          * Note that this function will only be called when the format is around for texturing. */
3172         return TRUE;
3173     }
3174     return FALSE;
3175 }
3176
3177 static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3178 {
3179     return adapter->gl_info.supported[EXT_TEXTURE_SRGB] && (format->flags & WINED3DFMT_FLAG_SRGB_READ);
3180 }
3181
3182 static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3183 {
3184     /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3185      * doing the color fixup in shaders.
3186      * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3187     if (format->flags & WINED3DFMT_FLAG_SRGB_WRITE)
3188     {
3189         int vs_selected_mode;
3190         int ps_selected_mode;
3191         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3192
3193         if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3194             TRACE_(d3d_caps)("[OK]\n");
3195             return TRUE;
3196         }
3197     }
3198
3199     TRACE_(d3d_caps)("[FAILED] - sRGB writes not supported by format %s.\n", debug_d3dformat(format->id));
3200     return FALSE;
3201 }
3202
3203 /* Check if a format support blending in combination with pixel shaders */
3204 static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
3205         const struct wined3d_format *format)
3206 {
3207     /* The flags entry of a format contains the post pixel shader blending capability */
3208     if (format->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3209
3210     return FALSE;
3211 }
3212
3213 static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3214 {
3215     /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3216      * but we have to report mipmapping so we cannot reject this flag. Tests show that
3217      * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3218      * that wrapping is supported. The lack of filtering will sort out the mipmapping
3219      * capability anyway.
3220      *
3221      * For now lets report this on all formats, but in the future we may want to
3222      * restrict it to some should games need that
3223      */
3224     return TRUE;
3225 }
3226
3227 /* Check if a texture format is supported on the given adapter */
3228 static BOOL CheckTextureCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3229 {
3230     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3231
3232     switch (format->id)
3233     {
3234         /*****
3235          *  supported: RGB(A) formats
3236          */
3237         case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3238         case WINED3DFMT_B8G8R8A8_UNORM:
3239         case WINED3DFMT_B8G8R8X8_UNORM:
3240         case WINED3DFMT_B5G6R5_UNORM:
3241         case WINED3DFMT_B5G5R5X1_UNORM:
3242         case WINED3DFMT_B5G5R5A1_UNORM:
3243         case WINED3DFMT_B4G4R4A4_UNORM:
3244         case WINED3DFMT_A8_UNORM:
3245         case WINED3DFMT_B4G4R4X4_UNORM:
3246         case WINED3DFMT_R8G8B8A8_UNORM:
3247         case WINED3DFMT_R8G8B8X8_UNORM:
3248         case WINED3DFMT_B10G10R10A2_UNORM:
3249         case WINED3DFMT_R10G10B10A2_UNORM:
3250         case WINED3DFMT_R16G16_UNORM:
3251             TRACE_(d3d_caps)("[OK]\n");
3252             return TRUE;
3253
3254         case WINED3DFMT_B2G3R3_UNORM:
3255             TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3256             return FALSE;
3257
3258         /*****
3259          *  Not supported: Palettized
3260          *  Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3261          *  Since it is not widely available, don't offer it. Further no Windows driver offers
3262          *  WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3263          */
3264         case WINED3DFMT_P8_UINT:
3265         case WINED3DFMT_P8_UINT_A8_UNORM:
3266             return FALSE;
3267
3268         /*****
3269          *  Supported: (Alpha)-Luminance
3270          */
3271         case WINED3DFMT_L8_UNORM:
3272         case WINED3DFMT_L8A8_UNORM:
3273         case WINED3DFMT_L16_UNORM:
3274             TRACE_(d3d_caps)("[OK]\n");
3275             return TRUE;
3276
3277         /* Not supported on Windows, thus disabled */
3278         case WINED3DFMT_L4A4_UNORM:
3279             TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3280             return FALSE;
3281
3282         /*****
3283          *  Supported: Depth/Stencil formats
3284          */
3285         case WINED3DFMT_D16_LOCKABLE:
3286         case WINED3DFMT_D16_UNORM:
3287         case WINED3DFMT_S1_UINT_D15_UNORM:
3288         case WINED3DFMT_X8D24_UNORM:
3289         case WINED3DFMT_S4X4_UINT_D24_UNORM:
3290         case WINED3DFMT_D24_UNORM_S8_UINT:
3291         case WINED3DFMT_S8_UINT_D24_FLOAT:
3292         case WINED3DFMT_D32_UNORM:
3293         case WINED3DFMT_D32_FLOAT:
3294             return TRUE;
3295
3296         case WINED3DFMT_INTZ:
3297             if (gl_info->supported[EXT_PACKED_DEPTH_STENCIL]
3298                     || gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3299                 return TRUE;
3300             return FALSE;
3301
3302         /*****
3303          *  Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3304          *  GL_NV_texture_shader). Emulated by shaders
3305          */
3306         case WINED3DFMT_R8G8_SNORM:
3307         case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3308         case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3309         case WINED3DFMT_R8G8B8A8_SNORM:
3310         case WINED3DFMT_R16G16_SNORM:
3311             /* Ask the shader backend if it can deal with the conversion. If
3312              * we've got a GL extension giving native support this will be an
3313              * identity conversion. */
3314             if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup))
3315             {
3316                 TRACE_(d3d_caps)("[OK]\n");
3317                 return TRUE;
3318             }
3319             TRACE_(d3d_caps)("[FAILED]\n");
3320             return FALSE;
3321
3322         case WINED3DFMT_DXT1:
3323         case WINED3DFMT_DXT2:
3324         case WINED3DFMT_DXT3:
3325         case WINED3DFMT_DXT4:
3326         case WINED3DFMT_DXT5:
3327             if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3328             {
3329                 TRACE_(d3d_caps)("[OK]\n");
3330                 return TRUE;
3331             }
3332             TRACE_(d3d_caps)("[FAILED]\n");
3333             return FALSE;
3334
3335
3336         /*****
3337          *  Odd formats - not supported
3338          */
3339         case WINED3DFMT_VERTEXDATA:
3340         case WINED3DFMT_R16_UINT:
3341         case WINED3DFMT_R32_UINT:
3342         case WINED3DFMT_R16G16B16A16_SNORM:
3343         case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3344         case WINED3DFMT_R10G11B11_SNORM:
3345             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3346             return FALSE;
3347
3348         /*****
3349          *  WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3350          */
3351         case WINED3DFMT_R8G8_SNORM_Cx:
3352             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3353             return FALSE;
3354
3355         /* YUV formats */
3356         case WINED3DFMT_UYVY:
3357         case WINED3DFMT_YUY2:
3358             if (gl_info->supported[APPLE_YCBCR_422])
3359             {
3360                 TRACE_(d3d_caps)("[OK]\n");
3361                 return TRUE;
3362             }
3363             TRACE_(d3d_caps)("[FAILED]\n");
3364             return FALSE;
3365         case WINED3DFMT_YV12:
3366             TRACE_(d3d_caps)("[FAILED]\n");
3367             return FALSE;
3368
3369             /* Not supported */
3370         case WINED3DFMT_R16G16B16A16_UNORM:
3371         case WINED3DFMT_B2G3R3A8_UNORM:
3372             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3373             return FALSE;
3374
3375             /* Floating point formats */
3376         case WINED3DFMT_R16_FLOAT:
3377         case WINED3DFMT_R16G16_FLOAT:
3378         case WINED3DFMT_R16G16B16A16_FLOAT:
3379             if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3380             {
3381                 TRACE_(d3d_caps)("[OK]\n");
3382                 return TRUE;
3383             }
3384             TRACE_(d3d_caps)("[FAILED]\n");
3385             return FALSE;
3386
3387         case WINED3DFMT_R32_FLOAT:
3388         case WINED3DFMT_R32G32_FLOAT:
3389         case WINED3DFMT_R32G32B32A32_FLOAT:
3390             if (gl_info->supported[ARB_TEXTURE_FLOAT])
3391             {
3392                 TRACE_(d3d_caps)("[OK]\n");
3393                 return TRUE;
3394             }
3395             TRACE_(d3d_caps)("[FAILED]\n");
3396             return FALSE;
3397
3398         /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3399          * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3400          * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3401          * We can do instancing with all shader versions, but we need vertex shaders.
3402          *
3403          * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3404          * to enable instancing. WineD3D doesn't need that and just ignores it.
3405          *
3406          * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3407          */
3408         case WINED3DFMT_INST:
3409             TRACE("ATI Instancing check hack\n");
3410             if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3411             {
3412                 TRACE_(d3d_caps)("[OK]\n");
3413                 return TRUE;
3414             }
3415             TRACE_(d3d_caps)("[FAILED]\n");
3416             return FALSE;
3417
3418         /* Some weird FOURCC formats */
3419         case WINED3DFMT_R8G8_B8G8:
3420         case WINED3DFMT_G8R8_G8B8:
3421         case WINED3DFMT_MULTI2_ARGB8:
3422             TRACE_(d3d_caps)("[FAILED]\n");
3423             return FALSE;
3424
3425         /* Vendor specific formats */
3426         case WINED3DFMT_ATI2N:
3427             if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3428                     || gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
3429             {
3430                 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3431                         && adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3432                 {
3433                     TRACE_(d3d_caps)("[OK]\n");
3434                     return TRUE;
3435                 }
3436
3437                 TRACE_(d3d_caps)("[OK]\n");
3438                 return TRUE;
3439             }
3440             TRACE_(d3d_caps)("[FAILED]\n");
3441             return FALSE;
3442
3443         /* Depth bound test. To query if the card supports it CheckDeviceFormat with the special
3444          * format MAKEFOURCC('N','V','D','B') is used.
3445          * It is enabled by setting D3DRS_ADAPTIVETESS_X render state to MAKEFOURCC('N','V','D','B') and
3446          * then controlled by setting D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax)
3447          * to test value.
3448          */
3449         case WINED3DFMT_NVDB:
3450             if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
3451             {
3452                 TRACE_(d3d_caps)("[OK]\n");
3453                 return TRUE;
3454             }
3455             TRACE_(d3d_caps)("[FAILED]\n");
3456             return FALSE;
3457
3458         case WINED3DFMT_NVHU:
3459         case WINED3DFMT_NVHS:
3460             /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3461              * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3462              * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3463              * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3464              * Applications have to deal with not having NVHS and NVHU.
3465              */
3466             TRACE_(d3d_caps)("[FAILED]\n");
3467             return FALSE;
3468
3469         case WINED3DFMT_UNKNOWN:
3470             return FALSE;
3471
3472         default:
3473             ERR("Unhandled format %s.\n", debug_d3dformat(format->id));
3474             break;
3475     }
3476     return FALSE;
3477 }
3478
3479 static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter,
3480         const struct wined3d_format *adapter_format,
3481         const struct wined3d_format *check_format,
3482         WINED3DSURFTYPE SurfaceType)
3483 {
3484     if (SurfaceType == SURFACE_GDI)
3485     {
3486         switch (check_format->id)
3487         {
3488             case WINED3DFMT_B8G8R8_UNORM:
3489             case WINED3DFMT_B8G8R8A8_UNORM:
3490             case WINED3DFMT_B8G8R8X8_UNORM:
3491             case WINED3DFMT_B5G6R5_UNORM:
3492             case WINED3DFMT_B5G5R5X1_UNORM:
3493             case WINED3DFMT_B5G5R5A1_UNORM:
3494             case WINED3DFMT_B4G4R4A4_UNORM:
3495             case WINED3DFMT_B2G3R3_UNORM:
3496             case WINED3DFMT_A8_UNORM:
3497             case WINED3DFMT_B2G3R3A8_UNORM:
3498             case WINED3DFMT_B4G4R4X4_UNORM:
3499             case WINED3DFMT_R10G10B10A2_UNORM:
3500             case WINED3DFMT_R8G8B8A8_UNORM:
3501             case WINED3DFMT_R8G8B8X8_UNORM:
3502             case WINED3DFMT_R16G16_UNORM:
3503             case WINED3DFMT_B10G10R10A2_UNORM:
3504             case WINED3DFMT_R16G16B16A16_UNORM:
3505             case WINED3DFMT_P8_UINT:
3506                 TRACE_(d3d_caps)("[OK]\n");
3507                 return TRUE;
3508             default:
3509                 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3510                 return FALSE;
3511         }
3512     }
3513
3514     /* All format that are supported for textures are supported for surfaces as well */
3515     if (CheckTextureCapability(adapter, check_format)) return TRUE;
3516     /* All depth stencil formats are supported on surfaces */
3517     if (CheckDepthStencilCapability(adapter, adapter_format, check_format)) return TRUE;
3518
3519     /* If opengl can't process the format natively, the blitter may be able to convert it */
3520     if (adapter->blitter->blit_supported(&adapter->gl_info, BLIT_OP_BLIT,
3521             NULL, WINED3DPOOL_DEFAULT, 0, check_format,
3522             NULL, WINED3DPOOL_DEFAULT, 0, adapter_format))
3523     {
3524         TRACE_(d3d_caps)("[OK]\n");
3525         return TRUE;
3526     }
3527
3528     /* Reject other formats */
3529     TRACE_(d3d_caps)("[FAILED]\n");
3530     return FALSE;
3531 }
3532
3533 static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter,
3534         const struct wined3d_format *format)
3535 {
3536     return adapter->gl_info.limits.vertex_samplers && (format->flags & WINED3DFMT_FLAG_VTF);
3537 }
3538
3539 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3540         enum wined3d_format_id AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType,
3541         enum wined3d_format_id CheckFormat, WINED3DSURFTYPE SurfaceType)
3542 {
3543     IWineD3DImpl *This = (IWineD3DImpl *)iface;
3544     struct wined3d_adapter *adapter = &This->adapters[Adapter];
3545     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3546     const struct wined3d_format *format = wined3d_get_format(gl_info, CheckFormat);
3547     const struct wined3d_format *adapter_format = wined3d_get_format(gl_info, AdapterFormat);
3548     DWORD UsageCaps = 0;
3549
3550     TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3551           This,
3552           Adapter,
3553           DeviceType, debug_d3ddevicetype(DeviceType),
3554           AdapterFormat, debug_d3dformat(AdapterFormat),
3555           Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3556           RType, debug_d3dresourcetype(RType),
3557           CheckFormat, debug_d3dformat(CheckFormat));
3558
3559     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3560         return WINED3DERR_INVALIDCALL;
3561     }
3562
3563     switch (RType)
3564     {
3565         case WINED3DRTYPE_CUBETEXTURE:
3566             /* Cubetexture allows:
3567              *      - WINED3DUSAGE_AUTOGENMIPMAP
3568              *      - WINED3DUSAGE_DEPTHSTENCIL
3569              *      - WINED3DUSAGE_DYNAMIC
3570              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3571              *      - WINED3DUSAGE_RENDERTARGET
3572              *      - WINED3DUSAGE_SOFTWAREPROCESSING
3573              *      - WINED3DUSAGE_QUERY_WRAPANDMIP
3574              */
3575             if (SurfaceType != SURFACE_OPENGL)
3576             {
3577                 TRACE_(d3d_caps)("[FAILED]\n");
3578                 return WINED3DERR_NOTAVAILABLE;
3579             }
3580
3581             if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3582             {
3583                 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3584                 return WINED3DERR_NOTAVAILABLE;
3585             }
3586
3587             if (!CheckTextureCapability(adapter, format))
3588             {
3589                 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3590                 return WINED3DERR_NOTAVAILABLE;
3591             }
3592
3593             if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3594             {
3595                 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3596                     /* When autogenmipmap isn't around continue and return
3597                      * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3598                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3599                 else
3600                     UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3601             }
3602
3603             /* Always report dynamic locking. */
3604             if (Usage & WINED3DUSAGE_DYNAMIC)
3605                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3606
3607             if (Usage & WINED3DUSAGE_RENDERTARGET)
3608             {
3609                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3610                 {
3611                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3612                     return WINED3DERR_NOTAVAILABLE;
3613                 }
3614                 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3615             }
3616
3617             /* Always report software processing. */
3618             if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3619                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3620
3621             if (Usage & WINED3DUSAGE_QUERY_FILTER)
3622             {
3623                 if (!CheckFilterCapability(adapter, format))
3624                 {
3625                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3626                     return WINED3DERR_NOTAVAILABLE;
3627                 }
3628                 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3629             }
3630
3631             if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3632             {
3633                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3634                 {
3635                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3636                     return WINED3DERR_NOTAVAILABLE;
3637                 }
3638                 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3639             }
3640
3641             if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3642             {
3643                 if (!CheckSrgbReadCapability(adapter, format))
3644                 {
3645                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3646                     return WINED3DERR_NOTAVAILABLE;
3647                 }
3648                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3649             }
3650
3651             if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3652             {
3653                 if (!CheckSrgbWriteCapability(adapter, format))
3654                 {
3655                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3656                     return WINED3DERR_NOTAVAILABLE;
3657                 }
3658                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3659             }
3660
3661             if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3662             {
3663                 if (!CheckVertexTextureCapability(adapter, format))
3664                 {
3665                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3666                     return WINED3DERR_NOTAVAILABLE;
3667                 }
3668                 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3669             }
3670
3671             if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3672             {
3673                 if (!CheckWrapAndMipCapability(adapter, format))
3674                 {
3675                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3676                     return WINED3DERR_NOTAVAILABLE;
3677                 }
3678                 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3679             }
3680             break;
3681
3682         case WINED3DRTYPE_SURFACE:
3683             /* Surface allows:
3684              *      - WINED3DUSAGE_DEPTHSTENCIL
3685              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3686              *      - WINED3DUSAGE_RENDERTARGET
3687              */
3688             if (!CheckSurfaceCapability(adapter, adapter_format, format, SurfaceType))
3689             {
3690                 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3691                 return WINED3DERR_NOTAVAILABLE;
3692             }
3693
3694             if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3695             {
3696                 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3697                 {
3698                     TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3699                     return WINED3DERR_NOTAVAILABLE;
3700                 }
3701                 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3702             }
3703
3704             if (Usage & WINED3DUSAGE_RENDERTARGET)
3705             {
3706                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3707                 {
3708                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3709                     return WINED3DERR_NOTAVAILABLE;
3710                 }
3711                 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3712             }
3713
3714             if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3715             {
3716                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3717                 {
3718                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3719                     return WINED3DERR_NOTAVAILABLE;
3720                 }
3721                 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3722             }
3723             break;
3724
3725         case WINED3DRTYPE_TEXTURE:
3726             /* Texture allows:
3727              *      - WINED3DUSAGE_AUTOGENMIPMAP
3728              *      - WINED3DUSAGE_DEPTHSTENCIL
3729              *      - WINED3DUSAGE_DMAP
3730              *      - WINED3DUSAGE_DYNAMIC
3731              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3732              *      - WINED3DUSAGE_RENDERTARGET
3733              *      - WINED3DUSAGE_SOFTWAREPROCESSING
3734              *      - WINED3DUSAGE_TEXTAPI (d3d9ex)
3735              *      - WINED3DUSAGE_QUERY_WRAPANDMIP
3736              */
3737             if (SurfaceType != SURFACE_OPENGL)
3738             {
3739                 TRACE_(d3d_caps)("[FAILED]\n");
3740                 return WINED3DERR_NOTAVAILABLE;
3741             }
3742
3743             if (!CheckTextureCapability(adapter, format))
3744             {
3745                 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3746                 return WINED3DERR_NOTAVAILABLE;
3747             }
3748
3749             if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3750             {
3751                 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3752                     /* When autogenmipmap isn't around continue and return
3753                      * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3754                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3755                 else
3756                     UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3757             }
3758
3759             /* Always report dynamic locking. */
3760             if (Usage & WINED3DUSAGE_DYNAMIC)
3761                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3762
3763             if (Usage & WINED3DUSAGE_RENDERTARGET)
3764             {
3765                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3766                 {
3767                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3768                     return WINED3DERR_NOTAVAILABLE;
3769                 }
3770                 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3771             }
3772
3773             /* Always report software processing. */
3774             if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3775                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3776
3777             if (Usage & WINED3DUSAGE_QUERY_FILTER)
3778             {
3779                 if (!CheckFilterCapability(adapter, format))
3780                 {
3781                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3782                     return WINED3DERR_NOTAVAILABLE;
3783                 }
3784                 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3785             }
3786
3787             if (Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
3788             {
3789                 if (!CheckBumpMapCapability(adapter, format))
3790                 {
3791                     TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3792                     return WINED3DERR_NOTAVAILABLE;
3793                 }
3794                 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3795             }
3796
3797             if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3798             {
3799                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3800                 {
3801                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3802                     return WINED3DERR_NOTAVAILABLE;
3803                 }
3804                 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3805             }
3806
3807             if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3808             {
3809                 if (!CheckSrgbReadCapability(adapter, format))
3810                 {
3811                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3812                     return WINED3DERR_NOTAVAILABLE;
3813                 }
3814                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3815             }
3816
3817             if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3818             {
3819                 if (!CheckSrgbWriteCapability(adapter, format))
3820                 {
3821                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3822                     return WINED3DERR_NOTAVAILABLE;
3823                 }
3824                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3825             }
3826
3827             if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3828             {
3829                 if (!CheckVertexTextureCapability(adapter, format))
3830                 {
3831                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3832                     return WINED3DERR_NOTAVAILABLE;
3833                 }
3834                 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3835             }
3836
3837             if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3838             {
3839                 if (!CheckWrapAndMipCapability(adapter, format))
3840                 {
3841                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3842                     return WINED3DERR_NOTAVAILABLE;
3843                 }
3844                 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3845             }
3846
3847             if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3848             {
3849                 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3850                 {
3851                     TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
3852                     return WINED3DERR_NOTAVAILABLE;
3853                 }
3854                 if ((format->flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
3855                 {
3856                     TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
3857                     return WINED3DERR_NOTAVAILABLE;
3858                 }
3859                 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3860             }
3861             break;
3862
3863         case WINED3DRTYPE_VOLUMETEXTURE:
3864         case WINED3DRTYPE_VOLUME:
3865             /* Volume is to VolumeTexture what Surface is to Texture, but its
3866              * usage caps are not documented. Most driver seem to offer
3867              * (nearly) the same on Volume and VolumeTexture, so do that too.
3868              *
3869              * Volumetexture allows:
3870              *      - D3DUSAGE_DYNAMIC
3871              *      - D3DUSAGE_NONSECURE (d3d9ex)
3872              *      - D3DUSAGE_SOFTWAREPROCESSING
3873              *      - D3DUSAGE_QUERY_WRAPANDMIP
3874              */
3875             if (SurfaceType != SURFACE_OPENGL)
3876             {
3877                 TRACE_(d3d_caps)("[FAILED]\n");
3878                 return WINED3DERR_NOTAVAILABLE;
3879             }
3880
3881             if (!gl_info->supported[EXT_TEXTURE3D])
3882             {
3883                 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
3884                 return WINED3DERR_NOTAVAILABLE;
3885             }
3886
3887             if (!CheckTextureCapability(adapter, format))
3888             {
3889                 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
3890                 return WINED3DERR_NOTAVAILABLE;
3891             }
3892
3893             /* Filter formats that need conversion; For one part, this
3894              * conversion is unimplemented, and volume textures are huge, so
3895              * it would be a big performance hit. Unless we hit an application
3896              * needing one of those formats, don't advertize them to avoid
3897              * leading applications into temptation. The windows drivers don't
3898              * support most of those formats on volumes anyway, except for
3899              * WINED3DFMT_R32_FLOAT. */
3900             switch (CheckFormat)
3901             {
3902                 case WINED3DFMT_P8_UINT:
3903                 case WINED3DFMT_L4A4_UNORM:
3904                 case WINED3DFMT_R32_FLOAT:
3905                 case WINED3DFMT_R16_FLOAT:
3906                 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3907                 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3908                 case WINED3DFMT_R16G16_UNORM:
3909                     TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3910                     return WINED3DERR_NOTAVAILABLE;
3911
3912                 case WINED3DFMT_R8G8B8A8_SNORM:
3913                 case WINED3DFMT_R16G16_SNORM:
3914                     if (!gl_info->supported[NV_TEXTURE_SHADER])
3915                     {
3916                         TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3917                         return WINED3DERR_NOTAVAILABLE;
3918                     }
3919                     break;
3920
3921                 case WINED3DFMT_R8G8_SNORM:
3922                     if (!gl_info->supported[NV_TEXTURE_SHADER])
3923                     {
3924                         TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3925                         return WINED3DERR_NOTAVAILABLE;
3926                     }
3927                     break;
3928
3929                 case WINED3DFMT_DXT1:
3930                 case WINED3DFMT_DXT2:
3931                 case WINED3DFMT_DXT3:
3932                 case WINED3DFMT_DXT4:
3933                 case WINED3DFMT_DXT5:
3934                     /* The GL_EXT_texture_compression_s3tc spec requires that
3935                      * loading an s3tc compressed texture results in an error.
3936                      * While the D3D refrast does support s3tc volumes, at
3937                      * least the nvidia windows driver does not, so we're free
3938                      * not to support this format. */
3939                     TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
3940                     return WINED3DERR_NOTAVAILABLE;
3941
3942                 default:
3943                     /* Do nothing, continue with checking the format below */
3944                     break;
3945             }
3946
3947             /* Always report dynamic locking. */
3948             if (Usage & WINED3DUSAGE_DYNAMIC)
3949                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3950
3951             /* Always report software processing. */
3952             if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3953                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3954
3955             if (Usage & WINED3DUSAGE_QUERY_FILTER)
3956             {
3957                 if (!CheckFilterCapability(adapter, format))
3958                 {
3959                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3960                     return WINED3DERR_NOTAVAILABLE;
3961                 }
3962                 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3963             }
3964
3965             if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3966             {
3967                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3968                 {
3969                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3970                     return WINED3DERR_NOTAVAILABLE;
3971                 }
3972                 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3973             }
3974
3975             if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3976             {
3977                 if (!CheckSrgbReadCapability(adapter, format))
3978                 {
3979                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3980                     return WINED3DERR_NOTAVAILABLE;
3981                 }
3982                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3983             }
3984
3985             if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3986             {
3987                 if (!CheckSrgbWriteCapability(adapter, format))
3988                 {
3989                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3990                     return WINED3DERR_NOTAVAILABLE;
3991                 }
3992                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3993             }
3994
3995             if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3996             {
3997                 if (!CheckVertexTextureCapability(adapter, format))
3998                 {
3999                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4000                     return WINED3DERR_NOTAVAILABLE;
4001                 }
4002                 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4003             }
4004
4005             if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4006             {
4007                 if (!CheckWrapAndMipCapability(adapter, format))
4008                 {
4009                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4010                     return WINED3DERR_NOTAVAILABLE;
4011                 }
4012                 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4013             }
4014             break;
4015
4016         default:
4017             FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(RType));
4018             return WINED3DERR_NOTAVAILABLE;
4019     }
4020
4021     /* When the UsageCaps exactly matches Usage return WINED3D_OK except for
4022      * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4023      * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4024     if (UsageCaps == Usage)
4025         return WINED3D_OK;
4026     if (UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4027         return WINED3DOK_NOAUTOGEN;
4028
4029     TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for CheckFormat %s and RType %s but only %#x is available\n",
4030             Usage, debug_d3dformat(CheckFormat), debug_d3dresourcetype(RType), UsageCaps);
4031
4032     return WINED3DERR_NOTAVAILABLE;
4033 }
4034
4035 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT adapter_idx,
4036         WINED3DDEVTYPE device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format)
4037 {
4038     FIXME("iface %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4039             iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4040             debug_d3dformat(dst_format));
4041
4042     return WINED3D_OK;
4043 }
4044
4045 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
4046         enum wined3d_format_id display_format, enum wined3d_format_id backbuffer_format, BOOL windowed)
4047 {
4048     UINT mode_count;
4049     HRESULT hr;
4050
4051     TRACE("iface %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
4052             iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(display_format),
4053             debug_d3dformat(backbuffer_format), windowed);
4054
4055     if (adapter_idx >= IWineD3D_GetAdapterCount(iface))
4056     {
4057         WARN_(d3d_caps)("adapter_idx >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
4058         return WINED3DERR_INVALIDCALL;
4059     }
4060
4061     /* The task of this function is to check whether a certain display / backbuffer format
4062      * combination is available on the given adapter. In fullscreen mode microsoft specified
4063      * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
4064      * and display format should match exactly.
4065      * In windowed mode format conversion can occur and this depends on the driver. When format
4066      * conversion is done, this function should nevertheless fail and applications need to use
4067      * CheckDeviceFormatConversion.
4068      * At the moment we assume that fullscreen and windowed have the same capabilities. */
4069
4070     /* There are only 4 display formats. */
4071     if (!(display_format == WINED3DFMT_B5G6R5_UNORM
4072             || display_format == WINED3DFMT_B5G5R5X1_UNORM
4073             || display_format == WINED3DFMT_B8G8R8X8_UNORM
4074             || display_format == WINED3DFMT_B10G10R10A2_UNORM))
4075     {
4076         TRACE_(d3d_caps)("Format %s is not supported as display format.\n", debug_d3dformat(display_format));
4077         return WINED3DERR_NOTAVAILABLE;
4078     }
4079
4080     /* If the requested display format is not available, don't continue. */
4081     mode_count = IWineD3DImpl_GetAdapterModeCount(iface, adapter_idx, display_format);
4082     if (!mode_count)
4083     {
4084         TRACE_(d3d_caps)("No available modes for display format %s.\n", debug_d3dformat(display_format));
4085         return WINED3DERR_NOTAVAILABLE;
4086     }
4087
4088     /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbuffer format,
4089      * it means 'reuse' the display format for the backbuffer. */
4090     if (!windowed && backbuffer_format == WINED3DFMT_UNKNOWN)
4091     {
4092         TRACE_(d3d_caps)("backbuffer_format WINED3FMT_UNKNOWN only available in windowed mode.\n");
4093         return WINED3DERR_NOTAVAILABLE;
4094     }
4095
4096     /* In FULLSCREEN mode WINED3DFMT_B5G6R5_UNORM can only be mixed with
4097      * backbuffer format WINED3DFMT_B5G6R5_UNORM. */
4098     if (display_format == WINED3DFMT_B5G6R5_UNORM && backbuffer_format != WINED3DFMT_B5G6R5_UNORM)
4099     {
4100         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4101                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4102         return WINED3DERR_NOTAVAILABLE;
4103     }
4104
4105     /* In FULLSCREEN mode WINED3DFMT_B5G5R5X1_UNORM can only be mixed with
4106      * backbuffer formats WINED3DFMT_B5G5R5X1_UNORM and
4107      * WINED3DFMT_B5G5R5A1_UNORM. */
4108     if (display_format == WINED3DFMT_B5G5R5X1_UNORM
4109             && !(backbuffer_format == WINED3DFMT_B5G5R5X1_UNORM || backbuffer_format == WINED3DFMT_B5G5R5A1_UNORM))
4110     {
4111         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4112                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4113         return WINED3DERR_NOTAVAILABLE;
4114     }
4115
4116     /* In FULLSCREEN mode WINED3DFMT_B8G8R8X8_UNORM can only be mixed with
4117      * backbuffer formats WINED3DFMT_B8G8R8X8_UNORM and
4118      * WINED3DFMT_B8G8R8A8_UNORM. */
4119     if (display_format == WINED3DFMT_B8G8R8X8_UNORM
4120             && !(backbuffer_format == WINED3DFMT_B8G8R8X8_UNORM || backbuffer_format == WINED3DFMT_B8G8R8A8_UNORM))
4121     {
4122         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4123                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4124         return WINED3DERR_NOTAVAILABLE;
4125     }
4126
4127     /* WINED3DFMT_B10G10R10A2_UNORM is only allowed in fullscreen mode and it
4128      * can only be mixed with backbuffer format WINED3DFMT_B10G10R10A2_UNORM. */
4129     if (display_format == WINED3DFMT_B10G10R10A2_UNORM
4130             && (backbuffer_format != WINED3DFMT_B10G10R10A2_UNORM || windowed))
4131     {
4132         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4133                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4134         return WINED3DERR_NOTAVAILABLE;
4135     }
4136
4137     /* Use CheckDeviceFormat to see if the backbuffer_format is usable with the given display_format */
4138     hr = IWineD3DImpl_CheckDeviceFormat(iface, adapter_idx, device_type, display_format,
4139             WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, backbuffer_format, SURFACE_OPENGL);
4140     if (FAILED(hr))
4141         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4142                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4143
4144     return hr;
4145 }
4146
4147 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4148       subset of a D3DCAPS9 structure. However, it has to come via a void *
4149       as the d3d8 interface cannot import the d3d9 header                  */
4150 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
4151
4152     IWineD3DImpl    *This = (IWineD3DImpl *)iface;
4153     struct wined3d_adapter *adapter = &This->adapters[Adapter];
4154     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4155     int vs_selected_mode;
4156     int ps_selected_mode;
4157     struct shader_caps shader_caps;
4158     struct fragment_caps fragment_caps;
4159     DWORD ckey_caps, blit_caps, fx_caps, pal_caps;
4160
4161     TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
4162
4163     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
4164         return WINED3DERR_INVALIDCALL;
4165     }
4166
4167     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4168
4169     /* ------------------------------------------------
4170        The following fields apply to both d3d8 and d3d9
4171        ------------------------------------------------ */
4172     pCaps->DeviceType              = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF;  /* Not quite true, but use h/w supported by opengl I suppose */
4173     pCaps->AdapterOrdinal          = Adapter;
4174
4175     pCaps->Caps                    = 0;
4176     pCaps->Caps2                   = WINED3DCAPS2_CANRENDERWINDOWED |
4177                                      WINED3DCAPS2_FULLSCREENGAMMA |
4178                                      WINED3DCAPS2_DYNAMICTEXTURES;
4179     if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4180     {
4181         pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4182     }
4183
4184     pCaps->Caps3                   = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4185                                      WINED3DCAPS3_COPY_TO_VIDMEM                   |
4186                                      WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4187
4188     pCaps->PresentationIntervals   = WINED3DPRESENT_INTERVAL_IMMEDIATE  |
4189                                      WINED3DPRESENT_INTERVAL_ONE;
4190
4191     pCaps->CursorCaps              = WINED3DCURSORCAPS_COLOR            |
4192                                      WINED3DCURSORCAPS_LOWRES;
4193
4194     pCaps->DevCaps                 = WINED3DDEVCAPS_FLOATTLVERTEX       |
4195                                      WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4196                                      WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4197                                      WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4198                                      WINED3DDEVCAPS_DRAWPRIMTLVERTEX    |
4199                                      WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4200                                      WINED3DDEVCAPS_EXECUTEVIDEOMEMORY  |
4201                                      WINED3DDEVCAPS_PUREDEVICE          |
4202                                      WINED3DDEVCAPS_HWRASTERIZATION     |
4203                                      WINED3DDEVCAPS_TEXTUREVIDEOMEMORY  |
4204                                      WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4205                                      WINED3DDEVCAPS_CANRENDERAFTERFLIP  |
4206                                      WINED3DDEVCAPS_DRAWPRIMITIVES2     |
4207                                      WINED3DDEVCAPS_DRAWPRIMITIVES2EX   |
4208                                      WINED3DDEVCAPS_RTPATCHES;
4209
4210     pCaps->PrimitiveMiscCaps       = WINED3DPMISCCAPS_CULLNONE              |
4211                                      WINED3DPMISCCAPS_CULLCCW               |
4212                                      WINED3DPMISCCAPS_CULLCW                |
4213                                      WINED3DPMISCCAPS_COLORWRITEENABLE      |
4214                                      WINED3DPMISCCAPS_CLIPTLVERTS           |
4215                                      WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4216                                      WINED3DPMISCCAPS_MASKZ                 |
4217                                      WINED3DPMISCCAPS_BLENDOP               |
4218                                      WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4219                                     /* TODO:
4220                                         WINED3DPMISCCAPS_NULLREFERENCE
4221                                         WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4222                                         WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4223                                         WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4224
4225     if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4226         pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4227     if (gl_info->supported[EXT_DRAW_BUFFERS2])
4228         pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4229
4230     pCaps->RasterCaps              = WINED3DPRASTERCAPS_DITHER    |
4231                                      WINED3DPRASTERCAPS_PAT       |
4232                                      WINED3DPRASTERCAPS_WFOG      |
4233                                      WINED3DPRASTERCAPS_ZFOG      |
4234                                      WINED3DPRASTERCAPS_FOGVERTEX |
4235                                      WINED3DPRASTERCAPS_FOGTABLE  |
4236                                      WINED3DPRASTERCAPS_STIPPLE   |
4237                                      WINED3DPRASTERCAPS_SUBPIXEL  |
4238                                      WINED3DPRASTERCAPS_ZTEST     |
4239                                      WINED3DPRASTERCAPS_SCISSORTEST   |
4240                                      WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4241                                      WINED3DPRASTERCAPS_DEPTHBIAS;
4242
4243     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4244     {
4245         pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY    |
4246                              WINED3DPRASTERCAPS_ZBIAS         |
4247                              WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4248     }
4249     if (gl_info->supported[NV_FOG_DISTANCE])
4250     {
4251         pCaps->RasterCaps         |= WINED3DPRASTERCAPS_FOGRANGE;
4252     }
4253                         /* FIXME Add:
4254                            WINED3DPRASTERCAPS_COLORPERSPECTIVE
4255                            WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4256                            WINED3DPRASTERCAPS_ANTIALIASEDGES
4257                            WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4258                            WINED3DPRASTERCAPS_WBUFFER */
4259
4260     pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS       |
4261                       WINED3DPCMPCAPS_EQUAL        |
4262                       WINED3DPCMPCAPS_GREATER      |
4263                       WINED3DPCMPCAPS_GREATEREQUAL |
4264                       WINED3DPCMPCAPS_LESS         |
4265                       WINED3DPCMPCAPS_LESSEQUAL    |
4266                       WINED3DPCMPCAPS_NEVER        |
4267                       WINED3DPCMPCAPS_NOTEQUAL;
4268
4269     pCaps->SrcBlendCaps  = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4270                            WINED3DPBLENDCAPS_BOTHSRCALPHA    |
4271                            WINED3DPBLENDCAPS_DESTALPHA       |
4272                            WINED3DPBLENDCAPS_DESTCOLOR       |
4273                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4274                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4275                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4276                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4277                            WINED3DPBLENDCAPS_ONE             |
4278                            WINED3DPBLENDCAPS_SRCALPHA        |
4279                            WINED3DPBLENDCAPS_SRCALPHASAT     |
4280                            WINED3DPBLENDCAPS_SRCCOLOR        |
4281                            WINED3DPBLENDCAPS_ZERO;
4282
4283     pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA       |
4284                            WINED3DPBLENDCAPS_DESTCOLOR       |
4285                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4286                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4287                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4288                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4289                            WINED3DPBLENDCAPS_ONE             |
4290                            WINED3DPBLENDCAPS_SRCALPHA        |
4291                            WINED3DPBLENDCAPS_SRCCOLOR        |
4292                            WINED3DPBLENDCAPS_ZERO;
4293     /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4294      * according to the glBlendFunc manpage
4295      *
4296      * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4297      * legacy settings for srcblend only
4298      */
4299
4300     if (gl_info->supported[EXT_BLEND_COLOR])
4301     {
4302         pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4303         pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4304     }
4305
4306
4307     pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS       |
4308                           WINED3DPCMPCAPS_EQUAL        |
4309                           WINED3DPCMPCAPS_GREATER      |
4310                           WINED3DPCMPCAPS_GREATEREQUAL |
4311                           WINED3DPCMPCAPS_LESS         |
4312                           WINED3DPCMPCAPS_LESSEQUAL    |
4313                           WINED3DPCMPCAPS_NEVER        |
4314                           WINED3DPCMPCAPS_NOTEQUAL;
4315
4316     pCaps->ShadeCaps     = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4317                            WINED3DPSHADECAPS_COLORGOURAUDRGB    |
4318                            WINED3DPSHADECAPS_ALPHAFLATBLEND     |
4319                            WINED3DPSHADECAPS_ALPHAGOURAUDBLEND  |
4320                            WINED3DPSHADECAPS_COLORFLATRGB       |
4321                            WINED3DPSHADECAPS_FOGFLAT            |
4322                            WINED3DPSHADECAPS_FOGGOURAUD         |
4323                            WINED3DPSHADECAPS_SPECULARFLATRGB;
4324
4325     pCaps->TextureCaps =  WINED3DPTEXTURECAPS_ALPHA              |
4326                           WINED3DPTEXTURECAPS_ALPHAPALETTE       |
4327                           WINED3DPTEXTURECAPS_TRANSPARENCY       |
4328                           WINED3DPTEXTURECAPS_BORDER             |
4329                           WINED3DPTEXTURECAPS_MIPMAP             |
4330                           WINED3DPTEXTURECAPS_PROJECTED          |
4331                           WINED3DPTEXTURECAPS_PERSPECTIVE;
4332
4333     if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4334     {
4335         pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4336                               WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4337     }
4338
4339     if (gl_info->supported[EXT_TEXTURE3D])
4340     {
4341         pCaps->TextureCaps |=  WINED3DPTEXTURECAPS_VOLUMEMAP      |
4342                                WINED3DPTEXTURECAPS_MIPVOLUMEMAP   |
4343                                WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4344     }
4345
4346     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4347     {
4348         pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP     |
4349                               WINED3DPTEXTURECAPS_MIPCUBEMAP    |
4350                               WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4351
4352     }
4353
4354     pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4355                                WINED3DPTFILTERCAPS_MAGFPOINT        |
4356                                WINED3DPTFILTERCAPS_MINFLINEAR       |
4357                                WINED3DPTFILTERCAPS_MINFPOINT        |
4358                                WINED3DPTFILTERCAPS_MIPFLINEAR       |
4359                                WINED3DPTFILTERCAPS_MIPFPOINT        |
4360                                WINED3DPTFILTERCAPS_LINEAR           |
4361                                WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4362                                WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4363                                WINED3DPTFILTERCAPS_MIPLINEAR        |
4364                                WINED3DPTFILTERCAPS_MIPNEAREST       |
4365                                WINED3DPTFILTERCAPS_NEAREST;
4366
4367     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4368     {
4369         pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4370                                     WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4371     }
4372
4373     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4374     {
4375         pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4376                                        WINED3DPTFILTERCAPS_MAGFPOINT        |
4377                                        WINED3DPTFILTERCAPS_MINFLINEAR       |
4378                                        WINED3DPTFILTERCAPS_MINFPOINT        |
4379                                        WINED3DPTFILTERCAPS_MIPFLINEAR       |
4380                                        WINED3DPTFILTERCAPS_MIPFPOINT        |
4381                                        WINED3DPTFILTERCAPS_LINEAR           |
4382                                        WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4383                                        WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4384                                        WINED3DPTFILTERCAPS_MIPLINEAR        |
4385                                        WINED3DPTFILTERCAPS_MIPNEAREST       |
4386                                        WINED3DPTFILTERCAPS_NEAREST;
4387
4388         if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4389         {
4390             pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4391                                             WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4392         }
4393     } else
4394         pCaps->CubeTextureFilterCaps = 0;
4395
4396     if (gl_info->supported[EXT_TEXTURE3D])
4397     {
4398         pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4399                                          WINED3DPTFILTERCAPS_MAGFPOINT        |
4400                                          WINED3DPTFILTERCAPS_MINFLINEAR       |
4401                                          WINED3DPTFILTERCAPS_MINFPOINT        |
4402                                          WINED3DPTFILTERCAPS_MIPFLINEAR       |
4403                                          WINED3DPTFILTERCAPS_MIPFPOINT        |
4404                                          WINED3DPTFILTERCAPS_LINEAR           |
4405                                          WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4406                                          WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4407                                          WINED3DPTFILTERCAPS_MIPLINEAR        |
4408                                          WINED3DPTFILTERCAPS_MIPNEAREST       |
4409                                          WINED3DPTFILTERCAPS_NEAREST;
4410     } else
4411         pCaps->VolumeTextureFilterCaps = 0;
4412
4413     pCaps->TextureAddressCaps =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4414                                  WINED3DPTADDRESSCAPS_CLAMP  |
4415                                  WINED3DPTADDRESSCAPS_WRAP;
4416
4417     if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4418     {
4419         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4420     }
4421     if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4422     {
4423         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4424     }
4425     if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4426     {
4427         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4428     }
4429
4430     if (gl_info->supported[EXT_TEXTURE3D])
4431     {
4432         pCaps->VolumeTextureAddressCaps =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4433                                            WINED3DPTADDRESSCAPS_CLAMP  |
4434                                            WINED3DPTADDRESSCAPS_WRAP;
4435         if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4436         {
4437             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4438         }
4439         if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4440         {
4441             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4442         }
4443         if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4444         {
4445             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4446         }
4447     } else
4448         pCaps->VolumeTextureAddressCaps = 0;
4449
4450     pCaps->LineCaps = WINED3DLINECAPS_TEXTURE       |
4451                       WINED3DLINECAPS_ZTEST         |
4452                       WINED3DLINECAPS_BLEND         |
4453                       WINED3DLINECAPS_ALPHACMP      |
4454                       WINED3DLINECAPS_FOG;
4455     /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4456      * idea how generating the smoothing alpha values works; the result is different
4457      */
4458
4459     pCaps->MaxTextureWidth = gl_info->limits.texture_size;
4460     pCaps->MaxTextureHeight = gl_info->limits.texture_size;
4461
4462     if (gl_info->supported[EXT_TEXTURE3D])
4463         pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4464     else
4465         pCaps->MaxVolumeExtent = 0;
4466
4467     pCaps->MaxTextureRepeat = 32768;
4468     pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4469     pCaps->MaxVertexW = 1.0f;
4470
4471     pCaps->GuardBandLeft = 0.0f;
4472     pCaps->GuardBandTop = 0.0f;
4473     pCaps->GuardBandRight = 0.0f;
4474     pCaps->GuardBandBottom = 0.0f;
4475
4476     pCaps->ExtentsAdjust = 0.0f;
4477
4478     pCaps->StencilCaps =  WINED3DSTENCILCAPS_DECRSAT |
4479                           WINED3DSTENCILCAPS_INCRSAT |
4480                           WINED3DSTENCILCAPS_INVERT  |
4481                           WINED3DSTENCILCAPS_KEEP    |
4482                           WINED3DSTENCILCAPS_REPLACE |
4483                           WINED3DSTENCILCAPS_ZERO;
4484     if (gl_info->supported[EXT_STENCIL_WRAP])
4485     {
4486         pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR  |
4487                               WINED3DSTENCILCAPS_INCR;
4488     }
4489     if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4490     {
4491         pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4492     }
4493
4494     pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4495
4496     pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4497     pCaps->MaxActiveLights = gl_info->limits.lights;
4498
4499     pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
4500     pCaps->MaxVertexBlendMatrixIndex   = 0;
4501
4502     pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
4503     pCaps->MaxPointSize = gl_info->limits.pointsize_max;
4504
4505
4506     /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4507     pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4508                                   WINED3DVTXPCAPS_MATERIALSOURCE7   |
4509                                   WINED3DVTXPCAPS_POSITIONALLIGHTS  |
4510                                   WINED3DVTXPCAPS_LOCALVIEWER       |
4511                                   WINED3DVTXPCAPS_VERTEXFOG         |
4512                                   WINED3DVTXPCAPS_TEXGEN;
4513
4514     pCaps->MaxPrimitiveCount   = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4515     pCaps->MaxVertexIndex      = 0xFFFFF;
4516     pCaps->MaxStreams          = MAX_STREAMS;
4517     pCaps->MaxStreamStride     = 1024;
4518
4519     /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4520     pCaps->DevCaps2                          = WINED3DDEVCAPS2_STREAMOFFSET |
4521                                                WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4522     pCaps->MaxNpatchTessellationLevel        = 0;
4523     pCaps->MasterAdapterOrdinal              = 0;
4524     pCaps->AdapterOrdinalInGroup             = 0;
4525     pCaps->NumberOfAdaptersInGroup           = 1;
4526
4527     pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
4528
4529     pCaps->StretchRectFilterCaps             = WINED3DPTFILTERCAPS_MINFPOINT  |
4530                                                 WINED3DPTFILTERCAPS_MAGFPOINT  |
4531                                                 WINED3DPTFILTERCAPS_MINFLINEAR |
4532                                                 WINED3DPTFILTERCAPS_MAGFLINEAR;
4533     pCaps->VertexTextureFilterCaps           = 0;
4534
4535     adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4536     adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4537
4538     /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4539     pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4540
4541     /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4542      * Ignore shader model capabilities if disabled in config
4543      */
4544     if(vs_selected_mode == SHADER_NONE) {
4545         TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4546         pCaps->VertexShaderVersion          = WINED3DVS_VERSION(0,0);
4547         pCaps->MaxVertexShaderConst         = 0;
4548     } else {
4549         pCaps->VertexShaderVersion          = shader_caps.VertexShaderVersion;
4550         pCaps->MaxVertexShaderConst         = shader_caps.MaxVertexShaderConst;
4551     }
4552
4553     if(ps_selected_mode == SHADER_NONE) {
4554         TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4555         pCaps->PixelShaderVersion           = WINED3DPS_VERSION(0,0);
4556         pCaps->PixelShader1xMaxValue        = 0.0f;
4557     } else {
4558         pCaps->PixelShaderVersion           = shader_caps.PixelShaderVersion;
4559         pCaps->PixelShader1xMaxValue        = shader_caps.PixelShader1xMaxValue;
4560     }
4561
4562     pCaps->TextureOpCaps                    = fragment_caps.TextureOpCaps;
4563     pCaps->MaxTextureBlendStages            = fragment_caps.MaxTextureBlendStages;
4564     pCaps->MaxSimultaneousTextures          = fragment_caps.MaxSimultaneousTextures;
4565
4566     /* The following caps are shader specific, but they are things we cannot detect, or which
4567      * are the same among all shader models. So to avoid code duplication set the shader version
4568      * specific, but otherwise constant caps here
4569      */
4570     if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4571         /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4572         use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4573         pCaps->VS20Caps.Caps                     = WINED3DVS20CAPS_PREDICATION;
4574         pCaps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4575         pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4576         pCaps->VS20Caps.StaticFlowControlDepth   = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4577
4578         pCaps->MaxVShaderInstructionsExecuted    = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4579         pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4580     }
4581     else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4582     {
4583         pCaps->VS20Caps.Caps                     = 0;
4584         pCaps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4585         pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4586         pCaps->VS20Caps.StaticFlowControlDepth   = 1;
4587
4588         pCaps->MaxVShaderInstructionsExecuted    = 65535;
4589         pCaps->MaxVertexShader30InstructionSlots = 0;
4590     } else { /* VS 1.x */
4591         pCaps->VS20Caps.Caps                     = 0;
4592         pCaps->VS20Caps.DynamicFlowControlDepth  = 0;
4593         pCaps->VS20Caps.NumTemps                 = 0;
4594         pCaps->VS20Caps.StaticFlowControlDepth   = 0;
4595
4596         pCaps->MaxVShaderInstructionsExecuted    = 0;
4597         pCaps->MaxVertexShader30InstructionSlots = 0;
4598     }
4599
4600     if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4601         /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4602         use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4603
4604         /* 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 */
4605         pCaps->PS20Caps.Caps                     = WINED3DPS20CAPS_ARBITRARYSWIZZLE     |
4606                 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4607                 WINED3DPS20CAPS_PREDICATION          |
4608                 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4609                 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4610         pCaps->PS20Caps.DynamicFlowControlDepth  = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4611         pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4612         pCaps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4613         pCaps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4614
4615         pCaps->MaxPShaderInstructionsExecuted    = 65535;
4616         pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4617                 adapter->gl_info.limits.arb_ps_instructions);
4618     }
4619     else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4620     {
4621         /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4622         pCaps->PS20Caps.Caps                     = 0;
4623         pCaps->PS20Caps.DynamicFlowControlDepth  = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4624         pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4625         pCaps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4626         pCaps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4627
4628         pCaps->MaxPShaderInstructionsExecuted    = 512; /* Minimum value, a GeforceFX uses 1024 */
4629         pCaps->MaxPixelShader30InstructionSlots  = 0;
4630     } else { /* PS 1.x */
4631         pCaps->PS20Caps.Caps                     = 0;
4632         pCaps->PS20Caps.DynamicFlowControlDepth  = 0;
4633         pCaps->PS20Caps.NumTemps                 = 0;
4634         pCaps->PS20Caps.StaticFlowControlDepth   = 0;
4635         pCaps->PS20Caps.NumInstructionSlots      = 0;
4636
4637         pCaps->MaxPShaderInstructionsExecuted    = 0;
4638         pCaps->MaxPixelShader30InstructionSlots  = 0;
4639     }
4640
4641     if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4642         /* OpenGL supports all the formats below, perhaps not always
4643          * without conversion, but it supports them.
4644          * Further GLSL doesn't seem to have an official unsigned type so
4645          * don't advertise it yet as I'm not sure how we handle it.
4646          * We might need to add some clamping in the shader engine to
4647          * support it.
4648          * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4649         pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4    |
4650                            WINED3DDTCAPS_UBYTE4N   |
4651                            WINED3DDTCAPS_SHORT2N   |
4652                            WINED3DDTCAPS_SHORT4N;
4653         if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4654         {
4655             pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4656                                 WINED3DDTCAPS_FLOAT16_4;
4657         }
4658     } else
4659         pCaps->DeclTypes                         = 0;
4660
4661     /* Set DirectDraw helper Caps */
4662     ckey_caps =                         WINEDDCKEYCAPS_DESTBLT              |
4663                                         WINEDDCKEYCAPS_SRCBLT;
4664     fx_caps =                           WINEDDFXCAPS_BLTALPHA               |
4665                                         WINEDDFXCAPS_BLTMIRRORLEFTRIGHT     |
4666                                         WINEDDFXCAPS_BLTMIRRORUPDOWN        |
4667                                         WINEDDFXCAPS_BLTROTATION90          |
4668                                         WINEDDFXCAPS_BLTSHRINKX             |
4669                                         WINEDDFXCAPS_BLTSHRINKXN            |
4670                                         WINEDDFXCAPS_BLTSHRINKY             |
4671                                         WINEDDFXCAPS_BLTSHRINKXN            |
4672                                         WINEDDFXCAPS_BLTSTRETCHX            |
4673                                         WINEDDFXCAPS_BLTSTRETCHXN           |
4674                                         WINEDDFXCAPS_BLTSTRETCHY            |
4675                                         WINEDDFXCAPS_BLTSTRETCHYN;
4676     blit_caps =                         WINEDDCAPS_BLT                      |
4677                                         WINEDDCAPS_BLTCOLORFILL             |
4678                                         WINEDDCAPS_BLTDEPTHFILL             |
4679                                         WINEDDCAPS_BLTSTRETCH               |
4680                                         WINEDDCAPS_CANBLTSYSMEM             |
4681                                         WINEDDCAPS_CANCLIP                  |
4682                                         WINEDDCAPS_CANCLIPSTRETCHED         |
4683                                         WINEDDCAPS_COLORKEY                 |
4684                                         WINEDDCAPS_COLORKEYHWASSIST         |
4685                                         WINEDDCAPS_ALIGNBOUNDARYSRC;
4686     pal_caps =                          WINEDDPCAPS_8BIT                    |
4687                                         WINEDDPCAPS_PRIMARYSURFACE;
4688
4689     /* Fill the ddraw caps structure */
4690     pCaps->DirectDrawCaps.Caps =        WINEDDCAPS_GDI                      |
4691                                         WINEDDCAPS_PALETTE                  |
4692                                         blit_caps;
4693     pCaps->DirectDrawCaps.Caps2 =       WINEDDCAPS2_CERTIFIED                |
4694                                         WINEDDCAPS2_NOPAGELOCKREQUIRED       |
4695                                         WINEDDCAPS2_PRIMARYGAMMA             |
4696                                         WINEDDCAPS2_WIDESURFACES             |
4697                                         WINEDDCAPS2_CANRENDERWINDOWED;
4698     pCaps->DirectDrawCaps.CKeyCaps =    ckey_caps;
4699     pCaps->DirectDrawCaps.FXCaps =      fx_caps;
4700     pCaps->DirectDrawCaps.PalCaps =     pal_caps;
4701     pCaps->DirectDrawCaps.SVBCaps =     blit_caps;
4702     pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4703     pCaps->DirectDrawCaps.SVBFXCaps =   fx_caps;
4704     pCaps->DirectDrawCaps.VSBCaps =     blit_caps;
4705     pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4706     pCaps->DirectDrawCaps.VSBFXCaps =   fx_caps;
4707     pCaps->DirectDrawCaps.SSBCaps =     blit_caps;
4708     pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4709     pCaps->DirectDrawCaps.SSBFXCaps =   fx_caps;
4710
4711     pCaps->DirectDrawCaps.ddsCaps =     WINEDDSCAPS_ALPHA                   |
4712                                         WINEDDSCAPS_BACKBUFFER              |
4713                                         WINEDDSCAPS_FLIP                    |
4714                                         WINEDDSCAPS_FRONTBUFFER             |
4715                                         WINEDDSCAPS_OFFSCREENPLAIN          |
4716                                         WINEDDSCAPS_PALETTE                 |
4717                                         WINEDDSCAPS_PRIMARYSURFACE          |
4718                                         WINEDDSCAPS_SYSTEMMEMORY            |
4719                                         WINEDDSCAPS_VIDEOMEMORY             |
4720                                         WINEDDSCAPS_VISIBLE;
4721     pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4722
4723     /* Set D3D caps if OpenGL is available. */
4724     if (adapter->opengl)
4725     {
4726         pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE                |
4727                                         WINEDDSCAPS_MIPMAP                  |
4728                                         WINEDDSCAPS_TEXTURE                 |
4729                                         WINEDDSCAPS_ZBUFFER;
4730         pCaps->DirectDrawCaps.Caps |=   WINEDDCAPS_3D;
4731     }
4732
4733     return WINED3D_OK;
4734 }
4735
4736 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
4737         HWND focus_window, DWORD flags, IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4738 {
4739     IWineD3DImpl *This = (IWineD3DImpl *)iface;
4740     IWineD3DDeviceImpl *object;
4741     HRESULT hr;
4742
4743     TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, device_parent %p, device %p.\n",
4744             iface, adapter_idx, device_type, focus_window, flags, device_parent, device);
4745
4746     /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4747      * number and create a device without a 3D adapter for 2D only operation. */
4748     if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
4749     {
4750         return WINED3DERR_INVALIDCALL;
4751     }
4752
4753     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4754     if (!object)
4755     {
4756         ERR("Failed to allocate device memory.\n");
4757         return E_OUTOFMEMORY;
4758     }
4759
4760     hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, device_parent);
4761     if (FAILED(hr))
4762     {
4763         WARN("Failed to initialize device, hr %#x.\n", hr);
4764         HeapFree(GetProcessHeap(), 0, object);
4765         return hr;
4766     }
4767
4768     TRACE("Created device %p.\n", object);
4769     *device = (IWineD3DDevice *)object;
4770
4771     IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4772
4773     return WINED3D_OK;
4774 }
4775
4776 static void * WINAPI IWineD3DImpl_GetParent(IWineD3D *iface)
4777 {
4778     TRACE("iface %p.\n", iface);
4779
4780     return ((IWineD3DImpl *)iface)->parent;
4781 }
4782
4783 static void WINE_GLAPI invalid_func(const void *data)
4784 {
4785     ERR("Invalid vertex attribute function called\n");
4786     DebugBreak();
4787 }
4788
4789 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4790 {
4791     ERR("Invalid texcoord function called\n");
4792     DebugBreak();
4793 }
4794
4795 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4796  * the extension detection and are used in drawStridedSlow
4797  */
4798 static void WINE_GLAPI position_d3dcolor(const void *data)
4799 {
4800     DWORD pos = *((const DWORD *)data);
4801
4802     FIXME("Add a test for fixed function position from d3dcolor type\n");
4803     glVertex4s(D3DCOLOR_B_R(pos),
4804                D3DCOLOR_B_G(pos),
4805                D3DCOLOR_B_B(pos),
4806                D3DCOLOR_B_A(pos));
4807 }
4808
4809 static void WINE_GLAPI position_float4(const void *data)
4810 {
4811     const GLfloat *pos = data;
4812
4813     if (pos[3] != 0.0f && pos[3] != 1.0f)
4814     {
4815         float w = 1.0f / pos[3];
4816
4817         glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4818     }
4819     else
4820     {
4821         glVertex3fv(pos);
4822     }
4823 }
4824
4825 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4826 {
4827     DWORD diffuseColor = *((const DWORD *)data);
4828
4829     glColor4ub(D3DCOLOR_B_R(diffuseColor),
4830                D3DCOLOR_B_G(diffuseColor),
4831                D3DCOLOR_B_B(diffuseColor),
4832                D3DCOLOR_B_A(diffuseColor));
4833 }
4834
4835 static void WINE_GLAPI specular_d3dcolor(const void *data)
4836 {
4837     DWORD specularColor = *((const DWORD *)data);
4838     GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4839             D3DCOLOR_B_G(specularColor),
4840             D3DCOLOR_B_B(specularColor)};
4841
4842     specular_func_3ubv(d);
4843 }
4844
4845 static void WINE_GLAPI warn_no_specular_func(const void *data)
4846 {
4847     WARN("GL_EXT_secondary_color not supported\n");
4848 }
4849
4850 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
4851 {
4852     position_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
4853     position_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
4854     position_funcs[WINED3D_FFP_EMIT_FLOAT3]      = (glAttribFunc)glVertex3fv;
4855     position_funcs[WINED3D_FFP_EMIT_FLOAT4]      = position_float4;
4856     position_funcs[WINED3D_FFP_EMIT_D3DCOLOR]    = position_d3dcolor;
4857     position_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
4858     position_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
4859     position_funcs[WINED3D_FFP_EMIT_SHORT4]      = (glAttribFunc)glVertex2sv;
4860     position_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
4861     position_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
4862     position_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
4863     position_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
4864     position_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
4865     position_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
4866     position_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
4867     position_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
4868     position_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
4869
4870     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1]       = invalid_func;
4871     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2]       = invalid_func;
4872     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3]       = (glAttribFunc)glColor3fv;
4873     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4]       = (glAttribFunc)glColor4fv;
4874     diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR]     = diffuse_d3dcolor;
4875     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4]       = invalid_func;
4876     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2]       = invalid_func;
4877     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4]       = invalid_func;
4878     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N]      = (glAttribFunc)glColor4ubv;
4879     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N]      = invalid_func;
4880     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N]      = (glAttribFunc)glColor4sv;
4881     diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N]     = invalid_func;
4882     diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N]     = (glAttribFunc)glColor4usv;
4883     diffuse_funcs[WINED3D_FFP_EMIT_UDEC3]        = invalid_func;
4884     diffuse_funcs[WINED3D_FFP_EMIT_DEC3N]        = invalid_func;
4885     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2]    = invalid_func;
4886     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4]    = invalid_func;
4887
4888     /* No 4 component entry points here */
4889     specular_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
4890     specular_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
4891     if (gl_info->supported[EXT_SECONDARY_COLOR])
4892     {
4893         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4894     }
4895     else
4896     {
4897         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = warn_no_specular_func;
4898     }
4899     specular_funcs[WINED3D_FFP_EMIT_FLOAT4]      = invalid_func;
4900     if (gl_info->supported[EXT_SECONDARY_COLOR])
4901     {
4902         specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4903         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4904     }
4905     else
4906     {
4907         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4908     }
4909     specular_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
4910     specular_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
4911     specular_funcs[WINED3D_FFP_EMIT_SHORT4]      = invalid_func;
4912     specular_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
4913     specular_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
4914     specular_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
4915     specular_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
4916     specular_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
4917     specular_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
4918     specular_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
4919     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
4920     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
4921
4922     /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4923      * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4924      */
4925     normal_funcs[WINED3D_FFP_EMIT_FLOAT1]         = invalid_func;
4926     normal_funcs[WINED3D_FFP_EMIT_FLOAT2]         = invalid_func;
4927     normal_funcs[WINED3D_FFP_EMIT_FLOAT3]         = (glAttribFunc)glNormal3fv;
4928     normal_funcs[WINED3D_FFP_EMIT_FLOAT4]         = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4929     normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR]       = invalid_func;
4930     normal_funcs[WINED3D_FFP_EMIT_UBYTE4]         = invalid_func;
4931     normal_funcs[WINED3D_FFP_EMIT_SHORT2]         = invalid_func;
4932     normal_funcs[WINED3D_FFP_EMIT_SHORT4]         = invalid_func;
4933     normal_funcs[WINED3D_FFP_EMIT_UBYTE4N]        = invalid_func;
4934     normal_funcs[WINED3D_FFP_EMIT_SHORT2N]        = invalid_func;
4935     normal_funcs[WINED3D_FFP_EMIT_SHORT4N]        = invalid_func;
4936     normal_funcs[WINED3D_FFP_EMIT_USHORT2N]       = invalid_func;
4937     normal_funcs[WINED3D_FFP_EMIT_USHORT4N]       = invalid_func;
4938     normal_funcs[WINED3D_FFP_EMIT_UDEC3]          = invalid_func;
4939     normal_funcs[WINED3D_FFP_EMIT_DEC3N]          = invalid_func;
4940     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2]      = invalid_func;
4941     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4]      = invalid_func;
4942
4943     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4944     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
4945     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
4946     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
4947     multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR]  = invalid_texcoord_func;
4948     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4]    = invalid_texcoord_func;
4949     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
4950     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
4951     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N]   = invalid_texcoord_func;
4952     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N]   = invalid_texcoord_func;
4953     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N]   = invalid_texcoord_func;
4954     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N]  = invalid_texcoord_func;
4955     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N]  = invalid_texcoord_func;
4956     multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3]     = invalid_texcoord_func;
4957     multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N]     = invalid_texcoord_func;
4958     if (gl_info->supported[NV_HALF_FLOAT])
4959     {
4960         /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
4961         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
4962         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
4963     } else {
4964         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
4965         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
4966     }
4967 }
4968
4969 /* Do not call while under the GL lock. */
4970 static BOOL InitAdapters(IWineD3DImpl *This)
4971 {
4972     static HMODULE mod_gl;
4973     BOOL ret;
4974     int ps_selected_mode, vs_selected_mode;
4975
4976     /* No need to hold any lock. The calling library makes sure only one thread calls
4977      * wined3d simultaneously
4978      */
4979
4980     TRACE("Initializing adapters\n");
4981
4982     if(!mod_gl) {
4983 #ifdef USE_WIN32_OPENGL
4984 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4985         mod_gl = LoadLibraryA("opengl32.dll");
4986         if(!mod_gl) {
4987             ERR("Can't load opengl32.dll!\n");
4988             goto nogl_adapter;
4989         }
4990 #else
4991 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4992         /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4993         mod_gl = GetModuleHandleA("gdi32.dll");
4994 #endif
4995     }
4996
4997 /* Load WGL core functions from opengl32.dll */
4998 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
4999     WGL_FUNCS_GEN;
5000 #undef USE_WGL_FUNC
5001
5002     if(!pwglGetProcAddress) {
5003         ERR("Unable to load wglGetProcAddress!\n");
5004         goto nogl_adapter;
5005     }
5006
5007 /* Dynamically load all GL core functions */
5008     GL_FUNCS_GEN;
5009 #undef USE_GL_FUNC
5010
5011     /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5012      * otherwise because we have to use winex11.drv's override
5013      */
5014 #ifdef USE_WIN32_OPENGL
5015     wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5016     wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5017 #else
5018     wglFinish = (void*)pwglGetProcAddress("wglFinish");
5019     wglFlush = (void*)pwglGetProcAddress("wglFlush");
5020 #endif
5021
5022     glEnableWINE = glEnable;
5023     glDisableWINE = glDisable;
5024
5025     /* For now only one default adapter */
5026     {
5027         struct wined3d_adapter *adapter = &This->adapters[0];
5028         const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5029         struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5030         int iPixelFormat;
5031         int res;
5032         int i;
5033         WineD3D_PixelFormat *cfgs;
5034         DISPLAY_DEVICEW DisplayDevice;
5035         HDC hdc;
5036
5037         TRACE("Initializing default adapter\n");
5038         adapter->ordinal = 0;
5039         adapter->monitorPoint.x = -1;
5040         adapter->monitorPoint.y = -1;
5041
5042         if (!AllocateLocallyUniqueId(&adapter->luid))
5043         {
5044             DWORD err = GetLastError();
5045             ERR("Failed to set adapter LUID (%#x).\n", err);
5046             goto nogl_adapter;
5047         }
5048         TRACE("Allocated LUID %08x:%08x for adapter.\n",
5049                 adapter->luid.HighPart, adapter->luid.LowPart);
5050
5051         if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5052         {
5053             ERR("Failed to get a gl context for default adapter\n");
5054             goto nogl_adapter;
5055         }
5056
5057         ret = IWineD3DImpl_FillGLCaps(adapter);
5058         if(!ret) {
5059             ERR("Failed to initialize gl caps for default adapter\n");
5060             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5061             goto nogl_adapter;
5062         }
5063         ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5064         if(!ret) {
5065             ERR("Failed to init gl formats\n");
5066             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5067             goto nogl_adapter;
5068         }
5069
5070         hdc = fake_gl_ctx.dc;
5071
5072         adapter->TextureRam = adapter->driver_info.vidmem;
5073         adapter->UsedTextureRam = 0;
5074         TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5075
5076         /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5077         DisplayDevice.cb = sizeof(DisplayDevice);
5078         EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5079         TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5080         strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5081
5082         if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5083         {
5084             int attribute;
5085             int attribs[11];
5086             int values[11];
5087             int nAttribs = 0;
5088
5089             attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5090             GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5091
5092             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
5093             cfgs = adapter->cfgs;
5094             attribs[nAttribs++] = WGL_RED_BITS_ARB;
5095             attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5096             attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5097             attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5098             attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5099             attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5100             attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5101             attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5102             attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5103             attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5104             attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5105
5106             for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5107             {
5108                 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5109
5110                 if(!res)
5111                     continue;
5112
5113                 /* Cache the pixel format */
5114                 cfgs->iPixelFormat = iPixelFormat;
5115                 cfgs->redSize = values[0];
5116                 cfgs->greenSize = values[1];
5117                 cfgs->blueSize = values[2];
5118                 cfgs->alphaSize = values[3];
5119                 cfgs->colorSize = values[4];
5120                 cfgs->depthSize = values[5];
5121                 cfgs->stencilSize = values[6];
5122                 cfgs->windowDrawable = values[7];
5123                 cfgs->iPixelType = values[8];
5124                 cfgs->doubleBuffer = values[9];
5125                 cfgs->auxBuffers = values[10];
5126
5127                 cfgs->numSamples = 0;
5128                 /* Check multisample support */
5129                 if (gl_info->supported[ARB_MULTISAMPLE])
5130                 {
5131                     int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5132                     int value[2];
5133                     if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5134                         /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5135                         * value[1] = number of multi sample buffers*/
5136                         if(value[0])
5137                             cfgs->numSamples = value[1];
5138                     }
5139                 }
5140
5141                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5142                         "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5143                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5144                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5145                         cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5146                 cfgs++;
5147             }
5148         }
5149         else
5150         {
5151             int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5152             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
5153             adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5154
5155             cfgs = adapter->cfgs;
5156             for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5157             {
5158                 PIXELFORMATDESCRIPTOR ppfd;
5159
5160                 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5161                 if(!res)
5162                     continue;
5163
5164                 /* We only want HW acceleration using an OpenGL ICD driver.
5165                  * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5166                  * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5167                  */
5168                 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5169                 {
5170                     TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5171                     continue;
5172                 }
5173
5174                 cfgs->iPixelFormat = iPixelFormat;
5175                 cfgs->redSize = ppfd.cRedBits;
5176                 cfgs->greenSize = ppfd.cGreenBits;
5177                 cfgs->blueSize = ppfd.cBlueBits;
5178                 cfgs->alphaSize = ppfd.cAlphaBits;
5179                 cfgs->colorSize = ppfd.cColorBits;
5180                 cfgs->depthSize = ppfd.cDepthBits;
5181                 cfgs->stencilSize = ppfd.cStencilBits;
5182                 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5183                 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5184                 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5185                 cfgs->auxBuffers = ppfd.cAuxBuffers;
5186                 cfgs->numSamples = 0;
5187
5188                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5189                         "depth=%d, stencil=%d, windowDrawable=%d\n",
5190                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5191                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5192                         cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5193                 cfgs++;
5194                 adapter->nCfgs++;
5195             }
5196
5197             /* Yikes we haven't found any suitable formats. This should only happen in case of GDI software rendering which we can't use anyway as its 3D functionality is very, very limited */
5198             if(!adapter->nCfgs)
5199             {
5200                 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5201
5202                 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5203                 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5204                 goto nogl_adapter;
5205             }
5206         }
5207
5208         /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5209          * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5210          * but just fake it using D24(X8?) which is fine. D3D also allows that.
5211          * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5212          * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5213          * driver is allowed to consume more bits EXCEPT for stencil bits.
5214          *
5215          * Mark an adapter with this broken stencil behavior.
5216          */
5217         adapter->brokenStencil = TRUE;
5218         for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5219         {
5220             /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5221             if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5222                 adapter->brokenStencil = FALSE;
5223                 break;
5224             }
5225         }
5226
5227         WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5228
5229         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5230         fillGLAttribFuncs(&adapter->gl_info);
5231         adapter->opengl = TRUE;
5232     }
5233     This->adapter_count = 1;
5234     TRACE("%u adapters successfully initialized\n", This->adapter_count);
5235
5236     return TRUE;
5237
5238 nogl_adapter:
5239     /* Initialize an adapter for ddraw-only memory counting */
5240     memset(This->adapters, 0, sizeof(This->adapters));
5241     This->adapters[0].ordinal = 0;
5242     This->adapters[0].opengl = FALSE;
5243     This->adapters[0].monitorPoint.x = -1;
5244     This->adapters[0].monitorPoint.y = -1;
5245
5246     This->adapters[0].driver_info.name = "Display";
5247     This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5248     if(wined3d_settings.emulated_textureram) {
5249         This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5250     } else {
5251         This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5252     }
5253
5254     initPixelFormatsNoGL(&This->adapters[0].gl_info);
5255
5256     This->adapter_count = 1;
5257     return FALSE;
5258 }
5259
5260 /**********************************************************
5261  * IWineD3D VTbl follows
5262  **********************************************************/
5263
5264 static const struct IWineD3DVtbl IWineD3D_Vtbl =
5265 {
5266     /* IUnknown */
5267     IWineD3DImpl_QueryInterface,
5268     IWineD3DImpl_AddRef,
5269     IWineD3DImpl_Release,
5270     /* IWineD3D */
5271     IWineD3DImpl_GetParent,
5272     IWineD3DImpl_GetAdapterCount,
5273     IWineD3DImpl_RegisterSoftwareDevice,
5274     IWineD3DImpl_GetAdapterMonitor,
5275     IWineD3DImpl_GetAdapterModeCount,
5276     IWineD3DImpl_EnumAdapterModes,
5277     IWineD3DImpl_GetAdapterDisplayMode,
5278     IWineD3DImpl_GetAdapterIdentifier,
5279     IWineD3DImpl_CheckDeviceMultiSampleType,
5280     IWineD3DImpl_CheckDepthStencilMatch,
5281     IWineD3DImpl_CheckDeviceType,
5282     IWineD3DImpl_CheckDeviceFormat,
5283     IWineD3DImpl_CheckDeviceFormatConversion,
5284     IWineD3DImpl_GetDeviceCaps,
5285     IWineD3DImpl_CreateDevice
5286 };
5287
5288 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5289
5290 const struct wined3d_parent_ops wined3d_null_parent_ops =
5291 {
5292     wined3d_null_wined3d_object_destroyed,
5293 };
5294
5295 /* Do not call while under the GL lock. */
5296 HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, void *parent)
5297 {
5298     wined3d->lpVtbl = &IWineD3D_Vtbl;
5299     wined3d->dxVersion = version;
5300     wined3d->ref = 1;
5301     wined3d->parent = parent;
5302
5303     if (!InitAdapters(wined3d))
5304     {
5305         WARN("Failed to initialize adapters.\n");
5306         if (version > 7)
5307         {
5308             MESSAGE("Direct3D%u is not available without OpenGL.\n", version);
5309             return E_FAIL;
5310         }
5311     }
5312
5313     return WINED3D_OK;
5314 }