wined3d: Use the same card selection for both Intel Mesa and binary drivers.
[wine] / dlls / wined3d / directx.c
1 /*
2  * IWineD3D implementation
3  *
4  * Copyright 2002-2004 Jason Edmeades
5  * Copyright 2003-2004 Raphael Junqueira
6  * Copyright 2004 Christian Costa
7  * Copyright 2005 Oliver Stieber
8  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
9  * Copyright 2009 Henri Verbeet for CodeWeavers
10  *
11  * This library is free software; you can redistribute it and/or
12  * modify it under the terms of the GNU Lesser General Public
13  * License as published by the Free Software Foundation; either
14  * version 2.1 of the License, or (at your option) any later version.
15  *
16  * This library is distributed in the hope that it will be useful,
17  * but WITHOUT ANY WARRANTY; without even the implied warranty of
18  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
19  * Lesser General Public License for more details.
20  *
21  * You should have received a copy of the GNU Lesser General Public
22  * License along with this library; if not, write to the Free Software
23  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24  */
25
26 #include "config.h"
27 #include <stdio.h>
28 #include "wined3d_private.h"
29
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
32
33 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
34
35 /* The d3d device ID */
36 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
37
38 /* Extension detection */
39 static const struct {
40     const char *extension_string;
41     GL_SupportedExt extension;
42     DWORD version;
43 } EXTENSION_MAP[] = {
44     /* APPLE */
45     {"GL_APPLE_client_storage",             APPLE_CLIENT_STORAGE,           0                           },
46     {"GL_APPLE_fence",                      APPLE_FENCE,                    0                           },
47     {"GL_APPLE_float_pixels",               APPLE_FLOAT_PIXELS,             0                           },
48     {"GL_APPLE_flush_buffer_range",         APPLE_FLUSH_BUFFER_RANGE,       0                           },
49     {"GL_APPLE_flush_render",               APPLE_FLUSH_RENDER,             0                           },
50     {"GL_APPLE_ycbcr_422",                  APPLE_YCBCR_422,                0                           },
51
52     /* ARB */
53     {"GL_ARB_color_buffer_float",           ARB_COLOR_BUFFER_FLOAT,         0                           },
54     {"GL_ARB_depth_buffer_float",           ARB_DEPTH_BUFFER_FLOAT,         0                           },
55     {"GL_ARB_depth_clamp",                  ARB_DEPTH_CLAMP,                0                           },
56     {"GL_ARB_depth_texture",                ARB_DEPTH_TEXTURE,              0                           },
57     {"GL_ARB_draw_buffers",                 ARB_DRAW_BUFFERS,               0                           },
58     {"GL_ARB_fragment_program",             ARB_FRAGMENT_PROGRAM,           0                           },
59     {"GL_ARB_fragment_shader",              ARB_FRAGMENT_SHADER,            0                           },
60     {"GL_ARB_framebuffer_object",           ARB_FRAMEBUFFER_OBJECT,         0                           },
61     {"GL_ARB_geometry_shader4",             ARB_GEOMETRY_SHADER4,           0                           },
62     {"GL_ARB_half_float_pixel",             ARB_HALF_FLOAT_PIXEL,           0                           },
63     {"GL_ARB_half_float_vertex",            ARB_HALF_FLOAT_VERTEX,          0                           },
64     {"GL_ARB_imaging",                      ARB_IMAGING,                    0                           },
65     {"GL_ARB_map_buffer_range",             ARB_MAP_BUFFER_RANGE,           0                           },
66     {"GL_ARB_multisample",                  ARB_MULTISAMPLE,                0                           }, /* needs GLX_ARB_MULTISAMPLE as well */
67     {"GL_ARB_multitexture",                 ARB_MULTITEXTURE,               0                           },
68     {"GL_ARB_occlusion_query",              ARB_OCCLUSION_QUERY,            0                           },
69     {"GL_ARB_pixel_buffer_object",          ARB_PIXEL_BUFFER_OBJECT,        0                           },
70     {"GL_ARB_point_parameters",             ARB_POINT_PARAMETERS,           0                           },
71     {"GL_ARB_point_sprite",                 ARB_POINT_SPRITE,               0                           },
72     {"GL_ARB_provoking_vertex",             ARB_PROVOKING_VERTEX,           0                           },
73     {"GL_ARB_shader_objects",               ARB_SHADER_OBJECTS,             0                           },
74     {"GL_ARB_shader_texture_lod",           ARB_SHADER_TEXTURE_LOD,         0                           },
75     {"GL_ARB_shading_language_100",         ARB_SHADING_LANGUAGE_100,       0                           },
76     {"GL_ARB_shadow",                       ARB_SHADOW,                     0                           },
77     {"GL_ARB_sync",                         ARB_SYNC,                       0                           },
78     {"GL_ARB_texture_border_clamp",         ARB_TEXTURE_BORDER_CLAMP,       0                           },
79     {"GL_ARB_texture_compression",          ARB_TEXTURE_COMPRESSION,        0                           },
80     {"GL_ARB_texture_compression_rgtc",     ARB_TEXTURE_COMPRESSION_RGTC,   0                           },
81     {"GL_ARB_texture_cube_map",             ARB_TEXTURE_CUBE_MAP,           0                           },
82     {"GL_ARB_texture_env_add",              ARB_TEXTURE_ENV_ADD,            0                           },
83     {"GL_ARB_texture_env_combine",          ARB_TEXTURE_ENV_COMBINE,        0                           },
84     {"GL_ARB_texture_env_dot3",             ARB_TEXTURE_ENV_DOT3,           0                           },
85     {"GL_ARB_texture_float",                ARB_TEXTURE_FLOAT,              0                           },
86     {"GL_ARB_texture_mirrored_repeat",      ARB_TEXTURE_MIRRORED_REPEAT,    0                           },
87     {"GL_ARB_texture_non_power_of_two",     ARB_TEXTURE_NON_POWER_OF_TWO,   MAKEDWORD_VERSION(2, 0)     },
88     {"GL_ARB_texture_rectangle",            ARB_TEXTURE_RECTANGLE,          0                           },
89     {"GL_ARB_texture_rg",                   ARB_TEXTURE_RG,                 0                           },
90     {"GL_ARB_vertex_array_bgra",            ARB_VERTEX_ARRAY_BGRA,          0                           },
91     {"GL_ARB_vertex_blend",                 ARB_VERTEX_BLEND,               0                           },
92     {"GL_ARB_vertex_buffer_object",         ARB_VERTEX_BUFFER_OBJECT,       0                           },
93     {"GL_ARB_vertex_program",               ARB_VERTEX_PROGRAM,             0                           },
94     {"GL_ARB_vertex_shader",                ARB_VERTEX_SHADER,              0                           },
95
96     /* ATI */
97     {"GL_ATI_fragment_shader",              ATI_FRAGMENT_SHADER,            0                           },
98     {"GL_ATI_separate_stencil",             ATI_SEPARATE_STENCIL,           0                           },
99     {"GL_ATI_texture_compression_3dc",      ATI_TEXTURE_COMPRESSION_3DC,    0                           },
100     {"GL_ATI_texture_env_combine3",         ATI_TEXTURE_ENV_COMBINE3,       0                           },
101     {"GL_ATI_texture_mirror_once",          ATI_TEXTURE_MIRROR_ONCE,        0                           },
102
103     /* EXT */
104     {"GL_EXT_blend_color",                  EXT_BLEND_COLOR,                0                           },
105     {"GL_EXT_blend_equation_separate",      EXT_BLEND_EQUATION_SEPARATE,    0                           },
106     {"GL_EXT_blend_func_separate",          EXT_BLEND_FUNC_SEPARATE,        0                           },
107     {"GL_EXT_blend_minmax",                 EXT_BLEND_MINMAX,               0                           },
108     {"GL_EXT_depth_bounds_test",            EXT_DEPTH_BOUNDS_TEST,          0                           },
109     {"GL_EXT_draw_buffers2",                EXT_DRAW_BUFFERS2,              0                           },
110     {"GL_EXT_fog_coord",                    EXT_FOG_COORD,                  0                           },
111     {"GL_EXT_framebuffer_blit",             EXT_FRAMEBUFFER_BLIT,           0                           },
112     {"GL_EXT_framebuffer_multisample",      EXT_FRAMEBUFFER_MULTISAMPLE,    0                           },
113     {"GL_EXT_framebuffer_object",           EXT_FRAMEBUFFER_OBJECT,         0                           },
114     {"GL_EXT_gpu_program_parameters",       EXT_GPU_PROGRAM_PARAMETERS,     0                           },
115     {"GL_EXT_gpu_shader4",                  EXT_GPU_SHADER4,                0                           },
116     {"GL_EXT_packed_depth_stencil",         EXT_PACKED_DEPTH_STENCIL,       0                           },
117     {"GL_EXT_paletted_texture",             EXT_PALETTED_TEXTURE,           0                           },
118     {"GL_EXT_point_parameters",             EXT_POINT_PARAMETERS,           0                           },
119     {"GL_EXT_provoking_vertex",             EXT_PROVOKING_VERTEX,           0                           },
120     {"GL_EXT_secondary_color",              EXT_SECONDARY_COLOR,            0                           },
121     {"GL_EXT_stencil_two_side",             EXT_STENCIL_TWO_SIDE,           0                           },
122     {"GL_EXT_stencil_wrap",                 EXT_STENCIL_WRAP,               0                           },
123     {"GL_EXT_texture3D",                    EXT_TEXTURE3D,                  MAKEDWORD_VERSION(1, 2)     },
124     {"GL_EXT_texture_compression_rgtc",     EXT_TEXTURE_COMPRESSION_RGTC,   0                           },
125     {"GL_EXT_texture_compression_s3tc",     EXT_TEXTURE_COMPRESSION_S3TC,   0                           },
126     {"GL_EXT_texture_env_add",              EXT_TEXTURE_ENV_ADD,            0                           },
127     {"GL_EXT_texture_env_combine",          EXT_TEXTURE_ENV_COMBINE,        0                           },
128     {"GL_EXT_texture_env_dot3",             EXT_TEXTURE_ENV_DOT3,           0                           },
129     {"GL_EXT_texture_filter_anisotropic",   EXT_TEXTURE_FILTER_ANISOTROPIC, 0                           },
130     {"GL_EXT_texture_lod_bias",             EXT_TEXTURE_LOD_BIAS,           0                           },
131     {"GL_EXT_texture_sRGB",                 EXT_TEXTURE_SRGB,               0                           },
132     {"GL_EXT_vertex_array_bgra",            EXT_VERTEX_ARRAY_BGRA,          0                           },
133
134     /* NV */
135     {"GL_NV_depth_clamp",                   NV_DEPTH_CLAMP,                 0                           },
136     {"GL_NV_fence",                         NV_FENCE,                       0                           },
137     {"GL_NV_fog_distance",                  NV_FOG_DISTANCE,                0                           },
138     {"GL_NV_fragment_program",              NV_FRAGMENT_PROGRAM,            0                           },
139     {"GL_NV_fragment_program2",             NV_FRAGMENT_PROGRAM2,           0                           },
140     {"GL_NV_fragment_program_option",       NV_FRAGMENT_PROGRAM_OPTION,     0                           },
141     {"GL_NV_half_float",                    NV_HALF_FLOAT,                  0                           },
142     {"GL_NV_light_max_exponent",            NV_LIGHT_MAX_EXPONENT,          0                           },
143     {"GL_NV_point_sprite",                  NV_POINT_SPRITE,                0                           },
144     {"GL_NV_register_combiners",            NV_REGISTER_COMBINERS,          0                           },
145     {"GL_NV_register_combiners2",           NV_REGISTER_COMBINERS2,         0                           },
146     {"GL_NV_texgen_reflection",             NV_TEXGEN_REFLECTION,           0                           },
147     {"GL_NV_texture_env_combine4",          NV_TEXTURE_ENV_COMBINE4,        0                           },
148     {"GL_NV_texture_shader",                NV_TEXTURE_SHADER,              0                           },
149     {"GL_NV_texture_shader2",               NV_TEXTURE_SHADER2,             0                           },
150     {"GL_NV_vertex_program",                NV_VERTEX_PROGRAM,              0                           },
151     {"GL_NV_vertex_program1_1",             NV_VERTEX_PROGRAM1_1,           0                           },
152     {"GL_NV_vertex_program2",               NV_VERTEX_PROGRAM2,             0                           },
153     {"GL_NV_vertex_program2_option",        NV_VERTEX_PROGRAM2_OPTION,      0                           },
154     {"GL_NV_vertex_program3",               NV_VERTEX_PROGRAM3,             0                           },
155
156     /* SGI */
157     {"GL_SGIS_generate_mipmap",             SGIS_GENERATE_MIPMAP,           0                           },
158 };
159
160 /**********************************************************
161  * Utility functions follow
162  **********************************************************/
163
164 const struct min_lookup minMipLookup[] =
165 {
166     /* NONE         POINT                       LINEAR */
167     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
168     {{GL_NEAREST,   GL_NEAREST_MIPMAP_NEAREST,  GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
169     {{GL_LINEAR,    GL_LINEAR_MIPMAP_NEAREST,   GL_LINEAR_MIPMAP_LINEAR}},  /* LINEAR */
170 };
171
172 const struct min_lookup minMipLookup_noFilter[] =
173 {
174     /* NONE         POINT                       LINEAR */
175     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
176     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
177     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* LINEAR */
178 };
179
180 const struct min_lookup minMipLookup_noMip[] =
181 {
182     /* NONE         POINT                       LINEAR */
183     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
184     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
185     {{GL_LINEAR,    GL_LINEAR,                  GL_LINEAR }},               /* LINEAR */
186 };
187
188 const GLenum magLookup[] =
189 {
190     /* NONE     POINT       LINEAR */
191     GL_NEAREST, GL_NEAREST, GL_LINEAR,
192 };
193
194 const GLenum magLookup_noFilter[] =
195 {
196     /* NONE     POINT       LINEAR */
197     GL_NEAREST, GL_NEAREST, GL_NEAREST,
198 };
199
200 /* drawStridedSlow attributes */
201 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
202 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
203 glAttribFunc specular_func_3ubv;
204 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
205 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
206 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
207
208 /**
209  * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
210  * i.e., there is no GL Context - Get a default rendering context to enable the
211  * function query some info from GL.
212  */
213
214 struct wined3d_fake_gl_ctx
215 {
216     HDC dc;
217     HWND wnd;
218     HGLRC gl_ctx;
219     HDC restore_dc;
220     HGLRC restore_gl_ctx;
221 };
222
223 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
224 {
225     TRACE_(d3d_caps)("Destroying fake GL context.\n");
226
227     if (!pwglMakeCurrent(NULL, NULL))
228     {
229         ERR_(d3d_caps)("Failed to disable fake GL context.\n");
230     }
231
232     if (!pwglDeleteContext(ctx->gl_ctx))
233     {
234         DWORD err = GetLastError();
235         ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
236     }
237
238     ReleaseDC(ctx->wnd, ctx->dc);
239     DestroyWindow(ctx->wnd);
240
241     if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
242     {
243         ERR_(d3d_caps)("Failed to restore previous GL context.\n");
244     }
245 }
246
247 /* Do not call while under the GL lock. */
248 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
249 {
250     PIXELFORMATDESCRIPTOR pfd;
251     int iPixelFormat;
252
253     TRACE("getting context...\n");
254
255     ctx->restore_dc = pwglGetCurrentDC();
256     ctx->restore_gl_ctx = pwglGetCurrentContext();
257
258     /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
259     ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
260             WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
261     if (!ctx->wnd)
262     {
263         ERR_(d3d_caps)("Failed to create a window.\n");
264         goto fail;
265     }
266
267     ctx->dc = GetDC(ctx->wnd);
268     if (!ctx->dc)
269     {
270         ERR_(d3d_caps)("Failed to get a DC.\n");
271         goto fail;
272     }
273
274     /* PixelFormat selection */
275     ZeroMemory(&pfd, sizeof(pfd));
276     pfd.nSize = sizeof(pfd);
277     pfd.nVersion = 1;
278     pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
279     pfd.iPixelType = PFD_TYPE_RGBA;
280     pfd.cColorBits = 32;
281     pfd.iLayerType = PFD_MAIN_PLANE;
282
283     iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
284     if (!iPixelFormat)
285     {
286         /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
287         ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
288         goto fail;
289     }
290     DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
291     SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
292
293     /* Create a GL context. */
294     ctx->gl_ctx = pwglCreateContext(ctx->dc);
295     if (!ctx->gl_ctx)
296     {
297         WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
298         goto fail;
299     }
300
301     /* Make it the current GL context. */
302     if (!context_set_current(NULL))
303     {
304         ERR_(d3d_caps)("Failed to clear current D3D context.\n");
305     }
306
307     if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
308     {
309         ERR_(d3d_caps)("Failed to make fake GL context current.\n");
310         goto fail;
311     }
312
313     return TRUE;
314
315 fail:
316     if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
317     ctx->gl_ctx = NULL;
318     if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
319     ctx->dc = NULL;
320     if (ctx->wnd) DestroyWindow(ctx->wnd);
321     ctx->wnd = NULL;
322     if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
323     {
324         ERR_(d3d_caps)("Failed to restore previous GL context.\n");
325     }
326
327     return FALSE;
328 }
329
330 /* Adjust the amount of used texture memory */
331 unsigned int WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *device, unsigned int glram)
332 {
333     struct wined3d_adapter *adapter = device->adapter;
334
335     adapter->UsedTextureRam += glram;
336     TRACE("Adjusted gl ram by %d to %d\n", glram, adapter->UsedTextureRam);
337     return adapter->UsedTextureRam;
338 }
339
340 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
341 {
342     HeapFree(GetProcessHeap(), 0, adapter->gl_info.formats);
343     HeapFree(GetProcessHeap(), 0, adapter->cfgs);
344 }
345
346 /**********************************************************
347  * IUnknown parts follows
348  **********************************************************/
349
350 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
351 {
352     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
353
354     TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
355     if (IsEqualGUID(riid, &IID_IUnknown)
356         || IsEqualGUID(riid, &IID_IWineD3DBase)
357         || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
358         IUnknown_AddRef(iface);
359         *ppobj = This;
360         return S_OK;
361     }
362     *ppobj = NULL;
363     return E_NOINTERFACE;
364 }
365
366 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
367     IWineD3DImpl *This = (IWineD3DImpl *)iface;
368     ULONG refCount = InterlockedIncrement(&This->ref);
369
370     TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
371     return refCount;
372 }
373
374 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
375     IWineD3DImpl *This = (IWineD3DImpl *)iface;
376     ULONG ref;
377     TRACE("(%p) : Releasing from %d\n", This, This->ref);
378     ref = InterlockedDecrement(&This->ref);
379
380     if (!ref)
381     {
382         unsigned int i;
383
384         for (i = 0; i < This->adapter_count; ++i)
385         {
386             wined3d_adapter_cleanup(&This->adapters[i]);
387         }
388         HeapFree(GetProcessHeap(), 0, This);
389     }
390
391     return ref;
392 }
393
394 /**********************************************************
395  * IWineD3D parts follows
396  **********************************************************/
397
398 /* GL locking is done by the caller */
399 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
400 {
401     GLuint prog;
402     BOOL ret = FALSE;
403     const char *testcode =
404         "!!ARBvp1.0\n"
405         "PARAM C[66] = { program.env[0..65] };\n"
406         "ADDRESS A0;"
407         "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
408         "ARL A0.x, zero.x;\n"
409         "MOV result.position, C[A0.x + 65];\n"
410         "END\n";
411
412     while(glGetError());
413     GL_EXTCALL(glGenProgramsARB(1, &prog));
414     if(!prog) {
415         ERR("Failed to create an ARB offset limit test program\n");
416     }
417     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
418     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
419                                   strlen(testcode), testcode));
420     if (glGetError())
421     {
422         TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
423         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
424         ret = TRUE;
425     } else TRACE("OpenGL implementation allows offsets > 63\n");
426
427     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
428     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
429     checkGLcall("ARB vp offset limit test cleanup");
430
431     return ret;
432 }
433
434 static DWORD ver_for_ext(GL_SupportedExt ext)
435 {
436     unsigned int i;
437     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
438         if(EXTENSION_MAP[i].extension == ext) {
439             return EXTENSION_MAP[i].version;
440         }
441     }
442     return 0;
443 }
444
445 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
446         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
447 {
448     if (card_vendor != HW_VENDOR_ATI) return FALSE;
449     if (device == CARD_ATI_RADEON_9500) return TRUE;
450     if (device == CARD_ATI_RADEON_X700) return TRUE;
451     if (device == CARD_ATI_RADEON_X1600) return TRUE;
452     return FALSE;
453 }
454
455 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
456         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
457 {
458     if (card_vendor == HW_VENDOR_NVIDIA)
459     {
460         if (device == CARD_NVIDIA_GEFORCEFX_5200 ||
461             device == CARD_NVIDIA_GEFORCEFX_5600 ||
462             device == CARD_NVIDIA_GEFORCEFX_5800)
463         {
464             return TRUE;
465         }
466     }
467     return FALSE;
468 }
469
470 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
471         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
472 {
473     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
474      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
475      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
476      *
477      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
478      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
479      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
480      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
481      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
482      * the chance that other implementations support them is rather small since Win32 QuickTime uses
483      * DirectDraw, not OpenGL.
484      *
485      * This test has been moved into wined3d_guess_gl_vendor()
486      */
487     if (gl_vendor == GL_VENDOR_APPLE)
488     {
489         return TRUE;
490     }
491     return FALSE;
492 }
493
494 /* Context activation is done by the caller. */
495 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
496 {
497     /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
498      * but glTexSubImage from a PBO fails miserably, with the first line repeated over
499      * all the texture. This function detects this bug by its symptom and disables PBOs
500      * if the test fails.
501      *
502      * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
503      * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
504      * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
505      * read back is compared to the original. If they are equal PBOs are assumed to work,
506      * otherwise the PBO extension is disabled. */
507     GLuint texture, pbo;
508     static const unsigned int pattern[] =
509     {
510         0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
511         0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
512         0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
513         0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
514     };
515     unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
516
517     /* No PBO -> No point in testing them. */
518     if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
519
520     ENTER_GL();
521
522     while (glGetError());
523     glGenTextures(1, &texture);
524     glBindTexture(GL_TEXTURE_2D, texture);
525
526     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
527     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
528     checkGLcall("Specifying the PBO test texture");
529
530     GL_EXTCALL(glGenBuffersARB(1, &pbo));
531     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
532     GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
533     checkGLcall("Specifying the PBO test pbo");
534
535     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
536     checkGLcall("Loading the PBO test texture");
537
538     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
539     LEAVE_GL();
540
541     wglFinish(); /* just to be sure */
542
543     memset(check, 0, sizeof(check));
544     ENTER_GL();
545     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
546     checkGLcall("Reading back the PBO test texture");
547
548     glDeleteTextures(1, &texture);
549     GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
550     checkGLcall("PBO test cleanup");
551
552     LEAVE_GL();
553
554     if (memcmp(check, pattern, sizeof(check)))
555     {
556         WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
557         WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
558         gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
559     }
560     else
561     {
562         TRACE_(d3d_caps)("PBO test successful.\n");
563     }
564 }
565
566 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
567         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
568 {
569     return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
570 }
571
572 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
573         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
574 {
575     if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
576     if (card_vendor != HW_VENDOR_ATI) return FALSE;
577     if (device == CARD_ATI_RADEON_X1600) return FALSE;
578     return TRUE;
579 }
580
581 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
582         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
583 {
584     return gl_vendor == GL_VENDOR_FGLRX;
585
586 }
587
588 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
589         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
590 {
591     /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
592      * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
593      * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
594      * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
595      * hardcoded
596      *
597      * dx10 cards usually have 64 varyings */
598     return gl_info->limits.glsl_varyings > 44;
599 }
600
601 /* A GL context is provided by the caller */
602 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
603         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
604 {
605     GLenum error;
606     DWORD data[16];
607
608     if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
609
610     ENTER_GL();
611     while(glGetError());
612     GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
613     error = glGetError();
614     LEAVE_GL();
615
616     if(error == GL_NO_ERROR)
617     {
618         TRACE("GL Implementation accepts 4 component specular color pointers\n");
619         return TRUE;
620     }
621     else
622     {
623         TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
624               debug_glerror(error));
625         return FALSE;
626     }
627 }
628
629 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
630         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
631 {
632     if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
633     return gl_info->supported[NV_TEXTURE_SHADER];
634 }
635
636 /* A GL context is provided by the caller */
637 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
638         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
639 {
640     GLuint prog;
641     BOOL ret = FALSE;
642     GLint pos;
643     const char *testcode =
644         "!!ARBvp1.0\n"
645         "OPTION NV_vertex_program2;\n"
646         "MOV result.clip[0], 0.0;\n"
647         "MOV result.position, 0.0;\n"
648         "END\n";
649
650     if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
651
652     ENTER_GL();
653     while(glGetError());
654
655     GL_EXTCALL(glGenProgramsARB(1, &prog));
656     if(!prog)
657     {
658         ERR("Failed to create the NVvp clip test program\n");
659         LEAVE_GL();
660         return FALSE;
661     }
662     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
663     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
664                                   strlen(testcode), testcode));
665     glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
666     if(pos != -1)
667     {
668         WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
669         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
670         ret = TRUE;
671         while(glGetError());
672     }
673     else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
674
675     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
676     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
677     checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
678
679     LEAVE_GL();
680     return ret;
681 }
682
683 /* Context activation is done by the caller. */
684 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
685         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
686 {
687     char data[4 * 4 * 4];
688     GLuint tex, fbo;
689     GLenum status;
690
691     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
692
693     memset(data, 0xcc, sizeof(data));
694
695     ENTER_GL();
696
697     glGenTextures(1, &tex);
698     glBindTexture(GL_TEXTURE_2D, tex);
699     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
700     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
701     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
702     checkGLcall("glTexImage2D");
703
704     gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
705     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
706     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
707     checkGLcall("glFramebufferTexture2D");
708
709     status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
710     if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
711     checkGLcall("glCheckFramebufferStatus");
712
713     memset(data, 0x11, sizeof(data));
714     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
715     checkGLcall("glTexSubImage2D");
716
717     glClearColor(0.996f, 0.729f, 0.745f, 0.792f);
718     glClear(GL_COLOR_BUFFER_BIT);
719     checkGLcall("glClear");
720
721     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
722     checkGLcall("glGetTexImage");
723
724     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
725     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
726     glBindTexture(GL_TEXTURE_2D, 0);
727     checkGLcall("glBindTexture");
728
729     gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
730     glDeleteTextures(1, &tex);
731     checkGLcall("glDeleteTextures");
732
733     LEAVE_GL();
734
735     return *(DWORD *)data == 0x11111111;
736 }
737
738 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
739 {
740     TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
741     gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
742     TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
743     gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
744 }
745
746 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
747 {
748     quirk_arb_constants(gl_info);
749     /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
750      * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
751      * allow 48 different offsets or other helper immediate values. */
752     TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
753     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
754 }
755
756 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
757  * on more than one texture unit. This means that the d3d9 visual point size test will cause a
758  * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
759  * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
760  * most games, but avoids the crash
761  *
762  * A more sophisticated way would be to find all units that need texture coordinates and enable
763  * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
764  * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
765  *
766  * Note that disabling the extension entirely does not gain predictability because there is no point
767  * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
768 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
769 {
770     if (gl_info->supported[ARB_POINT_SPRITE])
771     {
772         TRACE("Limiting point sprites to one texture unit.\n");
773         gl_info->limits.point_sprite_units = 1;
774     }
775 }
776
777 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
778 {
779     quirk_arb_constants(gl_info);
780
781     /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
782      * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
783      * If real NP2 textures are used, the driver falls back to software. We could just remove the
784      * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
785      * due to the non-normalized texture coordinates. Thus set an internal extension flag,
786      * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
787      * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
788      *
789      * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
790      * has this extension promoted to core. The extension loading code sets this extension supported
791      * due to that, so this code works on fglrx as well. */
792     if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
793     {
794         TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
795         gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
796         gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] = TRUE;
797     }
798
799     /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
800      * it is generally more efficient. Reserve just 8 constants. */
801     TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
802     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
803 }
804
805 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
806 {
807     /*  The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
808      *  doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
809      *  This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
810      *  within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
811      *  FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
812      *  We therefore completely remove ARB_tex_npot from the list of supported extensions.
813      *
814      *  Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
815      *  triggering the software fallback. There is not much we can do here apart from disabling the
816      *  software-emulated extension and reenable ARB_tex_rect (which was previously disabled
817      *  in IWineD3DImpl_FillGLCaps).
818      *  This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
819      *  post-processing effects in the game "Max Payne 2").
820      *  The behaviour can be verified through a simple test app attached in bugreport #14724. */
821     TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
822     gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
823     gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
824 }
825
826 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
827 {
828     /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
829      * with fixed function fragment processing. Ideally this flag should be detected with a test shader
830      * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
831      * do not like vertex shaders in feedback mode and return an error, even though it should be valid
832      * according to the spec.
833      *
834      * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
835      * makes the shader slower and eats instruction slots which should be available to the d3d app.
836      *
837      * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
838      * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
839      * this workaround is activated on cards that do not need it, it won't break things, just affect
840      * performance negatively. */
841     TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
842     gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
843 }
844
845 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
846 {
847     gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
848 }
849
850 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
851 {
852     gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
853 }
854
855 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
856 {
857     gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
858     gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
859 }
860
861 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
862 {
863     gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
864 }
865
866 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
867 {
868     gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
869 }
870
871 struct driver_quirk
872 {
873     BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
874             enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
875     void (*apply)(struct wined3d_gl_info *gl_info);
876     const char *description;
877 };
878
879 static const struct driver_quirk quirk_table[] =
880 {
881     {
882         match_ati_r300_to_500,
883         quirk_ati_dx9,
884         "ATI GLSL constant and normalized texrect quirk"
885     },
886     /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
887      * used it falls back to software. While the compiler can detect if the shader uses all declared
888      * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
889      * using relative addressing falls back to software.
890      *
891      * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
892     {
893         match_apple,
894         quirk_apple_glsl_constants,
895         "Apple GLSL uniform override"
896     },
897     {
898         match_geforce5,
899         quirk_no_np2,
900         "Geforce 5 NP2 disable"
901     },
902     {
903         match_apple_intel,
904         quirk_texcoord_w,
905         "Init texcoord .w for Apple Intel GPU driver"
906     },
907     {
908         match_apple_nonr500ati,
909         quirk_texcoord_w,
910         "Init texcoord .w for Apple ATI >= r600 GPU driver"
911     },
912     {
913         match_fglrx,
914         quirk_one_point_sprite,
915         "Fglrx point sprite crash workaround"
916     },
917     {
918         match_dx10_capable,
919         quirk_clip_varying,
920         "Reserved varying for gl_ClipPos"
921     },
922     {
923         /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
924          * GL implementations accept it. The Mac GL is the only implementation known to
925          * reject it.
926          *
927          * If we can pass 4 component specular colors, do it, because (a) we don't have
928          * to screw around with the data, and (b) the D3D fixed function vertex pipeline
929          * passes specular alpha to the pixel shader if any is used. Otherwise the
930          * specular alpha is used to pass the fog coordinate, which we pass to opengl
931          * via GL_EXT_fog_coord.
932          */
933         match_allows_spec_alpha,
934         quirk_allows_specular_alpha,
935         "Allow specular alpha quirk"
936     },
937     {
938         /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
939          * (rdar://5682521).
940          */
941         match_apple_nvts,
942         quirk_apple_nvts,
943         "Apple NV_texture_shader disable"
944     },
945     {
946         match_broken_nv_clip,
947         quirk_disable_nvvp_clip,
948         "Apple NV_vertex_program clip bug quirk"
949     },
950     {
951         match_fbo_tex_update,
952         quirk_fbo_tex_update,
953         "FBO rebind for attachment updates"
954     },
955 };
956
957 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
958  * reporting a driver version is moot because we are not the Windows driver, and we have different
959  * bugs, features, etc.
960  *
961  * The driver version has the form "x.y.z.w".
962  *
963  * "x" is the Windows version the driver is meant for:
964  * 4 -> 95/98/NT4
965  * 5 -> 2000
966  * 6 -> 2000/XP
967  * 7 -> Vista
968  * 8 -> Win 7
969  *
970  * "y" is the maximum Direct3D version the driver supports.
971  * y  -> d3d version mapping:
972  * 11 -> d3d6
973  * 12 -> d3d7
974  * 13 -> d3d8
975  * 14 -> d3d9
976  * 15 -> d3d10
977  * 16 -> d3d10.1
978  * 17 -> d3d11
979  *
980  * "z" is the subversion number.
981  *
982  * "w" is the vendor specific driver build number.
983  */
984
985 struct driver_version_information
986 {
987     enum wined3d_display_driver driver;
988     enum wined3d_driver_model driver_model;
989     const char *driver_name;            /* name of Windows driver */
990     WORD version;                       /* version word ('y'), contained in low word of DriverVersion.HighPart */
991     WORD subversion;                    /* subversion word ('z'), contained in high word of DriverVersion.LowPart */
992     WORD build;                         /* build number ('w'), contained in low word of DriverVersion.LowPart */
993 };
994
995 /* The driver version table contains driver information for different devices on several OS versions. */
996 static const struct driver_version_information driver_version_table[] =
997 {
998     /* ATI
999      * - Radeon HD2x00 (R600) and up supported by current drivers.
1000      * - Radeon 9500 (R300) - X1*00 (R5xx) supported upto Catalyst 9.3 (Linux) and 10.2 (XP/Vista/Win7)
1001      * - Radeon 7xxx (R100) - 9250 (RV250) supported upto Catalyst 6.11 (XP)
1002      * - Rage 128 supported upto XP, latest official build 6.13.3279 dated October 2001 */
1003     {DRIVER_ATI_RAGE_128PRO,    DRIVER_MODEL_NT5X,  "ati2dvaa.dll", 13, 3279,  0},
1004     {DRIVER_ATI_R100,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 6614},
1005     {DRIVER_ATI_R300,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 6764},
1006     {DRIVER_ATI_R600,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 8681},
1007     {DRIVER_ATI_R300,           DRIVER_MODEL_NT6X,  "atiumdag.dll", 14, 10, 741 },
1008     {DRIVER_ATI_R600,           DRIVER_MODEL_NT6X,  "atiumdag.dll", 14, 10, 741 },
1009
1010     /* Intel
1011      * The drivers are unified but not all versions support all GPUs. At some point the 2k/xp
1012      * drivers used ialmrnt5.dll for GMA800/GMA900 but at some point the file was renamed to
1013      * igxprd32.dll but the GMA800 driver was never updated. */
1014     {DRIVER_INTEL_GMA800,       DRIVER_MODEL_NT5X,  "ialmrnt5.dll", 14, 10, 3889},
1015     {DRIVER_INTEL_GMA900,       DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 4764},
1016     {DRIVER_INTEL_GMA950,       DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 4926},
1017     {DRIVER_INTEL_GMA3000,      DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 5218},
1018     {DRIVER_INTEL_GMA950,       DRIVER_MODEL_NT6X,  "igdumd32.dll", 14, 10, 1504},
1019     {DRIVER_INTEL_GMA3000,      DRIVER_MODEL_NT6X,  "igdumd32.dll", 15, 10, 1666},
1020
1021     /* Nvidia
1022      * - Geforce6 and newer cards are supported by the current driver (197.x) on XP-Win7
1023      * - GeforceFX support is up to 173.x on <= XP
1024      * - Geforce2MX/3/4 up to 96.x on <= XP
1025      * - TNT/Geforce1/2 up to 71.x on <= XP
1026      * All version numbers used below are from the Linux nvidia drivers. */
1027     {DRIVER_NVIDIA_TNT,         DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 10, 7186},
1028     {DRIVER_NVIDIA_GEFORCE2MX,  DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 10, 9371},
1029     {DRIVER_NVIDIA_GEFORCEFX,   DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 11, 7516},
1030     {DRIVER_NVIDIA_GEFORCE6,    DRIVER_MODEL_NT5X,  "nv4_disp.dll", 15, 11, 9745},
1031     {DRIVER_NVIDIA_GEFORCE6,    DRIVER_MODEL_NT6X,  "nvd3dum.dll",  15, 11, 9745},
1032 };
1033
1034 struct gpu_description
1035 {
1036     WORD vendor;                    /* reported PCI card vendor ID  */
1037     WORD card;                      /* reported PCI card device ID  */
1038     const char *description;        /* Description of the card e.g. NVIDIA RIVA TNT */
1039     enum wined3d_display_driver driver;
1040     unsigned int vidmem;
1041 };
1042
1043 /* The amount of video memory stored in the gpu description table is the minimum amount of video memory
1044  * found on a board containing a specific GPU. */
1045 static const struct gpu_description gpu_description_table[] =
1046 {
1047     /* Nvidia cards */
1048     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT,           "NVIDIA RIVA TNT",                  DRIVER_NVIDIA_TNT,       16  },
1049     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT2,          "NVIDIA RIVA TNT2/TNT2 Pro",        DRIVER_NVIDIA_TNT,       32  },
1050     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE,            "NVIDIA GeForce 256",               DRIVER_NVIDIA_TNT,       32  },
1051     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2,           "NVIDIA GeForce2 GTS/GeForce2 Pro", DRIVER_NVIDIA_TNT,       32  },
1052     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2_MX,        "NVIDIA GeForce2 MX/MX 400",        DRIVER_NVIDIA_GEFORCE2MX,32  },
1053     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE3,           "NVIDIA GeForce3",                  DRIVER_NVIDIA_GEFORCE2MX,64  },
1054     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_MX,        "NVIDIA GeForce4 MX 460",           DRIVER_NVIDIA_GEFORCE2MX,64  },
1055     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_TI4200,    "NVIDIA GeForce4 Ti 4200",          DRIVER_NVIDIA_GEFORCE2MX,64, },
1056     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5200,     "NVIDIA GeForce FX 5200",           DRIVER_NVIDIA_GEFORCEFX, 64  },
1057     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5600,     "NVIDIA GeForce FX 5600",           DRIVER_NVIDIA_GEFORCEFX, 128 },
1058     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5800,     "NVIDIA GeForce FX 5800",           DRIVER_NVIDIA_GEFORCEFX, 256 },
1059     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6200,       "NVIDIA GeForce 6200",              DRIVER_NVIDIA_GEFORCE6,  64  },
1060     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6600GT,     "NVIDIA GeForce 6600 GT",           DRIVER_NVIDIA_GEFORCE6,  128 },
1061     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6800,       "NVIDIA GeForce 6800",              DRIVER_NVIDIA_GEFORCE6,  128 },
1062     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7300,       "NVIDIA GeForce Go 7300",           DRIVER_NVIDIA_GEFORCE6,  256 },
1063     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7400,       "NVIDIA GeForce Go 7400",           DRIVER_NVIDIA_GEFORCE6,  256 },
1064     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7600,       "NVIDIA GeForce 7600 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1065     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7800GT,     "NVIDIA GeForce 7800 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1066     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8300GS,     "NVIDIA GeForce 8300 GS",           DRIVER_NVIDIA_GEFORCE6,  128 },
1067     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8400GS,     "NVIDIA GeForce 8400 GS",           DRIVER_NVIDIA_GEFORCE6,  128 },
1068     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600GT,     "NVIDIA GeForce 8600 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1069     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600MGT,    "NVIDIA GeForce 8600M GT",          DRIVER_NVIDIA_GEFORCE6,  512 },
1070     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTS,    "NVIDIA GeForce 8800 GTS",          DRIVER_NVIDIA_GEFORCE6,  320 },
1071     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTX,    "NVIDIA GeForce 8800 GTX",          DRIVER_NVIDIA_GEFORCE6,  768 },
1072     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9200,       "NVIDIA GeForce 9200",              DRIVER_NVIDIA_GEFORCE6,  256 },
1073     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9400GT,     "NVIDIA GeForce 9400 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1074     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9500GT,     "NVIDIA GeForce 9500 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1075     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9600GT,     "NVIDIA GeForce 9600 GT",           DRIVER_NVIDIA_GEFORCE6,  384 },
1076     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9800GT,     "NVIDIA GeForce 9800 GT",           DRIVER_NVIDIA_GEFORCE6,  512 },
1077     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_210,        "NVIDIA GeForce 210",               DRIVER_NVIDIA_GEFORCE6,  512 },
1078     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT220,      "NVIDIA GeForce GT 220",            DRIVER_NVIDIA_GEFORCE6,  512 },
1079     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT240,      "NVIDIA GeForce GT 240",            DRIVER_NVIDIA_GEFORCE6,  512 },
1080     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX260,     "NVIDIA GeForce GTX 260",           DRIVER_NVIDIA_GEFORCE6,  1024},
1081     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX275,     "NVIDIA GeForce GTX 275",           DRIVER_NVIDIA_GEFORCE6,  896 },
1082     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX280,     "NVIDIA GeForce GTX 280",           DRIVER_NVIDIA_GEFORCE6,  1024},
1083     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT325M,     "NVIDIA GeForce GT 325M",           DRIVER_NVIDIA_GEFORCE6,  1024},
1084     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTS350M,    "NVIDIA GeForce GTS 350M",          DRIVER_NVIDIA_GEFORCE6,  1024},
1085     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX460,     "NVIDIA GeForce GTX 460",           DRIVER_NVIDIA_GEFORCE6,  768 },
1086     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX465,     "NVIDIA GeForce GTX 465",           DRIVER_NVIDIA_GEFORCE6,  1024},
1087     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX470,     "NVIDIA GeForce GTX 470",           DRIVER_NVIDIA_GEFORCE6,  1280},
1088     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX480,     "NVIDIA GeForce GTX 480",           DRIVER_NVIDIA_GEFORCE6,  1536},
1089     /* ATI cards */
1090     {HW_VENDOR_ATI,        CARD_ATI_RAGE_128PRO,           "ATI Rage Fury",                    DRIVER_ATI_RAGE_128PRO,  16  },
1091     {HW_VENDOR_ATI,        CARD_ATI_RADEON_7200,           "ATI RADEON 7200 SERIES",           DRIVER_ATI_R100,         32  },
1092     {HW_VENDOR_ATI,        CARD_ATI_RADEON_8500,           "ATI RADEON 8500 SERIES",           DRIVER_ATI_R100,         64  },
1093     {HW_VENDOR_ATI,        CARD_ATI_RADEON_9500,           "ATI Radeon 9500",                  DRIVER_ATI_R300,         64  },
1094     {HW_VENDOR_ATI,        CARD_ATI_RADEON_XPRESS_200M,    "ATI RADEON XPRESS 200M Series",    DRIVER_ATI_R300,         64  },
1095     {HW_VENDOR_ATI,        CARD_ATI_RADEON_X700,           "ATI Radeon X700 SE",               DRIVER_ATI_R300,         128 },
1096     {HW_VENDOR_ATI,        CARD_ATI_RADEON_X1600,          "ATI Radeon X1600 Series",          DRIVER_ATI_R300,         128 },
1097     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD2350,         "ATI Mobility Radeon HD 2350",      DRIVER_ATI_R600,         256 },
1098     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD2600,         "ATI Mobility Radeon HD 2600",      DRIVER_ATI_R600,         256 },
1099     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD2900,         "ATI Radeon HD 2900 XT",            DRIVER_ATI_R600,         512 },
1100     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD3200,         "ATI Radeon HD 3200 Graphics",      DRIVER_ATI_R600,         128 },
1101     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4350,         "ATI Radeon HD 4350",               DRIVER_ATI_R600,         256 },
1102     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4600,         "ATI Radeon HD 4600 Series",        DRIVER_ATI_R600,         512 },
1103     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4700,         "ATI Radeon HD 4700 Series",        DRIVER_ATI_R600,         512 },
1104     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4800,         "ATI Radeon HD 4800 Series",        DRIVER_ATI_R600,         512 },
1105     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD5700,         "ATI Radeon HD 5700 Series",        DRIVER_ATI_R600,         512 },
1106     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD5800,         "ATI Radeon HD 5800 Series",        DRIVER_ATI_R600,         1024},
1107     /* Intel cards */
1108     {HW_VENDOR_INTEL,      CARD_INTEL_I830G,               "Intel(R) 82830M Graphics Controller",                       DRIVER_INTEL_GMA800,  32 },
1109     {HW_VENDOR_INTEL,      CARD_INTEL_I855G,               "Intel(R) 82852/82855 GM/GME Graphics Controller",           DRIVER_INTEL_GMA800,  32 },
1110     {HW_VENDOR_INTEL,      CARD_INTEL_I865G,               "Intel(R) 82865G Graphics Controller",                       DRIVER_INTEL_GMA800,  32 },
1111     {HW_VENDOR_INTEL,      CARD_INTEL_I915G,               "Intel(R) 82915G/GV/910GL Express Chipset Family",           DRIVER_INTEL_GMA900,  64 },
1112     {HW_VENDOR_INTEL,      CARD_INTEL_I915GM,              "Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family",   DRIVER_INTEL_GMA900,  64 },
1113     {HW_VENDOR_INTEL,      CARD_INTEL_I945GM,              "Mobile Intel(R) 945GM Express Chipset Family",              DRIVER_INTEL_GMA950,  64 },
1114     {HW_VENDOR_INTEL,      CARD_INTEL_X3100,               "Mobile Intel(R) 965 Express Chipset Family",                DRIVER_INTEL_GMA3000, 128}
1115 };
1116
1117 static const struct driver_version_information *get_driver_version_info(enum wined3d_display_driver driver,
1118         enum wined3d_driver_model driver_model)
1119 {
1120     unsigned int i;
1121
1122     TRACE("Looking up version info for driver=%d driver_model=%d\n", driver, driver_model);
1123     for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++)
1124     {
1125         const struct driver_version_information *entry = &driver_version_table[i];
1126
1127         if (entry->driver == driver && entry->driver_model == driver_model)
1128         {
1129             TRACE_(d3d_caps)("Found driver '%s' version=%d subversion=%d build=%d\n",
1130                 entry->driver_name, entry->version, entry->subversion, entry->build);
1131
1132             return entry;
1133         }
1134     }
1135     return NULL;
1136 }
1137
1138 static void init_driver_info(struct wined3d_driver_info *driver_info,
1139         enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1140 {
1141     OSVERSIONINFOW os_version;
1142     WORD driver_os_version;
1143     unsigned int i;
1144     enum wined3d_display_driver driver = DRIVER_UNKNOWN;
1145     enum wined3d_driver_model driver_model;
1146     const struct driver_version_information *version_info;
1147
1148     if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1149     {
1150         TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1151         vendor = wined3d_settings.pci_vendor_id;
1152     }
1153     driver_info->vendor = vendor;
1154
1155     if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1156     {
1157         TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1158         device = wined3d_settings.pci_device_id;
1159     }
1160     driver_info->device = device;
1161
1162     /* Set a default amount of video memory (64MB). In general this code isn't used unless the user
1163      * overrides the pci ids to a card which is not in our database. */
1164     driver_info->vidmem = WINE_DEFAULT_VIDMEM;
1165
1166     memset(&os_version, 0, sizeof(os_version));
1167     os_version.dwOSVersionInfoSize = sizeof(os_version);
1168     if (!GetVersionExW(&os_version))
1169     {
1170         ERR("Failed to get OS version, reporting 2000/XP.\n");
1171         driver_os_version = 6;
1172         driver_model = DRIVER_MODEL_NT5X;
1173     }
1174     else
1175     {
1176         TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1177         switch (os_version.dwMajorVersion)
1178         {
1179             case 4:
1180                 /* If needed we could distinguish between 9x and NT4, but this code won't make
1181                  * sense for NT4 since it had no way to obtain this info through DirectDraw 3.0.
1182                  */
1183                 driver_os_version = 4;
1184                 driver_model = DRIVER_MODEL_WIN9X;
1185                 break;
1186
1187             case 5:
1188                 driver_os_version = 6;
1189                 driver_model = DRIVER_MODEL_NT5X;
1190                 break;
1191
1192             case 6:
1193                 if (os_version.dwMinorVersion == 0)
1194                 {
1195                     driver_os_version = 7;
1196                     driver_model = DRIVER_MODEL_NT6X;
1197                 }
1198                 else
1199                 {
1200                     if (os_version.dwMinorVersion > 1)
1201                     {
1202                         FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1203                                 os_version.dwMajorVersion, os_version.dwMinorVersion);
1204                     }
1205                     driver_os_version = 8;
1206                     driver_model = DRIVER_MODEL_NT6X;
1207                 }
1208                 break;
1209
1210             default:
1211                 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1212                         os_version.dwMajorVersion, os_version.dwMinorVersion);
1213                 driver_os_version = 6;
1214                 driver_model = DRIVER_MODEL_NT5X;
1215                 break;
1216         }
1217     }
1218
1219     /* When we reach this stage we always have a vendor or device id (it can be a default one).
1220      * This means that unless the ids are overriden, we will always find a GPU description. */
1221     for (i = 0; i < (sizeof(gpu_description_table) / sizeof(gpu_description_table[0])); i++)
1222     {
1223         if (vendor == gpu_description_table[i].vendor && device == gpu_description_table[i].card)
1224         {
1225             TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1226
1227             driver_info->description = gpu_description_table[i].description;
1228             driver_info->vidmem = gpu_description_table[i].vidmem * 1024*1024;
1229             driver = gpu_description_table[i].driver;
1230             break;
1231         }
1232     }
1233
1234     if (wined3d_settings.emulated_textureram)
1235     {
1236         TRACE_(d3d_caps)("Overriding amount of video memory with: %d byte\n", wined3d_settings.emulated_textureram);
1237         driver_info->vidmem = wined3d_settings.emulated_textureram;
1238     }
1239
1240     /* Try to obtain driver version information for the current Windows version. This fails in
1241      * some cases:
1242      * - the gpu is not available on the currently selected OS version:
1243      *   - Geforce GTX480 on Win98. When running applications in compatibility mode on Windows,
1244      *     version information for the current Windows version is returned instead of faked info.
1245      *     We do the same and assume the default Windows version to emulate is WinXP.
1246      *
1247      *   - Videocard is a Riva TNT but winver is set to win7 (there are no drivers for this beast)
1248      *     For now return the XP driver info. Perhaps later on we should return VESA.
1249      *
1250      * - the gpu is not in our database (can happen when the user overrides the vendor_id / device_id)
1251      *   This could be an indication that our database is not up to date, so this should be fixed.
1252      */
1253     version_info = get_driver_version_info(driver, driver_model);
1254     if (version_info)
1255     {
1256         driver_info->name = version_info->driver_name;
1257         driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1258         driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1259     }
1260     else
1261     {
1262         version_info = get_driver_version_info(driver, DRIVER_MODEL_NT5X);
1263         if (version_info)
1264         {
1265             driver_info->name = version_info->driver_name;
1266             driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1267             driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1268         }
1269         else
1270         {
1271             driver_info->description = "Direct3D HAL";
1272             driver_info->name = "Display";
1273             driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1274             driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1275
1276             FIXME("Unable to find a driver/device info for vendor_id=%#x device_id=%#x for driver_model=%d\n",
1277                     vendor, device, driver_model);
1278         }
1279     }
1280
1281     TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1282             driver_info->version_high, driver_info->version_low);
1283 }
1284
1285 /* Context activation is done by the caller. */
1286 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1287         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1288 {
1289     unsigned int i;
1290
1291     for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1292     {
1293         if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1294         TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1295         quirk_table[i].apply(gl_info);
1296     }
1297
1298     /* Find out if PBOs work as they are supposed to. */
1299     test_pbo_functionality(gl_info);
1300 }
1301
1302 static DWORD wined3d_parse_gl_version(const char *gl_version)
1303 {
1304     const char *ptr = gl_version;
1305     int major, minor;
1306
1307     major = atoi(ptr);
1308     if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1309
1310     while (isdigit(*ptr)) ++ptr;
1311     if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1312
1313     minor = atoi(ptr);
1314
1315     TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1316
1317     return MAKEDWORD_VERSION(major, minor);
1318 }
1319
1320 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1321 {
1322
1323     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1324      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1325      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1326      *
1327      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1328      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1329      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1330      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1331      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1332      * the chance that other implementations support them is rather small since Win32 QuickTime uses
1333      * DirectDraw, not OpenGL. */
1334     if (gl_info->supported[APPLE_FENCE]
1335             && gl_info->supported[APPLE_CLIENT_STORAGE]
1336             && gl_info->supported[APPLE_FLUSH_RENDER]
1337             && gl_info->supported[APPLE_YCBCR_422])
1338         return GL_VENDOR_APPLE;
1339
1340     if (strstr(gl_vendor_string, "NVIDIA"))
1341         return GL_VENDOR_NVIDIA;
1342
1343     if (strstr(gl_vendor_string, "ATI"))
1344         return GL_VENDOR_FGLRX;
1345
1346     if (strstr(gl_vendor_string, "Intel(R)")
1347             /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1348             || strstr(gl_renderer, "Intel")
1349             || strstr(gl_vendor_string, "Intel Inc."))
1350         return GL_VENDOR_INTEL;
1351
1352     if (strstr(gl_vendor_string, "Mesa")
1353             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1354             || strstr(gl_vendor_string, "DRI R300 Project")
1355             || strstr(gl_vendor_string, "X.Org R300 Project")
1356             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1357             || strstr(gl_vendor_string, "VMware, Inc.")
1358             || strstr(gl_renderer, "Mesa")
1359             || strstr(gl_renderer, "Gallium"))
1360         return GL_VENDOR_MESA;
1361
1362     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1363             debugstr_a(gl_vendor_string));
1364
1365     return GL_VENDOR_UNKNOWN;
1366 }
1367
1368 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1369 {
1370     if (strstr(gl_vendor_string, "NVIDIA"))
1371         return HW_VENDOR_NVIDIA;
1372
1373     if (strstr(gl_vendor_string, "ATI")
1374             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1375             || strstr(gl_vendor_string, "X.Org R300 Project")
1376             || strstr(gl_renderer, "R100")
1377             || strstr(gl_renderer, "R200")
1378             || strstr(gl_renderer, "R300")
1379             || strstr(gl_renderer, "R600")
1380             || strstr(gl_renderer, "R700"))
1381         return HW_VENDOR_ATI;
1382
1383     if (strstr(gl_vendor_string, "Intel(R)")
1384             /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1385             || strstr(gl_renderer, "Intel")
1386             || strstr(gl_vendor_string, "Intel Inc."))
1387         return HW_VENDOR_INTEL;
1388
1389     if (strstr(gl_vendor_string, "Mesa")
1390             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1391             || strstr(gl_vendor_string, "VMware, Inc."))
1392         return HW_VENDOR_SOFTWARE;
1393
1394     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1395
1396     return HW_VENDOR_NVIDIA;
1397 }
1398
1399
1400
1401 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1402         const char *gl_renderer)
1403 {
1404     if (WINE_D3D10_CAPABLE(gl_info))
1405     {
1406         /* Geforce 400 - highend */
1407         if (strstr(gl_renderer, "GTX 480"))
1408         {
1409             return CARD_NVIDIA_GEFORCE_GTX480;
1410         }
1411
1412         /* Geforce 400 - midend high */
1413         if (strstr(gl_renderer, "GTX 470"))
1414         {
1415             return CARD_NVIDIA_GEFORCE_GTX470;
1416         }
1417
1418         /* Geforce 400 - midend */
1419         if (strstr(gl_renderer, "GTX 465"))
1420         {
1421             return CARD_NVIDIA_GEFORCE_GTX465;
1422         }
1423
1424         /* Geforce 400 - midend */
1425         if (strstr(gl_renderer, "GTX 460"))
1426         {
1427             return CARD_NVIDIA_GEFORCE_GTX460;
1428         }
1429
1430         /* Geforce 300 highend mobile */
1431         if (strstr(gl_renderer, "GTS 350M")
1432                 || strstr(gl_renderer, "GTS 360M"))
1433         {
1434             return CARD_NVIDIA_GEFORCE_GTS350M;
1435         }
1436
1437         /* Geforce 300 midend mobile (Geforce GT 325M/330M use the same core) */
1438         if (strstr(gl_renderer, "GT 325M")
1439                 || strstr(gl_renderer, "GT 330M"))
1440         {
1441             return CARD_NVIDIA_GEFORCE_GT325M;
1442         }
1443
1444         /* Geforce 200 - highend */
1445         if (strstr(gl_renderer, "GTX 280")
1446                 || strstr(gl_renderer, "GTX 285")
1447                 || strstr(gl_renderer, "GTX 295"))
1448         {
1449             return CARD_NVIDIA_GEFORCE_GTX280;
1450         }
1451
1452         /* Geforce 200 - midend high */
1453         if (strstr(gl_renderer, "GTX 275"))
1454         {
1455             return CARD_NVIDIA_GEFORCE_GTX275;
1456         }
1457
1458         /* Geforce 200 - midend */
1459         if (strstr(gl_renderer, "GTX 260"))
1460         {
1461             return CARD_NVIDIA_GEFORCE_GTX260;
1462         }
1463         /* Geforce 200 - midend */
1464         if (strstr(gl_renderer, "GT 240"))
1465         {
1466            return CARD_NVIDIA_GEFORCE_GT240;
1467         }
1468
1469         /* Geforce 200 lowend */
1470         if (strstr(gl_renderer, "GT 220"))
1471         {
1472            return CARD_NVIDIA_GEFORCE_GT220;
1473         }
1474         /* Geforce 200 lowend (Geforce 305/310 use the same core) */
1475         if (strstr(gl_renderer, "Geforce 210")
1476                 || strstr(gl_renderer, "G 210")
1477                 || strstr(gl_renderer, "Geforce 305")
1478                 || strstr(gl_renderer, "Geforce 310"))
1479         {
1480            return CARD_NVIDIA_GEFORCE_210;
1481         }
1482
1483         /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1484         if (strstr(gl_renderer, "9800")
1485                 || strstr(gl_renderer, "GTS 150")
1486                 || strstr(gl_renderer, "GTS 250"))
1487         {
1488             return CARD_NVIDIA_GEFORCE_9800GT;
1489         }
1490
1491         /* Geforce9 - midend (GT 140 uses the same core as the 9600GT) */
1492         if (strstr(gl_renderer, "9600")
1493                 || strstr(gl_renderer, "GT 140"))
1494         {
1495             return CARD_NVIDIA_GEFORCE_9600GT;
1496         }
1497
1498         /* Geforce9 - midend low / Geforce 200 - low */
1499         if (strstr(gl_renderer, "9500")
1500                 || strstr(gl_renderer, "GT 120")
1501                 || strstr(gl_renderer, "GT 130"))
1502         {
1503             return CARD_NVIDIA_GEFORCE_9500GT;
1504         }
1505
1506         /* Geforce9 - lowend */
1507         if (strstr(gl_renderer, "9400"))
1508         {
1509             return CARD_NVIDIA_GEFORCE_9400GT;
1510         }
1511
1512         /* Geforce9 - lowend low */
1513         if (strstr(gl_renderer, "9100")
1514                 || strstr(gl_renderer, "9200")
1515                 || strstr(gl_renderer, "9300")
1516                 || strstr(gl_renderer, "G 100"))
1517         {
1518             return CARD_NVIDIA_GEFORCE_9200;
1519         }
1520
1521         /* Geforce8 - highend high*/
1522         if (strstr(gl_renderer, "8800 GTX"))
1523         {
1524             return CARD_NVIDIA_GEFORCE_8800GTX;
1525         }
1526
1527         /* Geforce8 - highend */
1528         if (strstr(gl_renderer, "8800"))
1529         {
1530             return CARD_NVIDIA_GEFORCE_8800GTS;
1531         }
1532
1533         /* Geforce8 - midend mobile */
1534         if (strstr(gl_renderer, "8600 M"))
1535         {
1536             return CARD_NVIDIA_GEFORCE_8600MGT;
1537         }
1538
1539         /* Geforce8 - midend */
1540         if (strstr(gl_renderer, "8600")
1541                 || strstr(gl_renderer, "8700"))
1542         {
1543             return CARD_NVIDIA_GEFORCE_8600GT;
1544         }
1545
1546         /* Geforce8 - mid-lowend */
1547         if (strstr(gl_renderer, "8400")
1548                 || strstr(gl_renderer, "8500"))
1549         {
1550             return CARD_NVIDIA_GEFORCE_8400GS;
1551         }
1552
1553         /* Geforce8 - lowend */
1554         if (strstr(gl_renderer, "8100")
1555                 || strstr(gl_renderer, "8200")
1556                 || strstr(gl_renderer, "8300"))
1557         {
1558             return CARD_NVIDIA_GEFORCE_8300GS;
1559         }
1560
1561         /* Geforce8-compatible fall back if the GPU is not in the list yet */
1562         return CARD_NVIDIA_GEFORCE_8300GS;
1563     }
1564
1565     /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1566      * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1567      */
1568     if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1569     {
1570         /* Geforce7 - highend */
1571         if (strstr(gl_renderer, "7800")
1572                 || strstr(gl_renderer, "7900")
1573                 || strstr(gl_renderer, "7950")
1574                 || strstr(gl_renderer, "Quadro FX 4")
1575                 || strstr(gl_renderer, "Quadro FX 5"))
1576         {
1577             return CARD_NVIDIA_GEFORCE_7800GT;
1578         }
1579
1580         /* Geforce7 midend */
1581         if (strstr(gl_renderer, "7600")
1582                 || strstr(gl_renderer, "7700"))
1583         {
1584             return CARD_NVIDIA_GEFORCE_7600;
1585         }
1586
1587         /* Geforce7 lower medium */
1588         if (strstr(gl_renderer, "7400"))
1589         {
1590             return CARD_NVIDIA_GEFORCE_7400;
1591         }
1592
1593         /* Geforce7 lowend */
1594         if (strstr(gl_renderer, "7300"))
1595         {
1596             return CARD_NVIDIA_GEFORCE_7300;
1597         }
1598
1599         /* Geforce6 highend */
1600         if (strstr(gl_renderer, "6800"))
1601         {
1602             return CARD_NVIDIA_GEFORCE_6800;
1603         }
1604
1605         /* Geforce6 - midend */
1606         if (strstr(gl_renderer, "6600")
1607                 || strstr(gl_renderer, "6610")
1608                 || strstr(gl_renderer, "6700"))
1609         {
1610             return CARD_NVIDIA_GEFORCE_6600GT;
1611         }
1612
1613         /* Geforce6/7 lowend */
1614         return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1615     }
1616
1617     if (WINE_D3D9_CAPABLE(gl_info))
1618     {
1619         /* GeforceFX - highend */
1620         if (strstr(gl_renderer, "5800")
1621                 || strstr(gl_renderer, "5900")
1622                 || strstr(gl_renderer, "5950")
1623                 || strstr(gl_renderer, "Quadro FX"))
1624         {
1625             return CARD_NVIDIA_GEFORCEFX_5800;
1626         }
1627
1628         /* GeforceFX - midend */
1629         if (strstr(gl_renderer, "5600")
1630                 || strstr(gl_renderer, "5650")
1631                 || strstr(gl_renderer, "5700")
1632                 || strstr(gl_renderer, "5750"))
1633         {
1634             return CARD_NVIDIA_GEFORCEFX_5600;
1635         }
1636
1637         /* GeforceFX - lowend */
1638         return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1639     }
1640
1641     if (WINE_D3D8_CAPABLE(gl_info))
1642     {
1643         if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1644         {
1645             return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1646         }
1647
1648         return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1649     }
1650
1651     if (WINE_D3D7_CAPABLE(gl_info))
1652     {
1653         if (strstr(gl_renderer, "GeForce4 MX"))
1654         {
1655             return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1656         }
1657
1658         if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1659         {
1660             return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1661         }
1662
1663         if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1664         {
1665             return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1666         }
1667
1668         return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1669     }
1670
1671     if (strstr(gl_renderer, "TNT2"))
1672     {
1673         return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1674     }
1675
1676     return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1677 }
1678
1679 static enum wined3d_pci_device select_card_ati_binary(const struct wined3d_gl_info *gl_info,
1680         const char *gl_renderer)
1681 {
1682     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1683      *
1684      * Beware: renderer string do not match exact card model,
1685      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1686     if (WINE_D3D10_CAPABLE(gl_info))
1687     {
1688         /* Radeon EG CYPRESS XT / PRO HD5800 - highend */
1689         if (strstr(gl_renderer, "HD 5800")          /* Radeon EG CYPRESS HD58xx generic renderer string */
1690                 || strstr(gl_renderer, "HD 5850")   /* Radeon EG CYPRESS XT */
1691                 || strstr(gl_renderer, "HD 5870"))  /* Radeon EG CYPRESS PRO */
1692         {
1693             return CARD_ATI_RADEON_HD5800;
1694         }
1695
1696         /* Radeon EG JUNIPER XT / LE HD5700 - midend */
1697         if (strstr(gl_renderer, "HD 5700")          /* Radeon EG JUNIPER HD57xx generic renderer string */
1698                 || strstr(gl_renderer, "HD 5750")   /* Radeon EG JUNIPER LE */
1699                 || strstr(gl_renderer, "HD 5770"))  /* Radeon EG JUNIPER XT */
1700         {
1701             return CARD_ATI_RADEON_HD5700;
1702         }
1703
1704         /* Radeon R7xx HD4800 - highend */
1705         if (strstr(gl_renderer, "HD 4800")          /* Radeon RV7xx HD48xx generic renderer string */
1706                 || strstr(gl_renderer, "HD 4830")   /* Radeon RV770 */
1707                 || strstr(gl_renderer, "HD 4850")   /* Radeon RV770 */
1708                 || strstr(gl_renderer, "HD 4870")   /* Radeon RV770 */
1709                 || strstr(gl_renderer, "HD 4890"))  /* Radeon RV790 */
1710         {
1711             return CARD_ATI_RADEON_HD4800;
1712         }
1713
1714         /* Radeon R740 HD4700 - midend */
1715         if (strstr(gl_renderer, "HD 4700")          /* Radeon RV770 */
1716                 || strstr(gl_renderer, "HD 4770"))  /* Radeon RV740 */
1717         {
1718             return CARD_ATI_RADEON_HD4700;
1719         }
1720
1721         /* Radeon R730 HD4600 - midend */
1722         if (strstr(gl_renderer, "HD 4600")          /* Radeon RV730 */
1723                 || strstr(gl_renderer, "HD 4650")   /* Radeon RV730 */
1724                 || strstr(gl_renderer, "HD 4670"))  /* Radeon RV730 */
1725         {
1726             return CARD_ATI_RADEON_HD4600;
1727         }
1728
1729         /* Radeon R710 HD4500/HD4350 - lowend */
1730         if (strstr(gl_renderer, "HD 4350")          /* Radeon RV710 */
1731                 || strstr(gl_renderer, "HD 4550"))  /* Radeon RV710 */
1732         {
1733             return CARD_ATI_RADEON_HD4350;
1734         }
1735
1736         /* Radeon R6xx HD2900/HD3800 - highend */
1737         if (strstr(gl_renderer, "HD 2900")
1738                 || strstr(gl_renderer, "HD 3870")
1739                 || strstr(gl_renderer, "HD 3850"))
1740         {
1741             return CARD_ATI_RADEON_HD2900;
1742         }
1743
1744         /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1745         if (strstr(gl_renderer, "HD 2600")
1746                 || strstr(gl_renderer, "HD 3830")
1747                 || strstr(gl_renderer, "HD 3690")
1748                 || strstr(gl_renderer, "HD 3650"))
1749         {
1750             return CARD_ATI_RADEON_HD2600;
1751         }
1752
1753         /* Radeon R6xx HD2350/HD2400/HD3400 - lowend
1754          * Note HD2300=DX9, HD2350=DX10 */
1755         if (strstr(gl_renderer, "HD 2350")
1756                 || strstr(gl_renderer, "HD 2400")
1757                 || strstr(gl_renderer, "HD 3470")
1758                 || strstr(gl_renderer, "HD 3450")
1759                 || strstr(gl_renderer, "HD 3430")
1760                 || strstr(gl_renderer, "HD 3400"))
1761         {
1762             return CARD_ATI_RADEON_HD2350;
1763         }
1764
1765         /* Radeon R6xx/R7xx integrated */
1766         if (strstr(gl_renderer, "HD 3100")
1767                 || strstr(gl_renderer, "HD 3200")
1768                 || strstr(gl_renderer, "HD 3300"))
1769         {
1770             return CARD_ATI_RADEON_HD3200;
1771         }
1772
1773         /* Default for when no GPU has been found */
1774         return CARD_ATI_RADEON_HD3200;
1775     }
1776
1777     if (WINE_D3D8_CAPABLE(gl_info))
1778     {
1779         /* Radeon R5xx */
1780         if (strstr(gl_renderer, "X1600")
1781                 || strstr(gl_renderer, "X1650")
1782                 || strstr(gl_renderer, "X1800")
1783                 || strstr(gl_renderer, "X1900")
1784                 || strstr(gl_renderer, "X1950"))
1785         {
1786             return CARD_ATI_RADEON_X1600;
1787         }
1788
1789         /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1790          * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1791         if (strstr(gl_renderer, "X700")
1792                 || strstr(gl_renderer, "X800")
1793                 || strstr(gl_renderer, "X850")
1794                 || strstr(gl_renderer, "X1300")
1795                 || strstr(gl_renderer, "X1400")
1796                 || strstr(gl_renderer, "X1450")
1797                 || strstr(gl_renderer, "X1550")
1798                 || strstr(gl_renderer, "X2300")
1799                 || strstr(gl_renderer, "X2500")
1800                 || strstr(gl_renderer, "HD 2300")
1801                 )
1802         {
1803             return CARD_ATI_RADEON_X700;
1804         }
1805
1806         /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1807         if (strstr(gl_renderer, "Radeon Xpress"))
1808         {
1809             return CARD_ATI_RADEON_XPRESS_200M;
1810         }
1811
1812         /* Radeon R3xx */
1813         return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1814     }
1815
1816     if (WINE_D3D8_CAPABLE(gl_info))
1817     {
1818         return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1819     }
1820
1821     if (WINE_D3D7_CAPABLE(gl_info))
1822     {
1823         return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1824     }
1825
1826     return CARD_ATI_RAGE_128PRO;
1827 }
1828
1829 static enum wined3d_pci_device select_card_intel(const struct wined3d_gl_info *gl_info,
1830         const char *gl_renderer)
1831 {
1832     if (strstr(gl_renderer, "X3100"))
1833     {
1834         /* MacOS calls the card GMA X3100, otherwise known as GM965/GL960 */
1835         return CARD_INTEL_X3100;
1836     }
1837
1838     if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1839     {
1840         /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1841         return CARD_INTEL_I945GM;
1842     }
1843
1844     if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1845     if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1846     if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1847     if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1848     if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1849     return CARD_INTEL_I915G;
1850
1851 }
1852
1853 static enum wined3d_pci_device select_card_ati_mesa(const struct wined3d_gl_info *gl_info,
1854         const char *gl_renderer)
1855 {
1856     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1857      *
1858      * Beware: renderer string do not match exact card model,
1859      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1860     if (strstr(gl_renderer, "Gallium"))
1861     {
1862         /* Radeon R7xx HD4800 - highend */
1863         if (strstr(gl_renderer, "R700")          /* Radeon R7xx HD48xx generic renderer string */
1864                 || strstr(gl_renderer, "RV770")  /* Radeon RV770 */
1865                 || strstr(gl_renderer, "RV790"))  /* Radeon RV790 */
1866         {
1867             return CARD_ATI_RADEON_HD4800;
1868         }
1869
1870         /* Radeon R740 HD4700 - midend */
1871         if (strstr(gl_renderer, "RV740"))          /* Radeon RV740 */
1872         {
1873             return CARD_ATI_RADEON_HD4700;
1874         }
1875
1876         /* Radeon R730 HD4600 - midend */
1877         if (strstr(gl_renderer, "RV730"))        /* Radeon RV730 */
1878         {
1879             return CARD_ATI_RADEON_HD4600;
1880         }
1881
1882         /* Radeon R710 HD4500/HD4350 - lowend */
1883         if (strstr(gl_renderer, "RV710"))          /* Radeon RV710 */
1884         {
1885             return CARD_ATI_RADEON_HD4350;
1886         }
1887
1888         /* Radeon R6xx HD2900/HD3800 - highend */
1889         if (strstr(gl_renderer, "R600")
1890                 || strstr(gl_renderer, "RV670")
1891                 || strstr(gl_renderer, "R680"))
1892         {
1893             return CARD_ATI_RADEON_HD2900;
1894         }
1895
1896         /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1897         if (strstr(gl_renderer, "RV630")
1898                 || strstr(gl_renderer, "RV635"))
1899         {
1900             return CARD_ATI_RADEON_HD2600;
1901         }
1902
1903         /* Radeon R6xx HD2350/HD2400/HD3400 - lowend */
1904         if (strstr(gl_renderer, "RV610")
1905                 || strstr(gl_renderer, "RV620"))
1906         {
1907             return CARD_ATI_RADEON_HD2350;
1908         }
1909
1910         /* Radeon R6xx/R7xx integrated */
1911         if (strstr(gl_renderer, "RS780")
1912                 || strstr(gl_renderer, "RS880"))
1913         {
1914             return CARD_ATI_RADEON_HD3200;
1915         }
1916
1917         /* Radeon R5xx */
1918         if (strstr(gl_renderer, "RV530")
1919                 || strstr(gl_renderer, "RV535")
1920                 || strstr(gl_renderer, "RV560")
1921                 || strstr(gl_renderer, "R520")
1922                 || strstr(gl_renderer, "RV570")
1923                 || strstr(gl_renderer, "R580"))
1924         {
1925             return CARD_ATI_RADEON_X1600;
1926         }
1927
1928         /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1929         if (strstr(gl_renderer, "R410")
1930                 || strstr(gl_renderer, "R420")
1931                 || strstr(gl_renderer, "R423")
1932                 || strstr(gl_renderer, "R430")
1933                 || strstr(gl_renderer, "R480")
1934                 || strstr(gl_renderer, "R481")
1935                 || strstr(gl_renderer, "RV410")
1936                 || strstr(gl_renderer, "RV515")
1937                 || strstr(gl_renderer, "RV516"))
1938         {
1939             return CARD_ATI_RADEON_X700;
1940         }
1941
1942         /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1943         if (strstr(gl_renderer, "RS400")
1944                 || strstr(gl_renderer, "RS480")
1945                 || strstr(gl_renderer, "RS482")
1946                 || strstr(gl_renderer, "RS485")
1947                 || strstr(gl_renderer, "RS600")
1948                 || strstr(gl_renderer, "RS690")
1949                 || strstr(gl_renderer, "RS740"))
1950         {
1951             return CARD_ATI_RADEON_XPRESS_200M;
1952         }
1953
1954         /* Radeon R3xx */
1955         if (strstr(gl_renderer, "R300")
1956                 || strstr(gl_renderer, "RV350")
1957                 || strstr(gl_renderer, "RV351")
1958                 || strstr(gl_renderer, "RV360")
1959                 || strstr(gl_renderer, "RV370")
1960                 || strstr(gl_renderer, "R350")
1961                 || strstr(gl_renderer, "R360"))
1962         {
1963             return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1964         }
1965     }
1966
1967     if (WINE_D3D9_CAPABLE(gl_info))
1968     {
1969         /* Radeon R7xx HD4800 - highend */
1970         if (strstr(gl_renderer, "(R700")          /* Radeon R7xx HD48xx generic renderer string */
1971                 || strstr(gl_renderer, "(RV770")  /* Radeon RV770 */
1972                 || strstr(gl_renderer, "(RV790"))  /* Radeon RV790 */
1973         {
1974             return CARD_ATI_RADEON_HD4800;
1975         }
1976
1977         /* Radeon R740 HD4700 - midend */
1978         if (strstr(gl_renderer, "(RV740"))          /* Radeon RV740 */
1979         {
1980             return CARD_ATI_RADEON_HD4700;
1981         }
1982
1983         /* Radeon R730 HD4600 - midend */
1984         if (strstr(gl_renderer, "(RV730"))        /* Radeon RV730 */
1985         {
1986             return CARD_ATI_RADEON_HD4600;
1987         }
1988
1989         /* Radeon R710 HD4500/HD4350 - lowend */
1990         if (strstr(gl_renderer, "(RV710"))          /* Radeon RV710 */
1991         {
1992             return CARD_ATI_RADEON_HD4350;
1993         }
1994
1995         /* Radeon R6xx HD2900/HD3800 - highend */
1996         if (strstr(gl_renderer, "(R600")
1997                 || strstr(gl_renderer, "(RV670")
1998                 || strstr(gl_renderer, "(R680"))
1999         {
2000             return CARD_ATI_RADEON_HD2900;
2001         }
2002
2003         /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
2004         if (strstr(gl_renderer, "(RV630")
2005                 || strstr(gl_renderer, "(RV635"))
2006         {
2007             return CARD_ATI_RADEON_HD2600;
2008         }
2009
2010         /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
2011         if (strstr(gl_renderer, "(RV610")
2012                 || strstr(gl_renderer, "(RV620"))
2013         {
2014             return CARD_ATI_RADEON_HD2350;
2015         }
2016
2017         /* Radeon R6xx/R7xx integrated */
2018         if (strstr(gl_renderer, "(RS780")
2019                 || strstr(gl_renderer, "(RS880"))
2020         {
2021             return CARD_ATI_RADEON_HD3200;
2022         }
2023     }
2024
2025     if (WINE_D3D8_CAPABLE(gl_info))
2026     {
2027         return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
2028     }
2029
2030     if (WINE_D3D7_CAPABLE(gl_info))
2031     {
2032         return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
2033     }
2034
2035     return CARD_ATI_RAGE_128PRO;
2036 }
2037
2038 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
2039         const char *gl_renderer)
2040 {
2041     FIXME_(d3d_caps)("Card selection not handled for Mesa Nouveau driver\n");
2042     if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
2043     if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
2044     if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
2045     if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
2046     return CARD_NVIDIA_RIVA_128;
2047 }
2048
2049
2050 struct vendor_card_selection
2051 {
2052     enum wined3d_gl_vendor gl_vendor;
2053     enum wined3d_pci_vendor card_vendor;
2054     const char *description;        /* Description of the card selector i.e. Apple OS/X Intel */
2055     enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer);
2056 };
2057
2058 static const struct vendor_card_selection vendor_card_select_table[] =
2059 {
2060     {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA,  "Nvidia binary driver",     select_card_nvidia_binary},
2061     {GL_VENDOR_APPLE,  HW_VENDOR_NVIDIA,  "Apple OSX NVidia binary driver",   select_card_nvidia_binary},
2062     {GL_VENDOR_APPLE,  HW_VENDOR_ATI,     "Apple OSX AMD/ATI binary driver",  select_card_ati_binary},
2063     {GL_VENDOR_APPLE,  HW_VENDOR_INTEL,   "Apple OSX Intel binary driver",    select_card_intel},
2064     {GL_VENDOR_FGLRX,  HW_VENDOR_ATI,     "AMD/ATI binary driver",    select_card_ati_binary},
2065     {GL_VENDOR_MESA,   HW_VENDOR_ATI,     "Mesa AMD/ATI driver",      select_card_ati_mesa},
2066     {GL_VENDOR_MESA,   HW_VENDOR_NVIDIA,  "Mesa Nouveau driver",      select_card_nvidia_mesa},
2067     {GL_VENDOR_MESA,   HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel},
2068     {GL_VENDOR_INTEL,  HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel}
2069 };
2070
2071
2072 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
2073         enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor)
2074 {
2075     /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
2076      * different GPUs with roughly the same features. In most cases GPUs from a
2077      * certain family differ in clockspeeds, the amount of video memory and the
2078      * number of shader pipelines.
2079      *
2080      * A Direct3D device object contains the PCI id (vendor + device) of the
2081      * videocard which is used for rendering. Various applications use this
2082      * information to get a rough estimation of the features of the card and
2083      * some might use it for enabling 3d effects only on certain types of
2084      * videocards. In some cases games might even use it to work around bugs
2085      * which happen on certain videocards/driver combinations. The problem is
2086      * that OpenGL only exposes a rendering string containing the name of the
2087      * videocard and not the PCI id.
2088      *
2089      * Various games depend on the PCI id, so somehow we need to provide one.
2090      * A simple option is to parse the renderer string and translate this to
2091      * the right PCI id. This is a lot of work because there are more than 200
2092      * GPUs just for Nvidia. Various cards share the same renderer string, so
2093      * the amount of code might be 'small' but there are quite a number of
2094      * exceptions which would make this a pain to maintain. Another way would
2095      * be to query the PCI id from the operating system (assuming this is the
2096      * videocard which is used for rendering which is not always the case).
2097      * This would work but it is not very portable. Second it would not work
2098      * well in, let's say, a remote X situation in which the amount of 3d
2099      * features which can be used is limited.
2100      *
2101      * As said most games only use the PCI id to get an indication of the
2102      * capabilities of the card. It doesn't really matter if the given id is
2103      * the correct one if we return the id of a card with similar 3d features.
2104      *
2105      * The code below checks the OpenGL capabilities of a videocard and matches
2106      * that to a certain level of Direct3D functionality. Once a card passes
2107      * the Direct3D9 check, we know that the card (in case of Nvidia) is at
2108      * least a GeforceFX. To give a better estimate we do a basic check on the
2109      * renderer string but if that won't pass we return a default card. This
2110      * way is better than maintaining a full card database as even without a
2111      * full database we can return a card with similar features. Second the
2112      * size of the database can be made quite small because when you know what
2113      * type of 3d functionality a card has, you know to which GPU family the
2114      * GPU must belong. Because of this you only have to check a small part of
2115      * the renderer string to distinguishes between different models from that
2116      * family.
2117      *
2118      * The code also selects a default amount of video memory which we will
2119      * use for an estimation of the amount of free texture memory. In case of
2120      * real D3D the amount of texture memory includes video memory and system
2121      * memory (to be specific AGP memory or in case of PCIE TurboCache /
2122      * HyperMemory). We don't know how much system memory can be addressed by
2123      * the system but we can make a reasonable estimation about the amount of
2124      * video memory. If the value is slightly wrong it doesn't matter as we
2125      * didn't include AGP-like memory which makes the amount of addressable
2126      * memory higher and second OpenGL isn't that critical it moves to system
2127      * memory behind our backs if really needed. Note that the amount of video
2128      * memory can be overruled using a registry setting. */
2129
2130     int i;
2131
2132     for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
2133     {
2134         if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
2135             || (vendor_card_select_table[i].card_vendor != *card_vendor))
2136                 continue;
2137         TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
2138         return vendor_card_select_table[i].select_card(gl_info, gl_renderer);
2139     }
2140
2141     FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
2142                      *gl_vendor, *card_vendor);
2143
2144     /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
2145      * for Nvidia was because the hardware and drivers they make are of good quality. This makes
2146      * them a good generic choice. */
2147     *card_vendor = HW_VENDOR_NVIDIA;
2148     if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
2149     if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
2150     if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
2151     if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
2152     return CARD_NVIDIA_RIVA_128;
2153 }
2154
2155 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
2156 {
2157     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2158     int vs_selected_mode, ps_selected_mode;
2159
2160     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2161     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2162             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
2163     else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
2164     else if (gl_info->supported[NV_REGISTER_COMBINERS]
2165             && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
2166     else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
2167     else return &ffp_fragment_pipeline;
2168 }
2169
2170 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
2171 {
2172     int vs_selected_mode, ps_selected_mode;
2173
2174     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2175     if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
2176     if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
2177     return &none_shader_backend;
2178 }
2179
2180 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
2181 {
2182     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2183     int vs_selected_mode, ps_selected_mode;
2184
2185     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2186     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2187             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2188     else return &ffp_blit;
2189 }
2190
2191 /* Context activation is done by the caller. */
2192 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
2193 {
2194     struct wined3d_driver_info *driver_info = &adapter->driver_info;
2195     struct wined3d_gl_info *gl_info = &adapter->gl_info;
2196     const char *GL_Extensions    = NULL;
2197     const char *WGL_Extensions   = NULL;
2198     const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2199     struct fragment_caps fragment_caps;
2200     enum wined3d_gl_vendor gl_vendor;
2201     enum wined3d_pci_vendor card_vendor;
2202     enum wined3d_pci_device device;
2203     GLint       gl_max;
2204     GLfloat     gl_floatv[2];
2205     unsigned    i;
2206     HDC         hdc;
2207     DWORD gl_version;
2208     size_t len;
2209
2210     TRACE_(d3d_caps)("(%p)\n", gl_info);
2211
2212     ENTER_GL();
2213
2214     gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2215     TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2216     if (!gl_renderer_str)
2217     {
2218         LEAVE_GL();
2219         ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2220         return FALSE;
2221     }
2222
2223     gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2224     TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2225     if (!gl_vendor_str)
2226     {
2227         LEAVE_GL();
2228         ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2229         return FALSE;
2230     }
2231
2232     /* Parse the GL_VERSION field into major and minor information */
2233     gl_version_str = (const char *)glGetString(GL_VERSION);
2234     TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2235     if (!gl_version_str)
2236     {
2237         LEAVE_GL();
2238         ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2239         return FALSE;
2240     }
2241     gl_version = wined3d_parse_gl_version(gl_version_str);
2242
2243     /*
2244      * Initialize openGL extension related variables
2245      *  with Default values
2246      */
2247     memset(gl_info->supported, 0, sizeof(gl_info->supported));
2248     gl_info->limits.blends = 1;
2249     gl_info->limits.buffers = 1;
2250     gl_info->limits.textures = 1;
2251     gl_info->limits.fragment_samplers = 1;
2252     gl_info->limits.vertex_samplers = 0;
2253     gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2254     gl_info->limits.sampler_stages = 1;
2255     gl_info->limits.glsl_vs_float_constants = 0;
2256     gl_info->limits.glsl_ps_float_constants = 0;
2257     gl_info->limits.arb_vs_float_constants = 0;
2258     gl_info->limits.arb_vs_native_constants = 0;
2259     gl_info->limits.arb_vs_instructions = 0;
2260     gl_info->limits.arb_vs_temps = 0;
2261     gl_info->limits.arb_ps_float_constants = 0;
2262     gl_info->limits.arb_ps_local_constants = 0;
2263     gl_info->limits.arb_ps_instructions = 0;
2264     gl_info->limits.arb_ps_temps = 0;
2265
2266     /* Retrieve opengl defaults */
2267     glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2268     gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2269     TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2270
2271     glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2272     gl_info->limits.lights = gl_max;
2273     TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2274
2275     glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2276     gl_info->limits.texture_size = gl_max;
2277     TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2278
2279     glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2280     gl_info->limits.pointsize_min = gl_floatv[0];
2281     gl_info->limits.pointsize_max = gl_floatv[1];
2282     TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2283
2284     /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2285     GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2286     if (!GL_Extensions)
2287     {
2288         LEAVE_GL();
2289         ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2290         return FALSE;
2291     }
2292
2293     LEAVE_GL();
2294
2295     TRACE_(d3d_caps)("GL_Extensions reported:\n");
2296
2297     gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2298
2299     while (*GL_Extensions)
2300     {
2301         const char *start;
2302
2303         while (isspace(*GL_Extensions)) ++GL_Extensions;
2304         start = GL_Extensions;
2305         while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2306
2307         len = GL_Extensions - start;
2308         if (!len) continue;
2309
2310         TRACE_(d3d_caps)("- %s\n", debugstr_an(start, len));
2311
2312         for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2313         {
2314             if (len == strlen(EXTENSION_MAP[i].extension_string)
2315                     && !memcmp(start, EXTENSION_MAP[i].extension_string, len))
2316             {
2317                 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2318                 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2319                 break;
2320             }
2321         }
2322     }
2323
2324     /* Now work out what GL support this card really has */
2325 #define USE_GL_FUNC(type, pfn, ext, replace) \
2326 { \
2327     DWORD ver = ver_for_ext(ext); \
2328     if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2329     else if (ver && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2330     else gl_info->pfn = NULL; \
2331 }
2332     GL_EXT_FUNCS_GEN;
2333 #undef USE_GL_FUNC
2334
2335 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2336     WGL_EXT_FUNCS_GEN;
2337 #undef USE_GL_FUNC
2338
2339     ENTER_GL();
2340
2341     /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2342      * loading the functions, otherwise the code above will load the extension entry points instead of the
2343      * core functions, which may not work. */
2344     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2345     {
2346         if (!gl_info->supported[EXTENSION_MAP[i].extension]
2347                 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2348         {
2349             TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2350             gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2351         }
2352     }
2353
2354     if (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
2355
2356     if (gl_info->supported[APPLE_FENCE])
2357     {
2358         /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2359          * The apple extension interacts with some other apple exts. Disable the NV
2360          * extension if the apple one is support to prevent confusion in other parts
2361          * of the code. */
2362         gl_info->supported[NV_FENCE] = FALSE;
2363     }
2364     if (gl_info->supported[APPLE_FLOAT_PIXELS])
2365     {
2366         /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2367          *
2368          * The enums are the same:
2369          * GL_RGBA16F_ARB     = GL_RGBA_FLOAT16_APPLE = 0x881A
2370          * GL_RGB16F_ARB      = GL_RGB_FLOAT16_APPLE  = 0x881B
2371          * GL_RGBA32F_ARB     = GL_RGBA_FLOAT32_APPLE = 0x8814
2372          * GL_RGB32F_ARB      = GL_RGB_FLOAT32_APPLE  = 0x8815
2373          * GL_HALF_FLOAT_ARB  = GL_HALF_APPLE         = 0x140B
2374          */
2375         if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2376         {
2377             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2378             gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2379         }
2380         if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2381         {
2382             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2383             gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2384         }
2385     }
2386     if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2387     {
2388         /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2389          * functionality. Prefer the ARB extension */
2390         gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2391     }
2392     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2393     {
2394         TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2395         gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2396     }
2397     if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2398     {
2399         TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2400         gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2401     }
2402     if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2403     {
2404         TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2405         gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2406     }
2407     if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
2408     {
2409         TRACE_(d3d_caps)(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
2410         gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
2411     }
2412     if (gl_info->supported[NV_TEXTURE_SHADER2])
2413     {
2414         if (gl_info->supported[NV_REGISTER_COMBINERS])
2415         {
2416             /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2417              * are supported. The nv extensions provide the same functionality as the
2418              * ATI one, and a bit more(signed pixelformats). */
2419             gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2420         }
2421     }
2422
2423     if (gl_info->supported[NV_REGISTER_COMBINERS])
2424     {
2425         glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2426         gl_info->limits.general_combiners = gl_max;
2427         TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2428     }
2429     if (gl_info->supported[ARB_DRAW_BUFFERS])
2430     {
2431         glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2432         gl_info->limits.buffers = gl_max;
2433         TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2434     }
2435     if (gl_info->supported[ARB_MULTITEXTURE])
2436     {
2437         glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2438         gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2439         TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2440
2441         if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2442         {
2443             GLint tmp;
2444             glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2445             gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2446         }
2447         else
2448         {
2449             gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2450         }
2451         TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2452
2453         if (gl_info->supported[ARB_VERTEX_SHADER])
2454         {
2455             GLint tmp;
2456             glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2457             gl_info->limits.vertex_samplers = tmp;
2458             glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2459             gl_info->limits.combined_samplers = tmp;
2460
2461             /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2462              * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2463              * an issue because then the sampler setup only depends on the two shaders. If a pixel
2464              * shader is used with fixed function vertex processing we're fine too because fixed function
2465              * vertex processing doesn't use any samplers. If fixed function fragment processing is
2466              * used we have to make sure that all vertex sampler setups are valid together with all
2467              * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2468              * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2469              * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2470              * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2471              * a fixed function pipeline anymore.
2472              *
2473              * So this is just a check to check that our assumption holds true. If not, write a warning
2474              * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2475             if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2476                     && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2477             {
2478                 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2479                         gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2480                 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2481                 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2482                     gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2483                 else
2484                     gl_info->limits.vertex_samplers = 0;
2485             }
2486         }
2487         else
2488         {
2489             gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2490         }
2491         TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2492         TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2493     }
2494     if (gl_info->supported[ARB_VERTEX_BLEND])
2495     {
2496         glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2497         gl_info->limits.blends = gl_max;
2498         TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2499     }
2500     if (gl_info->supported[EXT_TEXTURE3D])
2501     {
2502         glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2503         gl_info->limits.texture3d_size = gl_max;
2504         TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2505     }
2506     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2507     {
2508         glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2509         gl_info->limits.anisotropy = gl_max;
2510         TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2511     }
2512     if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2513     {
2514         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2515         gl_info->limits.arb_ps_float_constants = gl_max;
2516         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2517         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2518         gl_info->limits.arb_ps_native_constants = gl_max;
2519         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2520                 gl_info->limits.arb_ps_native_constants);
2521         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2522         gl_info->limits.arb_ps_temps = gl_max;
2523         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2524         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2525         gl_info->limits.arb_ps_instructions = gl_max;
2526         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2527         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2528         gl_info->limits.arb_ps_local_constants = gl_max;
2529         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2530     }
2531     if (gl_info->supported[ARB_VERTEX_PROGRAM])
2532     {
2533         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2534         gl_info->limits.arb_vs_float_constants = gl_max;
2535         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2536         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2537         gl_info->limits.arb_vs_native_constants = gl_max;
2538         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2539                 gl_info->limits.arb_vs_native_constants);
2540         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2541         gl_info->limits.arb_vs_temps = gl_max;
2542         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2543         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2544         gl_info->limits.arb_vs_instructions = gl_max;
2545         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2546
2547         if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2548     }
2549     if (gl_info->supported[ARB_VERTEX_SHADER])
2550     {
2551         glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2552         gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2553         TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2554     }
2555     if (gl_info->supported[ARB_FRAGMENT_SHADER])
2556     {
2557         glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2558         gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2559         TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2560         glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2561         gl_info->limits.glsl_varyings = gl_max;
2562         TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2563     }
2564     if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2565     {
2566         const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2567         unsigned int major, minor;
2568
2569         TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2570
2571         /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2572         sscanf(str, "%u.%u", &major, &minor);
2573         gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2574     }
2575     if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2576     {
2577         glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2578     }
2579     else
2580     {
2581         gl_info->limits.shininess = 128.0f;
2582     }
2583     if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2584     {
2585         /* If we have full NP2 texture support, disable
2586          * GL_ARB_texture_rectangle because we will never use it.
2587          * This saves a few redundant glDisable calls. */
2588         gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2589     }
2590     if (gl_info->supported[ATI_FRAGMENT_SHADER])
2591     {
2592         /* Disable NV_register_combiners and fragment shader if this is supported.
2593          * generally the NV extensions are preferred over the ATI ones, and this
2594          * extension is disabled if register_combiners and texture_shader2 are both
2595          * supported. So we reach this place only if we have incomplete NV dxlevel 8
2596          * fragment processing support. */
2597         gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2598         gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2599         gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2600         gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2601     }
2602     if (gl_info->supported[NV_HALF_FLOAT])
2603     {
2604         /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2605         gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2606     }
2607     if (gl_info->supported[ARB_POINT_SPRITE])
2608     {
2609         gl_info->limits.point_sprite_units = gl_info->limits.textures;
2610     }
2611     else
2612     {
2613         gl_info->limits.point_sprite_units = 0;
2614     }
2615     checkGLcall("extension detection");
2616
2617     LEAVE_GL();
2618
2619     adapter->fragment_pipe = select_fragment_implementation(adapter);
2620     adapter->shader_backend = select_shader_backend(adapter);
2621     adapter->blitter = select_blit_implementation(adapter);
2622
2623     adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2624     gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2625     TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2626
2627     /* In some cases the number of texture stages can be larger than the number
2628      * of samplers. The GF4 for example can use only 2 samplers (no fragment
2629      * shaders), but 8 texture stages (register combiners). */
2630     gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2631
2632     if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2633     {
2634         gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2635         gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2636         gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2637         gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2638         gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2639         gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2640         gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2641         gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2642         gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2643         gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2644         gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2645         gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2646         gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2647         gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2648         gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2649         gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2650         gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2651         gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2652         gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2653     }
2654     else
2655     {
2656         if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2657         {
2658             gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2659             gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2660             gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2661             gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2662             gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2663             gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2664             gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2665             gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2666             gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2667             gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2668             gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2669             gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2670             gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2671             gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2672             gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2673             gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2674             gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2675         }
2676         else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2677         {
2678             WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2679             wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2680         }
2681         if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2682         {
2683             gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2684         }
2685         if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2686         {
2687             gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2688         }
2689     }
2690
2691     /* MRTs are currently only supported when FBOs are used. */
2692     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2693     {
2694         gl_info->limits.buffers = 1;
2695     }
2696
2697     gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2698     card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2699     TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2700
2701     device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor);
2702     TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2703
2704     gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2705     gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2706             gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2707     gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2708     gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2709             gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2710     gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2711             gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2712
2713     /* Make sure there's an active HDC else the WGL extensions will fail */
2714     hdc = pwglGetCurrentDC();
2715     if (hdc) {
2716         /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2717         if(GL_EXTCALL(wglGetExtensionsStringARB))
2718             WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2719
2720         if (!WGL_Extensions)
2721         {
2722             ERR("   WGL_Extensions returns NULL\n");
2723         }
2724         else
2725         {
2726             TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2727             while (*WGL_Extensions)
2728             {
2729                 const char *Start;
2730                 char ThisExtn[256];
2731
2732                 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2733                 Start = WGL_Extensions;
2734                 while (!isspace(*WGL_Extensions) && *WGL_Extensions) ++WGL_Extensions;
2735
2736                 len = WGL_Extensions - Start;
2737                 if (!len || len >= sizeof(ThisExtn))
2738                     continue;
2739
2740                 memcpy(ThisExtn, Start, len);
2741                 ThisExtn[len] = '\0';
2742                 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2743
2744                 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2745                     gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2746                     TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2747                 }
2748                 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2749                     gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2750                     TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2751                 }
2752             }
2753         }
2754     }
2755
2756     fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2757     init_driver_info(driver_info, card_vendor, device);
2758     add_gl_compat_wrappers(gl_info);
2759
2760     return TRUE;
2761 }
2762
2763 /**********************************************************
2764  * IWineD3D implementation follows
2765  **********************************************************/
2766
2767 static UINT     WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2768     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2769
2770     TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2771
2772     return This->adapter_count;
2773 }
2774
2775 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void *init_function)
2776 {
2777     FIXME("iface %p, init_function %p stub!\n", iface, init_function);
2778
2779     return WINED3D_OK;
2780 }
2781
2782 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2783     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2784
2785     TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2786
2787     if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2788         return NULL;
2789     }
2790
2791     return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2792 }
2793
2794 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2795      of the same bpp but different resolutions                                  */
2796
2797 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2798 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, enum wined3d_format_id format_id)
2799 {
2800     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2801
2802     TRACE_(d3d_caps)("iface %p, adapter %u, format_id: %s.\n", iface, Adapter, debug_d3dformat(format_id));
2803
2804     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2805         return 0;
2806     }
2807
2808     /* TODO: Store modes per adapter and read it from the adapter structure */
2809     if (Adapter == 0)
2810     {
2811         const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2812         UINT format_bits = format->byte_count * CHAR_BIT;
2813         unsigned int i = 0;
2814         unsigned int j = 0;
2815         DEVMODEW mode;
2816
2817         memset(&mode, 0, sizeof(mode));
2818         mode.dmSize = sizeof(mode);
2819
2820         while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2821         {
2822             ++j;
2823
2824             if (format_id == WINED3DFMT_UNKNOWN)
2825             {
2826                 /* This is for D3D8, do not enumerate P8 here */
2827                 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2828             }
2829             else if (mode.dmBitsPerPel == format_bits)
2830             {
2831                 ++i;
2832             }
2833         }
2834
2835         TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2836         return i;
2837     } else {
2838         FIXME_(d3d_caps)("Adapter not primary display\n");
2839     }
2840     return 0;
2841 }
2842
2843 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2844 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter,
2845         enum wined3d_format_id format_id, UINT Mode, WINED3DDISPLAYMODE *pMode)
2846 {
2847     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2848
2849     TRACE_(d3d_caps)("iface %p, adapter_idx %u, format %s, mode_idx %u, mode %p.\n",
2850             iface, Adapter, debug_d3dformat(format_id), Mode, pMode);
2851
2852     /* Validate the parameters as much as possible */
2853     if (!pMode || Adapter >= IWineD3DImpl_GetAdapterCount(iface)
2854             || Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, format_id))
2855     {
2856         return WINED3DERR_INVALIDCALL;
2857     }
2858
2859     /* TODO: Store modes per adapter and read it from the adapter structure */
2860     if (Adapter == 0)
2861     {
2862         const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2863         UINT format_bits = format->byte_count * CHAR_BIT;
2864         DEVMODEW DevModeW;
2865         int ModeIdx = 0;
2866         UINT i = 0;
2867         int j = 0;
2868
2869         ZeroMemory(&DevModeW, sizeof(DevModeW));
2870         DevModeW.dmSize = sizeof(DevModeW);
2871
2872         /* If we are filtering to a specific format (D3D9), then need to skip
2873            all unrelated modes, but if mode is irrelevant (D3D8), then we can
2874            just count through the ones with valid bit depths */
2875         while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2876         {
2877             if (format_id == WINED3DFMT_UNKNOWN)
2878             {
2879                 /* This is for D3D8, do not enumerate P8 here */
2880                 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2881             }
2882             else if (DevModeW.dmBitsPerPel == format_bits)
2883             {
2884                 ++i;
2885             }
2886         }
2887
2888         if (!i)
2889         {
2890             TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", format_id, debug_d3dformat(format_id));
2891             return WINED3DERR_INVALIDCALL;
2892         }
2893         ModeIdx = j - 1;
2894
2895         /* Now get the display mode via the calculated index */
2896         if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2897             pMode->Width        = DevModeW.dmPelsWidth;
2898             pMode->Height       = DevModeW.dmPelsHeight;
2899             pMode->RefreshRate  = DEFAULT_REFRESH_RATE;
2900             if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2901                 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2902
2903             if (format_id == WINED3DFMT_UNKNOWN)
2904                 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2905             else
2906                 pMode->Format = format_id;
2907         }
2908         else
2909         {
2910             TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2911             return WINED3DERR_INVALIDCALL;
2912         }
2913
2914         TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2915                 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2916                 DevModeW.dmBitsPerPel);
2917
2918     }
2919     else
2920     {
2921         FIXME_(d3d_caps)("Adapter not primary display\n");
2922     }
2923
2924     return WINED3D_OK;
2925 }
2926
2927 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE *pMode)
2928 {
2929     TRACE("iface %p, adapter_idx %u, display_mode %p.\n", iface, Adapter, pMode);
2930
2931     if (!pMode || Adapter >= IWineD3D_GetAdapterCount(iface))
2932         return WINED3DERR_INVALIDCALL;
2933
2934     if (Adapter == 0) { /* Display */
2935         int bpp = 0;
2936         DEVMODEW DevModeW;
2937
2938         ZeroMemory(&DevModeW, sizeof(DevModeW));
2939         DevModeW.dmSize = sizeof(DevModeW);
2940
2941         EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2942         pMode->Width        = DevModeW.dmPelsWidth;
2943         pMode->Height       = DevModeW.dmPelsHeight;
2944         bpp                 = DevModeW.dmBitsPerPel;
2945         pMode->RefreshRate  = DEFAULT_REFRESH_RATE;
2946         if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2947         {
2948             pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2949         }
2950
2951         pMode->Format = pixelformat_for_depth(bpp);
2952     } else {
2953         FIXME_(d3d_caps)("Adapter not primary display\n");
2954     }
2955
2956     TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2957           pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2958     return WINED3D_OK;
2959 }
2960
2961 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2962    and fields being inserted in the middle, a new structure is used in place    */
2963 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
2964                                                    WINED3DADAPTER_IDENTIFIER* pIdentifier) {
2965     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2966     struct wined3d_adapter *adapter;
2967     size_t len;
2968
2969     TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
2970
2971     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2972         return WINED3DERR_INVALIDCALL;
2973     }
2974
2975     adapter = &This->adapters[Adapter];
2976
2977     /* Return the information requested */
2978     TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2979
2980     if (pIdentifier->driver_size)
2981     {
2982         const char *name = adapter->driver_info.name;
2983         len = min(strlen(name), pIdentifier->driver_size - 1);
2984         memcpy(pIdentifier->driver, name, len);
2985         pIdentifier->driver[len] = '\0';
2986     }
2987
2988     if (pIdentifier->description_size)
2989     {
2990         const char *description = adapter->driver_info.description;
2991         len = min(strlen(description), pIdentifier->description_size - 1);
2992         memcpy(pIdentifier->description, description, len);
2993         pIdentifier->description[len] = '\0';
2994     }
2995
2996     /* Note that d3d8 doesn't supply a device name. */
2997     if (pIdentifier->device_name_size)
2998     {
2999         static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
3000
3001         len = strlen(device_name);
3002         if (len >= pIdentifier->device_name_size)
3003         {
3004             ERR("Device name size too small.\n");
3005             return WINED3DERR_INVALIDCALL;
3006         }
3007
3008         memcpy(pIdentifier->device_name, device_name, len);
3009         pIdentifier->device_name[len] = '\0';
3010     }
3011
3012     pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
3013     pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
3014     pIdentifier->vendor_id = adapter->driver_info.vendor;
3015     pIdentifier->device_id = adapter->driver_info.device;
3016     pIdentifier->subsystem_id = 0;
3017     pIdentifier->revision = 0;
3018     memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
3019     pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
3020     memcpy(&pIdentifier->adapter_luid, &adapter->luid, sizeof(pIdentifier->adapter_luid));
3021     pIdentifier->video_memory = adapter->TextureRam;
3022
3023     return WINED3D_OK;
3024 }
3025
3026 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
3027         const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
3028 {
3029     short redSize, greenSize, blueSize, alphaSize, colorBits;
3030
3031     if(!cfg)
3032         return FALSE;
3033
3034     /* Float formats need FBOs. If FBOs are used this function isn't called */
3035     if (format->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3036
3037     if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
3038         if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3039         {
3040             ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3041             return FALSE;
3042         }
3043
3044         if(cfg->redSize < redSize)
3045             return FALSE;
3046
3047         if(cfg->greenSize < greenSize)
3048             return FALSE;
3049
3050         if(cfg->blueSize < blueSize)
3051             return FALSE;
3052
3053         if(cfg->alphaSize < alphaSize)
3054             return FALSE;
3055
3056         return TRUE;
3057     }
3058
3059     /* Probably a RGBA_float or color index mode */
3060     return FALSE;
3061 }
3062
3063 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
3064         const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
3065 {
3066     short depthSize, stencilSize;
3067     BOOL lockable = FALSE;
3068
3069     if(!cfg)
3070         return FALSE;
3071
3072     if (!getDepthStencilBits(format, &depthSize, &stencilSize))
3073     {
3074         ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3075         return FALSE;
3076     }
3077
3078     /* Float formats need FBOs. If FBOs are used this function isn't called */
3079     if (format->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3080
3081     if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
3082         lockable = TRUE;
3083
3084     /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
3085      * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
3086      * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
3087     if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
3088         return FALSE;
3089
3090     /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
3091      * allow more stencil bits than requested. */
3092     if(cfg->stencilSize < stencilSize)
3093         return FALSE;
3094
3095     return TRUE;
3096 }
3097
3098 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface,
3099         UINT Adapter, WINED3DDEVTYPE DeviceType, enum wined3d_format_id AdapterFormat,
3100         enum wined3d_format_id RenderTargetFormat, enum wined3d_format_id DepthStencilFormat)
3101 {
3102     IWineD3DImpl *This = (IWineD3DImpl *)iface;
3103     int nCfgs;
3104     const WineD3D_PixelFormat *cfgs;
3105     const struct wined3d_adapter *adapter;
3106     const struct wined3d_format *rt_format;
3107     const struct wined3d_format *ds_format;
3108     int it;
3109
3110     WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
3111            This, Adapter,
3112            DeviceType, debug_d3ddevicetype(DeviceType),
3113            AdapterFormat, debug_d3dformat(AdapterFormat),
3114            RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
3115            DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
3116
3117     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3118         TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
3119         return WINED3DERR_INVALIDCALL;
3120     }
3121
3122     adapter = &This->adapters[Adapter];
3123     rt_format = wined3d_get_format(&adapter->gl_info, RenderTargetFormat);
3124     ds_format = wined3d_get_format(&adapter->gl_info, DepthStencilFormat);
3125     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3126     {
3127         if ((rt_format->Flags & WINED3DFMT_FLAG_RENDERTARGET)
3128                 && (ds_format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
3129         {
3130             TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3131             return WINED3D_OK;
3132         }
3133     }
3134     else
3135     {
3136         cfgs = adapter->cfgs;
3137         nCfgs = adapter->nCfgs;
3138         for (it = 0; it < nCfgs; ++it)
3139         {
3140             if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format))
3141             {
3142                 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format))
3143                 {
3144                     TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3145                     return WINED3D_OK;
3146                 }
3147             }
3148         }
3149     }
3150     WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
3151
3152     return WINED3DERR_NOTAVAILABLE;
3153 }
3154
3155 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter,
3156         WINED3DDEVTYPE DeviceType, enum wined3d_format_id SurfaceFormat, BOOL Windowed,
3157         WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
3158 {
3159     IWineD3DImpl *This = (IWineD3DImpl *)iface;
3160     const struct wined3d_adapter *adapter;
3161     const struct wined3d_format *format;
3162
3163     TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
3164           This,
3165           Adapter,
3166           DeviceType, debug_d3ddevicetype(DeviceType),
3167           SurfaceFormat, debug_d3dformat(SurfaceFormat),
3168           Windowed,
3169           MultiSampleType,
3170           pQualityLevels);
3171
3172     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3173         return WINED3DERR_INVALIDCALL;
3174     }
3175
3176     /* TODO: handle Windowed, add more quality levels */
3177
3178     if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
3179         if(pQualityLevels) *pQualityLevels = 1;
3180         return WINED3D_OK;
3181     }
3182
3183     /* By default multisampling is disabled right now as it causes issues
3184      * on some Nvidia driver versions and it doesn't work well in combination
3185      * with FBOs yet. */
3186     if(!wined3d_settings.allow_multisampling)
3187         return WINED3DERR_NOTAVAILABLE;
3188
3189     adapter = &This->adapters[Adapter];
3190     format = wined3d_get_format(&adapter->gl_info, SurfaceFormat);
3191     if (!format) return WINED3DERR_INVALIDCALL;
3192
3193     if (format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
3194     {
3195         int i, nCfgs;
3196         const WineD3D_PixelFormat *cfgs;
3197
3198         cfgs = adapter->cfgs;
3199         nCfgs = adapter->nCfgs;
3200         for(i=0; i<nCfgs; i++) {
3201             if(cfgs[i].numSamples != MultiSampleType)
3202                 continue;
3203
3204             if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], format))
3205                 continue;
3206
3207             TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3208
3209             if(pQualityLevels)
3210                 *pQualityLevels = 1; /* Guess at a value! */
3211             return WINED3D_OK;
3212         }
3213     }
3214     else if (format->Flags & WINED3DFMT_FLAG_RENDERTARGET)
3215     {
3216         short redSize, greenSize, blueSize, alphaSize, colorBits;
3217         int i, nCfgs;
3218         const WineD3D_PixelFormat *cfgs;
3219
3220         if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3221         {
3222             ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
3223             return WINED3DERR_NOTAVAILABLE;
3224         }
3225
3226         cfgs = adapter->cfgs;
3227         nCfgs = adapter->nCfgs;
3228         for(i=0; i<nCfgs; i++) {
3229             if(cfgs[i].numSamples != MultiSampleType)
3230                 continue;
3231             if(cfgs[i].redSize != redSize)
3232                 continue;
3233             if(cfgs[i].greenSize != greenSize)
3234                 continue;
3235             if(cfgs[i].blueSize != blueSize)
3236                 continue;
3237             /* Not all drivers report alpha-less formats since they use 32-bit anyway, so accept alpha even if we didn't ask for it. */
3238             if(alphaSize && cfgs[i].alphaSize != alphaSize)
3239                 continue;
3240             if (cfgs[i].colorSize != (format->byte_count << 3))
3241                 continue;
3242
3243             TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3244
3245             if(pQualityLevels)
3246                 *pQualityLevels = 1; /* Guess at a value! */
3247             return WINED3D_OK;
3248         }
3249     }
3250     return WINED3DERR_NOTAVAILABLE;
3251 }
3252
3253 /* Check if we support bumpmapping for a format */
3254 static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3255 {
3256     /* Ask the fixed function pipeline implementation if it can deal
3257      * with the conversion. If we've got a GL extension giving native
3258      * support this will be an identity conversion. */
3259     return (format->Flags & WINED3DFMT_FLAG_BUMPMAP)
3260             && adapter->fragment_pipe->color_fixup_supported(format->color_fixup);
3261 }
3262
3263 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3264 static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
3265         const struct wined3d_format *display_format, const struct wined3d_format *ds_format)
3266 {
3267     int it=0;
3268
3269     /* Only allow depth/stencil formats */
3270     if (!(ds_format->depth_size || ds_format->stencil_size)) return FALSE;
3271
3272     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3273     {
3274         /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3275         if (ds_format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3276     }
3277     else
3278     {
3279         /* Walk through all WGL pixel formats to find a match */
3280         for (it = 0; it < adapter->nCfgs; ++it)
3281         {
3282             WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
3283             if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format))
3284             {
3285                 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format))
3286                 {
3287                     return TRUE;
3288                 }
3289             }
3290         }
3291     }
3292
3293     return FALSE;
3294 }
3295
3296 static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3297 {
3298     /* The flags entry of a format contains the filtering capability */
3299     if (format->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3300
3301     return FALSE;
3302 }
3303
3304 /* Check the render target capabilities of a format */
3305 static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
3306         const struct wined3d_format *adapter_format, const struct wined3d_format *check_format)
3307 {
3308     /* Filter out non-RT formats */
3309     if (!(check_format->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3310     if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
3311     {
3312         WineD3D_PixelFormat *cfgs = adapter->cfgs;
3313         int it;
3314         short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3315         short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3316
3317         getColorBits(adapter_format, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3318         getColorBits(check_format, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3319
3320         /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3321          * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3322         if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3323             TRACE_(d3d_caps)("[FAILED]\n");
3324             return FALSE;
3325         }
3326
3327         /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3328          * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3329         for (it = 0; it < adapter->nCfgs; ++it)
3330         {
3331             if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3332                     &cfgs[it], check_format))
3333             {
3334                 TRACE_(d3d_caps)("Pixel format %d is compatible with format %s.\n",
3335                         cfgs[it].iPixelFormat, debug_d3dformat(check_format->id));
3336                 return TRUE;
3337             }
3338         }
3339     }
3340     else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3341     {
3342         /* For now return TRUE for FBOs until we have some proper checks.
3343          * Note that this function will only be called when the format is around for texturing. */
3344         return TRUE;
3345     }
3346     return FALSE;
3347 }
3348
3349 static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3350 {
3351     return adapter->gl_info.supported[EXT_TEXTURE_SRGB] && (format->Flags & WINED3DFMT_FLAG_SRGB_READ);
3352 }
3353
3354 static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3355 {
3356     /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3357      * doing the color fixup in shaders.
3358      * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3359     if (format->Flags & WINED3DFMT_FLAG_SRGB_WRITE)
3360     {
3361         int vs_selected_mode;
3362         int ps_selected_mode;
3363         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3364
3365         if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3366             TRACE_(d3d_caps)("[OK]\n");
3367             return TRUE;
3368         }
3369     }
3370
3371     TRACE_(d3d_caps)("[FAILED] - sRGB writes not supported by format %s.\n", debug_d3dformat(format->id));
3372     return FALSE;
3373 }
3374
3375 /* Check if a format support blending in combination with pixel shaders */
3376 static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
3377         const struct wined3d_format *format)
3378 {
3379     /* The flags entry of a format contains the post pixel shader blending capability */
3380     if (format->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3381
3382     return FALSE;
3383 }
3384
3385 static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3386 {
3387     /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3388      * but we have to report mipmapping so we cannot reject this flag. Tests show that
3389      * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3390      * that wrapping is supported. The lack of filtering will sort out the mipmapping
3391      * capability anyway.
3392      *
3393      * For now lets report this on all formats, but in the future we may want to
3394      * restrict it to some should games need that
3395      */
3396     return TRUE;
3397 }
3398
3399 /* Check if a texture format is supported on the given adapter */
3400 static BOOL CheckTextureCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3401 {
3402     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3403
3404     switch (format->id)
3405     {
3406         /*****
3407          *  supported: RGB(A) formats
3408          */
3409         case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3410         case WINED3DFMT_B8G8R8A8_UNORM:
3411         case WINED3DFMT_B8G8R8X8_UNORM:
3412         case WINED3DFMT_B5G6R5_UNORM:
3413         case WINED3DFMT_B5G5R5X1_UNORM:
3414         case WINED3DFMT_B5G5R5A1_UNORM:
3415         case WINED3DFMT_B4G4R4A4_UNORM:
3416         case WINED3DFMT_A8_UNORM:
3417         case WINED3DFMT_B4G4R4X4_UNORM:
3418         case WINED3DFMT_R8G8B8A8_UNORM:
3419         case WINED3DFMT_R8G8B8X8_UNORM:
3420         case WINED3DFMT_B10G10R10A2_UNORM:
3421         case WINED3DFMT_R10G10B10A2_UNORM:
3422         case WINED3DFMT_R16G16_UNORM:
3423             TRACE_(d3d_caps)("[OK]\n");
3424             return TRUE;
3425
3426         case WINED3DFMT_B2G3R3_UNORM:
3427             TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3428             return FALSE;
3429
3430         /*****
3431          *  Not supported: Palettized
3432          *  Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3433          *  Since it is not widely available, don't offer it. Further no Windows driver offers
3434          *  WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3435          */
3436         case WINED3DFMT_P8_UINT:
3437         case WINED3DFMT_P8_UINT_A8_UNORM:
3438             return FALSE;
3439
3440         /*****
3441          *  Supported: (Alpha)-Luminance
3442          */
3443         case WINED3DFMT_L8_UNORM:
3444         case WINED3DFMT_L8A8_UNORM:
3445         case WINED3DFMT_L16_UNORM:
3446             TRACE_(d3d_caps)("[OK]\n");
3447             return TRUE;
3448
3449         /* Not supported on Windows, thus disabled */
3450         case WINED3DFMT_L4A4_UNORM:
3451             TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3452             return FALSE;
3453
3454         /*****
3455          *  Supported: Depth/Stencil formats
3456          */
3457         case WINED3DFMT_D16_LOCKABLE:
3458         case WINED3DFMT_D16_UNORM:
3459         case WINED3DFMT_S1_UINT_D15_UNORM:
3460         case WINED3DFMT_X8D24_UNORM:
3461         case WINED3DFMT_S4X4_UINT_D24_UNORM:
3462         case WINED3DFMT_D24_UNORM_S8_UINT:
3463         case WINED3DFMT_S8_UINT_D24_FLOAT:
3464         case WINED3DFMT_D32_UNORM:
3465         case WINED3DFMT_D32_FLOAT:
3466             return TRUE;
3467
3468         /*****
3469          *  Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3470          *  GL_NV_texture_shader). Emulated by shaders
3471          */
3472         case WINED3DFMT_R8G8_SNORM:
3473         case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3474         case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3475         case WINED3DFMT_R8G8B8A8_SNORM:
3476         case WINED3DFMT_R16G16_SNORM:
3477             /* Ask the shader backend if it can deal with the conversion. If
3478              * we've got a GL extension giving native support this will be an
3479              * identity conversion. */
3480             if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup))
3481             {
3482                 TRACE_(d3d_caps)("[OK]\n");
3483                 return TRUE;
3484             }
3485             TRACE_(d3d_caps)("[FAILED]\n");
3486             return FALSE;
3487
3488         case WINED3DFMT_DXT1:
3489         case WINED3DFMT_DXT2:
3490         case WINED3DFMT_DXT3:
3491         case WINED3DFMT_DXT4:
3492         case WINED3DFMT_DXT5:
3493             if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3494             {
3495                 TRACE_(d3d_caps)("[OK]\n");
3496                 return TRUE;
3497             }
3498             TRACE_(d3d_caps)("[FAILED]\n");
3499             return FALSE;
3500
3501
3502         /*****
3503          *  Odd formats - not supported
3504          */
3505         case WINED3DFMT_VERTEXDATA:
3506         case WINED3DFMT_R16_UINT:
3507         case WINED3DFMT_R32_UINT:
3508         case WINED3DFMT_R16G16B16A16_SNORM:
3509         case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3510         case WINED3DFMT_R10G11B11_SNORM:
3511             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3512             return FALSE;
3513
3514         /*****
3515          *  WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3516          */
3517         case WINED3DFMT_R8G8_SNORM_Cx:
3518             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3519             return FALSE;
3520
3521         /* YUV formats */
3522         case WINED3DFMT_UYVY:
3523         case WINED3DFMT_YUY2:
3524             if (gl_info->supported[APPLE_YCBCR_422])
3525             {
3526                 TRACE_(d3d_caps)("[OK]\n");
3527                 return TRUE;
3528             }
3529             TRACE_(d3d_caps)("[FAILED]\n");
3530             return FALSE;
3531         case WINED3DFMT_YV12:
3532             TRACE_(d3d_caps)("[FAILED]\n");
3533             return FALSE;
3534
3535             /* Not supported */
3536         case WINED3DFMT_R16G16B16A16_UNORM:
3537         case WINED3DFMT_B2G3R3A8_UNORM:
3538             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3539             return FALSE;
3540
3541             /* Floating point formats */
3542         case WINED3DFMT_R16_FLOAT:
3543         case WINED3DFMT_R16G16_FLOAT:
3544         case WINED3DFMT_R16G16B16A16_FLOAT:
3545             if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3546             {
3547                 TRACE_(d3d_caps)("[OK]\n");
3548                 return TRUE;
3549             }
3550             TRACE_(d3d_caps)("[FAILED]\n");
3551             return FALSE;
3552
3553         case WINED3DFMT_R32_FLOAT:
3554         case WINED3DFMT_R32G32_FLOAT:
3555         case WINED3DFMT_R32G32B32A32_FLOAT:
3556             if (gl_info->supported[ARB_TEXTURE_FLOAT])
3557             {
3558                 TRACE_(d3d_caps)("[OK]\n");
3559                 return TRUE;
3560             }
3561             TRACE_(d3d_caps)("[FAILED]\n");
3562             return FALSE;
3563
3564         /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3565          * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3566          * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3567          * We can do instancing with all shader versions, but we need vertex shaders.
3568          *
3569          * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3570          * to enable instancing. WineD3D doesn't need that and just ignores it.
3571          *
3572          * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3573          */
3574         case WINED3DFMT_INST:
3575             TRACE("ATI Instancing check hack\n");
3576             if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3577             {
3578                 TRACE_(d3d_caps)("[OK]\n");
3579                 return TRUE;
3580             }
3581             TRACE_(d3d_caps)("[FAILED]\n");
3582             return FALSE;
3583
3584         /* Some weird FOURCC formats */
3585         case WINED3DFMT_R8G8_B8G8:
3586         case WINED3DFMT_G8R8_G8B8:
3587         case WINED3DFMT_MULTI2_ARGB8:
3588             TRACE_(d3d_caps)("[FAILED]\n");
3589             return FALSE;
3590
3591         /* Vendor specific formats */
3592         case WINED3DFMT_ATI2N:
3593             if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3594                     || gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
3595             {
3596                 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3597                         && adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3598                 {
3599                     TRACE_(d3d_caps)("[OK]\n");
3600                     return TRUE;
3601                 }
3602
3603                 TRACE_(d3d_caps)("[OK]\n");
3604                 return TRUE;
3605             }
3606             TRACE_(d3d_caps)("[FAILED]\n");
3607             return FALSE;
3608
3609         /* Depth bound test. To query if the card supports it CheckDeviceFormat with the special
3610          * format MAKEFOURCC('N','V','D','B') is used.
3611          * It is enabled by setting D3DRS_ADAPTIVETESS_X render state to MAKEFOURCC('N','V','D','B') and
3612          * then controlled by setting D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax)
3613          * to test value.
3614          */
3615         case WINED3DFMT_NVDB:
3616             if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
3617             {
3618                 TRACE_(d3d_caps)("[OK]\n");
3619                 return TRUE;
3620             }
3621             TRACE_(d3d_caps)("[FAILED]\n");
3622             return FALSE;
3623
3624         case WINED3DFMT_NVHU:
3625         case WINED3DFMT_NVHS:
3626             /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3627              * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3628              * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3629              * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3630              * Applications have to deal with not having NVHS and NVHU.
3631              */
3632             TRACE_(d3d_caps)("[FAILED]\n");
3633             return FALSE;
3634
3635         case WINED3DFMT_UNKNOWN:
3636             return FALSE;
3637
3638         default:
3639             ERR("Unhandled format %s.\n", debug_d3dformat(format->id));
3640             break;
3641     }
3642     return FALSE;
3643 }
3644
3645 static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter,
3646         const struct wined3d_format *adapter_format,
3647         const struct wined3d_format *check_format,
3648         WINED3DSURFTYPE SurfaceType)
3649 {
3650     if (SurfaceType == SURFACE_GDI)
3651     {
3652         switch (check_format->id)
3653         {
3654             case WINED3DFMT_B8G8R8_UNORM:
3655             case WINED3DFMT_B8G8R8A8_UNORM:
3656             case WINED3DFMT_B8G8R8X8_UNORM:
3657             case WINED3DFMT_B5G6R5_UNORM:
3658             case WINED3DFMT_B5G5R5X1_UNORM:
3659             case WINED3DFMT_B5G5R5A1_UNORM:
3660             case WINED3DFMT_B4G4R4A4_UNORM:
3661             case WINED3DFMT_B2G3R3_UNORM:
3662             case WINED3DFMT_A8_UNORM:
3663             case WINED3DFMT_B2G3R3A8_UNORM:
3664             case WINED3DFMT_B4G4R4X4_UNORM:
3665             case WINED3DFMT_R10G10B10A2_UNORM:
3666             case WINED3DFMT_R8G8B8A8_UNORM:
3667             case WINED3DFMT_R8G8B8X8_UNORM:
3668             case WINED3DFMT_R16G16_UNORM:
3669             case WINED3DFMT_B10G10R10A2_UNORM:
3670             case WINED3DFMT_R16G16B16A16_UNORM:
3671             case WINED3DFMT_P8_UINT:
3672                 TRACE_(d3d_caps)("[OK]\n");
3673                 return TRUE;
3674             default:
3675                 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3676                 return FALSE;
3677         }
3678     }
3679
3680     /* All format that are supported for textures are supported for surfaces as well */
3681     if (CheckTextureCapability(adapter, check_format)) return TRUE;
3682     /* All depth stencil formats are supported on surfaces */
3683     if (CheckDepthStencilCapability(adapter, adapter_format, check_format)) return TRUE;
3684
3685     /* If opengl can't process the format natively, the blitter may be able to convert it */
3686     if (adapter->blitter->blit_supported(&adapter->gl_info, BLIT_OP_BLIT,
3687             NULL, WINED3DPOOL_DEFAULT, 0, check_format,
3688             NULL, WINED3DPOOL_DEFAULT, 0, adapter_format))
3689     {
3690         TRACE_(d3d_caps)("[OK]\n");
3691         return TRUE;
3692     }
3693
3694     /* Reject other formats */
3695     TRACE_(d3d_caps)("[FAILED]\n");
3696     return FALSE;
3697 }
3698
3699 static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter,
3700         const struct wined3d_format *format)
3701 {
3702     return adapter->gl_info.limits.vertex_samplers && (format->Flags & WINED3DFMT_FLAG_VTF);
3703 }
3704
3705 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3706         enum wined3d_format_id AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType,
3707         enum wined3d_format_id CheckFormat, WINED3DSURFTYPE SurfaceType)
3708 {
3709     IWineD3DImpl *This = (IWineD3DImpl *)iface;
3710     struct wined3d_adapter *adapter = &This->adapters[Adapter];
3711     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3712     const struct wined3d_format *format = wined3d_get_format(gl_info, CheckFormat);
3713     const struct wined3d_format *adapter_format = wined3d_get_format(gl_info, AdapterFormat);
3714     DWORD UsageCaps = 0;
3715
3716     TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3717           This,
3718           Adapter,
3719           DeviceType, debug_d3ddevicetype(DeviceType),
3720           AdapterFormat, debug_d3dformat(AdapterFormat),
3721           Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3722           RType, debug_d3dresourcetype(RType),
3723           CheckFormat, debug_d3dformat(CheckFormat));
3724
3725     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3726         return WINED3DERR_INVALIDCALL;
3727     }
3728
3729     switch (RType)
3730     {
3731         case WINED3DRTYPE_CUBETEXTURE:
3732             /* Cubetexture allows:
3733              *      - WINED3DUSAGE_AUTOGENMIPMAP
3734              *      - WINED3DUSAGE_DEPTHSTENCIL
3735              *      - WINED3DUSAGE_DYNAMIC
3736              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3737              *      - WINED3DUSAGE_RENDERTARGET
3738              *      - WINED3DUSAGE_SOFTWAREPROCESSING
3739              *      - WINED3DUSAGE_QUERY_WRAPANDMIP
3740              */
3741             if (SurfaceType != SURFACE_OPENGL)
3742             {
3743                 TRACE_(d3d_caps)("[FAILED]\n");
3744                 return WINED3DERR_NOTAVAILABLE;
3745             }
3746
3747             if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3748             {
3749                 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3750                 return WINED3DERR_NOTAVAILABLE;
3751             }
3752
3753             if (!CheckTextureCapability(adapter, format))
3754             {
3755                 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3756                 return WINED3DERR_NOTAVAILABLE;
3757             }
3758
3759             if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3760             {
3761                 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3762                     /* When autogenmipmap isn't around continue and return
3763                      * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3764                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3765                 else
3766                     UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3767             }
3768
3769             /* Always report dynamic locking. */
3770             if (Usage & WINED3DUSAGE_DYNAMIC)
3771                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3772
3773             if (Usage & WINED3DUSAGE_RENDERTARGET)
3774             {
3775                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3776                 {
3777                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3778                     return WINED3DERR_NOTAVAILABLE;
3779                 }
3780                 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3781             }
3782
3783             /* Always report software processing. */
3784             if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3785                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3786
3787             if (Usage & WINED3DUSAGE_QUERY_FILTER)
3788             {
3789                 if (!CheckFilterCapability(adapter, format))
3790                 {
3791                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3792                     return WINED3DERR_NOTAVAILABLE;
3793                 }
3794                 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
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             break;
3847
3848         case WINED3DRTYPE_SURFACE:
3849             /* Surface allows:
3850              *      - WINED3DUSAGE_DEPTHSTENCIL
3851              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3852              *      - WINED3DUSAGE_RENDERTARGET
3853              */
3854             if (!CheckSurfaceCapability(adapter, adapter_format, format, SurfaceType))
3855             {
3856                 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3857                 return WINED3DERR_NOTAVAILABLE;
3858             }
3859
3860             if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3861             {
3862                 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3863                 {
3864                     TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3865                     return WINED3DERR_NOTAVAILABLE;
3866                 }
3867                 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3868             }
3869
3870             if (Usage & WINED3DUSAGE_RENDERTARGET)
3871             {
3872                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3873                 {
3874                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3875                     return WINED3DERR_NOTAVAILABLE;
3876                 }
3877                 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3878             }
3879
3880             if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3881             {
3882                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3883                 {
3884                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3885                     return WINED3DERR_NOTAVAILABLE;
3886                 }
3887                 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3888             }
3889             break;
3890
3891         case WINED3DRTYPE_TEXTURE:
3892             /* Texture allows:
3893              *      - WINED3DUSAGE_AUTOGENMIPMAP
3894              *      - WINED3DUSAGE_DEPTHSTENCIL
3895              *      - WINED3DUSAGE_DMAP
3896              *      - WINED3DUSAGE_DYNAMIC
3897              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3898              *      - WINED3DUSAGE_RENDERTARGET
3899              *      - WINED3DUSAGE_SOFTWAREPROCESSING
3900              *      - WINED3DUSAGE_TEXTAPI (d3d9ex)
3901              *      - WINED3DUSAGE_QUERY_WRAPANDMIP
3902              */
3903             if (SurfaceType != SURFACE_OPENGL)
3904             {
3905                 TRACE_(d3d_caps)("[FAILED]\n");
3906                 return WINED3DERR_NOTAVAILABLE;
3907             }
3908
3909             if (!CheckTextureCapability(adapter, format))
3910             {
3911                 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3912                 return WINED3DERR_NOTAVAILABLE;
3913             }
3914
3915             if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3916             {
3917                 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3918                     /* When autogenmipmap isn't around continue and return
3919                      * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3920                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3921                 else
3922                     UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3923             }
3924
3925             /* Always report dynamic locking. */
3926             if (Usage & WINED3DUSAGE_DYNAMIC)
3927                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3928
3929             if (Usage & WINED3DUSAGE_RENDERTARGET)
3930             {
3931                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3932                 {
3933                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3934                     return WINED3DERR_NOTAVAILABLE;
3935                 }
3936                 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3937             }
3938
3939             /* Always report software processing. */
3940             if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3941                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3942
3943             if (Usage & WINED3DUSAGE_QUERY_FILTER)
3944             {
3945                 if (!CheckFilterCapability(adapter, format))
3946                 {
3947                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3948                     return WINED3DERR_NOTAVAILABLE;
3949                 }
3950                 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3951             }
3952
3953             if (Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
3954             {
3955                 if (!CheckBumpMapCapability(adapter, format))
3956                 {
3957                     TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3958                     return WINED3DERR_NOTAVAILABLE;
3959                 }
3960                 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3961             }
3962
3963             if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3964             {
3965                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3966                 {
3967                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3968                     return WINED3DERR_NOTAVAILABLE;
3969                 }
3970                 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3971             }
3972
3973             if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3974             {
3975                 if (!CheckSrgbReadCapability(adapter, format))
3976                 {
3977                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3978                     return WINED3DERR_NOTAVAILABLE;
3979                 }
3980                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3981             }
3982
3983             if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3984             {
3985                 if (!CheckSrgbWriteCapability(adapter, format))
3986                 {
3987                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3988                     return WINED3DERR_NOTAVAILABLE;
3989                 }
3990                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3991             }
3992
3993             if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3994             {
3995                 if (!CheckVertexTextureCapability(adapter, format))
3996                 {
3997                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3998                     return WINED3DERR_NOTAVAILABLE;
3999                 }
4000                 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4001             }
4002
4003             if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4004             {
4005                 if (!CheckWrapAndMipCapability(adapter, format))
4006                 {
4007                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4008                     return WINED3DERR_NOTAVAILABLE;
4009                 }
4010                 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4011             }
4012
4013             if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
4014             {
4015                 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
4016                 {
4017                     TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
4018                     return WINED3DERR_NOTAVAILABLE;
4019                 }
4020                 if ((format->Flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
4021                 {
4022                     TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
4023                     return WINED3DERR_NOTAVAILABLE;
4024                 }
4025                 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
4026             }
4027             break;
4028
4029         case WINED3DRTYPE_VOLUMETEXTURE:
4030         case WINED3DRTYPE_VOLUME:
4031             /* Volume is to VolumeTexture what Surface is to Texture, but its
4032              * usage caps are not documented. Most driver seem to offer
4033              * (nearly) the same on Volume and VolumeTexture, so do that too.
4034              *
4035              * Volumetexture allows:
4036              *      - D3DUSAGE_DYNAMIC
4037              *      - D3DUSAGE_NONSECURE (d3d9ex)
4038              *      - D3DUSAGE_SOFTWAREPROCESSING
4039              *      - D3DUSAGE_QUERY_WRAPANDMIP
4040              */
4041             if (SurfaceType != SURFACE_OPENGL)
4042             {
4043                 TRACE_(d3d_caps)("[FAILED]\n");
4044                 return WINED3DERR_NOTAVAILABLE;
4045             }
4046
4047             if (!gl_info->supported[EXT_TEXTURE3D])
4048             {
4049                 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
4050                 return WINED3DERR_NOTAVAILABLE;
4051             }
4052
4053             if (!CheckTextureCapability(adapter, format))
4054             {
4055                 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
4056                 return WINED3DERR_NOTAVAILABLE;
4057             }
4058
4059             /* Filter formats that need conversion; For one part, this
4060              * conversion is unimplemented, and volume textures are huge, so
4061              * it would be a big performance hit. Unless we hit an application
4062              * needing one of those formats, don't advertize them to avoid
4063              * leading applications into temptation. The windows drivers don't
4064              * support most of those formats on volumes anyway, except for
4065              * WINED3DFMT_R32_FLOAT. */
4066             switch (CheckFormat)
4067             {
4068                 case WINED3DFMT_P8_UINT:
4069                 case WINED3DFMT_L4A4_UNORM:
4070                 case WINED3DFMT_R32_FLOAT:
4071                 case WINED3DFMT_R16_FLOAT:
4072                 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
4073                 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
4074                 case WINED3DFMT_R16G16_UNORM:
4075                     TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4076                     return WINED3DERR_NOTAVAILABLE;
4077
4078                 case WINED3DFMT_R8G8B8A8_SNORM:
4079                 case WINED3DFMT_R16G16_SNORM:
4080                     if (!gl_info->supported[NV_TEXTURE_SHADER])
4081                     {
4082                         TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4083                         return WINED3DERR_NOTAVAILABLE;
4084                     }
4085                     break;
4086
4087                 case WINED3DFMT_R8G8_SNORM:
4088                     if (!gl_info->supported[NV_TEXTURE_SHADER])
4089                     {
4090                         TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4091                         return WINED3DERR_NOTAVAILABLE;
4092                     }
4093                     break;
4094
4095                 case WINED3DFMT_DXT1:
4096                 case WINED3DFMT_DXT2:
4097                 case WINED3DFMT_DXT3:
4098                 case WINED3DFMT_DXT4:
4099                 case WINED3DFMT_DXT5:
4100                     /* The GL_EXT_texture_compression_s3tc spec requires that
4101                      * loading an s3tc compressed texture results in an error.
4102                      * While the D3D refrast does support s3tc volumes, at
4103                      * least the nvidia windows driver does not, so we're free
4104                      * not to support this format. */
4105                     TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4106                     return WINED3DERR_NOTAVAILABLE;
4107
4108                 default:
4109                     /* Do nothing, continue with checking the format below */
4110                     break;
4111             }
4112
4113             /* Always report dynamic locking. */
4114             if (Usage & WINED3DUSAGE_DYNAMIC)
4115                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
4116
4117             /* Always report software processing. */
4118             if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4119                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4120
4121             if (Usage & WINED3DUSAGE_QUERY_FILTER)
4122             {
4123                 if (!CheckFilterCapability(adapter, format))
4124                 {
4125                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
4126                     return WINED3DERR_NOTAVAILABLE;
4127                 }
4128                 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
4129             }
4130
4131             if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
4132             {
4133                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
4134                 {
4135                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4136                     return WINED3DERR_NOTAVAILABLE;
4137                 }
4138                 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4139             }
4140
4141             if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
4142             {
4143                 if (!CheckSrgbReadCapability(adapter, format))
4144                 {
4145                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4146                     return WINED3DERR_NOTAVAILABLE;
4147                 }
4148                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
4149             }
4150
4151             if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4152             {
4153                 if (!CheckSrgbWriteCapability(adapter, format))
4154                 {
4155                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4156                     return WINED3DERR_NOTAVAILABLE;
4157                 }
4158                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4159             }
4160
4161             if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4162             {
4163                 if (!CheckVertexTextureCapability(adapter, format))
4164                 {
4165                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4166                     return WINED3DERR_NOTAVAILABLE;
4167                 }
4168                 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4169             }
4170
4171             if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4172             {
4173                 if (!CheckWrapAndMipCapability(adapter, format))
4174                 {
4175                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4176                     return WINED3DERR_NOTAVAILABLE;
4177                 }
4178                 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4179             }
4180             break;
4181
4182         default:
4183             FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(RType));
4184             return WINED3DERR_NOTAVAILABLE;
4185     }
4186
4187     /* When the UsageCaps exactly matches Usage return WINED3D_OK except for
4188      * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4189      * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4190     if (UsageCaps == Usage)
4191         return WINED3D_OK;
4192     if (UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4193         return WINED3DOK_NOAUTOGEN;
4194
4195     TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for CheckFormat %s and RType %s but only %#x is available\n",
4196             Usage, debug_d3dformat(CheckFormat), debug_d3dresourcetype(RType), UsageCaps);
4197
4198     return WINED3DERR_NOTAVAILABLE;
4199 }
4200
4201 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT adapter_idx,
4202         WINED3DDEVTYPE device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format)
4203 {
4204     FIXME("iface %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4205             iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4206             debug_d3dformat(dst_format));
4207
4208     return WINED3D_OK;
4209 }
4210
4211 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
4212         enum wined3d_format_id display_format, enum wined3d_format_id backbuffer_format, BOOL windowed)
4213 {
4214     UINT mode_count;
4215     HRESULT hr;
4216
4217     TRACE("iface %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
4218             iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(display_format),
4219             debug_d3dformat(backbuffer_format), windowed);
4220
4221     if (adapter_idx >= IWineD3D_GetAdapterCount(iface))
4222     {
4223         WARN_(d3d_caps)("adapter_idx >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
4224         return WINED3DERR_INVALIDCALL;
4225     }
4226
4227     /* The task of this function is to check whether a certain display / backbuffer format
4228      * combination is available on the given adapter. In fullscreen mode microsoft specified
4229      * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
4230      * and display format should match exactly.
4231      * In windowed mode format conversion can occur and this depends on the driver. When format
4232      * conversion is done, this function should nevertheless fail and applications need to use
4233      * CheckDeviceFormatConversion.
4234      * At the moment we assume that fullscreen and windowed have the same capabilities. */
4235
4236     /* There are only 4 display formats. */
4237     if (!(display_format == WINED3DFMT_B5G6R5_UNORM
4238             || display_format == WINED3DFMT_B5G5R5X1_UNORM
4239             || display_format == WINED3DFMT_B8G8R8X8_UNORM
4240             || display_format == WINED3DFMT_B10G10R10A2_UNORM))
4241     {
4242         TRACE_(d3d_caps)("Format %s is not supported as display format.\n", debug_d3dformat(display_format));
4243         return WINED3DERR_NOTAVAILABLE;
4244     }
4245
4246     /* If the requested display format is not available, don't continue. */
4247     mode_count = IWineD3DImpl_GetAdapterModeCount(iface, adapter_idx, display_format);
4248     if (!mode_count)
4249     {
4250         TRACE_(d3d_caps)("No available modes for display format %s.\n", debug_d3dformat(display_format));
4251         return WINED3DERR_NOTAVAILABLE;
4252     }
4253
4254     /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbuffer format,
4255      * it means 'reuse' the display format for the backbuffer. */
4256     if (!windowed && backbuffer_format == WINED3DFMT_UNKNOWN)
4257     {
4258         TRACE_(d3d_caps)("backbuffer_format WINED3FMT_UNKNOWN only available in windowed mode.\n");
4259         return WINED3DERR_NOTAVAILABLE;
4260     }
4261
4262     /* In FULLSCREEN mode WINED3DFMT_B5G6R5_UNORM can only be mixed with
4263      * backbuffer format WINED3DFMT_B5G6R5_UNORM. */
4264     if (display_format == WINED3DFMT_B5G6R5_UNORM && backbuffer_format != WINED3DFMT_B5G6R5_UNORM)
4265     {
4266         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4267                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4268         return WINED3DERR_NOTAVAILABLE;
4269     }
4270
4271     /* In FULLSCREEN mode WINED3DFMT_B5G5R5X1_UNORM can only be mixed with
4272      * backbuffer formats WINED3DFMT_B5G5R5X1_UNORM and
4273      * WINED3DFMT_B5G5R5A1_UNORM. */
4274     if (display_format == WINED3DFMT_B5G5R5X1_UNORM
4275             && !(backbuffer_format == WINED3DFMT_B5G5R5X1_UNORM || backbuffer_format == WINED3DFMT_B5G5R5A1_UNORM))
4276     {
4277         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4278                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4279         return WINED3DERR_NOTAVAILABLE;
4280     }
4281
4282     /* In FULLSCREEN mode WINED3DFMT_B8G8R8X8_UNORM can only be mixed with
4283      * backbuffer formats WINED3DFMT_B8G8R8X8_UNORM and
4284      * WINED3DFMT_B8G8R8A8_UNORM. */
4285     if (display_format == WINED3DFMT_B8G8R8X8_UNORM
4286             && !(backbuffer_format == WINED3DFMT_B8G8R8X8_UNORM || backbuffer_format == WINED3DFMT_B8G8R8A8_UNORM))
4287     {
4288         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4289                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4290         return WINED3DERR_NOTAVAILABLE;
4291     }
4292
4293     /* WINED3DFMT_B10G10R10A2_UNORM is only allowed in fullscreen mode and it
4294      * can only be mixed with backbuffer format WINED3DFMT_B10G10R10A2_UNORM. */
4295     if (display_format == WINED3DFMT_B10G10R10A2_UNORM
4296             && (backbuffer_format != WINED3DFMT_B10G10R10A2_UNORM || windowed))
4297     {
4298         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4299                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4300         return WINED3DERR_NOTAVAILABLE;
4301     }
4302
4303     /* Use CheckDeviceFormat to see if the backbuffer_format is usable with the given display_format */
4304     hr = IWineD3DImpl_CheckDeviceFormat(iface, adapter_idx, device_type, display_format,
4305             WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, backbuffer_format, SURFACE_OPENGL);
4306     if (FAILED(hr))
4307         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4308                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4309
4310     return hr;
4311 }
4312
4313 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4314       subset of a D3DCAPS9 structure. However, it has to come via a void *
4315       as the d3d8 interface cannot import the d3d9 header                  */
4316 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
4317
4318     IWineD3DImpl    *This = (IWineD3DImpl *)iface;
4319     struct wined3d_adapter *adapter = &This->adapters[Adapter];
4320     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4321     int vs_selected_mode;
4322     int ps_selected_mode;
4323     struct shader_caps shader_caps;
4324     struct fragment_caps fragment_caps;
4325     DWORD ckey_caps, blit_caps, fx_caps, pal_caps;
4326
4327     TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
4328
4329     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
4330         return WINED3DERR_INVALIDCALL;
4331     }
4332
4333     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4334
4335     /* ------------------------------------------------
4336        The following fields apply to both d3d8 and d3d9
4337        ------------------------------------------------ */
4338     pCaps->DeviceType              = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF;  /* Not quite true, but use h/w supported by opengl I suppose */
4339     pCaps->AdapterOrdinal          = Adapter;
4340
4341     pCaps->Caps                    = 0;
4342     pCaps->Caps2                   = WINED3DCAPS2_CANRENDERWINDOWED |
4343                                      WINED3DCAPS2_FULLSCREENGAMMA |
4344                                      WINED3DCAPS2_DYNAMICTEXTURES;
4345     if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4346     {
4347         pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4348     }
4349
4350     pCaps->Caps3                   = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4351                                      WINED3DCAPS3_COPY_TO_VIDMEM                   |
4352                                      WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4353
4354     pCaps->PresentationIntervals   = WINED3DPRESENT_INTERVAL_IMMEDIATE  |
4355                                      WINED3DPRESENT_INTERVAL_ONE;
4356
4357     pCaps->CursorCaps              = WINED3DCURSORCAPS_COLOR            |
4358                                      WINED3DCURSORCAPS_LOWRES;
4359
4360     pCaps->DevCaps                 = WINED3DDEVCAPS_FLOATTLVERTEX       |
4361                                      WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4362                                      WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4363                                      WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4364                                      WINED3DDEVCAPS_DRAWPRIMTLVERTEX    |
4365                                      WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4366                                      WINED3DDEVCAPS_EXECUTEVIDEOMEMORY  |
4367                                      WINED3DDEVCAPS_PUREDEVICE          |
4368                                      WINED3DDEVCAPS_HWRASTERIZATION     |
4369                                      WINED3DDEVCAPS_TEXTUREVIDEOMEMORY  |
4370                                      WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4371                                      WINED3DDEVCAPS_CANRENDERAFTERFLIP  |
4372                                      WINED3DDEVCAPS_DRAWPRIMITIVES2     |
4373                                      WINED3DDEVCAPS_DRAWPRIMITIVES2EX   |
4374                                      WINED3DDEVCAPS_RTPATCHES;
4375
4376     pCaps->PrimitiveMiscCaps       = WINED3DPMISCCAPS_CULLNONE              |
4377                                      WINED3DPMISCCAPS_CULLCCW               |
4378                                      WINED3DPMISCCAPS_CULLCW                |
4379                                      WINED3DPMISCCAPS_COLORWRITEENABLE      |
4380                                      WINED3DPMISCCAPS_CLIPTLVERTS           |
4381                                      WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4382                                      WINED3DPMISCCAPS_MASKZ                 |
4383                                      WINED3DPMISCCAPS_BLENDOP               |
4384                                      WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4385                                     /* TODO:
4386                                         WINED3DPMISCCAPS_NULLREFERENCE
4387                                         WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4388                                         WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4389                                         WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4390
4391     if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4392         pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4393     if (gl_info->supported[EXT_DRAW_BUFFERS2])
4394         pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4395
4396     pCaps->RasterCaps              = WINED3DPRASTERCAPS_DITHER    |
4397                                      WINED3DPRASTERCAPS_PAT       |
4398                                      WINED3DPRASTERCAPS_WFOG      |
4399                                      WINED3DPRASTERCAPS_ZFOG      |
4400                                      WINED3DPRASTERCAPS_FOGVERTEX |
4401                                      WINED3DPRASTERCAPS_FOGTABLE  |
4402                                      WINED3DPRASTERCAPS_STIPPLE   |
4403                                      WINED3DPRASTERCAPS_SUBPIXEL  |
4404                                      WINED3DPRASTERCAPS_ZTEST     |
4405                                      WINED3DPRASTERCAPS_SCISSORTEST   |
4406                                      WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4407                                      WINED3DPRASTERCAPS_DEPTHBIAS;
4408
4409     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4410     {
4411         pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY    |
4412                              WINED3DPRASTERCAPS_ZBIAS         |
4413                              WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4414     }
4415     if (gl_info->supported[NV_FOG_DISTANCE])
4416     {
4417         pCaps->RasterCaps         |= WINED3DPRASTERCAPS_FOGRANGE;
4418     }
4419                         /* FIXME Add:
4420                            WINED3DPRASTERCAPS_COLORPERSPECTIVE
4421                            WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4422                            WINED3DPRASTERCAPS_ANTIALIASEDGES
4423                            WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4424                            WINED3DPRASTERCAPS_WBUFFER */
4425
4426     pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS       |
4427                       WINED3DPCMPCAPS_EQUAL        |
4428                       WINED3DPCMPCAPS_GREATER      |
4429                       WINED3DPCMPCAPS_GREATEREQUAL |
4430                       WINED3DPCMPCAPS_LESS         |
4431                       WINED3DPCMPCAPS_LESSEQUAL    |
4432                       WINED3DPCMPCAPS_NEVER        |
4433                       WINED3DPCMPCAPS_NOTEQUAL;
4434
4435     pCaps->SrcBlendCaps  = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4436                            WINED3DPBLENDCAPS_BOTHSRCALPHA    |
4437                            WINED3DPBLENDCAPS_DESTALPHA       |
4438                            WINED3DPBLENDCAPS_DESTCOLOR       |
4439                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4440                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4441                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4442                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4443                            WINED3DPBLENDCAPS_ONE             |
4444                            WINED3DPBLENDCAPS_SRCALPHA        |
4445                            WINED3DPBLENDCAPS_SRCALPHASAT     |
4446                            WINED3DPBLENDCAPS_SRCCOLOR        |
4447                            WINED3DPBLENDCAPS_ZERO;
4448
4449     pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA       |
4450                            WINED3DPBLENDCAPS_DESTCOLOR       |
4451                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4452                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4453                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4454                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4455                            WINED3DPBLENDCAPS_ONE             |
4456                            WINED3DPBLENDCAPS_SRCALPHA        |
4457                            WINED3DPBLENDCAPS_SRCCOLOR        |
4458                            WINED3DPBLENDCAPS_ZERO;
4459     /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4460      * according to the glBlendFunc manpage
4461      *
4462      * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4463      * legacy settings for srcblend only
4464      */
4465
4466     if (gl_info->supported[EXT_BLEND_COLOR])
4467     {
4468         pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4469         pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4470     }
4471
4472
4473     pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS       |
4474                           WINED3DPCMPCAPS_EQUAL        |
4475                           WINED3DPCMPCAPS_GREATER      |
4476                           WINED3DPCMPCAPS_GREATEREQUAL |
4477                           WINED3DPCMPCAPS_LESS         |
4478                           WINED3DPCMPCAPS_LESSEQUAL    |
4479                           WINED3DPCMPCAPS_NEVER        |
4480                           WINED3DPCMPCAPS_NOTEQUAL;
4481
4482     pCaps->ShadeCaps     = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4483                            WINED3DPSHADECAPS_COLORGOURAUDRGB    |
4484                            WINED3DPSHADECAPS_ALPHAFLATBLEND     |
4485                            WINED3DPSHADECAPS_ALPHAGOURAUDBLEND  |
4486                            WINED3DPSHADECAPS_COLORFLATRGB       |
4487                            WINED3DPSHADECAPS_FOGFLAT            |
4488                            WINED3DPSHADECAPS_FOGGOURAUD         |
4489                            WINED3DPSHADECAPS_SPECULARFLATRGB;
4490
4491     pCaps->TextureCaps =  WINED3DPTEXTURECAPS_ALPHA              |
4492                           WINED3DPTEXTURECAPS_ALPHAPALETTE       |
4493                           WINED3DPTEXTURECAPS_TRANSPARENCY       |
4494                           WINED3DPTEXTURECAPS_BORDER             |
4495                           WINED3DPTEXTURECAPS_MIPMAP             |
4496                           WINED3DPTEXTURECAPS_PROJECTED          |
4497                           WINED3DPTEXTURECAPS_PERSPECTIVE;
4498
4499     if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4500     {
4501         pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4502                               WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4503     }
4504
4505     if (gl_info->supported[EXT_TEXTURE3D])
4506     {
4507         pCaps->TextureCaps |=  WINED3DPTEXTURECAPS_VOLUMEMAP      |
4508                                WINED3DPTEXTURECAPS_MIPVOLUMEMAP   |
4509                                WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4510     }
4511
4512     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4513     {
4514         pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP     |
4515                               WINED3DPTEXTURECAPS_MIPCUBEMAP    |
4516                               WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4517
4518     }
4519
4520     pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4521                                WINED3DPTFILTERCAPS_MAGFPOINT        |
4522                                WINED3DPTFILTERCAPS_MINFLINEAR       |
4523                                WINED3DPTFILTERCAPS_MINFPOINT        |
4524                                WINED3DPTFILTERCAPS_MIPFLINEAR       |
4525                                WINED3DPTFILTERCAPS_MIPFPOINT        |
4526                                WINED3DPTFILTERCAPS_LINEAR           |
4527                                WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4528                                WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4529                                WINED3DPTFILTERCAPS_MIPLINEAR        |
4530                                WINED3DPTFILTERCAPS_MIPNEAREST       |
4531                                WINED3DPTFILTERCAPS_NEAREST;
4532
4533     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4534     {
4535         pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4536                                     WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4537     }
4538
4539     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4540     {
4541         pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4542                                        WINED3DPTFILTERCAPS_MAGFPOINT        |
4543                                        WINED3DPTFILTERCAPS_MINFLINEAR       |
4544                                        WINED3DPTFILTERCAPS_MINFPOINT        |
4545                                        WINED3DPTFILTERCAPS_MIPFLINEAR       |
4546                                        WINED3DPTFILTERCAPS_MIPFPOINT        |
4547                                        WINED3DPTFILTERCAPS_LINEAR           |
4548                                        WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4549                                        WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4550                                        WINED3DPTFILTERCAPS_MIPLINEAR        |
4551                                        WINED3DPTFILTERCAPS_MIPNEAREST       |
4552                                        WINED3DPTFILTERCAPS_NEAREST;
4553
4554         if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4555         {
4556             pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4557                                             WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4558         }
4559     } else
4560         pCaps->CubeTextureFilterCaps = 0;
4561
4562     if (gl_info->supported[EXT_TEXTURE3D])
4563     {
4564         pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4565                                          WINED3DPTFILTERCAPS_MAGFPOINT        |
4566                                          WINED3DPTFILTERCAPS_MINFLINEAR       |
4567                                          WINED3DPTFILTERCAPS_MINFPOINT        |
4568                                          WINED3DPTFILTERCAPS_MIPFLINEAR       |
4569                                          WINED3DPTFILTERCAPS_MIPFPOINT        |
4570                                          WINED3DPTFILTERCAPS_LINEAR           |
4571                                          WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4572                                          WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4573                                          WINED3DPTFILTERCAPS_MIPLINEAR        |
4574                                          WINED3DPTFILTERCAPS_MIPNEAREST       |
4575                                          WINED3DPTFILTERCAPS_NEAREST;
4576     } else
4577         pCaps->VolumeTextureFilterCaps = 0;
4578
4579     pCaps->TextureAddressCaps =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4580                                  WINED3DPTADDRESSCAPS_CLAMP  |
4581                                  WINED3DPTADDRESSCAPS_WRAP;
4582
4583     if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4584     {
4585         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4586     }
4587     if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4588     {
4589         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4590     }
4591     if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4592     {
4593         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4594     }
4595
4596     if (gl_info->supported[EXT_TEXTURE3D])
4597     {
4598         pCaps->VolumeTextureAddressCaps =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4599                                            WINED3DPTADDRESSCAPS_CLAMP  |
4600                                            WINED3DPTADDRESSCAPS_WRAP;
4601         if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4602         {
4603             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4604         }
4605         if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4606         {
4607             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4608         }
4609         if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4610         {
4611             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4612         }
4613     } else
4614         pCaps->VolumeTextureAddressCaps = 0;
4615
4616     pCaps->LineCaps = WINED3DLINECAPS_TEXTURE       |
4617                       WINED3DLINECAPS_ZTEST         |
4618                       WINED3DLINECAPS_BLEND         |
4619                       WINED3DLINECAPS_ALPHACMP      |
4620                       WINED3DLINECAPS_FOG;
4621     /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4622      * idea how generating the smoothing alpha values works; the result is different
4623      */
4624
4625     pCaps->MaxTextureWidth = gl_info->limits.texture_size;
4626     pCaps->MaxTextureHeight = gl_info->limits.texture_size;
4627
4628     if (gl_info->supported[EXT_TEXTURE3D])
4629         pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4630     else
4631         pCaps->MaxVolumeExtent = 0;
4632
4633     pCaps->MaxTextureRepeat = 32768;
4634     pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4635     pCaps->MaxVertexW = 1.0f;
4636
4637     pCaps->GuardBandLeft = 0.0f;
4638     pCaps->GuardBandTop = 0.0f;
4639     pCaps->GuardBandRight = 0.0f;
4640     pCaps->GuardBandBottom = 0.0f;
4641
4642     pCaps->ExtentsAdjust = 0.0f;
4643
4644     pCaps->StencilCaps =  WINED3DSTENCILCAPS_DECRSAT |
4645                           WINED3DSTENCILCAPS_INCRSAT |
4646                           WINED3DSTENCILCAPS_INVERT  |
4647                           WINED3DSTENCILCAPS_KEEP    |
4648                           WINED3DSTENCILCAPS_REPLACE |
4649                           WINED3DSTENCILCAPS_ZERO;
4650     if (gl_info->supported[EXT_STENCIL_WRAP])
4651     {
4652         pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR  |
4653                               WINED3DSTENCILCAPS_INCR;
4654     }
4655     if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4656     {
4657         pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4658     }
4659
4660     pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4661
4662     pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4663     pCaps->MaxActiveLights = gl_info->limits.lights;
4664
4665     pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
4666     pCaps->MaxVertexBlendMatrixIndex   = 0;
4667
4668     pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
4669     pCaps->MaxPointSize = gl_info->limits.pointsize_max;
4670
4671
4672     /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4673     pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4674                                   WINED3DVTXPCAPS_MATERIALSOURCE7   |
4675                                   WINED3DVTXPCAPS_POSITIONALLIGHTS  |
4676                                   WINED3DVTXPCAPS_LOCALVIEWER       |
4677                                   WINED3DVTXPCAPS_VERTEXFOG         |
4678                                   WINED3DVTXPCAPS_TEXGEN;
4679
4680     pCaps->MaxPrimitiveCount   = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4681     pCaps->MaxVertexIndex      = 0xFFFFF;
4682     pCaps->MaxStreams          = MAX_STREAMS;
4683     pCaps->MaxStreamStride     = 1024;
4684
4685     /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4686     pCaps->DevCaps2                          = WINED3DDEVCAPS2_STREAMOFFSET |
4687                                                WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4688     pCaps->MaxNpatchTessellationLevel        = 0;
4689     pCaps->MasterAdapterOrdinal              = 0;
4690     pCaps->AdapterOrdinalInGroup             = 0;
4691     pCaps->NumberOfAdaptersInGroup           = 1;
4692
4693     pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
4694
4695     pCaps->StretchRectFilterCaps             = WINED3DPTFILTERCAPS_MINFPOINT  |
4696                                                 WINED3DPTFILTERCAPS_MAGFPOINT  |
4697                                                 WINED3DPTFILTERCAPS_MINFLINEAR |
4698                                                 WINED3DPTFILTERCAPS_MAGFLINEAR;
4699     pCaps->VertexTextureFilterCaps           = 0;
4700
4701     adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4702     adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4703
4704     /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4705     pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4706
4707     /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4708      * Ignore shader model capabilities if disabled in config
4709      */
4710     if(vs_selected_mode == SHADER_NONE) {
4711         TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4712         pCaps->VertexShaderVersion          = WINED3DVS_VERSION(0,0);
4713         pCaps->MaxVertexShaderConst         = 0;
4714     } else {
4715         pCaps->VertexShaderVersion          = shader_caps.VertexShaderVersion;
4716         pCaps->MaxVertexShaderConst         = shader_caps.MaxVertexShaderConst;
4717     }
4718
4719     if(ps_selected_mode == SHADER_NONE) {
4720         TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4721         pCaps->PixelShaderVersion           = WINED3DPS_VERSION(0,0);
4722         pCaps->PixelShader1xMaxValue        = 0.0f;
4723     } else {
4724         pCaps->PixelShaderVersion           = shader_caps.PixelShaderVersion;
4725         pCaps->PixelShader1xMaxValue        = shader_caps.PixelShader1xMaxValue;
4726     }
4727
4728     pCaps->TextureOpCaps                    = fragment_caps.TextureOpCaps;
4729     pCaps->MaxTextureBlendStages            = fragment_caps.MaxTextureBlendStages;
4730     pCaps->MaxSimultaneousTextures          = fragment_caps.MaxSimultaneousTextures;
4731
4732     /* The following caps are shader specific, but they are things we cannot detect, or which
4733      * are the same among all shader models. So to avoid code duplication set the shader version
4734      * specific, but otherwise constant caps here
4735      */
4736     if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4737         /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4738         use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4739         pCaps->VS20Caps.Caps                     = WINED3DVS20CAPS_PREDICATION;
4740         pCaps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4741         pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4742         pCaps->VS20Caps.StaticFlowControlDepth   = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4743
4744         pCaps->MaxVShaderInstructionsExecuted    = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4745         pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4746     }
4747     else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4748     {
4749         pCaps->VS20Caps.Caps                     = 0;
4750         pCaps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4751         pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4752         pCaps->VS20Caps.StaticFlowControlDepth   = 1;
4753
4754         pCaps->MaxVShaderInstructionsExecuted    = 65535;
4755         pCaps->MaxVertexShader30InstructionSlots = 0;
4756     } else { /* VS 1.x */
4757         pCaps->VS20Caps.Caps                     = 0;
4758         pCaps->VS20Caps.DynamicFlowControlDepth  = 0;
4759         pCaps->VS20Caps.NumTemps                 = 0;
4760         pCaps->VS20Caps.StaticFlowControlDepth   = 0;
4761
4762         pCaps->MaxVShaderInstructionsExecuted    = 0;
4763         pCaps->MaxVertexShader30InstructionSlots = 0;
4764     }
4765
4766     if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4767         /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4768         use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4769
4770         /* 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 */
4771         pCaps->PS20Caps.Caps                     = WINED3DPS20CAPS_ARBITRARYSWIZZLE     |
4772                 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4773                 WINED3DPS20CAPS_PREDICATION          |
4774                 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4775                 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4776         pCaps->PS20Caps.DynamicFlowControlDepth  = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4777         pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4778         pCaps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4779         pCaps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4780
4781         pCaps->MaxPShaderInstructionsExecuted    = 65535;
4782         pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4783                 adapter->gl_info.limits.arb_ps_instructions);
4784     }
4785     else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4786     {
4787         /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4788         pCaps->PS20Caps.Caps                     = 0;
4789         pCaps->PS20Caps.DynamicFlowControlDepth  = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4790         pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4791         pCaps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4792         pCaps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4793
4794         pCaps->MaxPShaderInstructionsExecuted    = 512; /* Minimum value, a GeforceFX uses 1024 */
4795         pCaps->MaxPixelShader30InstructionSlots  = 0;
4796     } else { /* PS 1.x */
4797         pCaps->PS20Caps.Caps                     = 0;
4798         pCaps->PS20Caps.DynamicFlowControlDepth  = 0;
4799         pCaps->PS20Caps.NumTemps                 = 0;
4800         pCaps->PS20Caps.StaticFlowControlDepth   = 0;
4801         pCaps->PS20Caps.NumInstructionSlots      = 0;
4802
4803         pCaps->MaxPShaderInstructionsExecuted    = 0;
4804         pCaps->MaxPixelShader30InstructionSlots  = 0;
4805     }
4806
4807     if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4808         /* OpenGL supports all the formats below, perhaps not always
4809          * without conversion, but it supports them.
4810          * Further GLSL doesn't seem to have an official unsigned type so
4811          * don't advertise it yet as I'm not sure how we handle it.
4812          * We might need to add some clamping in the shader engine to
4813          * support it.
4814          * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4815         pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4    |
4816                            WINED3DDTCAPS_UBYTE4N   |
4817                            WINED3DDTCAPS_SHORT2N   |
4818                            WINED3DDTCAPS_SHORT4N;
4819         if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4820         {
4821             pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4822                                 WINED3DDTCAPS_FLOAT16_4;
4823         }
4824     } else
4825         pCaps->DeclTypes                         = 0;
4826
4827     /* Set DirectDraw helper Caps */
4828     ckey_caps =                         WINEDDCKEYCAPS_DESTBLT              |
4829                                         WINEDDCKEYCAPS_SRCBLT;
4830     fx_caps =                           WINEDDFXCAPS_BLTALPHA               |
4831                                         WINEDDFXCAPS_BLTMIRRORLEFTRIGHT     |
4832                                         WINEDDFXCAPS_BLTMIRRORUPDOWN        |
4833                                         WINEDDFXCAPS_BLTROTATION90          |
4834                                         WINEDDFXCAPS_BLTSHRINKX             |
4835                                         WINEDDFXCAPS_BLTSHRINKXN            |
4836                                         WINEDDFXCAPS_BLTSHRINKY             |
4837                                         WINEDDFXCAPS_BLTSHRINKXN            |
4838                                         WINEDDFXCAPS_BLTSTRETCHX            |
4839                                         WINEDDFXCAPS_BLTSTRETCHXN           |
4840                                         WINEDDFXCAPS_BLTSTRETCHY            |
4841                                         WINEDDFXCAPS_BLTSTRETCHYN;
4842     blit_caps =                         WINEDDCAPS_BLT                      |
4843                                         WINEDDCAPS_BLTCOLORFILL             |
4844                                         WINEDDCAPS_BLTDEPTHFILL             |
4845                                         WINEDDCAPS_BLTSTRETCH               |
4846                                         WINEDDCAPS_CANBLTSYSMEM             |
4847                                         WINEDDCAPS_CANCLIP                  |
4848                                         WINEDDCAPS_CANCLIPSTRETCHED         |
4849                                         WINEDDCAPS_COLORKEY                 |
4850                                         WINEDDCAPS_COLORKEYHWASSIST         |
4851                                         WINEDDCAPS_ALIGNBOUNDARYSRC;
4852     pal_caps =                          WINEDDPCAPS_8BIT                    |
4853                                         WINEDDPCAPS_PRIMARYSURFACE;
4854
4855     /* Fill the ddraw caps structure */
4856     pCaps->DirectDrawCaps.Caps =        WINEDDCAPS_GDI                      |
4857                                         WINEDDCAPS_PALETTE                  |
4858                                         blit_caps;
4859     pCaps->DirectDrawCaps.Caps2 =       WINEDDCAPS2_CERTIFIED                |
4860                                         WINEDDCAPS2_NOPAGELOCKREQUIRED       |
4861                                         WINEDDCAPS2_PRIMARYGAMMA             |
4862                                         WINEDDCAPS2_WIDESURFACES             |
4863                                         WINEDDCAPS2_CANRENDERWINDOWED;
4864     pCaps->DirectDrawCaps.CKeyCaps =    ckey_caps;
4865     pCaps->DirectDrawCaps.FXCaps =      fx_caps;
4866     pCaps->DirectDrawCaps.PalCaps =     pal_caps;
4867     pCaps->DirectDrawCaps.SVBCaps =     blit_caps;
4868     pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4869     pCaps->DirectDrawCaps.SVBFXCaps =   fx_caps;
4870     pCaps->DirectDrawCaps.VSBCaps =     blit_caps;
4871     pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4872     pCaps->DirectDrawCaps.VSBFXCaps =   fx_caps;
4873     pCaps->DirectDrawCaps.SSBCaps =     blit_caps;
4874     pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4875     pCaps->DirectDrawCaps.SSBFXCaps =   fx_caps;
4876
4877     pCaps->DirectDrawCaps.ddsCaps =     WINEDDSCAPS_ALPHA                   |
4878                                         WINEDDSCAPS_BACKBUFFER              |
4879                                         WINEDDSCAPS_FLIP                    |
4880                                         WINEDDSCAPS_FRONTBUFFER             |
4881                                         WINEDDSCAPS_OFFSCREENPLAIN          |
4882                                         WINEDDSCAPS_PALETTE                 |
4883                                         WINEDDSCAPS_PRIMARYSURFACE          |
4884                                         WINEDDSCAPS_SYSTEMMEMORY            |
4885                                         WINEDDSCAPS_VIDEOMEMORY             |
4886                                         WINEDDSCAPS_VISIBLE;
4887     pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4888
4889     /* Set D3D caps if OpenGL is available. */
4890     if (adapter->opengl)
4891     {
4892         pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE                |
4893                                         WINEDDSCAPS_MIPMAP                  |
4894                                         WINEDDSCAPS_TEXTURE                 |
4895                                         WINEDDSCAPS_ZBUFFER;
4896         pCaps->DirectDrawCaps.Caps |=   WINEDDCAPS_3D;
4897     }
4898
4899     return WINED3D_OK;
4900 }
4901
4902 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
4903         HWND focus_window, DWORD flags, IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4904 {
4905     IWineD3DImpl *This = (IWineD3DImpl *)iface;
4906     IWineD3DDeviceImpl *object;
4907     HRESULT hr;
4908
4909     TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, device_parent %p, device %p.\n",
4910             iface, adapter_idx, device_type, focus_window, flags, device_parent, device);
4911
4912     /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4913      * number and create a device without a 3D adapter for 2D only operation. */
4914     if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
4915     {
4916         return WINED3DERR_INVALIDCALL;
4917     }
4918
4919     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4920     if (!object)
4921     {
4922         ERR("Failed to allocate device memory.\n");
4923         return E_OUTOFMEMORY;
4924     }
4925
4926     hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, device_parent);
4927     if (FAILED(hr))
4928     {
4929         WARN("Failed to initialize device, hr %#x.\n", hr);
4930         HeapFree(GetProcessHeap(), 0, object);
4931         return hr;
4932     }
4933
4934     TRACE("Created device %p.\n", object);
4935     *device = (IWineD3DDevice *)object;
4936
4937     IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4938
4939     return WINED3D_OK;
4940 }
4941
4942 static void * WINAPI IWineD3DImpl_GetParent(IWineD3D *iface)
4943 {
4944     TRACE("iface %p.\n", iface);
4945
4946     return ((IWineD3DImpl *)iface)->parent;
4947 }
4948
4949 static void WINE_GLAPI invalid_func(const void *data)
4950 {
4951     ERR("Invalid vertex attribute function called\n");
4952     DebugBreak();
4953 }
4954
4955 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4956 {
4957     ERR("Invalid texcoord function called\n");
4958     DebugBreak();
4959 }
4960
4961 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4962  * the extension detection and are used in drawStridedSlow
4963  */
4964 static void WINE_GLAPI position_d3dcolor(const void *data)
4965 {
4966     DWORD pos = *((const DWORD *)data);
4967
4968     FIXME("Add a test for fixed function position from d3dcolor type\n");
4969     glVertex4s(D3DCOLOR_B_R(pos),
4970                D3DCOLOR_B_G(pos),
4971                D3DCOLOR_B_B(pos),
4972                D3DCOLOR_B_A(pos));
4973 }
4974
4975 static void WINE_GLAPI position_float4(const void *data)
4976 {
4977     const GLfloat *pos = data;
4978
4979     if (pos[3] != 0.0f && pos[3] != 1.0f)
4980     {
4981         float w = 1.0f / pos[3];
4982
4983         glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4984     }
4985     else
4986     {
4987         glVertex3fv(pos);
4988     }
4989 }
4990
4991 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4992 {
4993     DWORD diffuseColor = *((const DWORD *)data);
4994
4995     glColor4ub(D3DCOLOR_B_R(diffuseColor),
4996                D3DCOLOR_B_G(diffuseColor),
4997                D3DCOLOR_B_B(diffuseColor),
4998                D3DCOLOR_B_A(diffuseColor));
4999 }
5000
5001 static void WINE_GLAPI specular_d3dcolor(const void *data)
5002 {
5003     DWORD specularColor = *((const DWORD *)data);
5004     GLbyte d[] = {D3DCOLOR_B_R(specularColor),
5005             D3DCOLOR_B_G(specularColor),
5006             D3DCOLOR_B_B(specularColor)};
5007
5008     specular_func_3ubv(d);
5009 }
5010
5011 static void WINE_GLAPI warn_no_specular_func(const void *data)
5012 {
5013     WARN("GL_EXT_secondary_color not supported\n");
5014 }
5015
5016 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
5017 {
5018     position_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
5019     position_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
5020     position_funcs[WINED3D_FFP_EMIT_FLOAT3]      = (glAttribFunc)glVertex3fv;
5021     position_funcs[WINED3D_FFP_EMIT_FLOAT4]      = position_float4;
5022     position_funcs[WINED3D_FFP_EMIT_D3DCOLOR]    = position_d3dcolor;
5023     position_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
5024     position_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
5025     position_funcs[WINED3D_FFP_EMIT_SHORT4]      = (glAttribFunc)glVertex2sv;
5026     position_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
5027     position_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
5028     position_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
5029     position_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
5030     position_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
5031     position_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
5032     position_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
5033     position_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
5034     position_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
5035
5036     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1]       = invalid_func;
5037     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2]       = invalid_func;
5038     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3]       = (glAttribFunc)glColor3fv;
5039     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4]       = (glAttribFunc)glColor4fv;
5040     diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR]     = diffuse_d3dcolor;
5041     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4]       = invalid_func;
5042     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2]       = invalid_func;
5043     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4]       = invalid_func;
5044     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N]      = (glAttribFunc)glColor4ubv;
5045     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N]      = invalid_func;
5046     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N]      = (glAttribFunc)glColor4sv;
5047     diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N]     = invalid_func;
5048     diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N]     = (glAttribFunc)glColor4usv;
5049     diffuse_funcs[WINED3D_FFP_EMIT_UDEC3]        = invalid_func;
5050     diffuse_funcs[WINED3D_FFP_EMIT_DEC3N]        = invalid_func;
5051     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2]    = invalid_func;
5052     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4]    = invalid_func;
5053
5054     /* No 4 component entry points here */
5055     specular_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
5056     specular_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
5057     if (gl_info->supported[EXT_SECONDARY_COLOR])
5058     {
5059         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
5060     }
5061     else
5062     {
5063         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = warn_no_specular_func;
5064     }
5065     specular_funcs[WINED3D_FFP_EMIT_FLOAT4]      = invalid_func;
5066     if (gl_info->supported[EXT_SECONDARY_COLOR])
5067     {
5068         specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
5069         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
5070     }
5071     else
5072     {
5073         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
5074     }
5075     specular_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
5076     specular_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
5077     specular_funcs[WINED3D_FFP_EMIT_SHORT4]      = invalid_func;
5078     specular_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
5079     specular_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
5080     specular_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
5081     specular_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
5082     specular_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
5083     specular_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
5084     specular_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
5085     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
5086     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
5087
5088     /* Only 3 component entry points here. Test how others behave. Float4 normals are used
5089      * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
5090      */
5091     normal_funcs[WINED3D_FFP_EMIT_FLOAT1]         = invalid_func;
5092     normal_funcs[WINED3D_FFP_EMIT_FLOAT2]         = invalid_func;
5093     normal_funcs[WINED3D_FFP_EMIT_FLOAT3]         = (glAttribFunc)glNormal3fv;
5094     normal_funcs[WINED3D_FFP_EMIT_FLOAT4]         = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
5095     normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR]       = invalid_func;
5096     normal_funcs[WINED3D_FFP_EMIT_UBYTE4]         = invalid_func;
5097     normal_funcs[WINED3D_FFP_EMIT_SHORT2]         = invalid_func;
5098     normal_funcs[WINED3D_FFP_EMIT_SHORT4]         = invalid_func;
5099     normal_funcs[WINED3D_FFP_EMIT_UBYTE4N]        = invalid_func;
5100     normal_funcs[WINED3D_FFP_EMIT_SHORT2N]        = invalid_func;
5101     normal_funcs[WINED3D_FFP_EMIT_SHORT4N]        = invalid_func;
5102     normal_funcs[WINED3D_FFP_EMIT_USHORT2N]       = invalid_func;
5103     normal_funcs[WINED3D_FFP_EMIT_USHORT4N]       = invalid_func;
5104     normal_funcs[WINED3D_FFP_EMIT_UDEC3]          = invalid_func;
5105     normal_funcs[WINED3D_FFP_EMIT_DEC3N]          = invalid_func;
5106     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2]      = invalid_func;
5107     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4]      = invalid_func;
5108
5109     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
5110     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
5111     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
5112     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
5113     multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR]  = invalid_texcoord_func;
5114     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4]    = invalid_texcoord_func;
5115     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
5116     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
5117     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N]   = invalid_texcoord_func;
5118     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N]   = invalid_texcoord_func;
5119     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N]   = invalid_texcoord_func;
5120     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N]  = invalid_texcoord_func;
5121     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N]  = invalid_texcoord_func;
5122     multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3]     = invalid_texcoord_func;
5123     multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N]     = invalid_texcoord_func;
5124     if (gl_info->supported[NV_HALF_FLOAT])
5125     {
5126         /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
5127         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
5128         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
5129     } else {
5130         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
5131         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
5132     }
5133 }
5134
5135 /* Do not call while under the GL lock. */
5136 static BOOL InitAdapters(IWineD3DImpl *This)
5137 {
5138     static HMODULE mod_gl;
5139     BOOL ret;
5140     int ps_selected_mode, vs_selected_mode;
5141
5142     /* No need to hold any lock. The calling library makes sure only one thread calls
5143      * wined3d simultaneously
5144      */
5145
5146     TRACE("Initializing adapters\n");
5147
5148     if(!mod_gl) {
5149 #ifdef USE_WIN32_OPENGL
5150 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
5151         mod_gl = LoadLibraryA("opengl32.dll");
5152         if(!mod_gl) {
5153             ERR("Can't load opengl32.dll!\n");
5154             goto nogl_adapter;
5155         }
5156 #else
5157 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
5158         /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
5159         mod_gl = GetModuleHandleA("gdi32.dll");
5160 #endif
5161     }
5162
5163 /* Load WGL core functions from opengl32.dll */
5164 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5165     WGL_FUNCS_GEN;
5166 #undef USE_WGL_FUNC
5167
5168     if(!pwglGetProcAddress) {
5169         ERR("Unable to load wglGetProcAddress!\n");
5170         goto nogl_adapter;
5171     }
5172
5173 /* Dynamically load all GL core functions */
5174     GL_FUNCS_GEN;
5175 #undef USE_GL_FUNC
5176
5177     /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5178      * otherwise because we have to use winex11.drv's override
5179      */
5180 #ifdef USE_WIN32_OPENGL
5181     wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5182     wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5183 #else
5184     wglFinish = (void*)pwglGetProcAddress("wglFinish");
5185     wglFlush = (void*)pwglGetProcAddress("wglFlush");
5186 #endif
5187
5188     glEnableWINE = glEnable;
5189     glDisableWINE = glDisable;
5190
5191     /* For now only one default adapter */
5192     {
5193         struct wined3d_adapter *adapter = &This->adapters[0];
5194         const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5195         struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5196         int iPixelFormat;
5197         int res;
5198         int i;
5199         WineD3D_PixelFormat *cfgs;
5200         DISPLAY_DEVICEW DisplayDevice;
5201         HDC hdc;
5202
5203         TRACE("Initializing default adapter\n");
5204         adapter->ordinal = 0;
5205         adapter->monitorPoint.x = -1;
5206         adapter->monitorPoint.y = -1;
5207
5208         if (!AllocateLocallyUniqueId(&adapter->luid))
5209         {
5210             DWORD err = GetLastError();
5211             ERR("Failed to set adapter LUID (%#x).\n", err);
5212             goto nogl_adapter;
5213         }
5214         TRACE("Allocated LUID %08x:%08x for adapter.\n",
5215                 adapter->luid.HighPart, adapter->luid.LowPart);
5216
5217         if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5218         {
5219             ERR("Failed to get a gl context for default adapter\n");
5220             goto nogl_adapter;
5221         }
5222
5223         ret = IWineD3DImpl_FillGLCaps(adapter);
5224         if(!ret) {
5225             ERR("Failed to initialize gl caps for default adapter\n");
5226             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5227             goto nogl_adapter;
5228         }
5229         ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5230         if(!ret) {
5231             ERR("Failed to init gl formats\n");
5232             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5233             goto nogl_adapter;
5234         }
5235
5236         hdc = fake_gl_ctx.dc;
5237
5238         adapter->TextureRam = adapter->driver_info.vidmem;
5239         adapter->UsedTextureRam = 0;
5240         TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5241
5242         /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5243         DisplayDevice.cb = sizeof(DisplayDevice);
5244         EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5245         TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5246         strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5247
5248         if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5249         {
5250             int attribute;
5251             int attribs[11];
5252             int values[11];
5253             int nAttribs = 0;
5254
5255             attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5256             GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5257
5258             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
5259             cfgs = adapter->cfgs;
5260             attribs[nAttribs++] = WGL_RED_BITS_ARB;
5261             attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5262             attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5263             attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5264             attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5265             attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5266             attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5267             attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5268             attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5269             attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5270             attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5271
5272             for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5273             {
5274                 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5275
5276                 if(!res)
5277                     continue;
5278
5279                 /* Cache the pixel format */
5280                 cfgs->iPixelFormat = iPixelFormat;
5281                 cfgs->redSize = values[0];
5282                 cfgs->greenSize = values[1];
5283                 cfgs->blueSize = values[2];
5284                 cfgs->alphaSize = values[3];
5285                 cfgs->colorSize = values[4];
5286                 cfgs->depthSize = values[5];
5287                 cfgs->stencilSize = values[6];
5288                 cfgs->windowDrawable = values[7];
5289                 cfgs->iPixelType = values[8];
5290                 cfgs->doubleBuffer = values[9];
5291                 cfgs->auxBuffers = values[10];
5292
5293                 cfgs->numSamples = 0;
5294                 /* Check multisample support */
5295                 if (gl_info->supported[ARB_MULTISAMPLE])
5296                 {
5297                     int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5298                     int value[2];
5299                     if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5300                         /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5301                         * value[1] = number of multi sample buffers*/
5302                         if(value[0])
5303                             cfgs->numSamples = value[1];
5304                     }
5305                 }
5306
5307                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5308                         "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5309                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5310                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5311                         cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5312                 cfgs++;
5313             }
5314         }
5315         else
5316         {
5317             int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5318             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
5319             adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5320
5321             cfgs = adapter->cfgs;
5322             for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5323             {
5324                 PIXELFORMATDESCRIPTOR ppfd;
5325
5326                 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5327                 if(!res)
5328                     continue;
5329
5330                 /* We only want HW acceleration using an OpenGL ICD driver.
5331                  * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5332                  * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5333                  */
5334                 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5335                 {
5336                     TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5337                     continue;
5338                 }
5339
5340                 cfgs->iPixelFormat = iPixelFormat;
5341                 cfgs->redSize = ppfd.cRedBits;
5342                 cfgs->greenSize = ppfd.cGreenBits;
5343                 cfgs->blueSize = ppfd.cBlueBits;
5344                 cfgs->alphaSize = ppfd.cAlphaBits;
5345                 cfgs->colorSize = ppfd.cColorBits;
5346                 cfgs->depthSize = ppfd.cDepthBits;
5347                 cfgs->stencilSize = ppfd.cStencilBits;
5348                 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5349                 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5350                 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5351                 cfgs->auxBuffers = ppfd.cAuxBuffers;
5352                 cfgs->numSamples = 0;
5353
5354                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5355                         "depth=%d, stencil=%d, windowDrawable=%d\n",
5356                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5357                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5358                         cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5359                 cfgs++;
5360                 adapter->nCfgs++;
5361             }
5362
5363             /* 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 */
5364             if(!adapter->nCfgs)
5365             {
5366                 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5367
5368                 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5369                 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5370                 goto nogl_adapter;
5371             }
5372         }
5373
5374         /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5375          * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5376          * but just fake it using D24(X8?) which is fine. D3D also allows that.
5377          * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5378          * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5379          * driver is allowed to consume more bits EXCEPT for stencil bits.
5380          *
5381          * Mark an adapter with this broken stencil behavior.
5382          */
5383         adapter->brokenStencil = TRUE;
5384         for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5385         {
5386             /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5387             if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5388                 adapter->brokenStencil = FALSE;
5389                 break;
5390             }
5391         }
5392
5393         WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5394
5395         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5396         fillGLAttribFuncs(&adapter->gl_info);
5397         adapter->opengl = TRUE;
5398     }
5399     This->adapter_count = 1;
5400     TRACE("%u adapters successfully initialized\n", This->adapter_count);
5401
5402     return TRUE;
5403
5404 nogl_adapter:
5405     /* Initialize an adapter for ddraw-only memory counting */
5406     memset(This->adapters, 0, sizeof(This->adapters));
5407     This->adapters[0].ordinal = 0;
5408     This->adapters[0].opengl = FALSE;
5409     This->adapters[0].monitorPoint.x = -1;
5410     This->adapters[0].monitorPoint.y = -1;
5411
5412     This->adapters[0].driver_info.name = "Display";
5413     This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5414     if(wined3d_settings.emulated_textureram) {
5415         This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5416     } else {
5417         This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5418     }
5419
5420     initPixelFormatsNoGL(&This->adapters[0].gl_info);
5421
5422     This->adapter_count = 1;
5423     return FALSE;
5424 }
5425
5426 /**********************************************************
5427  * IWineD3D VTbl follows
5428  **********************************************************/
5429
5430 static const struct IWineD3DVtbl IWineD3D_Vtbl =
5431 {
5432     /* IUnknown */
5433     IWineD3DImpl_QueryInterface,
5434     IWineD3DImpl_AddRef,
5435     IWineD3DImpl_Release,
5436     /* IWineD3D */
5437     IWineD3DImpl_GetParent,
5438     IWineD3DImpl_GetAdapterCount,
5439     IWineD3DImpl_RegisterSoftwareDevice,
5440     IWineD3DImpl_GetAdapterMonitor,
5441     IWineD3DImpl_GetAdapterModeCount,
5442     IWineD3DImpl_EnumAdapterModes,
5443     IWineD3DImpl_GetAdapterDisplayMode,
5444     IWineD3DImpl_GetAdapterIdentifier,
5445     IWineD3DImpl_CheckDeviceMultiSampleType,
5446     IWineD3DImpl_CheckDepthStencilMatch,
5447     IWineD3DImpl_CheckDeviceType,
5448     IWineD3DImpl_CheckDeviceFormat,
5449     IWineD3DImpl_CheckDeviceFormatConversion,
5450     IWineD3DImpl_GetDeviceCaps,
5451     IWineD3DImpl_CreateDevice
5452 };
5453
5454 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5455
5456 const struct wined3d_parent_ops wined3d_null_parent_ops =
5457 {
5458     wined3d_null_wined3d_object_destroyed,
5459 };
5460
5461 /* Do not call while under the GL lock. */
5462 HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, void *parent)
5463 {
5464     wined3d->lpVtbl = &IWineD3D_Vtbl;
5465     wined3d->dxVersion = version;
5466     wined3d->ref = 1;
5467     wined3d->parent = parent;
5468
5469     if (!InitAdapters(wined3d))
5470     {
5471         WARN("Failed to initialize adapters.\n");
5472         if (version > 7)
5473         {
5474             MESSAGE("Direct3D%u is not available without OpenGL.\n", version);
5475             return E_FAIL;
5476         }
5477     }
5478
5479     return WINED3D_OK;
5480 }