wined3d: Fix a silly typo.
[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_draw_buffers2",                EXT_DRAW_BUFFERS2,              0                           },
109     {"GL_EXT_fog_coord",                    EXT_FOG_COORD,                  0                           },
110     {"GL_EXT_framebuffer_blit",             EXT_FRAMEBUFFER_BLIT,           0                           },
111     {"GL_EXT_framebuffer_multisample",      EXT_FRAMEBUFFER_MULTISAMPLE,    0                           },
112     {"GL_EXT_framebuffer_object",           EXT_FRAMEBUFFER_OBJECT,         0                           },
113     {"GL_EXT_gpu_program_parameters",       EXT_GPU_PROGRAM_PARAMETERS,     0                           },
114     {"GL_EXT_gpu_shader4",                  EXT_GPU_SHADER4,                0                           },
115     {"GL_EXT_packed_depth_stencil",         EXT_PACKED_DEPTH_STENCIL,       0                           },
116     {"GL_EXT_paletted_texture",             EXT_PALETTED_TEXTURE,           0                           },
117     {"GL_EXT_point_parameters",             EXT_POINT_PARAMETERS,           0                           },
118     {"GL_EXT_provoking_vertex",             EXT_PROVOKING_VERTEX,           0                           },
119     {"GL_EXT_secondary_color",              EXT_SECONDARY_COLOR,            0                           },
120     {"GL_EXT_stencil_two_side",             EXT_STENCIL_TWO_SIDE,           0                           },
121     {"GL_EXT_stencil_wrap",                 EXT_STENCIL_WRAP,               0                           },
122     {"GL_EXT_texture3D",                    EXT_TEXTURE3D,                  MAKEDWORD_VERSION(1, 2)     },
123     {"GL_EXT_texture_compression_rgtc",     EXT_TEXTURE_COMPRESSION_RGTC,   0                           },
124     {"GL_EXT_texture_compression_s3tc",     EXT_TEXTURE_COMPRESSION_S3TC,   0                           },
125     {"GL_EXT_texture_env_add",              EXT_TEXTURE_ENV_ADD,            0                           },
126     {"GL_EXT_texture_env_combine",          EXT_TEXTURE_ENV_COMBINE,        0                           },
127     {"GL_EXT_texture_env_dot3",             EXT_TEXTURE_ENV_DOT3,           0                           },
128     {"GL_EXT_texture_filter_anisotropic",   EXT_TEXTURE_FILTER_ANISOTROPIC, 0                           },
129     {"GL_EXT_texture_lod_bias",             EXT_TEXTURE_LOD_BIAS,           0                           },
130     {"GL_EXT_texture_sRGB",                 EXT_TEXTURE_SRGB,               0                           },
131     {"GL_EXT_vertex_array_bgra",            EXT_VERTEX_ARRAY_BGRA,          0                           },
132
133     /* NV */
134     {"GL_NV_depth_clamp",                   NV_DEPTH_CLAMP,                 0                           },
135     {"GL_NV_fence",                         NV_FENCE,                       0                           },
136     {"GL_NV_fog_distance",                  NV_FOG_DISTANCE,                0                           },
137     {"GL_NV_fragment_program",              NV_FRAGMENT_PROGRAM,            0                           },
138     {"GL_NV_fragment_program2",             NV_FRAGMENT_PROGRAM2,           0                           },
139     {"GL_NV_fragment_program_option",       NV_FRAGMENT_PROGRAM_OPTION,     0                           },
140     {"GL_NV_half_float",                    NV_HALF_FLOAT,                  0                           },
141     {"GL_NV_light_max_exponent",            NV_LIGHT_MAX_EXPONENT,          0                           },
142     {"GL_NV_point_sprite",                  NV_POINT_SPRITE,                0                           },
143     {"GL_NV_register_combiners",            NV_REGISTER_COMBINERS,          0                           },
144     {"GL_NV_register_combiners2",           NV_REGISTER_COMBINERS2,         0                           },
145     {"GL_NV_texgen_reflection",             NV_TEXGEN_REFLECTION,           0                           },
146     {"GL_NV_texture_env_combine4",          NV_TEXTURE_ENV_COMBINE4,        0                           },
147     {"GL_NV_texture_shader",                NV_TEXTURE_SHADER,              0                           },
148     {"GL_NV_texture_shader2",               NV_TEXTURE_SHADER2,             0                           },
149     {"GL_NV_vertex_program",                NV_VERTEX_PROGRAM,              0                           },
150     {"GL_NV_vertex_program1_1",             NV_VERTEX_PROGRAM1_1,           0                           },
151     {"GL_NV_vertex_program2",               NV_VERTEX_PROGRAM2,             0                           },
152     {"GL_NV_vertex_program2_option",        NV_VERTEX_PROGRAM2_OPTION,      0                           },
153     {"GL_NV_vertex_program3",               NV_VERTEX_PROGRAM3,             0                           },
154
155     /* SGI */
156     {"GL_SGIS_generate_mipmap",             SGIS_GENERATE_MIPMAP,           0                           },
157 };
158
159 /**********************************************************
160  * Utility functions follow
161  **********************************************************/
162
163 const struct min_lookup minMipLookup[] =
164 {
165     /* NONE         POINT                       LINEAR */
166     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
167     {{GL_NEAREST,   GL_NEAREST_MIPMAP_NEAREST,  GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
168     {{GL_LINEAR,    GL_LINEAR_MIPMAP_NEAREST,   GL_LINEAR_MIPMAP_LINEAR}},  /* LINEAR */
169 };
170
171 const struct min_lookup minMipLookup_noFilter[] =
172 {
173     /* NONE         POINT                       LINEAR */
174     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
175     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
176     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* LINEAR */
177 };
178
179 const struct min_lookup minMipLookup_noMip[] =
180 {
181     /* NONE         POINT                       LINEAR */
182     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
183     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
184     {{GL_LINEAR,    GL_LINEAR,                  GL_LINEAR }},               /* LINEAR */
185 };
186
187 const GLenum magLookup[] =
188 {
189     /* NONE     POINT       LINEAR */
190     GL_NEAREST, GL_NEAREST, GL_LINEAR,
191 };
192
193 const GLenum magLookup_noFilter[] =
194 {
195     /* NONE     POINT       LINEAR */
196     GL_NEAREST, GL_NEAREST, GL_NEAREST,
197 };
198
199 /* drawStridedSlow attributes */
200 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
201 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
202 glAttribFunc specular_func_3ubv;
203 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
204 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
205 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
206
207 /**
208  * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
209  * i.e., there is no GL Context - Get a default rendering context to enable the
210  * function query some info from GL.
211  */
212
213 struct wined3d_fake_gl_ctx
214 {
215     HDC dc;
216     HWND wnd;
217     HGLRC gl_ctx;
218     HDC restore_dc;
219     HGLRC restore_gl_ctx;
220 };
221
222 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
223 {
224     TRACE_(d3d_caps)("Destroying fake GL context.\n");
225
226     if (!pwglMakeCurrent(NULL, NULL))
227     {
228         ERR_(d3d_caps)("Failed to disable fake GL context.\n");
229     }
230
231     if (!pwglDeleteContext(ctx->gl_ctx))
232     {
233         DWORD err = GetLastError();
234         ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
235     }
236
237     ReleaseDC(ctx->wnd, ctx->dc);
238     DestroyWindow(ctx->wnd);
239
240     if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
241     {
242         ERR_(d3d_caps)("Failed to restore previous GL context.\n");
243     }
244 }
245
246 /* Do not call while under the GL lock. */
247 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
248 {
249     PIXELFORMATDESCRIPTOR pfd;
250     int iPixelFormat;
251
252     TRACE("getting context...\n");
253
254     ctx->restore_dc = pwglGetCurrentDC();
255     ctx->restore_gl_ctx = pwglGetCurrentContext();
256
257     /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
258     ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
259             WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
260     if (!ctx->wnd)
261     {
262         ERR_(d3d_caps)("Failed to create a window.\n");
263         goto fail;
264     }
265
266     ctx->dc = GetDC(ctx->wnd);
267     if (!ctx->dc)
268     {
269         ERR_(d3d_caps)("Failed to get a DC.\n");
270         goto fail;
271     }
272
273     /* PixelFormat selection */
274     ZeroMemory(&pfd, sizeof(pfd));
275     pfd.nSize = sizeof(pfd);
276     pfd.nVersion = 1;
277     pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
278     pfd.iPixelType = PFD_TYPE_RGBA;
279     pfd.cColorBits = 32;
280     pfd.iLayerType = PFD_MAIN_PLANE;
281
282     iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
283     if (!iPixelFormat)
284     {
285         /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
286         ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
287         goto fail;
288     }
289     DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
290     SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
291
292     /* Create a GL context. */
293     ctx->gl_ctx = pwglCreateContext(ctx->dc);
294     if (!ctx->gl_ctx)
295     {
296         WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
297         goto fail;
298     }
299
300     /* Make it the current GL context. */
301     if (!context_set_current(NULL))
302     {
303         ERR_(d3d_caps)("Failed to clear current D3D context.\n");
304     }
305
306     if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
307     {
308         ERR_(d3d_caps)("Failed to make fake GL context current.\n");
309         goto fail;
310     }
311
312     return TRUE;
313
314 fail:
315     if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
316     ctx->gl_ctx = NULL;
317     if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
318     ctx->dc = NULL;
319     if (ctx->wnd) DestroyWindow(ctx->wnd);
320     ctx->wnd = NULL;
321     if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
322     {
323         ERR_(d3d_caps)("Failed to restore previous GL context.\n");
324     }
325
326     return FALSE;
327 }
328
329 /* Adjust the amount of used texture memory */
330 unsigned int WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *device, unsigned int glram)
331 {
332     struct wined3d_adapter *adapter = device->adapter;
333
334     adapter->UsedTextureRam += glram;
335     TRACE("Adjusted gl ram by %d to %d\n", glram, adapter->UsedTextureRam);
336     return adapter->UsedTextureRam;
337 }
338
339 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
340 {
341     HeapFree(GetProcessHeap(), 0, adapter->gl_info.formats);
342     HeapFree(GetProcessHeap(), 0, adapter->cfgs);
343 }
344
345 /**********************************************************
346  * IUnknown parts follows
347  **********************************************************/
348
349 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
350 {
351     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
352
353     TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
354     if (IsEqualGUID(riid, &IID_IUnknown)
355         || IsEqualGUID(riid, &IID_IWineD3DBase)
356         || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
357         IUnknown_AddRef(iface);
358         *ppobj = This;
359         return S_OK;
360     }
361     *ppobj = NULL;
362     return E_NOINTERFACE;
363 }
364
365 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
366     IWineD3DImpl *This = (IWineD3DImpl *)iface;
367     ULONG refCount = InterlockedIncrement(&This->ref);
368
369     TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
370     return refCount;
371 }
372
373 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
374     IWineD3DImpl *This = (IWineD3DImpl *)iface;
375     ULONG ref;
376     TRACE("(%p) : Releasing from %d\n", This, This->ref);
377     ref = InterlockedDecrement(&This->ref);
378     if (ref == 0) {
379         unsigned int i;
380
381         for (i = 0; i < This->adapter_count; ++i)
382         {
383             wined3d_adapter_cleanup(&This->adapters[i]);
384         }
385         HeapFree(GetProcessHeap(), 0, This);
386     }
387
388     return ref;
389 }
390
391 /**********************************************************
392  * IWineD3D parts follows
393  **********************************************************/
394
395 /* GL locking is done by the caller */
396 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
397 {
398     GLuint prog;
399     BOOL ret = FALSE;
400     const char *testcode =
401         "!!ARBvp1.0\n"
402         "PARAM C[66] = { program.env[0..65] };\n"
403         "ADDRESS A0;"
404         "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
405         "ARL A0.x, zero.x;\n"
406         "MOV result.position, C[A0.x + 65];\n"
407         "END\n";
408
409     while(glGetError());
410     GL_EXTCALL(glGenProgramsARB(1, &prog));
411     if(!prog) {
412         ERR("Failed to create an ARB offset limit test program\n");
413     }
414     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
415     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
416                                   strlen(testcode), testcode));
417     if(glGetError() != 0) {
418         TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
419         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
420         ret = TRUE;
421     } else TRACE("OpenGL implementation allows offsets > 63\n");
422
423     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
424     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
425     checkGLcall("ARB vp offset limit test cleanup");
426
427     return ret;
428 }
429
430 static DWORD ver_for_ext(GL_SupportedExt ext)
431 {
432     unsigned int i;
433     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
434         if(EXTENSION_MAP[i].extension == ext) {
435             return EXTENSION_MAP[i].version;
436         }
437     }
438     return 0;
439 }
440
441 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
442         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
443 {
444     if (card_vendor != HW_VENDOR_ATI) return FALSE;
445     if (device == CARD_ATI_RADEON_9500) return TRUE;
446     if (device == CARD_ATI_RADEON_X700) return TRUE;
447     if (device == CARD_ATI_RADEON_X1600) return TRUE;
448     return FALSE;
449 }
450
451 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
452         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
453 {
454     if (card_vendor == HW_VENDOR_NVIDIA)
455     {
456         if (device == CARD_NVIDIA_GEFORCEFX_5200 ||
457             device == CARD_NVIDIA_GEFORCEFX_5600 ||
458             device == CARD_NVIDIA_GEFORCEFX_5800)
459         {
460             return TRUE;
461         }
462     }
463     return FALSE;
464 }
465
466 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
467         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
468 {
469     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
470      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
471      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
472      *
473      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
474      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
475      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
476      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
477      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
478      * the chance that other implementations support them is rather small since Win32 QuickTime uses
479      * DirectDraw, not OpenGL.
480      *
481      * This test has been moved into wined3d_guess_gl_vendor()
482      */
483     if (gl_vendor == GL_VENDOR_APPLE)
484     {
485         return TRUE;
486     }
487     return FALSE;
488 }
489
490 /* Context activation is done by the caller. */
491 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
492 {
493     /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
494      * but glTexSubImage from a PBO fails miserably, with the first line repeated over
495      * all the texture. This function detects this bug by its symptom and disables PBOs
496      * if the test fails.
497      *
498      * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
499      * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
500      * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
501      * read back is compared to the original. If they are equal PBOs are assumed to work,
502      * otherwise the PBO extension is disabled. */
503     GLuint texture, pbo;
504     static const unsigned int pattern[] =
505     {
506         0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
507         0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
508         0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
509         0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
510     };
511     unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
512
513     /* No PBO -> No point in testing them. */
514     if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
515
516     ENTER_GL();
517
518     while (glGetError());
519     glGenTextures(1, &texture);
520     glBindTexture(GL_TEXTURE_2D, texture);
521
522     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
523     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
524     checkGLcall("Specifying the PBO test texture");
525
526     GL_EXTCALL(glGenBuffersARB(1, &pbo));
527     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
528     GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
529     checkGLcall("Specifying the PBO test pbo");
530
531     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
532     checkGLcall("Loading the PBO test texture");
533
534     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
535     LEAVE_GL();
536
537     wglFinish(); /* just to be sure */
538
539     memset(check, 0, sizeof(check));
540     ENTER_GL();
541     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
542     checkGLcall("Reading back the PBO test texture");
543
544     glDeleteTextures(1, &texture);
545     GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
546     checkGLcall("PBO test cleanup");
547
548     LEAVE_GL();
549
550     if (memcmp(check, pattern, sizeof(check)))
551     {
552         WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
553         WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
554         gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
555     }
556     else
557     {
558         TRACE_(d3d_caps)("PBO test successful.\n");
559     }
560 }
561
562 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
563         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
564 {
565     return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
566 }
567
568 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
569         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
570 {
571     if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
572     if (card_vendor != HW_VENDOR_ATI) return FALSE;
573     if (device == CARD_ATI_RADEON_X1600) return FALSE;
574     return TRUE;
575 }
576
577 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
578         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
579 {
580     return gl_vendor == GL_VENDOR_FGLRX;
581
582 }
583
584 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
585         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
586 {
587     /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
588      * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
589      * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
590      * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
591      * hardcoded
592      *
593      * dx10 cards usually have 64 varyings */
594     return gl_info->limits.glsl_varyings > 44;
595 }
596
597 /* A GL context is provided by the caller */
598 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
599         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
600 {
601     GLenum error;
602     DWORD data[16];
603
604     if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
605
606     ENTER_GL();
607     while(glGetError());
608     GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
609     error = glGetError();
610     LEAVE_GL();
611
612     if(error == GL_NO_ERROR)
613     {
614         TRACE("GL Implementation accepts 4 component specular color pointers\n");
615         return TRUE;
616     }
617     else
618     {
619         TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
620               debug_glerror(error));
621         return FALSE;
622     }
623 }
624
625 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
626         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
627 {
628     if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
629     return gl_info->supported[NV_TEXTURE_SHADER];
630 }
631
632 /* A GL context is provided by the caller */
633 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
634         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
635 {
636     GLuint prog;
637     BOOL ret = FALSE;
638     GLint pos;
639     const char *testcode =
640         "!!ARBvp1.0\n"
641         "OPTION NV_vertex_program2;\n"
642         "MOV result.clip[0], 0.0;\n"
643         "MOV result.position, 0.0;\n"
644         "END\n";
645
646     if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
647
648     ENTER_GL();
649     while(glGetError());
650
651     GL_EXTCALL(glGenProgramsARB(1, &prog));
652     if(!prog)
653     {
654         ERR("Failed to create the NVvp clip test program\n");
655         LEAVE_GL();
656         return FALSE;
657     }
658     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
659     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
660                                   strlen(testcode), testcode));
661     glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
662     if(pos != -1)
663     {
664         WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
665         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
666         ret = TRUE;
667         while(glGetError());
668     }
669     else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
670
671     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
672     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
673     checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
674
675     LEAVE_GL();
676     return ret;
677 }
678
679 /* Context activation is done by the caller. */
680 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
681         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
682 {
683     char data[4 * 4 * 4];
684     GLuint tex, fbo;
685     GLenum status;
686
687     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
688
689     memset(data, 0xcc, sizeof(data));
690
691     ENTER_GL();
692
693     glGenTextures(1, &tex);
694     glBindTexture(GL_TEXTURE_2D, tex);
695     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
696     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
697     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
698     checkGLcall("glTexImage2D");
699
700     gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
701     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
702     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
703     checkGLcall("glFramebufferTexture2D");
704
705     status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
706     if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
707     checkGLcall("glCheckFramebufferStatus");
708
709     memset(data, 0x11, sizeof(data));
710     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
711     checkGLcall("glTexSubImage2D");
712
713     glClearColor(0.996f, 0.729f, 0.745f, 0.792f);
714     glClear(GL_COLOR_BUFFER_BIT);
715     checkGLcall("glClear");
716
717     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
718     checkGLcall("glGetTexImage");
719
720     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
721     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
722     glBindTexture(GL_TEXTURE_2D, 0);
723     checkGLcall("glBindTexture");
724
725     gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
726     glDeleteTextures(1, &tex);
727     checkGLcall("glDeleteTextures");
728
729     LEAVE_GL();
730
731     return *(DWORD *)data == 0x11111111;
732 }
733
734 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
735 {
736     TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
737     gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
738     TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
739     gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
740 }
741
742 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
743 {
744     quirk_arb_constants(gl_info);
745     /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
746      * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
747      * allow 48 different offsets or other helper immediate values. */
748     TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
749     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
750 }
751
752 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
753  * on more than one texture unit. This means that the d3d9 visual point size test will cause a
754  * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
755  * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
756  * most games, but avoids the crash
757  *
758  * A more sophisticated way would be to find all units that need texture coordinates and enable
759  * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
760  * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
761  *
762  * Note that disabling the extension entirely does not gain predictability because there is no point
763  * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
764 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
765 {
766     if (gl_info->supported[ARB_POINT_SPRITE])
767     {
768         TRACE("Limiting point sprites to one texture unit.\n");
769         gl_info->limits.point_sprite_units = 1;
770     }
771 }
772
773 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
774 {
775     quirk_arb_constants(gl_info);
776
777     /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
778      * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
779      * If real NP2 textures are used, the driver falls back to software. We could just remove the
780      * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
781      * due to the non-normalized texture coordinates. Thus set an internal extension flag,
782      * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
783      * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
784      *
785      * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
786      * has this extension promoted to core. The extension loading code sets this extension supported
787      * due to that, so this code works on fglrx as well. */
788     if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
789     {
790         TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
791         gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
792         gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] = TRUE;
793     }
794
795     /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
796      * it is generally more efficient. Reserve just 8 constants. */
797     TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
798     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
799 }
800
801 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
802 {
803     /*  The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
804      *  doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
805      *  This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
806      *  within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
807      *  FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
808      *  We therefore completely remove ARB_tex_npot from the list of supported extensions.
809      *
810      *  Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
811      *  triggering the software fallback. There is not much we can do here apart from disabling the
812      *  software-emulated extension and reenable ARB_tex_rect (which was previously disabled
813      *  in IWineD3DImpl_FillGLCaps).
814      *  This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
815      *  post-processing effects in the game "Max Payne 2").
816      *  The behaviour can be verified through a simple test app attached in bugreport #14724. */
817     TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
818     gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
819     gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
820 }
821
822 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
823 {
824     /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
825      * with fixed function fragment processing. Ideally this flag should be detected with a test shader
826      * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
827      * do not like vertex shaders in feedback mode and return an error, even though it should be valid
828      * according to the spec.
829      *
830      * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
831      * makes the shader slower and eats instruction slots which should be available to the d3d app.
832      *
833      * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
834      * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
835      * this workaround is activated on cards that do not need it, it won't break things, just affect
836      * performance negatively. */
837     TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
838     gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
839 }
840
841 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
842 {
843     gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
844 }
845
846 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
847 {
848     gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
849 }
850
851 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
852 {
853     gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
854     gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
855 }
856
857 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
858 {
859     gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
860 }
861
862 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
863 {
864     gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
865 }
866
867 struct driver_quirk
868 {
869     BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
870             enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
871     void (*apply)(struct wined3d_gl_info *gl_info);
872     const char *description;
873 };
874
875 static const struct driver_quirk quirk_table[] =
876 {
877     {
878         match_ati_r300_to_500,
879         quirk_ati_dx9,
880         "ATI GLSL constant and normalized texrect quirk"
881     },
882     /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
883      * used it falls back to software. While the compiler can detect if the shader uses all declared
884      * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
885      * using relative addressing falls back to software.
886      *
887      * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
888     {
889         match_apple,
890         quirk_apple_glsl_constants,
891         "Apple GLSL uniform override"
892     },
893     {
894         match_geforce5,
895         quirk_no_np2,
896         "Geforce 5 NP2 disable"
897     },
898     {
899         match_apple_intel,
900         quirk_texcoord_w,
901         "Init texcoord .w for Apple Intel GPU driver"
902     },
903     {
904         match_apple_nonr500ati,
905         quirk_texcoord_w,
906         "Init texcoord .w for Apple ATI >= r600 GPU driver"
907     },
908     {
909         match_fglrx,
910         quirk_one_point_sprite,
911         "Fglrx point sprite crash workaround"
912     },
913     {
914         match_dx10_capable,
915         quirk_clip_varying,
916         "Reserved varying for gl_ClipPos"
917     },
918     {
919         /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
920          * GL implementations accept it. The Mac GL is the only implementation known to
921          * reject it.
922          *
923          * If we can pass 4 component specular colors, do it, because (a) we don't have
924          * to screw around with the data, and (b) the D3D fixed function vertex pipeline
925          * passes specular alpha to the pixel shader if any is used. Otherwise the
926          * specular alpha is used to pass the fog coordinate, which we pass to opengl
927          * via GL_EXT_fog_coord.
928          */
929         match_allows_spec_alpha,
930         quirk_allows_specular_alpha,
931         "Allow specular alpha quirk"
932     },
933     {
934         /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
935          * (rdar://5682521).
936          */
937         match_apple_nvts,
938         quirk_apple_nvts,
939         "Apple NV_texture_shader disable"
940     },
941     {
942         match_broken_nv_clip,
943         quirk_disable_nvvp_clip,
944         "Apple NV_vertex_program clip bug quirk"
945     },
946     {
947         match_fbo_tex_update,
948         quirk_fbo_tex_update,
949         "FBO rebind for attachment updates"
950     },
951 };
952
953 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
954  * reporting a driver version is moot because we are not the Windows driver, and we have different
955  * bugs, features, etc.
956  *
957  * The driver version has the form "x.y.z.w".
958  *
959  * "x" is the Windows version the driver is meant for:
960  * 4 -> 95/98/NT4
961  * 5 -> 2000
962  * 6 -> 2000/XP
963  * 7 -> Vista
964  * 8 -> Win 7
965  *
966  * "y" is the Direct3D level the driver supports:
967  * 11 -> d3d6
968  * 12 -> d3d7
969  * 13 -> d3d8
970  * 14 -> d3d9
971  * 15 -> d3d10
972  *
973  * "z" is unknown, possibly vendor specific.
974  *
975  * "w" is the vendor specific driver version.
976  */
977 struct driver_version_information
978 {
979     WORD vendor;                    /* reported PCI card vendor ID  */
980     WORD card;                      /* reported PCI card device ID  */
981     const char *description;        /* Description of the card e.g. NVIDIA RIVA TNT */
982     WORD d3d_level;                 /* driver hiword to report      */
983     WORD lopart_hi, lopart_lo;      /* driver loword to report      */
984 };
985
986 static const struct driver_version_information driver_version_table[] =
987 {
988     /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (180.x)
989      * GeforceFX support is up to 173.x, - driver uses numbering x.y.11.7341 for 173.41 where x is the windows revision (6=2000/xp, 7=vista), y is unknown
990      * Geforce2MX/3/4 up to 96.x - driver uses numbering 9.6.8.9 for 96.89
991      * TNT/Geforce1/2 up to 71.x - driver uses numbering 7.1.8.6 for 71.86
992      *
993      * All version numbers used below are from the Linux nvidia drivers. */
994     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT,           "NVIDIA RIVA TNT",                  1,  8,  6      },
995     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT2,          "NVIDIA RIVA TNT2/TNT2 Pro",        1,  8,  6      },
996     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE,            "NVIDIA GeForce 256",               1,  8,  6      },
997     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2_MX,        "NVIDIA GeForce2 MX/MX 400",        6,  4,  3      },
998     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2,           "NVIDIA GeForce2 GTS/GeForce2 Pro", 1,  8,  6      },
999     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE3,           "NVIDIA GeForce3",                  6,  10, 9371   },
1000     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_MX,        "NVIDIA GeForce4 MX 460",           6,  10, 9371   },
1001     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_TI4200,    "NVIDIA GeForce4 Ti 4200",          6,  10, 9371   },
1002     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5200,     "NVIDIA GeForce FX 5200",           15, 11, 7516   },
1003     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5600,     "NVIDIA GeForce FX 5600",           15, 11, 7516   },
1004     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5800,     "NVIDIA GeForce FX 5800",           15, 11, 7516   },
1005     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6200,       "NVIDIA GeForce 6200",              15, 11, 9745   },
1006     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6600GT,     "NVIDIA GeForce 6600 GT",           15, 11, 9745   },
1007     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6800,       "NVIDIA GeForce 6800",              15, 11, 9745   },
1008     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7300,       "NVIDIA GeForce Go 7300",           15, 11, 9745   },
1009     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7400,       "NVIDIA GeForce Go 7400",           15, 11, 9745   },
1010     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7600,       "NVIDIA GeForce 7600 GT",           15, 11, 9745   },
1011     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7800GT,     "NVIDIA GeForce 7800 GT",           15, 11, 9745   },
1012     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8300GS,     "NVIDIA GeForce 8300 GS",           15, 11, 9745   },
1013     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8400GS,     "NVIDIA GeForce 8400 GS",           15, 11, 9745   },
1014     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600GT,     "NVIDIA GeForce 8600 GT",           15, 11, 9745   },
1015     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600MGT,    "NVIDIA GeForce 8600M GT",          15, 11, 9745   },
1016     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTS,    "NVIDIA GeForce 8800 GTS",          15, 11, 9745   },
1017     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTX,    "NVIDIA GeForce 8800 GTX",          15, 11, 9745   },
1018     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9200,       "NVIDIA GeForce 9200",              15, 11, 9745   },
1019     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9400GT,     "NVIDIA GeForce 9400 GT",           15, 11, 9745   },
1020     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9500GT,     "NVIDIA GeForce 9500 GT",           15, 11, 9745   },
1021     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9600GT,     "NVIDIA GeForce 9600 GT",           15, 11, 9745   },
1022     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9800GT,     "NVIDIA GeForce 9800 GT",           15, 11, 9745   },
1023     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_210,        "NVIDIA GeForce 210",               15, 11, 9745   },
1024     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT220,      "NVIDIA GeForce GT 220",            15, 11, 9745   },
1025     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT240,      "NVIDIA GeForce GT 240",            15, 11, 9745   },
1026     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX260,     "NVIDIA GeForce GTX 260",           15, 11, 9745   },
1027     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX275,     "NVIDIA GeForce GTX 275",           15, 11, 9745   },
1028     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX280,     "NVIDIA GeForce GTX 280",           15, 11, 9745   },
1029     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT325M,     "NVIDIA GeForce GT 325M",           15, 11, 9745   },
1030     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTS350M,    "NVIDIA GeForce GTS 350M",          15, 11, 9745   },
1031     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX470,     "NVIDIA GeForce GTX 470",           15, 11, 9775   },
1032     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX480,     "NVIDIA GeForce GTX 480",           15, 11, 9775   },
1033     /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode. */
1034     {HW_VENDOR_ATI,        CARD_ATI_RADEON_9500,           "ATI Radeon 9500",                  14, 10, 6764    },
1035     {HW_VENDOR_ATI,        CARD_ATI_RADEON_X700,           "ATI Radeon X700 SE",               14, 10, 6764    },
1036     {HW_VENDOR_ATI,        CARD_ATI_RADEON_X1600,          "ATI Radeon X1600 Series",          14, 10, 6764    },
1037     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD2350,         "ATI Mobility Radeon HD 2350",      14, 10, 6764    },
1038     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD2600,         "ATI Mobility Radeon HD 2600",      14, 10, 6764    },
1039     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD2900,         "ATI Radeon HD 2900 XT",            14, 10, 6764    },
1040     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4350,         "ATI Radeon HD 4350",               14, 10, 6764    },
1041     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4600,         "ATI Radeon HD 4600 Series",        14, 10, 6764    },
1042     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4700,         "ATI Radeon HD 4700 Series",        14, 10, 6764    },
1043     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4800,         "ATI Radeon HD 4800 Series",        14, 10, 6764    },
1044     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD5700,         "ATI Radeon HD 5700 Series",        14, 10, 8681    },
1045     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD5800,         "ATI Radeon HD 5800 Series",        14, 10, 8681    },
1046
1047     /* TODO: Add information about legacy ATI hardware, Intel and other cards. */
1048 };
1049
1050 static void init_driver_info(struct wined3d_driver_info *driver_info,
1051         enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1052 {
1053     OSVERSIONINFOW os_version;
1054     WORD driver_os_version;
1055     unsigned int i;
1056
1057     if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1058     {
1059         TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1060         vendor = wined3d_settings.pci_vendor_id;
1061     }
1062     driver_info->vendor = vendor;
1063
1064     if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1065     {
1066         TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1067         device = wined3d_settings.pci_device_id;
1068     }
1069     driver_info->device = device;
1070
1071     switch (vendor)
1072     {
1073         case HW_VENDOR_ATI:
1074             driver_info->name = "ati2dvag.dll";
1075             break;
1076
1077         case HW_VENDOR_NVIDIA:
1078             driver_info->name = "nv4_disp.dll";
1079             break;
1080
1081         case HW_VENDOR_INTEL:
1082         default:
1083             FIXME_(d3d_caps)("Unhandled vendor %04x.\n", vendor);
1084             driver_info->name = "Display";
1085             break;
1086     }
1087
1088     memset(&os_version, 0, sizeof(os_version));
1089     os_version.dwOSVersionInfoSize = sizeof(os_version);
1090     if (!GetVersionExW(&os_version))
1091     {
1092         ERR("Failed to get OS version, reporting 2000/XP.\n");
1093         driver_os_version = 6;
1094     }
1095     else
1096     {
1097         TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1098         switch (os_version.dwMajorVersion)
1099         {
1100             case 4:
1101                 driver_os_version = 4;
1102                 break;
1103
1104             case 5:
1105                 driver_os_version = 6;
1106                 break;
1107
1108             case 6:
1109                 if (os_version.dwMinorVersion == 0)
1110                 {
1111                     driver_os_version = 7;
1112                 }
1113                 else
1114                 {
1115                     if (os_version.dwMinorVersion > 1)
1116                     {
1117                         FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1118                                 os_version.dwMajorVersion, os_version.dwMinorVersion);
1119                     }
1120                     driver_os_version = 8;
1121                 }
1122                 break;
1123
1124             default:
1125                 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1126                         os_version.dwMajorVersion, os_version.dwMinorVersion);
1127                 driver_os_version = 6;
1128                 break;
1129         }
1130     }
1131
1132     driver_info->description = "Direct3D HAL";
1133     driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1134     driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1135
1136     for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); ++i)
1137     {
1138         if (vendor == driver_version_table[i].vendor && device == driver_version_table[i].card)
1139         {
1140             TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1141
1142             driver_info->description = driver_version_table[i].description;
1143             driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, driver_version_table[i].d3d_level);
1144             driver_info->version_low = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
1145                     driver_version_table[i].lopart_lo);
1146             break;
1147         }
1148     }
1149
1150     TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1151             driver_info->version_high, driver_info->version_low);
1152 }
1153
1154 /* Context activation is done by the caller. */
1155 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1156         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1157 {
1158     unsigned int i;
1159
1160     for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1161     {
1162         if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1163         TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1164         quirk_table[i].apply(gl_info);
1165     }
1166
1167     /* Find out if PBOs work as they are supposed to. */
1168     test_pbo_functionality(gl_info);
1169 }
1170
1171 static DWORD wined3d_parse_gl_version(const char *gl_version)
1172 {
1173     const char *ptr = gl_version;
1174     int major, minor;
1175
1176     major = atoi(ptr);
1177     if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1178
1179     while (isdigit(*ptr)) ++ptr;
1180     if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1181
1182     minor = atoi(ptr);
1183
1184     TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1185
1186     return MAKEDWORD_VERSION(major, minor);
1187 }
1188
1189 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1190 {
1191
1192     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1193      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1194      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1195      *
1196      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1197      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1198      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1199      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1200      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1201      * the chance that other implementations support them is rather small since Win32 QuickTime uses
1202      * DirectDraw, not OpenGL. */
1203     if (gl_info->supported[APPLE_FENCE]
1204             && gl_info->supported[APPLE_CLIENT_STORAGE]
1205             && gl_info->supported[APPLE_FLUSH_RENDER]
1206             && gl_info->supported[APPLE_YCBCR_422])
1207         return GL_VENDOR_APPLE;
1208
1209     if (strstr(gl_vendor_string, "NVIDIA"))
1210         return GL_VENDOR_NVIDIA;
1211
1212     if (strstr(gl_vendor_string, "ATI"))
1213         return GL_VENDOR_FGLRX;
1214
1215     if (strstr(gl_vendor_string, "Intel(R)")
1216             /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1217             || strstr(gl_renderer, "Intel")
1218             || strstr(gl_vendor_string, "Intel Inc."))
1219         return GL_VENDOR_INTEL;
1220
1221     if (strstr(gl_vendor_string, "Mesa")
1222             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1223             || strstr(gl_vendor_string, "DRI R300 Project")
1224             || strstr(gl_vendor_string, "X.Org R300 Project")
1225             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1226             || strstr(gl_vendor_string, "VMware, Inc.")
1227             || strstr(gl_renderer, "Mesa")
1228             || strstr(gl_renderer, "Gallium"))
1229         return GL_VENDOR_MESA;
1230
1231     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1232             debugstr_a(gl_vendor_string));
1233
1234     return GL_VENDOR_UNKNOWN;
1235 }
1236
1237 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1238 {
1239     if (strstr(gl_vendor_string, "NVIDIA"))
1240         return HW_VENDOR_NVIDIA;
1241
1242     if (strstr(gl_vendor_string, "ATI")
1243             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1244             || strstr(gl_vendor_string, "X.Org R300 Project")
1245             || strstr(gl_renderer, "R100")
1246             || strstr(gl_renderer, "R200")
1247             || strstr(gl_renderer, "R300")
1248             || strstr(gl_renderer, "R600")
1249             || strstr(gl_renderer, "R700"))
1250         return HW_VENDOR_ATI;
1251
1252     if (strstr(gl_vendor_string, "Intel(R)")
1253             /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1254             || strstr(gl_renderer, "Intel")
1255             || strstr(gl_vendor_string, "Intel Inc."))
1256         return HW_VENDOR_INTEL;
1257
1258     if (strstr(gl_vendor_string, "Mesa")
1259             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1260             || strstr(gl_vendor_string, "VMware, Inc."))
1261         return HW_VENDOR_SOFTWARE;
1262
1263     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1264
1265     return HW_VENDOR_NVIDIA;
1266 }
1267
1268
1269
1270 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1271         const char *gl_renderer, unsigned int *vidmem)
1272 {
1273     if (WINE_D3D10_CAPABLE(gl_info))
1274     {
1275         /* Geforce 400 - highend */
1276         if (strstr(gl_renderer, "GTX 480"))
1277         {
1278             *vidmem = 1536;
1279             return CARD_NVIDIA_GEFORCE_GTX480;
1280         }
1281
1282         /* Geforce 400 - midend high */
1283         if (strstr(gl_renderer, "GTX 470"))
1284         {
1285             *vidmem = 1280;
1286             return CARD_NVIDIA_GEFORCE_GTX470;
1287         }
1288
1289         /* Geforce 300 highend mobile */
1290         if (strstr(gl_renderer, "GTS 350M")
1291                 || strstr(gl_renderer, "GTS 360M"))
1292         {
1293            *vidmem = 1024;
1294            return CARD_NVIDIA_GEFORCE_GTS350M;
1295         }
1296
1297         /* Geforce 300 midend mobile (Geforce GT 325M/330M use the same core) */
1298         if (strstr(gl_renderer, "GT 325M")
1299                 || strstr(gl_renderer, "GT 330M"))
1300         {
1301            *vidmem = 1024;
1302            return CARD_NVIDIA_GEFORCE_GT325M;
1303         }
1304
1305         /* Geforce 200 - highend */
1306         if (strstr(gl_renderer, "GTX 280")
1307                 || strstr(gl_renderer, "GTX 285")
1308                 || strstr(gl_renderer, "GTX 295"))
1309         {
1310             *vidmem = 1024;
1311             return CARD_NVIDIA_GEFORCE_GTX280;
1312         }
1313
1314         /* Geforce 200 - midend high */
1315         if (strstr(gl_renderer, "GTX 275"))
1316         {
1317             *vidmem = 896;
1318             return CARD_NVIDIA_GEFORCE_GTX275;
1319         }
1320
1321         /* Geforce 200 - midend */
1322         if (strstr(gl_renderer, "GTX 260"))
1323         {
1324             *vidmem = 1024;
1325             return CARD_NVIDIA_GEFORCE_GTX260;
1326         }
1327         /* Geforce 200 - midend */
1328         if (strstr(gl_renderer, "GT 240"))
1329         {
1330            *vidmem = 512;
1331            return CARD_NVIDIA_GEFORCE_GT240;
1332         }
1333
1334         /* Geforce 200 lowend */
1335         if (strstr(gl_renderer, "GT 220"))
1336         {
1337            *vidmem = 512; /* The GT 220 has 512-1024MB */
1338            return CARD_NVIDIA_GEFORCE_GT220;
1339         }
1340         /* Geforce 200 lowend (Geforce 305/310 use the same core) */
1341         if (strstr(gl_renderer, "Geforce 210")
1342                 || strstr(gl_renderer, "G 210")
1343                 || strstr(gl_renderer, "Geforce 305")
1344                 || strstr(gl_renderer, "Geforce 310"))
1345         {
1346            *vidmem = 512;
1347            return CARD_NVIDIA_GEFORCE_210;
1348         }
1349
1350         /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1351         if (strstr(gl_renderer, "9800")
1352                 || strstr(gl_renderer, "GTS 150")
1353                 || strstr(gl_renderer, "GTS 250"))
1354         {
1355             *vidmem = 512;
1356             return CARD_NVIDIA_GEFORCE_9800GT;
1357         }
1358
1359         /* Geforce9 - midend (GT 140 uses the same core as the 9600GT) */
1360         if (strstr(gl_renderer, "9600")
1361                 || strstr(gl_renderer, "GT 140"))
1362         {
1363             *vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1364             return CARD_NVIDIA_GEFORCE_9600GT;
1365         }
1366
1367         /* Geforce9 - midend low / Geforce 200 - low */
1368         if (strstr(gl_renderer, "9500")
1369                 || strstr(gl_renderer, "GT 120")
1370                 || strstr(gl_renderer, "GT 130"))
1371         {
1372             *vidmem = 256; /* The 9500GT has 256-1024MB */
1373             return CARD_NVIDIA_GEFORCE_9500GT;
1374         }
1375
1376         /* Geforce9 - lowend */
1377         if (strstr(gl_renderer, "9400"))
1378         {
1379             *vidmem = 256; /* The 9400GT has 256-1024MB */
1380             return CARD_NVIDIA_GEFORCE_9400GT;
1381         }
1382
1383         /* Geforce9 - lowend low */
1384         if (strstr(gl_renderer, "9100")
1385                 || strstr(gl_renderer, "9200")
1386                 || strstr(gl_renderer, "9300")
1387                 || strstr(gl_renderer, "G 100"))
1388         {
1389             *vidmem = 256; /* The 9100-9300 cards have 256MB */
1390             return CARD_NVIDIA_GEFORCE_9200;
1391         }
1392
1393         /* Geforce8 - highend high*/
1394         if (strstr(gl_renderer, "8800 GTX"))
1395         {
1396             *vidmem = 768;
1397             return CARD_NVIDIA_GEFORCE_8800GTX;
1398         }
1399
1400         /* Geforce8 - highend */
1401         if (strstr(gl_renderer, "8800"))
1402         {
1403             *vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1404             return CARD_NVIDIA_GEFORCE_8800GTS;
1405         }
1406
1407         /* Geforce8 - midend mobile */
1408         if (strstr(gl_renderer, "8600 M"))
1409         {
1410             *vidmem = 512;
1411             return CARD_NVIDIA_GEFORCE_8600MGT;
1412         }
1413
1414         /* Geforce8 - midend */
1415         if (strstr(gl_renderer, "8600")
1416                 || strstr(gl_renderer, "8700"))
1417         {
1418             *vidmem = 256;
1419             return CARD_NVIDIA_GEFORCE_8600GT;
1420         }
1421
1422         /* Geforce8 - mid-lowend */
1423         if (strstr(gl_renderer, "8400")
1424                 || strstr(gl_renderer, "8500"))
1425         {
1426             *vidmem = 128; /* 128-256MB for a 8400, 256-512MB for a 8500 */
1427             return CARD_NVIDIA_GEFORCE_8400GS;
1428         }
1429
1430         /* Geforce8 - lowend */
1431         if (strstr(gl_renderer, "8100")
1432                 || strstr(gl_renderer, "8200")
1433                 || strstr(gl_renderer, "8300"))
1434         {
1435             *vidmem = 128; /* 128-256MB for a 8300 */
1436             return CARD_NVIDIA_GEFORCE_8300GS;
1437         }
1438
1439         /* Geforce8-compatible fall back if the GPU is not in the list yet */
1440         *vidmem = 128;
1441         return CARD_NVIDIA_GEFORCE_8300GS;
1442     }
1443
1444     /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1445      * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1446      */
1447     if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1448     {
1449         /* Geforce7 - highend */
1450         if (strstr(gl_renderer, "7800")
1451                 || strstr(gl_renderer, "7900")
1452                 || strstr(gl_renderer, "7950")
1453                 || strstr(gl_renderer, "Quadro FX 4")
1454                 || strstr(gl_renderer, "Quadro FX 5"))
1455         {
1456             *vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1457             return CARD_NVIDIA_GEFORCE_7800GT;
1458         }
1459
1460         /* Geforce7 midend */
1461         if (strstr(gl_renderer, "7600")
1462                 || strstr(gl_renderer, "7700"))
1463         {
1464             *vidmem = 256; /* The 7600 uses 256-512MB */
1465             return CARD_NVIDIA_GEFORCE_7600;
1466         }
1467
1468         /* Geforce7 lower medium */
1469         if (strstr(gl_renderer, "7400"))
1470         {
1471             *vidmem = 256; /* The 7400 uses 256-512MB */
1472             return CARD_NVIDIA_GEFORCE_7400;
1473         }
1474
1475         /* Geforce7 lowend */
1476         if (strstr(gl_renderer, "7300"))
1477         {
1478             *vidmem = 256; /* Mac Pros with this card have 256 MB */
1479             return CARD_NVIDIA_GEFORCE_7300;
1480         }
1481
1482         /* Geforce6 highend */
1483         if (strstr(gl_renderer, "6800"))
1484         {
1485             *vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1486             return CARD_NVIDIA_GEFORCE_6800;
1487         }
1488
1489         /* Geforce6 - midend */
1490         if (strstr(gl_renderer, "6600")
1491                 || strstr(gl_renderer, "6610")
1492                 || strstr(gl_renderer, "6700"))
1493         {
1494             *vidmem = 128; /* A 6600GT has 128-256MB */
1495             return CARD_NVIDIA_GEFORCE_6600GT;
1496         }
1497
1498         /* Geforce6/7 lowend */
1499         *vidmem = 64; /* */
1500         return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1501     }
1502
1503     if (WINE_D3D9_CAPABLE(gl_info))
1504     {
1505         /* GeforceFX - highend */
1506         if (strstr(gl_renderer, "5800")
1507                 || strstr(gl_renderer, "5900")
1508                 || strstr(gl_renderer, "5950")
1509                 || strstr(gl_renderer, "Quadro FX"))
1510         {
1511             *vidmem = 256; /* 5800-5900 cards use 256MB */
1512             return CARD_NVIDIA_GEFORCEFX_5800;
1513         }
1514
1515         /* GeforceFX - midend */
1516         if (strstr(gl_renderer, "5600")
1517                 || strstr(gl_renderer, "5650")
1518                 || strstr(gl_renderer, "5700")
1519                 || strstr(gl_renderer, "5750"))
1520         {
1521             *vidmem = 128; /* A 5600 uses 128-256MB */
1522             return CARD_NVIDIA_GEFORCEFX_5600;
1523         }
1524
1525         /* GeforceFX - lowend */
1526         *vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1527         return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1528     }
1529
1530     if (WINE_D3D8_CAPABLE(gl_info))
1531     {
1532         if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1533         {
1534             *vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1535             return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1536         }
1537
1538         *vidmem = 64; /* Geforce3 cards have 64-128MB */
1539         return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1540     }
1541
1542     if (WINE_D3D7_CAPABLE(gl_info))
1543     {
1544         if (strstr(gl_renderer, "GeForce4 MX"))
1545         {
1546             /* Most Geforce4MX GPUs have at least 64MB of memory, some
1547              * early models had 32MB but most have 64MB or even 128MB. */
1548             *vidmem = 64;
1549             return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1550         }
1551
1552         if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1553         {
1554             *vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1555             return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1556         }
1557
1558         if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1559         {
1560             *vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1561             return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1562         }
1563
1564         /* Most Geforce1 cards have 32MB, there are also some rare 16
1565          * and 64MB (Dell) models. */
1566         *vidmem = 32;
1567         return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1568     }
1569
1570     if (strstr(gl_renderer, "TNT2"))
1571     {
1572         *vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1573         return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1574     }
1575
1576     *vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1577     return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1578
1579 }
1580
1581 static enum wined3d_pci_device select_card_ati_binary(const struct wined3d_gl_info *gl_info,
1582         const char *gl_renderer, unsigned int *vidmem)
1583 {
1584     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1585      *
1586      * Beware: renderer string do not match exact card model,
1587      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1588     if (WINE_D3D10_CAPABLE(gl_info))
1589     {
1590         /* Radeon EG CYPRESS XT / PRO HD5800 - highend */
1591         if (strstr(gl_renderer, "HD 5800")          /* Radeon EG CYPRESS HD58xx generic renderer string */
1592                 || strstr(gl_renderer, "HD 5850")   /* Radeon EG CYPRESS XT */
1593                 || strstr(gl_renderer, "HD 5870"))  /* Radeon EG CYPRESS PRO */
1594         {
1595             *vidmem = 1024; /* note: HD58xx cards use 1024MB  */
1596             return CARD_ATI_RADEON_HD5800;
1597         }
1598
1599         /* Radeon EG JUNIPER XT / LE HD5700 - midend */
1600         if (strstr(gl_renderer, "HD 5700")          /* Radeon EG JUNIPER HD57xx generic renderer string */
1601                 || strstr(gl_renderer, "HD 5750")   /* Radeon EG JUNIPER LE */
1602                 || strstr(gl_renderer, "HD 5770"))  /* Radeon EG JUNIPER XT */
1603         {
1604             *vidmem = 512; /* note: HD5770 cards use 1024MB and HD5750 cards use 512MB or 1024MB  */
1605             return CARD_ATI_RADEON_HD5700;
1606         }
1607
1608         /* Radeon R7xx HD4800 - highend */
1609         if (strstr(gl_renderer, "HD 4800")          /* Radeon RV7xx HD48xx generic renderer string */
1610                 || strstr(gl_renderer, "HD 4830")   /* Radeon RV770 */
1611                 || strstr(gl_renderer, "HD 4850")   /* Radeon RV770 */
1612                 || strstr(gl_renderer, "HD 4870")   /* Radeon RV770 */
1613                 || strstr(gl_renderer, "HD 4890"))  /* Radeon RV790 */
1614         {
1615             *vidmem = 512; /* note: HD4890 cards use 1024MB */
1616             return CARD_ATI_RADEON_HD4800;
1617         }
1618
1619         /* Radeon R740 HD4700 - midend */
1620         if (strstr(gl_renderer, "HD 4700")          /* Radeon RV770 */
1621                 || strstr(gl_renderer, "HD 4770"))  /* Radeon RV740 */
1622         {
1623             *vidmem = 512;
1624             return CARD_ATI_RADEON_HD4700;
1625         }
1626
1627         /* Radeon R730 HD4600 - midend */
1628         if (strstr(gl_renderer, "HD 4600")          /* Radeon RV730 */
1629                 || strstr(gl_renderer, "HD 4650")   /* Radeon RV730 */
1630                 || strstr(gl_renderer, "HD 4670"))  /* Radeon RV730 */
1631         {
1632             *vidmem = 512;
1633             return CARD_ATI_RADEON_HD4600;
1634         }
1635
1636         /* Radeon R710 HD4500/HD4350 - lowend */
1637         if (strstr(gl_renderer, "HD 4350")          /* Radeon RV710 */
1638                 || strstr(gl_renderer, "HD 4550"))  /* Radeon RV710 */
1639         {
1640             *vidmem = 256;
1641             return CARD_ATI_RADEON_HD4350;
1642         }
1643
1644         /* Radeon R6xx HD2900/HD3800 - highend */
1645         if (strstr(gl_renderer, "HD 2900")
1646                 || strstr(gl_renderer, "HD 3870")
1647                 || strstr(gl_renderer, "HD 3850"))
1648         {
1649             *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1650             return CARD_ATI_RADEON_HD2900;
1651         }
1652
1653         /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1654         if (strstr(gl_renderer, "HD 2600")
1655                 || strstr(gl_renderer, "HD 3830")
1656                 || strstr(gl_renderer, "HD 3690")
1657                 || strstr(gl_renderer, "HD 3650"))
1658         {
1659             *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1660             return CARD_ATI_RADEON_HD2600;
1661         }
1662
1663         /* Radeon R6xx HD2350/HD2400/HD3400 - lowend
1664          * Note HD2300=DX9, HD2350=DX10 */
1665         if (strstr(gl_renderer, "HD 2350")
1666                 || strstr(gl_renderer, "HD 2400")
1667                 || strstr(gl_renderer, "HD 3470")
1668                 || strstr(gl_renderer, "HD 3450")
1669                 || strstr(gl_renderer, "HD 3430")
1670                 || strstr(gl_renderer, "HD 3400"))
1671         {
1672             *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1673             return CARD_ATI_RADEON_HD2350;
1674         }
1675
1676         /* Radeon R6xx/R7xx integrated */
1677         if (strstr(gl_renderer, "HD 3100")
1678                 || strstr(gl_renderer, "HD 3200")
1679                 || strstr(gl_renderer, "HD 3300"))
1680         {
1681             *vidmem = 128; /* 128MB */
1682             return CARD_ATI_RADEON_HD3200;
1683         }
1684
1685         /* Default for when no GPU has been found */
1686         *vidmem = 128; /* 128MB */
1687         return CARD_ATI_RADEON_HD3200;
1688     }
1689
1690     if (WINE_D3D8_CAPABLE(gl_info))
1691     {
1692         /* Radeon R5xx */
1693         if (strstr(gl_renderer, "X1600")
1694                 || strstr(gl_renderer, "X1650")
1695                 || strstr(gl_renderer, "X1800")
1696                 || strstr(gl_renderer, "X1900")
1697                 || strstr(gl_renderer, "X1950"))
1698         {
1699             *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1700             return CARD_ATI_RADEON_X1600;
1701         }
1702
1703         /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1704          * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1705         if (strstr(gl_renderer, "X700")
1706                 || strstr(gl_renderer, "X800")
1707                 || strstr(gl_renderer, "X850")
1708                 || strstr(gl_renderer, "X1300")
1709                 || strstr(gl_renderer, "X1400")
1710                 || strstr(gl_renderer, "X1450")
1711                 || strstr(gl_renderer, "X1550")
1712                 || strstr(gl_renderer, "X2300")
1713                 || strstr(gl_renderer, "X2500")
1714                 || strstr(gl_renderer, "HD 2300")
1715                 )
1716         {
1717             *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1718             return CARD_ATI_RADEON_X700;
1719         }
1720
1721         /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1722         if (strstr(gl_renderer, "Radeon Xpress"))
1723         {
1724             *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1725             return CARD_ATI_RADEON_XPRESS_200M;
1726         }
1727
1728         /* Radeon R3xx */
1729         *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1730         return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1731     }
1732
1733     if (WINE_D3D8_CAPABLE(gl_info))
1734     {
1735         *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1736         return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1737     }
1738
1739     if (WINE_D3D7_CAPABLE(gl_info))
1740     {
1741         *vidmem = 32; /* There are models with up to 64MB */
1742         return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1743     }
1744
1745     *vidmem = 16; /* There are 16-32MB models */
1746     return CARD_ATI_RAGE_128PRO;
1747
1748 }
1749
1750 static enum wined3d_pci_device select_card_intel_binary(const struct wined3d_gl_info *gl_info,
1751         const char *gl_renderer, unsigned int *vidmem)
1752 {
1753     if (strstr(gl_renderer, "X3100"))
1754     {
1755         /* MacOS calls the card GMA X3100, otherwise known as GM965/GL960 */
1756         *vidmem = 128;
1757         return CARD_INTEL_X3100;
1758     }
1759
1760     if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1761     {
1762         /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1763         *vidmem = 64;
1764         return CARD_INTEL_I945GM;
1765     }
1766
1767     if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1768     if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1769     if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1770     if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1771     if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1772     return CARD_INTEL_I915G;
1773
1774 }
1775
1776 static enum wined3d_pci_device select_card_ati_mesa(const struct wined3d_gl_info *gl_info,
1777         const char *gl_renderer, unsigned int *vidmem)
1778 {
1779     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1780      *
1781      * Beware: renderer string do not match exact card model,
1782      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1783     if (strstr(gl_renderer, "Gallium"))
1784     {
1785         /* Radeon R7xx HD4800 - highend */
1786         if (strstr(gl_renderer, "R700")          /* Radeon R7xx HD48xx generic renderer string */
1787                 || strstr(gl_renderer, "RV770")  /* Radeon RV770 */
1788                 || strstr(gl_renderer, "RV790"))  /* Radeon RV790 */
1789         {
1790             *vidmem = 512; /* note: HD4890 cards use 1024MB */
1791             return CARD_ATI_RADEON_HD4800;
1792         }
1793
1794         /* Radeon R740 HD4700 - midend */
1795         if (strstr(gl_renderer, "RV740"))          /* Radeon RV740 */
1796         {
1797             *vidmem = 512;
1798             return CARD_ATI_RADEON_HD4700;
1799         }
1800
1801         /* Radeon R730 HD4600 - midend */
1802         if (strstr(gl_renderer, "RV730"))        /* Radeon RV730 */
1803         {
1804             *vidmem = 512;
1805             return CARD_ATI_RADEON_HD4600;
1806         }
1807
1808         /* Radeon R710 HD4500/HD4350 - lowend */
1809         if (strstr(gl_renderer, "RV710"))          /* Radeon RV710 */
1810         {
1811             *vidmem = 256;
1812             return CARD_ATI_RADEON_HD4350;
1813         }
1814
1815         /* Radeon R6xx HD2900/HD3800 - highend */
1816         if (strstr(gl_renderer, "R600")
1817                 || strstr(gl_renderer, "RV670")
1818                 || strstr(gl_renderer, "R680"))
1819         {
1820             *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1821             return CARD_ATI_RADEON_HD2900;
1822         }
1823
1824         /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1825         if (strstr(gl_renderer, "RV630")
1826                 || strstr(gl_renderer, "RV635"))
1827         {
1828             *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1829             return CARD_ATI_RADEON_HD2600;
1830         }
1831
1832         /* Radeon R6xx HD2350/HD2400/HD3400 - lowend */
1833         if (strstr(gl_renderer, "RV610")
1834                 || strstr(gl_renderer, "RV620"))
1835         {
1836             *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1837             return CARD_ATI_RADEON_HD2350;
1838         }
1839
1840         /* Radeon R6xx/R7xx integrated */
1841         if (strstr(gl_renderer, "RS780")
1842                 || strstr(gl_renderer, "RS880"))
1843         {
1844             *vidmem = 128; /* 128MB */
1845             return CARD_ATI_RADEON_HD3200;
1846         }
1847
1848         /* Radeon R5xx */
1849         if (strstr(gl_renderer, "RV530")
1850                 || strstr(gl_renderer, "RV535")
1851                 || strstr(gl_renderer, "RV560")
1852                 || strstr(gl_renderer, "R520")
1853                 || strstr(gl_renderer, "RV570")
1854                 || strstr(gl_renderer, "R580"))
1855         {
1856             *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1857             return CARD_ATI_RADEON_X1600;
1858         }
1859
1860         /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1861         if (strstr(gl_renderer, "R410")
1862                 || strstr(gl_renderer, "R420")
1863                 || strstr(gl_renderer, "R423")
1864                 || strstr(gl_renderer, "R430")
1865                 || strstr(gl_renderer, "R480")
1866                 || strstr(gl_renderer, "R481")
1867                 || strstr(gl_renderer, "RV410")
1868                 || strstr(gl_renderer, "RV515")
1869                 || strstr(gl_renderer, "RV516"))
1870         {
1871             *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1872             return CARD_ATI_RADEON_X700;
1873         }
1874
1875         /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1876         if (strstr(gl_renderer, "RS400")
1877                 || strstr(gl_renderer, "RS480")
1878                 || strstr(gl_renderer, "RS482")
1879                 || strstr(gl_renderer, "RS485")
1880                 || strstr(gl_renderer, "RS600")
1881                 || strstr(gl_renderer, "RS690")
1882                 || strstr(gl_renderer, "RS740"))
1883         {
1884             *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1885             return CARD_ATI_RADEON_XPRESS_200M;
1886         }
1887
1888         /* Radeon R3xx */
1889         if (strstr(gl_renderer, "R300")
1890                 || strstr(gl_renderer, "RV350")
1891                 || strstr(gl_renderer, "RV351")
1892                 || strstr(gl_renderer, "RV360")
1893                 || strstr(gl_renderer, "RV370")
1894                 || strstr(gl_renderer, "R350")
1895                 || strstr(gl_renderer, "R360"))
1896         {
1897             *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1898             return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1899         }
1900     }
1901
1902     if (WINE_D3D9_CAPABLE(gl_info))
1903     {
1904         /* Radeon R7xx HD4800 - highend */
1905         if (strstr(gl_renderer, "(R700")          /* Radeon R7xx HD48xx generic renderer string */
1906                 || strstr(gl_renderer, "(RV770")  /* Radeon RV770 */
1907                 || strstr(gl_renderer, "(RV790"))  /* Radeon RV790 */
1908         {
1909             *vidmem = 512; /* note: HD4890 cards use 1024MB */
1910             return CARD_ATI_RADEON_HD4800;
1911         }
1912
1913         /* Radeon R740 HD4700 - midend */
1914         if (strstr(gl_renderer, "(RV740"))          /* Radeon RV740 */
1915         {
1916             *vidmem = 512;
1917             return CARD_ATI_RADEON_HD4700;
1918         }
1919
1920         /* Radeon R730 HD4600 - midend */
1921         if (strstr(gl_renderer, "(RV730"))        /* Radeon RV730 */
1922         {
1923             *vidmem = 512;
1924             return CARD_ATI_RADEON_HD4600;
1925         }
1926
1927         /* Radeon R710 HD4500/HD4350 - lowend */
1928         if (strstr(gl_renderer, "(RV710"))          /* Radeon RV710 */
1929         {
1930             *vidmem = 256;
1931             return CARD_ATI_RADEON_HD4350;
1932         }
1933
1934         /* Radeon R6xx HD2900/HD3800 - highend */
1935         if (strstr(gl_renderer, "(R600")
1936                 || strstr(gl_renderer, "(RV670")
1937                 || strstr(gl_renderer, "(R680"))
1938         {
1939             *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1940             return CARD_ATI_RADEON_HD2900;
1941         }
1942
1943         /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1944         if (strstr(gl_renderer, "(RV630")
1945                 || strstr(gl_renderer, "(RV635"))
1946         {
1947             *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1948             return CARD_ATI_RADEON_HD2600;
1949         }
1950
1951         /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1952         if (strstr(gl_renderer, "(RV610")
1953                 || strstr(gl_renderer, "(RV620"))
1954         {
1955             *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1956             return CARD_ATI_RADEON_HD2350;
1957         }
1958
1959         /* Radeon R6xx/R7xx integrated */
1960         if (strstr(gl_renderer, "(RS780")
1961                 || strstr(gl_renderer, "(RS880"))
1962         {
1963             *vidmem = 128; /* 128MB */
1964             return CARD_ATI_RADEON_HD3200;
1965         }
1966     }
1967
1968     if (WINE_D3D8_CAPABLE(gl_info))
1969     {
1970         *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1971         return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1972     }
1973
1974     if (WINE_D3D7_CAPABLE(gl_info))
1975     {
1976         *vidmem = 32; /* There are models with up to 64MB */
1977         return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1978     }
1979
1980     *vidmem = 16; /* There are 16-32MB models */
1981     return CARD_ATI_RAGE_128PRO;
1982
1983 }
1984
1985 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
1986         const char *gl_renderer, unsigned int *vidmem)
1987 {
1988     FIXME_(d3d_caps)("Card selection not handled for Mesa Nouveau driver\n");
1989     if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1990     if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1991     if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1992     if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1993     return CARD_NVIDIA_RIVA_128;
1994 }
1995
1996 static enum wined3d_pci_device select_card_intel_mesa(const struct wined3d_gl_info *gl_info,
1997         const char *gl_renderer, unsigned int *vidmem)
1998 {
1999     FIXME_(d3d_caps)("Card selection not handled for Mesa Intel driver\n");
2000     return CARD_INTEL_I915G;
2001 }
2002
2003
2004 struct vendor_card_selection
2005 {
2006     enum wined3d_gl_vendor gl_vendor;
2007     enum wined3d_pci_vendor card_vendor;
2008     const char *description;        /* Description of the card selector i.e. Apple OS/X Intel */
2009     enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
2010             unsigned int *vidmem );
2011 };
2012
2013 static const struct vendor_card_selection vendor_card_select_table[] =
2014 {
2015     {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA,  "Nvidia binary driver",     select_card_nvidia_binary},
2016     {GL_VENDOR_APPLE,  HW_VENDOR_NVIDIA,  "Apple OSX NVidia binary driver",   select_card_nvidia_binary},
2017     {GL_VENDOR_APPLE,  HW_VENDOR_ATI,     "Apple OSX AMD/ATI binary driver",  select_card_ati_binary},
2018     {GL_VENDOR_APPLE,  HW_VENDOR_INTEL,   "Apple OSX Intel binary driver",    select_card_intel_binary},
2019     {GL_VENDOR_FGLRX,  HW_VENDOR_ATI,     "AMD/ATI binary driver",    select_card_ati_binary},
2020     {GL_VENDOR_MESA,   HW_VENDOR_ATI,     "Mesa AMD/ATI driver",      select_card_ati_mesa},
2021     {GL_VENDOR_MESA,   HW_VENDOR_NVIDIA,  "Mesa Nouveau driver",      select_card_nvidia_mesa},
2022     {GL_VENDOR_MESA,   HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel_mesa},
2023     {GL_VENDOR_INTEL,  HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel_mesa}
2024 };
2025
2026
2027 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
2028         enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor, unsigned int *vidmem)
2029 {
2030     /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
2031      * different GPUs with roughly the same features. In most cases GPUs from a
2032      * certain family differ in clockspeeds, the amount of video memory and the
2033      * number of shader pipelines.
2034      *
2035      * A Direct3D device object contains the PCI id (vendor + device) of the
2036      * videocard which is used for rendering. Various applications use this
2037      * information to get a rough estimation of the features of the card and
2038      * some might use it for enabling 3d effects only on certain types of
2039      * videocards. In some cases games might even use it to work around bugs
2040      * which happen on certain videocards/driver combinations. The problem is
2041      * that OpenGL only exposes a rendering string containing the name of the
2042      * videocard and not the PCI id.
2043      *
2044      * Various games depend on the PCI id, so somehow we need to provide one.
2045      * A simple option is to parse the renderer string and translate this to
2046      * the right PCI id. This is a lot of work because there are more than 200
2047      * GPUs just for Nvidia. Various cards share the same renderer string, so
2048      * the amount of code might be 'small' but there are quite a number of
2049      * exceptions which would make this a pain to maintain. Another way would
2050      * be to query the PCI id from the operating system (assuming this is the
2051      * videocard which is used for rendering which is not always the case).
2052      * This would work but it is not very portable. Second it would not work
2053      * well in, let's say, a remote X situation in which the amount of 3d
2054      * features which can be used is limited.
2055      *
2056      * As said most games only use the PCI id to get an indication of the
2057      * capabilities of the card. It doesn't really matter if the given id is
2058      * the correct one if we return the id of a card with similar 3d features.
2059      *
2060      * The code below checks the OpenGL capabilities of a videocard and matches
2061      * that to a certain level of Direct3D functionality. Once a card passes
2062      * the Direct3D9 check, we know that the card (in case of Nvidia) is at
2063      * least a GeforceFX. To give a better estimate we do a basic check on the
2064      * renderer string but if that won't pass we return a default card. This
2065      * way is better than maintaining a full card database as even without a
2066      * full database we can return a card with similar features. Second the
2067      * size of the database can be made quite small because when you know what
2068      * type of 3d functionality a card has, you know to which GPU family the
2069      * GPU must belong. Because of this you only have to check a small part of
2070      * the renderer string to distinguishes between different models from that
2071      * family.
2072      *
2073      * The code also selects a default amount of video memory which we will
2074      * use for an estimation of the amount of free texture memory. In case of
2075      * real D3D the amount of texture memory includes video memory and system
2076      * memory (to be specific AGP memory or in case of PCIE TurboCache /
2077      * HyperMemory). We don't know how much system memory can be addressed by
2078      * the system but we can make a reasonable estimation about the amount of
2079      * video memory. If the value is slightly wrong it doesn't matter as we
2080      * didn't include AGP-like memory which makes the amount of addressable
2081      * memory higher and second OpenGL isn't that critical it moves to system
2082      * memory behind our backs if really needed. Note that the amount of video
2083      * memory can be overruled using a registry setting. */
2084
2085     int i;
2086
2087     for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
2088     {
2089         if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
2090             || (vendor_card_select_table[i].card_vendor != *card_vendor))
2091                 continue;
2092         TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
2093         return vendor_card_select_table[i].select_card(gl_info, gl_renderer, vidmem);
2094     }
2095
2096     FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
2097                      *gl_vendor, *card_vendor);
2098
2099     /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
2100      * for Nvidia was because the hardware and drivers they make are of good quality. This makes
2101      * them a good generic choice. */
2102     *card_vendor = HW_VENDOR_NVIDIA;
2103     if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
2104     if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
2105     if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
2106     if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
2107     return CARD_NVIDIA_RIVA_128;
2108 }
2109
2110 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
2111 {
2112     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2113     int vs_selected_mode, ps_selected_mode;
2114
2115     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2116     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2117             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
2118     else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
2119     else if (gl_info->supported[NV_REGISTER_COMBINERS]
2120             && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
2121     else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
2122     else return &ffp_fragment_pipeline;
2123 }
2124
2125 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
2126 {
2127     int vs_selected_mode, ps_selected_mode;
2128
2129     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2130     if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
2131     if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
2132     return &none_shader_backend;
2133 }
2134
2135 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
2136 {
2137     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2138     int vs_selected_mode, ps_selected_mode;
2139
2140     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2141     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2142             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2143     else return &ffp_blit;
2144 }
2145
2146 /* Context activation is done by the caller. */
2147 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
2148 {
2149     struct wined3d_driver_info *driver_info = &adapter->driver_info;
2150     struct wined3d_gl_info *gl_info = &adapter->gl_info;
2151     const char *GL_Extensions    = NULL;
2152     const char *WGL_Extensions   = NULL;
2153     const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2154     struct fragment_caps fragment_caps;
2155     enum wined3d_gl_vendor gl_vendor;
2156     enum wined3d_pci_vendor card_vendor;
2157     enum wined3d_pci_device device;
2158     GLint       gl_max;
2159     GLfloat     gl_floatv[2];
2160     unsigned    i;
2161     HDC         hdc;
2162     unsigned int vidmem=0;
2163     DWORD gl_version;
2164     size_t len;
2165
2166     TRACE_(d3d_caps)("(%p)\n", gl_info);
2167
2168     ENTER_GL();
2169
2170     gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2171     TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2172     if (!gl_renderer_str)
2173     {
2174         LEAVE_GL();
2175         ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2176         return FALSE;
2177     }
2178
2179     gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2180     TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2181     if (!gl_vendor_str)
2182     {
2183         LEAVE_GL();
2184         ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2185         return FALSE;
2186     }
2187
2188     /* Parse the GL_VERSION field into major and minor information */
2189     gl_version_str = (const char *)glGetString(GL_VERSION);
2190     TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2191     if (!gl_version_str)
2192     {
2193         LEAVE_GL();
2194         ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2195         return FALSE;
2196     }
2197     gl_version = wined3d_parse_gl_version(gl_version_str);
2198
2199     /*
2200      * Initialize openGL extension related variables
2201      *  with Default values
2202      */
2203     memset(gl_info->supported, 0, sizeof(gl_info->supported));
2204     gl_info->limits.blends = 1;
2205     gl_info->limits.buffers = 1;
2206     gl_info->limits.textures = 1;
2207     gl_info->limits.fragment_samplers = 1;
2208     gl_info->limits.vertex_samplers = 0;
2209     gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2210     gl_info->limits.sampler_stages = 1;
2211     gl_info->limits.glsl_vs_float_constants = 0;
2212     gl_info->limits.glsl_ps_float_constants = 0;
2213     gl_info->limits.arb_vs_float_constants = 0;
2214     gl_info->limits.arb_vs_native_constants = 0;
2215     gl_info->limits.arb_vs_instructions = 0;
2216     gl_info->limits.arb_vs_temps = 0;
2217     gl_info->limits.arb_ps_float_constants = 0;
2218     gl_info->limits.arb_ps_local_constants = 0;
2219     gl_info->limits.arb_ps_instructions = 0;
2220     gl_info->limits.arb_ps_temps = 0;
2221
2222     /* Retrieve opengl defaults */
2223     glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2224     gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2225     TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2226
2227     glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2228     gl_info->limits.lights = gl_max;
2229     TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2230
2231     glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2232     gl_info->limits.texture_size = gl_max;
2233     TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2234
2235     glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2236     gl_info->limits.pointsize_min = gl_floatv[0];
2237     gl_info->limits.pointsize_max = gl_floatv[1];
2238     TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2239
2240     /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2241     GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2242     if (!GL_Extensions)
2243     {
2244         LEAVE_GL();
2245         ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2246         return FALSE;
2247     }
2248
2249     LEAVE_GL();
2250
2251     TRACE_(d3d_caps)("GL_Extensions reported:\n");
2252
2253     gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2254
2255     while (*GL_Extensions)
2256     {
2257         const char *start;
2258         char current_ext[256];
2259
2260         while (isspace(*GL_Extensions)) ++GL_Extensions;
2261         start = GL_Extensions;
2262         while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2263
2264         len = GL_Extensions - start;
2265         if (!len || len >= sizeof(current_ext)) continue;
2266
2267         memcpy(current_ext, start, len);
2268         current_ext[len] = '\0';
2269         TRACE_(d3d_caps)("- %s\n", debugstr_a(current_ext));
2270
2271         for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2272         {
2273             if (!strcmp(current_ext, EXTENSION_MAP[i].extension_string))
2274             {
2275                 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2276                 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2277                 break;
2278             }
2279         }
2280     }
2281
2282     /* Now work out what GL support this card really has */
2283 #define USE_GL_FUNC(type, pfn, ext, replace) \
2284 { \
2285     DWORD ver = ver_for_ext(ext); \
2286     if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2287     else if (ver && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2288     else gl_info->pfn = NULL; \
2289 }
2290     GL_EXT_FUNCS_GEN;
2291 #undef USE_GL_FUNC
2292
2293 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2294     WGL_EXT_FUNCS_GEN;
2295 #undef USE_GL_FUNC
2296
2297     ENTER_GL();
2298
2299     /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2300      * loading the functions, otherwise the code above will load the extension entry points instead of the
2301      * core functions, which may not work. */
2302     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2303     {
2304         if (!gl_info->supported[EXTENSION_MAP[i].extension]
2305                 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2306         {
2307             TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2308             gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2309         }
2310     }
2311
2312     if (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
2313
2314     if (gl_info->supported[APPLE_FENCE])
2315     {
2316         /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2317          * The apple extension interacts with some other apple exts. Disable the NV
2318          * extension if the apple one is support to prevent confusion in other parts
2319          * of the code. */
2320         gl_info->supported[NV_FENCE] = FALSE;
2321     }
2322     if (gl_info->supported[APPLE_FLOAT_PIXELS])
2323     {
2324         /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2325          *
2326          * The enums are the same:
2327          * GL_RGBA16F_ARB     = GL_RGBA_FLOAT16_APPLE = 0x881A
2328          * GL_RGB16F_ARB      = GL_RGB_FLOAT16_APPLE  = 0x881B
2329          * GL_RGBA32F_ARB     = GL_RGBA_FLOAT32_APPLE = 0x8814
2330          * GL_RGB32F_ARB      = GL_RGB_FLOAT32_APPLE  = 0x8815
2331          * GL_HALF_FLOAT_ARB  = GL_HALF_APPLE         = 0x140B
2332          */
2333         if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2334         {
2335             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2336             gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2337         }
2338         if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2339         {
2340             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2341             gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2342         }
2343     }
2344     if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2345     {
2346         /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2347          * functionality. Prefer the ARB extension */
2348         gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2349     }
2350     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2351     {
2352         TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2353         gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2354     }
2355     if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2356     {
2357         TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2358         gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2359     }
2360     if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2361     {
2362         TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2363         gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2364     }
2365     if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
2366     {
2367         TRACE_(d3d_caps)(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
2368         gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
2369     }
2370     if (gl_info->supported[NV_TEXTURE_SHADER2])
2371     {
2372         if (gl_info->supported[NV_REGISTER_COMBINERS])
2373         {
2374             /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2375              * are supported. The nv extensions provide the same functionality as the
2376              * ATI one, and a bit more(signed pixelformats). */
2377             gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2378         }
2379     }
2380
2381     if (gl_info->supported[NV_REGISTER_COMBINERS])
2382     {
2383         glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2384         gl_info->limits.general_combiners = gl_max;
2385         TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2386     }
2387     if (gl_info->supported[ARB_DRAW_BUFFERS])
2388     {
2389         glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2390         gl_info->limits.buffers = gl_max;
2391         TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2392     }
2393     if (gl_info->supported[ARB_MULTITEXTURE])
2394     {
2395         glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2396         gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2397         TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2398
2399         if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2400         {
2401             GLint tmp;
2402             glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2403             gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2404         }
2405         else
2406         {
2407             gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2408         }
2409         TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2410
2411         if (gl_info->supported[ARB_VERTEX_SHADER])
2412         {
2413             GLint tmp;
2414             glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2415             gl_info->limits.vertex_samplers = tmp;
2416             glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2417             gl_info->limits.combined_samplers = tmp;
2418
2419             /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2420              * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2421              * an issue because then the sampler setup only depends on the two shaders. If a pixel
2422              * shader is used with fixed function vertex processing we're fine too because fixed function
2423              * vertex processing doesn't use any samplers. If fixed function fragment processing is
2424              * used we have to make sure that all vertex sampler setups are valid together with all
2425              * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2426              * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2427              * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2428              * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2429              * a fixed function pipeline anymore.
2430              *
2431              * So this is just a check to check that our assumption holds true. If not, write a warning
2432              * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2433             if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2434                     && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2435             {
2436                 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2437                         gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2438                 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2439                 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2440                     gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2441                 else
2442                     gl_info->limits.vertex_samplers = 0;
2443             }
2444         }
2445         else
2446         {
2447             gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2448         }
2449         TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2450         TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2451     }
2452     if (gl_info->supported[ARB_VERTEX_BLEND])
2453     {
2454         glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2455         gl_info->limits.blends = gl_max;
2456         TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2457     }
2458     if (gl_info->supported[EXT_TEXTURE3D])
2459     {
2460         glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2461         gl_info->limits.texture3d_size = gl_max;
2462         TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2463     }
2464     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2465     {
2466         glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2467         gl_info->limits.anisotropy = gl_max;
2468         TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2469     }
2470     if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2471     {
2472         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2473         gl_info->limits.arb_ps_float_constants = gl_max;
2474         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2475         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2476         gl_info->limits.arb_ps_native_constants = gl_max;
2477         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2478                 gl_info->limits.arb_ps_native_constants);
2479         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2480         gl_info->limits.arb_ps_temps = gl_max;
2481         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2482         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2483         gl_info->limits.arb_ps_instructions = gl_max;
2484         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2485         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2486         gl_info->limits.arb_ps_local_constants = gl_max;
2487         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2488     }
2489     if (gl_info->supported[ARB_VERTEX_PROGRAM])
2490     {
2491         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2492         gl_info->limits.arb_vs_float_constants = gl_max;
2493         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2494         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2495         gl_info->limits.arb_vs_native_constants = gl_max;
2496         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2497                 gl_info->limits.arb_vs_native_constants);
2498         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2499         gl_info->limits.arb_vs_temps = gl_max;
2500         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2501         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2502         gl_info->limits.arb_vs_instructions = gl_max;
2503         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2504
2505         if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2506     }
2507     if (gl_info->supported[ARB_VERTEX_SHADER])
2508     {
2509         glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2510         gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2511         TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2512     }
2513     if (gl_info->supported[ARB_FRAGMENT_SHADER])
2514     {
2515         glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2516         gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2517         TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2518         glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2519         gl_info->limits.glsl_varyings = gl_max;
2520         TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2521     }
2522     if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2523     {
2524         const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2525         unsigned int major, minor;
2526
2527         TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2528
2529         /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2530         sscanf(str, "%u.%u", &major, &minor);
2531         gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2532     }
2533     if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2534     {
2535         glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2536     }
2537     else
2538     {
2539         gl_info->limits.shininess = 128.0f;
2540     }
2541     if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2542     {
2543         /* If we have full NP2 texture support, disable
2544          * GL_ARB_texture_rectangle because we will never use it.
2545          * This saves a few redundant glDisable calls. */
2546         gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2547     }
2548     if (gl_info->supported[ATI_FRAGMENT_SHADER])
2549     {
2550         /* Disable NV_register_combiners and fragment shader if this is supported.
2551          * generally the NV extensions are preferred over the ATI ones, and this
2552          * extension is disabled if register_combiners and texture_shader2 are both
2553          * supported. So we reach this place only if we have incomplete NV dxlevel 8
2554          * fragment processing support. */
2555         gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2556         gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2557         gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2558         gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2559     }
2560     if (gl_info->supported[NV_HALF_FLOAT])
2561     {
2562         /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2563         gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2564     }
2565     if (gl_info->supported[ARB_POINT_SPRITE])
2566     {
2567         gl_info->limits.point_sprite_units = gl_info->limits.textures;
2568     }
2569     else
2570     {
2571         gl_info->limits.point_sprite_units = 0;
2572     }
2573     checkGLcall("extension detection");
2574
2575     LEAVE_GL();
2576
2577     adapter->fragment_pipe = select_fragment_implementation(adapter);
2578     adapter->shader_backend = select_shader_backend(adapter);
2579     adapter->blitter = select_blit_implementation(adapter);
2580
2581     adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2582     gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2583     TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2584
2585     /* In some cases the number of texture stages can be larger than the number
2586      * of samplers. The GF4 for example can use only 2 samplers (no fragment
2587      * shaders), but 8 texture stages (register combiners). */
2588     gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2589
2590     if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2591     {
2592         gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2593         gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2594         gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2595         gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2596         gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2597         gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2598         gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2599         gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2600         gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2601         gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2602         gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2603         gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2604         gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2605         gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2606         gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2607         gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2608         gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2609         gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2610         gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2611     }
2612     else
2613     {
2614         if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2615         {
2616             gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2617             gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2618             gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2619             gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2620             gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2621             gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2622             gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2623             gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2624             gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2625             gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2626             gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2627             gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2628             gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2629             gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2630             gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2631             gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2632             gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2633         }
2634         else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2635         {
2636             WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2637             wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2638         }
2639         if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2640         {
2641             gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2642         }
2643         if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2644         {
2645             gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2646         }
2647     }
2648
2649     /* MRTs are currently only supported when FBOs are used. */
2650     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2651     {
2652         gl_info->limits.buffers = 1;
2653     }
2654
2655     gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2656     card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2657     TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2658
2659     device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor, &vidmem);
2660     TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2661
2662     /* If we have an estimate use it, else default to 64MB;  */
2663     if(vidmem)
2664         gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
2665     else
2666         gl_info->vidmem = WINE_DEFAULT_VIDMEM;
2667
2668     gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2669     gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2670             gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2671     gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2672     gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2673             gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2674     gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2675             gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2676
2677     /* Make sure there's an active HDC else the WGL extensions will fail */
2678     hdc = pwglGetCurrentDC();
2679     if (hdc) {
2680         /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2681         if(GL_EXTCALL(wglGetExtensionsStringARB))
2682             WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2683
2684         if (NULL == WGL_Extensions) {
2685             ERR("   WGL_Extensions returns NULL\n");
2686         } else {
2687             TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2688             while (*WGL_Extensions != 0x00) {
2689                 const char *Start;
2690                 char ThisExtn[256];
2691
2692                 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2693                 Start = WGL_Extensions;
2694                 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
2695                     WGL_Extensions++;
2696                 }
2697
2698                 len = WGL_Extensions - Start;
2699                 if (len == 0 || len >= sizeof(ThisExtn))
2700                     continue;
2701
2702                 memcpy(ThisExtn, Start, len);
2703                 ThisExtn[len] = '\0';
2704                 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2705
2706                 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2707                     gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2708                     TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2709                 }
2710                 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2711                     gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2712                     TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2713                 }
2714             }
2715         }
2716     }
2717
2718     fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2719     init_driver_info(driver_info, card_vendor, device);
2720     add_gl_compat_wrappers(gl_info);
2721
2722     return TRUE;
2723 }
2724
2725 /**********************************************************
2726  * IWineD3D implementation follows
2727  **********************************************************/
2728
2729 static UINT     WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2730     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2731
2732     TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2733
2734     return This->adapter_count;
2735 }
2736
2737 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void *init_function)
2738 {
2739     FIXME("iface %p, init_function %p stub!\n", iface, init_function);
2740
2741     return WINED3D_OK;
2742 }
2743
2744 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2745     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2746
2747     TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2748
2749     if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2750         return NULL;
2751     }
2752
2753     return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2754 }
2755
2756 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2757      of the same bpp but different resolutions                                  */
2758
2759 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2760 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, enum wined3d_format_id format_id)
2761 {
2762     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2763
2764     TRACE_(d3d_caps)("iface %p, adapter %u, format_id: %s.\n", iface, Adapter, debug_d3dformat(format_id));
2765
2766     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2767         return 0;
2768     }
2769
2770     /* TODO: Store modes per adapter and read it from the adapter structure */
2771     if (Adapter == 0)
2772     {
2773         const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2774         UINT format_bits = format->byte_count * CHAR_BIT;
2775         unsigned int i = 0;
2776         unsigned int j = 0;
2777         DEVMODEW mode;
2778
2779         memset(&mode, 0, sizeof(mode));
2780         mode.dmSize = sizeof(mode);
2781
2782         while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2783         {
2784             ++j;
2785
2786             if (format_id == WINED3DFMT_UNKNOWN)
2787             {
2788                 /* This is for D3D8, do not enumerate P8 here */
2789                 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2790             }
2791             else if (mode.dmBitsPerPel == format_bits)
2792             {
2793                 ++i;
2794             }
2795         }
2796
2797         TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2798         return i;
2799     } else {
2800         FIXME_(d3d_caps)("Adapter not primary display\n");
2801     }
2802     return 0;
2803 }
2804
2805 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2806 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter,
2807         enum wined3d_format_id format_id, UINT Mode, WINED3DDISPLAYMODE *pMode)
2808 {
2809     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2810
2811     TRACE_(d3d_caps)("iface %p, adapter_idx %u, format %s, mode_idx %u, mode %p.\n",
2812             iface, Adapter, debug_d3dformat(format_id), Mode, pMode);
2813
2814     /* Validate the parameters as much as possible */
2815     if (!pMode || Adapter >= IWineD3DImpl_GetAdapterCount(iface)
2816             || Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, format_id))
2817     {
2818         return WINED3DERR_INVALIDCALL;
2819     }
2820
2821     /* TODO: Store modes per adapter and read it from the adapter structure */
2822     if (Adapter == 0)
2823     {
2824         const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2825         UINT format_bits = format->byte_count * CHAR_BIT;
2826         DEVMODEW DevModeW;
2827         int ModeIdx = 0;
2828         UINT i = 0;
2829         int j = 0;
2830
2831         ZeroMemory(&DevModeW, sizeof(DevModeW));
2832         DevModeW.dmSize = sizeof(DevModeW);
2833
2834         /* If we are filtering to a specific format (D3D9), then need to skip
2835            all unrelated modes, but if mode is irrelevant (D3D8), then we can
2836            just count through the ones with valid bit depths */
2837         while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2838         {
2839             if (format_id == WINED3DFMT_UNKNOWN)
2840             {
2841                 /* This is for D3D8, do not enumerate P8 here */
2842                 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2843             }
2844             else if (DevModeW.dmBitsPerPel == format_bits)
2845             {
2846                 ++i;
2847             }
2848         }
2849
2850         if (i == 0)
2851         {
2852             TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", format_id, debug_d3dformat(format_id));
2853             return WINED3DERR_INVALIDCALL;
2854         }
2855         ModeIdx = j - 1;
2856
2857         /* Now get the display mode via the calculated index */
2858         if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2859             pMode->Width        = DevModeW.dmPelsWidth;
2860             pMode->Height       = DevModeW.dmPelsHeight;
2861             pMode->RefreshRate  = DEFAULT_REFRESH_RATE;
2862             if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2863                 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2864
2865             if (format_id == WINED3DFMT_UNKNOWN)
2866                 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2867             else
2868                 pMode->Format = format_id;
2869         }
2870         else
2871         {
2872             TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2873             return WINED3DERR_INVALIDCALL;
2874         }
2875
2876         TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2877                 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2878                 DevModeW.dmBitsPerPel);
2879
2880     }
2881     else
2882     {
2883         FIXME_(d3d_caps)("Adapter not primary display\n");
2884     }
2885
2886     return WINED3D_OK;
2887 }
2888
2889 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE *pMode)
2890 {
2891     TRACE("iface %p, adapter_idx %u, display_mode %p.\n", iface, Adapter, pMode);
2892
2893     if (NULL == pMode ||
2894         Adapter >= IWineD3D_GetAdapterCount(iface)) {
2895         return WINED3DERR_INVALIDCALL;
2896     }
2897
2898     if (Adapter == 0) { /* Display */
2899         int bpp = 0;
2900         DEVMODEW DevModeW;
2901
2902         ZeroMemory(&DevModeW, sizeof(DevModeW));
2903         DevModeW.dmSize = sizeof(DevModeW);
2904
2905         EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2906         pMode->Width        = DevModeW.dmPelsWidth;
2907         pMode->Height       = DevModeW.dmPelsHeight;
2908         bpp                 = DevModeW.dmBitsPerPel;
2909         pMode->RefreshRate  = DEFAULT_REFRESH_RATE;
2910         if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2911         {
2912             pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2913         }
2914
2915         pMode->Format = pixelformat_for_depth(bpp);
2916     } else {
2917         FIXME_(d3d_caps)("Adapter not primary display\n");
2918     }
2919
2920     TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2921           pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2922     return WINED3D_OK;
2923 }
2924
2925 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2926    and fields being inserted in the middle, a new structure is used in place    */
2927 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
2928                                                    WINED3DADAPTER_IDENTIFIER* pIdentifier) {
2929     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2930     struct wined3d_adapter *adapter;
2931     size_t len;
2932
2933     TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
2934
2935     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2936         return WINED3DERR_INVALIDCALL;
2937     }
2938
2939     adapter = &This->adapters[Adapter];
2940
2941     /* Return the information requested */
2942     TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2943
2944     if (pIdentifier->driver_size)
2945     {
2946         const char *name = adapter->driver_info.name;
2947         len = min(strlen(name), pIdentifier->driver_size - 1);
2948         memcpy(pIdentifier->driver, name, len);
2949         pIdentifier->driver[len] = '\0';
2950     }
2951
2952     if (pIdentifier->description_size)
2953     {
2954         const char *description = adapter->driver_info.description;
2955         len = min(strlen(description), pIdentifier->description_size - 1);
2956         memcpy(pIdentifier->description, description, len);
2957         pIdentifier->description[len] = '\0';
2958     }
2959
2960     /* Note that d3d8 doesn't supply a device name. */
2961     if (pIdentifier->device_name_size)
2962     {
2963         static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2964
2965         len = strlen(device_name);
2966         if (len >= pIdentifier->device_name_size)
2967         {
2968             ERR("Device name size too small.\n");
2969             return WINED3DERR_INVALIDCALL;
2970         }
2971
2972         memcpy(pIdentifier->device_name, device_name, len);
2973         pIdentifier->device_name[len] = '\0';
2974     }
2975
2976     pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
2977     pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
2978     pIdentifier->vendor_id = adapter->driver_info.vendor;
2979     pIdentifier->device_id = adapter->driver_info.device;
2980     pIdentifier->subsystem_id = 0;
2981     pIdentifier->revision = 0;
2982     memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
2983     pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2984     memcpy(&pIdentifier->adapter_luid, &adapter->luid, sizeof(pIdentifier->adapter_luid));
2985     pIdentifier->video_memory = adapter->TextureRam;
2986
2987     return WINED3D_OK;
2988 }
2989
2990 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
2991         const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
2992 {
2993     short redSize, greenSize, blueSize, alphaSize, colorBits;
2994
2995     if(!cfg)
2996         return FALSE;
2997
2998     /* Float formats need FBOs. If FBOs are used this function isn't called */
2999     if (format->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3000
3001     if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
3002         if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3003         {
3004             ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3005             return FALSE;
3006         }
3007
3008         if(cfg->redSize < redSize)
3009             return FALSE;
3010
3011         if(cfg->greenSize < greenSize)
3012             return FALSE;
3013
3014         if(cfg->blueSize < blueSize)
3015             return FALSE;
3016
3017         if(cfg->alphaSize < alphaSize)
3018             return FALSE;
3019
3020         return TRUE;
3021     }
3022
3023     /* Probably a RGBA_float or color index mode */
3024     return FALSE;
3025 }
3026
3027 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
3028         const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
3029 {
3030     short depthSize, stencilSize;
3031     BOOL lockable = FALSE;
3032
3033     if(!cfg)
3034         return FALSE;
3035
3036     if (!getDepthStencilBits(format, &depthSize, &stencilSize))
3037     {
3038         ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3039         return FALSE;
3040     }
3041
3042     /* Float formats need FBOs. If FBOs are used this function isn't called */
3043     if (format->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3044
3045     if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
3046         lockable = TRUE;
3047
3048     /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
3049      * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
3050      * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
3051     if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
3052         return FALSE;
3053
3054     /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
3055      * allow more stencil bits than requested. */
3056     if(cfg->stencilSize < stencilSize)
3057         return FALSE;
3058
3059     return TRUE;
3060 }
3061
3062 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface,
3063         UINT Adapter, WINED3DDEVTYPE DeviceType, enum wined3d_format_id AdapterFormat,
3064         enum wined3d_format_id RenderTargetFormat, enum wined3d_format_id DepthStencilFormat)
3065 {
3066     IWineD3DImpl *This = (IWineD3DImpl *)iface;
3067     int nCfgs;
3068     const WineD3D_PixelFormat *cfgs;
3069     const struct wined3d_adapter *adapter;
3070     const struct wined3d_format *rt_format;
3071     const struct wined3d_format *ds_format;
3072     int it;
3073
3074     WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
3075            This, Adapter,
3076            DeviceType, debug_d3ddevicetype(DeviceType),
3077            AdapterFormat, debug_d3dformat(AdapterFormat),
3078            RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
3079            DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
3080
3081     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3082         TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
3083         return WINED3DERR_INVALIDCALL;
3084     }
3085
3086     adapter = &This->adapters[Adapter];
3087     rt_format = wined3d_get_format(&adapter->gl_info, RenderTargetFormat);
3088     ds_format = wined3d_get_format(&adapter->gl_info, DepthStencilFormat);
3089     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3090     {
3091         if ((rt_format->Flags & WINED3DFMT_FLAG_RENDERTARGET)
3092                 && (ds_format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
3093         {
3094             TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3095             return WINED3D_OK;
3096         }
3097     }
3098     else
3099     {
3100         cfgs = adapter->cfgs;
3101         nCfgs = adapter->nCfgs;
3102         for (it = 0; it < nCfgs; ++it)
3103         {
3104             if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format))
3105             {
3106                 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format))
3107                 {
3108                     TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3109                     return WINED3D_OK;
3110                 }
3111             }
3112         }
3113     }
3114     WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
3115
3116     return WINED3DERR_NOTAVAILABLE;
3117 }
3118
3119 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter,
3120         WINED3DDEVTYPE DeviceType, enum wined3d_format_id SurfaceFormat, BOOL Windowed,
3121         WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
3122 {
3123     IWineD3DImpl *This = (IWineD3DImpl *)iface;
3124     const struct wined3d_adapter *adapter;
3125     const struct wined3d_format *format;
3126
3127     TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
3128           This,
3129           Adapter,
3130           DeviceType, debug_d3ddevicetype(DeviceType),
3131           SurfaceFormat, debug_d3dformat(SurfaceFormat),
3132           Windowed,
3133           MultiSampleType,
3134           pQualityLevels);
3135
3136     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3137         return WINED3DERR_INVALIDCALL;
3138     }
3139
3140     /* TODO: handle Windowed, add more quality levels */
3141
3142     if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
3143         if(pQualityLevels) *pQualityLevels = 1;
3144         return WINED3D_OK;
3145     }
3146
3147     /* By default multisampling is disabled right now as it causes issues
3148      * on some Nvidia driver versions and it doesn't work well in combination
3149      * with FBOs yet. */
3150     if(!wined3d_settings.allow_multisampling)
3151         return WINED3DERR_NOTAVAILABLE;
3152
3153     adapter = &This->adapters[Adapter];
3154     format = wined3d_get_format(&adapter->gl_info, SurfaceFormat);
3155     if (!format) return WINED3DERR_INVALIDCALL;
3156
3157     if (format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
3158     {
3159         int i, nCfgs;
3160         const WineD3D_PixelFormat *cfgs;
3161
3162         cfgs = adapter->cfgs;
3163         nCfgs = adapter->nCfgs;
3164         for(i=0; i<nCfgs; i++) {
3165             if(cfgs[i].numSamples != MultiSampleType)
3166                 continue;
3167
3168             if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], format))
3169                 continue;
3170
3171             TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3172
3173             if(pQualityLevels)
3174                 *pQualityLevels = 1; /* Guess at a value! */
3175             return WINED3D_OK;
3176         }
3177     }
3178     else if (format->Flags & WINED3DFMT_FLAG_RENDERTARGET)
3179     {
3180         short redSize, greenSize, blueSize, alphaSize, colorBits;
3181         int i, nCfgs;
3182         const WineD3D_PixelFormat *cfgs;
3183
3184         if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3185         {
3186             ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
3187             return WINED3DERR_NOTAVAILABLE;
3188         }
3189
3190         cfgs = adapter->cfgs;
3191         nCfgs = adapter->nCfgs;
3192         for(i=0; i<nCfgs; i++) {
3193             if(cfgs[i].numSamples != MultiSampleType)
3194                 continue;
3195             if(cfgs[i].redSize != redSize)
3196                 continue;
3197             if(cfgs[i].greenSize != greenSize)
3198                 continue;
3199             if(cfgs[i].blueSize != blueSize)
3200                 continue;
3201             /* Not all drivers report alpha-less formats since they use 32-bit anyway, so accept alpha even if we didn't ask for it. */
3202             if(alphaSize && cfgs[i].alphaSize != alphaSize)
3203                 continue;
3204             if (cfgs[i].colorSize != (format->byte_count << 3))
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     return WINED3DERR_NOTAVAILABLE;
3215 }
3216
3217 /* Check if we support bumpmapping for a format */
3218 static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3219 {
3220     /* Ask the fixed function pipeline implementation if it can deal
3221      * with the conversion. If we've got a GL extension giving native
3222      * support this will be an identity conversion. */
3223     return (format->Flags & WINED3DFMT_FLAG_BUMPMAP)
3224             && adapter->fragment_pipe->color_fixup_supported(format->color_fixup);
3225 }
3226
3227 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3228 static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
3229         const struct wined3d_format *display_format, const struct wined3d_format *ds_format)
3230 {
3231     int it=0;
3232
3233     /* Only allow depth/stencil formats */
3234     if (!(ds_format->depth_size || ds_format->stencil_size)) return FALSE;
3235
3236     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3237     {
3238         /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3239         if (ds_format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3240     }
3241     else
3242     {
3243         /* Walk through all WGL pixel formats to find a match */
3244         for (it = 0; it < adapter->nCfgs; ++it)
3245         {
3246             WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
3247             if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format))
3248             {
3249                 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format))
3250                 {
3251                     return TRUE;
3252                 }
3253             }
3254         }
3255     }
3256
3257     return FALSE;
3258 }
3259
3260 static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3261 {
3262     /* The flags entry of a format contains the filtering capability */
3263     if (format->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3264
3265     return FALSE;
3266 }
3267
3268 /* Check the render target capabilities of a format */
3269 static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
3270         const struct wined3d_format *adapter_format, const struct wined3d_format *check_format)
3271 {
3272     /* Filter out non-RT formats */
3273     if (!(check_format->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3274     if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
3275     {
3276         WineD3D_PixelFormat *cfgs = adapter->cfgs;
3277         int it;
3278         short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3279         short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3280
3281         getColorBits(adapter_format, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3282         getColorBits(check_format, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3283
3284         /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3285          * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3286         if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3287             TRACE_(d3d_caps)("[FAILED]\n");
3288             return FALSE;
3289         }
3290
3291         /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3292          * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3293         for (it = 0; it < adapter->nCfgs; ++it)
3294         {
3295             if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3296                     &cfgs[it], check_format))
3297             {
3298                 TRACE_(d3d_caps)("Pixel format %d is compatible with format %s.\n",
3299                         cfgs[it].iPixelFormat, debug_d3dformat(check_format->id));
3300                 return TRUE;
3301             }
3302         }
3303     }
3304     else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3305     {
3306         /* For now return TRUE for FBOs until we have some proper checks.
3307          * Note that this function will only be called when the format is around for texturing. */
3308         return TRUE;
3309     }
3310     return FALSE;
3311 }
3312
3313 static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3314 {
3315     return adapter->gl_info.supported[EXT_TEXTURE_SRGB] && (format->Flags & WINED3DFMT_FLAG_SRGB_READ);
3316 }
3317
3318 static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3319 {
3320     /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3321      * doing the color fixup in shaders.
3322      * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3323     if (format->Flags & WINED3DFMT_FLAG_SRGB_WRITE)
3324     {
3325         int vs_selected_mode;
3326         int ps_selected_mode;
3327         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3328
3329         if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3330             TRACE_(d3d_caps)("[OK]\n");
3331             return TRUE;
3332         }
3333     }
3334
3335     TRACE_(d3d_caps)("[FAILED] - sRGB writes not supported by format %s.\n", debug_d3dformat(format->id));
3336     return FALSE;
3337 }
3338
3339 /* Check if a format support blending in combination with pixel shaders */
3340 static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
3341         const struct wined3d_format *format)
3342 {
3343     /* The flags entry of a format contains the post pixel shader blending capability */
3344     if (format->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3345
3346     return FALSE;
3347 }
3348
3349 static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3350 {
3351     /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3352      * but we have to report mipmapping so we cannot reject this flag. Tests show that
3353      * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3354      * that wrapping is supported. The lack of filtering will sort out the mipmapping
3355      * capability anyway.
3356      *
3357      * For now lets report this on all formats, but in the future we may want to
3358      * restrict it to some should games need that
3359      */
3360     return TRUE;
3361 }
3362
3363 /* Check if a texture format is supported on the given adapter */
3364 static BOOL CheckTextureCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3365 {
3366     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3367
3368     switch (format->id)
3369     {
3370         /*****
3371          *  supported: RGB(A) formats
3372          */
3373         case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3374         case WINED3DFMT_B8G8R8A8_UNORM:
3375         case WINED3DFMT_B8G8R8X8_UNORM:
3376         case WINED3DFMT_B5G6R5_UNORM:
3377         case WINED3DFMT_B5G5R5X1_UNORM:
3378         case WINED3DFMT_B5G5R5A1_UNORM:
3379         case WINED3DFMT_B4G4R4A4_UNORM:
3380         case WINED3DFMT_A8_UNORM:
3381         case WINED3DFMT_B4G4R4X4_UNORM:
3382         case WINED3DFMT_R8G8B8A8_UNORM:
3383         case WINED3DFMT_R8G8B8X8_UNORM:
3384         case WINED3DFMT_B10G10R10A2_UNORM:
3385         case WINED3DFMT_R10G10B10A2_UNORM:
3386         case WINED3DFMT_R16G16_UNORM:
3387             TRACE_(d3d_caps)("[OK]\n");
3388             return TRUE;
3389
3390         case WINED3DFMT_B2G3R3_UNORM:
3391             TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3392             return FALSE;
3393
3394         /*****
3395          *  Not supported: Palettized
3396          *  Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3397          *  Since it is not widely available, don't offer it. Further no Windows driver offers
3398          *  WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3399          */
3400         case WINED3DFMT_P8_UINT:
3401         case WINED3DFMT_P8_UINT_A8_UNORM:
3402             return FALSE;
3403
3404         /*****
3405          *  Supported: (Alpha)-Luminance
3406          */
3407         case WINED3DFMT_L8_UNORM:
3408         case WINED3DFMT_L8A8_UNORM:
3409         case WINED3DFMT_L16_UNORM:
3410             TRACE_(d3d_caps)("[OK]\n");
3411             return TRUE;
3412
3413         /* Not supported on Windows, thus disabled */
3414         case WINED3DFMT_L4A4_UNORM:
3415             TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3416             return FALSE;
3417
3418         /*****
3419          *  Supported: Depth/Stencil formats
3420          */
3421         case WINED3DFMT_D16_LOCKABLE:
3422         case WINED3DFMT_D16_UNORM:
3423         case WINED3DFMT_S1_UINT_D15_UNORM:
3424         case WINED3DFMT_X8D24_UNORM:
3425         case WINED3DFMT_S4X4_UINT_D24_UNORM:
3426         case WINED3DFMT_D24_UNORM_S8_UINT:
3427         case WINED3DFMT_S8_UINT_D24_FLOAT:
3428         case WINED3DFMT_D32_UNORM:
3429         case WINED3DFMT_D32_FLOAT:
3430             return TRUE;
3431
3432         /*****
3433          *  Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3434          *  GL_NV_texture_shader). Emulated by shaders
3435          */
3436         case WINED3DFMT_R8G8_SNORM:
3437         case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3438         case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3439         case WINED3DFMT_R8G8B8A8_SNORM:
3440         case WINED3DFMT_R16G16_SNORM:
3441             /* Ask the shader backend if it can deal with the conversion. If
3442              * we've got a GL extension giving native support this will be an
3443              * identity conversion. */
3444             if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup))
3445             {
3446                 TRACE_(d3d_caps)("[OK]\n");
3447                 return TRUE;
3448             }
3449             TRACE_(d3d_caps)("[FAILED]\n");
3450             return FALSE;
3451
3452         case WINED3DFMT_DXT1:
3453         case WINED3DFMT_DXT2:
3454         case WINED3DFMT_DXT3:
3455         case WINED3DFMT_DXT4:
3456         case WINED3DFMT_DXT5:
3457             if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3458             {
3459                 TRACE_(d3d_caps)("[OK]\n");
3460                 return TRUE;
3461             }
3462             TRACE_(d3d_caps)("[FAILED]\n");
3463             return FALSE;
3464
3465
3466         /*****
3467          *  Odd formats - not supported
3468          */
3469         case WINED3DFMT_VERTEXDATA:
3470         case WINED3DFMT_R16_UINT:
3471         case WINED3DFMT_R32_UINT:
3472         case WINED3DFMT_R16G16B16A16_SNORM:
3473         case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3474         case WINED3DFMT_R10G11B11_SNORM:
3475             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3476             return FALSE;
3477
3478         /*****
3479          *  WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3480          */
3481         case WINED3DFMT_R8G8_SNORM_Cx:
3482             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3483             return FALSE;
3484
3485         /* YUV formats */
3486         case WINED3DFMT_UYVY:
3487         case WINED3DFMT_YUY2:
3488             if (gl_info->supported[APPLE_YCBCR_422])
3489             {
3490                 TRACE_(d3d_caps)("[OK]\n");
3491                 return TRUE;
3492             }
3493             TRACE_(d3d_caps)("[FAILED]\n");
3494             return FALSE;
3495         case WINED3DFMT_YV12:
3496             TRACE_(d3d_caps)("[FAILED]\n");
3497             return FALSE;
3498
3499             /* Not supported */
3500         case WINED3DFMT_R16G16B16A16_UNORM:
3501         case WINED3DFMT_B2G3R3A8_UNORM:
3502             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3503             return FALSE;
3504
3505             /* Floating point formats */
3506         case WINED3DFMT_R16_FLOAT:
3507         case WINED3DFMT_R16G16_FLOAT:
3508         case WINED3DFMT_R16G16B16A16_FLOAT:
3509             if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3510             {
3511                 TRACE_(d3d_caps)("[OK]\n");
3512                 return TRUE;
3513             }
3514             TRACE_(d3d_caps)("[FAILED]\n");
3515             return FALSE;
3516
3517         case WINED3DFMT_R32_FLOAT:
3518         case WINED3DFMT_R32G32_FLOAT:
3519         case WINED3DFMT_R32G32B32A32_FLOAT:
3520             if (gl_info->supported[ARB_TEXTURE_FLOAT])
3521             {
3522                 TRACE_(d3d_caps)("[OK]\n");
3523                 return TRUE;
3524             }
3525             TRACE_(d3d_caps)("[FAILED]\n");
3526             return FALSE;
3527
3528         /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3529          * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3530          * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3531          * We can do instancing with all shader versions, but we need vertex shaders.
3532          *
3533          * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3534          * to enable instancing. WineD3D doesn't need that and just ignores it.
3535          *
3536          * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3537          */
3538         case WINED3DFMT_INST:
3539             TRACE("ATI Instancing check hack\n");
3540             if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3541             {
3542                 TRACE_(d3d_caps)("[OK]\n");
3543                 return TRUE;
3544             }
3545             TRACE_(d3d_caps)("[FAILED]\n");
3546             return FALSE;
3547
3548         /* Some weird FOURCC formats */
3549         case WINED3DFMT_R8G8_B8G8:
3550         case WINED3DFMT_G8R8_G8B8:
3551         case WINED3DFMT_MULTI2_ARGB8:
3552             TRACE_(d3d_caps)("[FAILED]\n");
3553             return FALSE;
3554
3555         /* Vendor specific formats */
3556         case WINED3DFMT_ATI2N:
3557             if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3558                     || gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
3559             {
3560                 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3561                         && adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3562                 {
3563                     TRACE_(d3d_caps)("[OK]\n");
3564                     return TRUE;
3565                 }
3566
3567                 TRACE_(d3d_caps)("[OK]\n");
3568                 return TRUE;
3569             }
3570             TRACE_(d3d_caps)("[FAILED]\n");
3571             return FALSE;
3572
3573         case WINED3DFMT_NVHU:
3574         case WINED3DFMT_NVHS:
3575             /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3576              * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3577              * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3578              * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3579              * Applications have to deal with not having NVHS and NVHU.
3580              */
3581             TRACE_(d3d_caps)("[FAILED]\n");
3582             return FALSE;
3583
3584         case WINED3DFMT_UNKNOWN:
3585             return FALSE;
3586
3587         default:
3588             ERR("Unhandled format %s.\n", debug_d3dformat(format->id));
3589             break;
3590     }
3591     return FALSE;
3592 }
3593
3594 static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter,
3595         const struct wined3d_format *adapter_format,
3596         const struct wined3d_format *check_format,
3597         WINED3DSURFTYPE SurfaceType)
3598 {
3599     if (SurfaceType == SURFACE_GDI)
3600     {
3601         switch (check_format->id)
3602         {
3603             case WINED3DFMT_B8G8R8_UNORM:
3604             case WINED3DFMT_B8G8R8A8_UNORM:
3605             case WINED3DFMT_B8G8R8X8_UNORM:
3606             case WINED3DFMT_B5G6R5_UNORM:
3607             case WINED3DFMT_B5G5R5X1_UNORM:
3608             case WINED3DFMT_B5G5R5A1_UNORM:
3609             case WINED3DFMT_B4G4R4A4_UNORM:
3610             case WINED3DFMT_B2G3R3_UNORM:
3611             case WINED3DFMT_A8_UNORM:
3612             case WINED3DFMT_B2G3R3A8_UNORM:
3613             case WINED3DFMT_B4G4R4X4_UNORM:
3614             case WINED3DFMT_R10G10B10A2_UNORM:
3615             case WINED3DFMT_R8G8B8A8_UNORM:
3616             case WINED3DFMT_R8G8B8X8_UNORM:
3617             case WINED3DFMT_R16G16_UNORM:
3618             case WINED3DFMT_B10G10R10A2_UNORM:
3619             case WINED3DFMT_R16G16B16A16_UNORM:
3620             case WINED3DFMT_P8_UINT:
3621                 TRACE_(d3d_caps)("[OK]\n");
3622                 return TRUE;
3623             default:
3624                 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3625                 return FALSE;
3626         }
3627     }
3628
3629     /* All format that are supported for textures are supported for surfaces as well */
3630     if (CheckTextureCapability(adapter, check_format)) return TRUE;
3631     /* All depth stencil formats are supported on surfaces */
3632     if (CheckDepthStencilCapability(adapter, adapter_format, check_format)) return TRUE;
3633
3634     /* If opengl can't process the format natively, the blitter may be able to convert it */
3635     if (adapter->blitter->blit_supported(&adapter->gl_info, BLIT_OP_BLIT,
3636             NULL, WINED3DPOOL_DEFAULT, 0, check_format,
3637             NULL, WINED3DPOOL_DEFAULT, 0, adapter_format))
3638     {
3639         TRACE_(d3d_caps)("[OK]\n");
3640         return TRUE;
3641     }
3642
3643     /* Reject other formats */
3644     TRACE_(d3d_caps)("[FAILED]\n");
3645     return FALSE;
3646 }
3647
3648 static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter,
3649         const struct wined3d_format *format)
3650 {
3651     return adapter->gl_info.limits.vertex_samplers && (format->Flags & WINED3DFMT_FLAG_VTF);
3652 }
3653
3654 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3655         enum wined3d_format_id AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType,
3656         enum wined3d_format_id CheckFormat, WINED3DSURFTYPE SurfaceType)
3657 {
3658     IWineD3DImpl *This = (IWineD3DImpl *)iface;
3659     struct wined3d_adapter *adapter = &This->adapters[Adapter];
3660     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3661     const struct wined3d_format *format = wined3d_get_format(gl_info, CheckFormat);
3662     const struct wined3d_format *adapter_format = wined3d_get_format(gl_info, AdapterFormat);
3663     DWORD UsageCaps = 0;
3664
3665     TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3666           This,
3667           Adapter,
3668           DeviceType, debug_d3ddevicetype(DeviceType),
3669           AdapterFormat, debug_d3dformat(AdapterFormat),
3670           Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3671           RType, debug_d3dresourcetype(RType),
3672           CheckFormat, debug_d3dformat(CheckFormat));
3673
3674     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3675         return WINED3DERR_INVALIDCALL;
3676     }
3677
3678     switch (RType)
3679     {
3680         case WINED3DRTYPE_CUBETEXTURE:
3681             /* Cubetexture allows:
3682              *      - WINED3DUSAGE_AUTOGENMIPMAP
3683              *      - WINED3DUSAGE_DEPTHSTENCIL
3684              *      - WINED3DUSAGE_DYNAMIC
3685              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3686              *      - WINED3DUSAGE_RENDERTARGET
3687              *      - WINED3DUSAGE_SOFTWAREPROCESSING
3688              *      - WINED3DUSAGE_QUERY_WRAPANDMIP
3689              */
3690             if (SurfaceType != SURFACE_OPENGL)
3691             {
3692                 TRACE_(d3d_caps)("[FAILED]\n");
3693                 return WINED3DERR_NOTAVAILABLE;
3694             }
3695
3696             if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3697             {
3698                 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3699                 return WINED3DERR_NOTAVAILABLE;
3700             }
3701
3702             if (!CheckTextureCapability(adapter, format))
3703             {
3704                 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3705                 return WINED3DERR_NOTAVAILABLE;
3706             }
3707
3708             if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3709             {
3710                 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3711                     /* When autogenmipmap isn't around continue and return
3712                      * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3713                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3714                 else
3715                     UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3716             }
3717
3718             /* Always report dynamic locking. */
3719             if (Usage & WINED3DUSAGE_DYNAMIC)
3720                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3721
3722             if (Usage & WINED3DUSAGE_RENDERTARGET)
3723             {
3724                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3725                 {
3726                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3727                     return WINED3DERR_NOTAVAILABLE;
3728                 }
3729                 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3730             }
3731
3732             /* Always report software processing. */
3733             if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3734                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3735
3736             if (Usage & WINED3DUSAGE_QUERY_FILTER)
3737             {
3738                 if (!CheckFilterCapability(adapter, format))
3739                 {
3740                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3741                     return WINED3DERR_NOTAVAILABLE;
3742                 }
3743                 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3744             }
3745
3746             if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3747             {
3748                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3749                 {
3750                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3751                     return WINED3DERR_NOTAVAILABLE;
3752                 }
3753                 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3754             }
3755
3756             if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3757             {
3758                 if (!CheckSrgbReadCapability(adapter, format))
3759                 {
3760                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3761                     return WINED3DERR_NOTAVAILABLE;
3762                 }
3763                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3764             }
3765
3766             if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3767             {
3768                 if (!CheckSrgbWriteCapability(adapter, format))
3769                 {
3770                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3771                     return WINED3DERR_NOTAVAILABLE;
3772                 }
3773                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3774             }
3775
3776             if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3777             {
3778                 if (!CheckVertexTextureCapability(adapter, format))
3779                 {
3780                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3781                     return WINED3DERR_NOTAVAILABLE;
3782                 }
3783                 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3784             }
3785
3786             if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3787             {
3788                 if (!CheckWrapAndMipCapability(adapter, format))
3789                 {
3790                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3791                     return WINED3DERR_NOTAVAILABLE;
3792                 }
3793                 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3794             }
3795             break;
3796
3797         case WINED3DRTYPE_SURFACE:
3798             /* Surface allows:
3799              *      - WINED3DUSAGE_DEPTHSTENCIL
3800              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3801              *      - WINED3DUSAGE_RENDERTARGET
3802              */
3803             if (!CheckSurfaceCapability(adapter, adapter_format, format, SurfaceType))
3804             {
3805                 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3806                 return WINED3DERR_NOTAVAILABLE;
3807             }
3808
3809             if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3810             {
3811                 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3812                 {
3813                     TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3814                     return WINED3DERR_NOTAVAILABLE;
3815                 }
3816                 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3817             }
3818
3819             if (Usage & WINED3DUSAGE_RENDERTARGET)
3820             {
3821                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3822                 {
3823                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3824                     return WINED3DERR_NOTAVAILABLE;
3825                 }
3826                 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3827             }
3828
3829             if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3830             {
3831                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3832                 {
3833                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3834                     return WINED3DERR_NOTAVAILABLE;
3835                 }
3836                 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3837             }
3838             break;
3839
3840         case WINED3DRTYPE_TEXTURE:
3841             /* Texture allows:
3842              *      - WINED3DUSAGE_AUTOGENMIPMAP
3843              *      - WINED3DUSAGE_DEPTHSTENCIL
3844              *      - WINED3DUSAGE_DMAP
3845              *      - WINED3DUSAGE_DYNAMIC
3846              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3847              *      - WINED3DUSAGE_RENDERTARGET
3848              *      - WINED3DUSAGE_SOFTWAREPROCESSING
3849              *      - WINED3DUSAGE_TEXTAPI (d3d9ex)
3850              *      - WINED3DUSAGE_QUERY_WRAPANDMIP
3851              */
3852             if (SurfaceType != SURFACE_OPENGL)
3853             {
3854                 TRACE_(d3d_caps)("[FAILED]\n");
3855                 return WINED3DERR_NOTAVAILABLE;
3856             }
3857
3858             if (!CheckTextureCapability(adapter, format))
3859             {
3860                 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3861                 return WINED3DERR_NOTAVAILABLE;
3862             }
3863
3864             if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3865             {
3866                 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3867                     /* When autogenmipmap isn't around continue and return
3868                      * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3869                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3870                 else
3871                     UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3872             }
3873
3874             /* Always report dynamic locking. */
3875             if (Usage & WINED3DUSAGE_DYNAMIC)
3876                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3877
3878             if (Usage & WINED3DUSAGE_RENDERTARGET)
3879             {
3880                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3881                 {
3882                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3883                     return WINED3DERR_NOTAVAILABLE;
3884                 }
3885                 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3886             }
3887
3888             /* Always report software processing. */
3889             if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3890                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3891
3892             if (Usage & WINED3DUSAGE_QUERY_FILTER)
3893             {
3894                 if (!CheckFilterCapability(adapter, format))
3895                 {
3896                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3897                     return WINED3DERR_NOTAVAILABLE;
3898                 }
3899                 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3900             }
3901
3902             if (Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
3903             {
3904                 if (!CheckBumpMapCapability(adapter, format))
3905                 {
3906                     TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3907                     return WINED3DERR_NOTAVAILABLE;
3908                 }
3909                 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3910             }
3911
3912             if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3913             {
3914                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3915                 {
3916                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3917                     return WINED3DERR_NOTAVAILABLE;
3918                 }
3919                 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3920             }
3921
3922             if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3923             {
3924                 if (!CheckSrgbReadCapability(adapter, format))
3925                 {
3926                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3927                     return WINED3DERR_NOTAVAILABLE;
3928                 }
3929                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3930             }
3931
3932             if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3933             {
3934                 if (!CheckSrgbWriteCapability(adapter, format))
3935                 {
3936                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3937                     return WINED3DERR_NOTAVAILABLE;
3938                 }
3939                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3940             }
3941
3942             if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3943             {
3944                 if (!CheckVertexTextureCapability(adapter, format))
3945                 {
3946                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3947                     return WINED3DERR_NOTAVAILABLE;
3948                 }
3949                 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3950             }
3951
3952             if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3953             {
3954                 if (!CheckWrapAndMipCapability(adapter, format))
3955                 {
3956                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3957                     return WINED3DERR_NOTAVAILABLE;
3958                 }
3959                 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3960             }
3961
3962             if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3963             {
3964                 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3965                 {
3966                     TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
3967                     return WINED3DERR_NOTAVAILABLE;
3968                 }
3969                 if ((format->Flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
3970                 {
3971                     TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
3972                     return WINED3DERR_NOTAVAILABLE;
3973                 }
3974                 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3975             }
3976             break;
3977
3978         case WINED3DRTYPE_VOLUMETEXTURE:
3979         case WINED3DRTYPE_VOLUME:
3980             /* Volume is to VolumeTexture what Surface is to Texture, but its
3981              * usage caps are not documented. Most driver seem to offer
3982              * (nearly) the same on Volume and VolumeTexture, so do that too.
3983              *
3984              * Volumetexture allows:
3985              *      - D3DUSAGE_DYNAMIC
3986              *      - D3DUSAGE_NONSECURE (d3d9ex)
3987              *      - D3DUSAGE_SOFTWAREPROCESSING
3988              *      - D3DUSAGE_QUERY_WRAPANDMIP
3989              */
3990             if (SurfaceType != SURFACE_OPENGL)
3991             {
3992                 TRACE_(d3d_caps)("[FAILED]\n");
3993                 return WINED3DERR_NOTAVAILABLE;
3994             }
3995
3996             if (!gl_info->supported[EXT_TEXTURE3D])
3997             {
3998                 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
3999                 return WINED3DERR_NOTAVAILABLE;
4000             }
4001
4002             if (!CheckTextureCapability(adapter, format))
4003             {
4004                 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
4005                 return WINED3DERR_NOTAVAILABLE;
4006             }
4007
4008             /* Filter formats that need conversion; For one part, this
4009              * conversion is unimplemented, and volume textures are huge, so
4010              * it would be a big performance hit. Unless we hit an application
4011              * needing one of those formats, don't advertize them to avoid
4012              * leading applications into temptation. The windows drivers don't
4013              * support most of those formats on volumes anyway, except for
4014              * WINED3DFMT_R32_FLOAT. */
4015             switch (CheckFormat)
4016             {
4017                 case WINED3DFMT_P8_UINT:
4018                 case WINED3DFMT_L4A4_UNORM:
4019                 case WINED3DFMT_R32_FLOAT:
4020                 case WINED3DFMT_R16_FLOAT:
4021                 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
4022                 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
4023                 case WINED3DFMT_R16G16_UNORM:
4024                     TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4025                     return WINED3DERR_NOTAVAILABLE;
4026
4027                 case WINED3DFMT_R8G8B8A8_SNORM:
4028                 case WINED3DFMT_R16G16_SNORM:
4029                     if (!gl_info->supported[NV_TEXTURE_SHADER])
4030                     {
4031                         TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4032                         return WINED3DERR_NOTAVAILABLE;
4033                     }
4034                     break;
4035
4036                 case WINED3DFMT_R8G8_SNORM:
4037                     if (!gl_info->supported[NV_TEXTURE_SHADER])
4038                     {
4039                         TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4040                         return WINED3DERR_NOTAVAILABLE;
4041                     }
4042                     break;
4043
4044                 case WINED3DFMT_DXT1:
4045                 case WINED3DFMT_DXT2:
4046                 case WINED3DFMT_DXT3:
4047                 case WINED3DFMT_DXT4:
4048                 case WINED3DFMT_DXT5:
4049                     /* The GL_EXT_texture_compression_s3tc spec requires that
4050                      * loading an s3tc compressed texture results in an error.
4051                      * While the D3D refrast does support s3tc volumes, at
4052                      * least the nvidia windows driver does not, so we're free
4053                      * not to support this format. */
4054                     TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4055                     return WINED3DERR_NOTAVAILABLE;
4056
4057                 default:
4058                     /* Do nothing, continue with checking the format below */
4059                     break;
4060             }
4061
4062             /* Always report dynamic locking. */
4063             if (Usage & WINED3DUSAGE_DYNAMIC)
4064                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
4065
4066             /* Always report software processing. */
4067             if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4068                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4069
4070             if (Usage & WINED3DUSAGE_QUERY_FILTER)
4071             {
4072                 if (!CheckFilterCapability(adapter, format))
4073                 {
4074                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
4075                     return WINED3DERR_NOTAVAILABLE;
4076                 }
4077                 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
4078             }
4079
4080             if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
4081             {
4082                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
4083                 {
4084                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4085                     return WINED3DERR_NOTAVAILABLE;
4086                 }
4087                 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4088             }
4089
4090             if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
4091             {
4092                 if (!CheckSrgbReadCapability(adapter, format))
4093                 {
4094                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4095                     return WINED3DERR_NOTAVAILABLE;
4096                 }
4097                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
4098             }
4099
4100             if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4101             {
4102                 if (!CheckSrgbWriteCapability(adapter, format))
4103                 {
4104                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4105                     return WINED3DERR_NOTAVAILABLE;
4106                 }
4107                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4108             }
4109
4110             if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4111             {
4112                 if (!CheckVertexTextureCapability(adapter, format))
4113                 {
4114                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4115                     return WINED3DERR_NOTAVAILABLE;
4116                 }
4117                 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4118             }
4119
4120             if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4121             {
4122                 if (!CheckWrapAndMipCapability(adapter, format))
4123                 {
4124                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4125                     return WINED3DERR_NOTAVAILABLE;
4126                 }
4127                 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4128             }
4129             break;
4130
4131         default:
4132             FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(RType));
4133             return WINED3DERR_NOTAVAILABLE;
4134     }
4135
4136     /* When the UsageCaps exactly matches Usage return WINED3D_OK except for
4137      * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4138      * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4139     if (UsageCaps == Usage)
4140         return WINED3D_OK;
4141     if (UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4142         return WINED3DOK_NOAUTOGEN;
4143
4144     TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for CheckFormat %s and RType %s but only %#x is available\n",
4145             Usage, debug_d3dformat(CheckFormat), debug_d3dresourcetype(RType), UsageCaps);
4146
4147     return WINED3DERR_NOTAVAILABLE;
4148 }
4149
4150 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT adapter_idx,
4151         WINED3DDEVTYPE device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format)
4152 {
4153     FIXME("iface %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4154             iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4155             debug_d3dformat(dst_format));
4156
4157     return WINED3D_OK;
4158 }
4159
4160 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
4161         enum wined3d_format_id display_format, enum wined3d_format_id backbuffer_format, BOOL windowed)
4162 {
4163     UINT mode_count;
4164     HRESULT hr;
4165
4166     TRACE("iface %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
4167             iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(display_format),
4168             debug_d3dformat(backbuffer_format), windowed);
4169
4170     if (adapter_idx >= IWineD3D_GetAdapterCount(iface))
4171     {
4172         WARN_(d3d_caps)("adapter_idx >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
4173         return WINED3DERR_INVALIDCALL;
4174     }
4175
4176     /* The task of this function is to check whether a certain display / backbuffer format
4177      * combination is available on the given adapter. In fullscreen mode microsoft specified
4178      * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
4179      * and display format should match exactly.
4180      * In windowed mode format conversion can occur and this depends on the driver. When format
4181      * conversion is done, this function should nevertheless fail and applications need to use
4182      * CheckDeviceFormatConversion.
4183      * At the moment we assume that fullscreen and windowed have the same capabilities. */
4184
4185     /* There are only 4 display formats. */
4186     if (!(display_format == WINED3DFMT_B5G6R5_UNORM
4187             || display_format == WINED3DFMT_B5G5R5X1_UNORM
4188             || display_format == WINED3DFMT_B8G8R8X8_UNORM
4189             || display_format == WINED3DFMT_B10G10R10A2_UNORM))
4190     {
4191         TRACE_(d3d_caps)("Format %s is not supported as display format.\n", debug_d3dformat(display_format));
4192         return WINED3DERR_NOTAVAILABLE;
4193     }
4194
4195     /* If the requested display format is not available, don't continue. */
4196     mode_count = IWineD3DImpl_GetAdapterModeCount(iface, adapter_idx, display_format);
4197     if (!mode_count)
4198     {
4199         TRACE_(d3d_caps)("No available modes for display format %s.\n", debug_d3dformat(display_format));
4200         return WINED3DERR_NOTAVAILABLE;
4201     }
4202
4203     /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbuffer format,
4204      * it means 'reuse' the display format for the backbuffer. */
4205     if (!windowed && backbuffer_format == WINED3DFMT_UNKNOWN)
4206     {
4207         TRACE_(d3d_caps)("backbuffer_format WINED3FMT_UNKNOWN only available in windowed mode.\n");
4208         return WINED3DERR_NOTAVAILABLE;
4209     }
4210
4211     /* In FULLSCREEN mode WINED3DFMT_B5G6R5_UNORM can only be mixed with
4212      * backbuffer format WINED3DFMT_B5G6R5_UNORM. */
4213     if (display_format == WINED3DFMT_B5G6R5_UNORM && backbuffer_format != WINED3DFMT_B5G6R5_UNORM)
4214     {
4215         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4216                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4217         return WINED3DERR_NOTAVAILABLE;
4218     }
4219
4220     /* In FULLSCREEN mode WINED3DFMT_B5G5R5X1_UNORM can only be mixed with
4221      * backbuffer formats WINED3DFMT_B5G5R5X1_UNORM and
4222      * WINED3DFMT_B5G5R5A1_UNORM. */
4223     if (display_format == WINED3DFMT_B5G5R5X1_UNORM
4224             && !(backbuffer_format == WINED3DFMT_B5G5R5X1_UNORM || backbuffer_format == WINED3DFMT_B5G5R5A1_UNORM))
4225     {
4226         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4227                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4228         return WINED3DERR_NOTAVAILABLE;
4229     }
4230
4231     /* In FULLSCREEN mode WINED3DFMT_B8G8R8X8_UNORM can only be mixed with
4232      * backbuffer formats WINED3DFMT_B8G8R8X8_UNORM and
4233      * WINED3DFMT_B8G8R8A8_UNORM. */
4234     if (display_format == WINED3DFMT_B8G8R8X8_UNORM
4235             && !(backbuffer_format == WINED3DFMT_B8G8R8X8_UNORM || backbuffer_format == WINED3DFMT_B8G8R8A8_UNORM))
4236     {
4237         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4238                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4239         return WINED3DERR_NOTAVAILABLE;
4240     }
4241
4242     /* WINED3DFMT_B10G10R10A2_UNORM is only allowed in fullscreen mode and it
4243      * can only be mixed with backbuffer format WINED3DFMT_B10G10R10A2_UNORM. */
4244     if (display_format == WINED3DFMT_B10G10R10A2_UNORM
4245             && (backbuffer_format != WINED3DFMT_B10G10R10A2_UNORM || windowed))
4246     {
4247         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4248                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4249         return WINED3DERR_NOTAVAILABLE;
4250     }
4251
4252     /* Use CheckDeviceFormat to see if the backbuffer_format is usable with the given display_format */
4253     hr = IWineD3DImpl_CheckDeviceFormat(iface, adapter_idx, device_type, display_format,
4254             WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, backbuffer_format, SURFACE_OPENGL);
4255     if (FAILED(hr))
4256         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4257                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4258
4259     return hr;
4260 }
4261
4262 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4263       subset of a D3DCAPS9 structure. However, it has to come via a void *
4264       as the d3d8 interface cannot import the d3d9 header                  */
4265 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
4266
4267     IWineD3DImpl    *This = (IWineD3DImpl *)iface;
4268     struct wined3d_adapter *adapter = &This->adapters[Adapter];
4269     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4270     int vs_selected_mode;
4271     int ps_selected_mode;
4272     struct shader_caps shader_caps;
4273     struct fragment_caps fragment_caps;
4274     DWORD ckey_caps, blit_caps, fx_caps, pal_caps;
4275
4276     TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
4277
4278     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
4279         return WINED3DERR_INVALIDCALL;
4280     }
4281
4282     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4283
4284     /* ------------------------------------------------
4285        The following fields apply to both d3d8 and d3d9
4286        ------------------------------------------------ */
4287     pCaps->DeviceType              = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF;  /* Not quite true, but use h/w supported by opengl I suppose */
4288     pCaps->AdapterOrdinal          = Adapter;
4289
4290     pCaps->Caps                    = 0;
4291     pCaps->Caps2                   = WINED3DCAPS2_CANRENDERWINDOWED |
4292                                      WINED3DCAPS2_FULLSCREENGAMMA |
4293                                      WINED3DCAPS2_DYNAMICTEXTURES;
4294     if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4295     {
4296         pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4297     }
4298
4299     pCaps->Caps3                   = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4300                                      WINED3DCAPS3_COPY_TO_VIDMEM                   |
4301                                      WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4302
4303     pCaps->PresentationIntervals   = WINED3DPRESENT_INTERVAL_IMMEDIATE  |
4304                                      WINED3DPRESENT_INTERVAL_ONE;
4305
4306     pCaps->CursorCaps              = WINED3DCURSORCAPS_COLOR            |
4307                                      WINED3DCURSORCAPS_LOWRES;
4308
4309     pCaps->DevCaps                 = WINED3DDEVCAPS_FLOATTLVERTEX       |
4310                                      WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4311                                      WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4312                                      WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4313                                      WINED3DDEVCAPS_DRAWPRIMTLVERTEX    |
4314                                      WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4315                                      WINED3DDEVCAPS_EXECUTEVIDEOMEMORY  |
4316                                      WINED3DDEVCAPS_PUREDEVICE          |
4317                                      WINED3DDEVCAPS_HWRASTERIZATION     |
4318                                      WINED3DDEVCAPS_TEXTUREVIDEOMEMORY  |
4319                                      WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4320                                      WINED3DDEVCAPS_CANRENDERAFTERFLIP  |
4321                                      WINED3DDEVCAPS_DRAWPRIMITIVES2     |
4322                                      WINED3DDEVCAPS_DRAWPRIMITIVES2EX   |
4323                                      WINED3DDEVCAPS_RTPATCHES;
4324
4325     pCaps->PrimitiveMiscCaps       = WINED3DPMISCCAPS_CULLNONE              |
4326                                      WINED3DPMISCCAPS_CULLCCW               |
4327                                      WINED3DPMISCCAPS_CULLCW                |
4328                                      WINED3DPMISCCAPS_COLORWRITEENABLE      |
4329                                      WINED3DPMISCCAPS_CLIPTLVERTS           |
4330                                      WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4331                                      WINED3DPMISCCAPS_MASKZ                 |
4332                                      WINED3DPMISCCAPS_BLENDOP               |
4333                                      WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4334                                     /* TODO:
4335                                         WINED3DPMISCCAPS_NULLREFERENCE
4336                                         WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4337                                         WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4338                                         WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4339
4340     if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4341         pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4342     if (gl_info->supported[EXT_DRAW_BUFFERS2])
4343         pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4344
4345     pCaps->RasterCaps              = WINED3DPRASTERCAPS_DITHER    |
4346                                      WINED3DPRASTERCAPS_PAT       |
4347                                      WINED3DPRASTERCAPS_WFOG      |
4348                                      WINED3DPRASTERCAPS_ZFOG      |
4349                                      WINED3DPRASTERCAPS_FOGVERTEX |
4350                                      WINED3DPRASTERCAPS_FOGTABLE  |
4351                                      WINED3DPRASTERCAPS_STIPPLE   |
4352                                      WINED3DPRASTERCAPS_SUBPIXEL  |
4353                                      WINED3DPRASTERCAPS_ZTEST     |
4354                                      WINED3DPRASTERCAPS_SCISSORTEST   |
4355                                      WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4356                                      WINED3DPRASTERCAPS_DEPTHBIAS;
4357
4358     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4359     {
4360         pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY    |
4361                              WINED3DPRASTERCAPS_ZBIAS         |
4362                              WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4363     }
4364     if (gl_info->supported[NV_FOG_DISTANCE])
4365     {
4366         pCaps->RasterCaps         |= WINED3DPRASTERCAPS_FOGRANGE;
4367     }
4368                         /* FIXME Add:
4369                            WINED3DPRASTERCAPS_COLORPERSPECTIVE
4370                            WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4371                            WINED3DPRASTERCAPS_ANTIALIASEDGES
4372                            WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4373                            WINED3DPRASTERCAPS_WBUFFER */
4374
4375     pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS       |
4376                       WINED3DPCMPCAPS_EQUAL        |
4377                       WINED3DPCMPCAPS_GREATER      |
4378                       WINED3DPCMPCAPS_GREATEREQUAL |
4379                       WINED3DPCMPCAPS_LESS         |
4380                       WINED3DPCMPCAPS_LESSEQUAL    |
4381                       WINED3DPCMPCAPS_NEVER        |
4382                       WINED3DPCMPCAPS_NOTEQUAL;
4383
4384     pCaps->SrcBlendCaps  = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4385                            WINED3DPBLENDCAPS_BOTHSRCALPHA    |
4386                            WINED3DPBLENDCAPS_DESTALPHA       |
4387                            WINED3DPBLENDCAPS_DESTCOLOR       |
4388                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4389                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4390                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4391                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4392                            WINED3DPBLENDCAPS_ONE             |
4393                            WINED3DPBLENDCAPS_SRCALPHA        |
4394                            WINED3DPBLENDCAPS_SRCALPHASAT     |
4395                            WINED3DPBLENDCAPS_SRCCOLOR        |
4396                            WINED3DPBLENDCAPS_ZERO;
4397
4398     pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA       |
4399                            WINED3DPBLENDCAPS_DESTCOLOR       |
4400                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4401                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4402                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4403                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4404                            WINED3DPBLENDCAPS_ONE             |
4405                            WINED3DPBLENDCAPS_SRCALPHA        |
4406                            WINED3DPBLENDCAPS_SRCCOLOR        |
4407                            WINED3DPBLENDCAPS_ZERO;
4408     /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4409      * according to the glBlendFunc manpage
4410      *
4411      * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4412      * legacy settings for srcblend only
4413      */
4414
4415     if (gl_info->supported[EXT_BLEND_COLOR])
4416     {
4417         pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4418         pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4419     }
4420
4421
4422     pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS       |
4423                           WINED3DPCMPCAPS_EQUAL        |
4424                           WINED3DPCMPCAPS_GREATER      |
4425                           WINED3DPCMPCAPS_GREATEREQUAL |
4426                           WINED3DPCMPCAPS_LESS         |
4427                           WINED3DPCMPCAPS_LESSEQUAL    |
4428                           WINED3DPCMPCAPS_NEVER        |
4429                           WINED3DPCMPCAPS_NOTEQUAL;
4430
4431     pCaps->ShadeCaps     = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4432                            WINED3DPSHADECAPS_COLORGOURAUDRGB    |
4433                            WINED3DPSHADECAPS_ALPHAFLATBLEND     |
4434                            WINED3DPSHADECAPS_ALPHAGOURAUDBLEND  |
4435                            WINED3DPSHADECAPS_COLORFLATRGB       |
4436                            WINED3DPSHADECAPS_FOGFLAT            |
4437                            WINED3DPSHADECAPS_FOGGOURAUD         |
4438                            WINED3DPSHADECAPS_SPECULARFLATRGB;
4439
4440     pCaps->TextureCaps =  WINED3DPTEXTURECAPS_ALPHA              |
4441                           WINED3DPTEXTURECAPS_ALPHAPALETTE       |
4442                           WINED3DPTEXTURECAPS_TRANSPARENCY       |
4443                           WINED3DPTEXTURECAPS_BORDER             |
4444                           WINED3DPTEXTURECAPS_MIPMAP             |
4445                           WINED3DPTEXTURECAPS_PROJECTED          |
4446                           WINED3DPTEXTURECAPS_PERSPECTIVE;
4447
4448     if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4449     {
4450         pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4451                               WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4452     }
4453
4454     if (gl_info->supported[EXT_TEXTURE3D])
4455     {
4456         pCaps->TextureCaps |=  WINED3DPTEXTURECAPS_VOLUMEMAP      |
4457                                WINED3DPTEXTURECAPS_MIPVOLUMEMAP   |
4458                                WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4459     }
4460
4461     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4462     {
4463         pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP     |
4464                               WINED3DPTEXTURECAPS_MIPCUBEMAP    |
4465                               WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4466
4467     }
4468
4469     pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4470                                WINED3DPTFILTERCAPS_MAGFPOINT        |
4471                                WINED3DPTFILTERCAPS_MINFLINEAR       |
4472                                WINED3DPTFILTERCAPS_MINFPOINT        |
4473                                WINED3DPTFILTERCAPS_MIPFLINEAR       |
4474                                WINED3DPTFILTERCAPS_MIPFPOINT        |
4475                                WINED3DPTFILTERCAPS_LINEAR           |
4476                                WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4477                                WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4478                                WINED3DPTFILTERCAPS_MIPLINEAR        |
4479                                WINED3DPTFILTERCAPS_MIPNEAREST       |
4480                                WINED3DPTFILTERCAPS_NEAREST;
4481
4482     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4483     {
4484         pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4485                                     WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4486     }
4487
4488     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4489     {
4490         pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4491                                        WINED3DPTFILTERCAPS_MAGFPOINT        |
4492                                        WINED3DPTFILTERCAPS_MINFLINEAR       |
4493                                        WINED3DPTFILTERCAPS_MINFPOINT        |
4494                                        WINED3DPTFILTERCAPS_MIPFLINEAR       |
4495                                        WINED3DPTFILTERCAPS_MIPFPOINT        |
4496                                        WINED3DPTFILTERCAPS_LINEAR           |
4497                                        WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4498                                        WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4499                                        WINED3DPTFILTERCAPS_MIPLINEAR        |
4500                                        WINED3DPTFILTERCAPS_MIPNEAREST       |
4501                                        WINED3DPTFILTERCAPS_NEAREST;
4502
4503         if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4504         {
4505             pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4506                                             WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4507         }
4508     } else
4509         pCaps->CubeTextureFilterCaps = 0;
4510
4511     if (gl_info->supported[EXT_TEXTURE3D])
4512     {
4513         pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4514                                          WINED3DPTFILTERCAPS_MAGFPOINT        |
4515                                          WINED3DPTFILTERCAPS_MINFLINEAR       |
4516                                          WINED3DPTFILTERCAPS_MINFPOINT        |
4517                                          WINED3DPTFILTERCAPS_MIPFLINEAR       |
4518                                          WINED3DPTFILTERCAPS_MIPFPOINT        |
4519                                          WINED3DPTFILTERCAPS_LINEAR           |
4520                                          WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4521                                          WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4522                                          WINED3DPTFILTERCAPS_MIPLINEAR        |
4523                                          WINED3DPTFILTERCAPS_MIPNEAREST       |
4524                                          WINED3DPTFILTERCAPS_NEAREST;
4525     } else
4526         pCaps->VolumeTextureFilterCaps = 0;
4527
4528     pCaps->TextureAddressCaps =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4529                                  WINED3DPTADDRESSCAPS_CLAMP  |
4530                                  WINED3DPTADDRESSCAPS_WRAP;
4531
4532     if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4533     {
4534         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4535     }
4536     if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4537     {
4538         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4539     }
4540     if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4541     {
4542         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4543     }
4544
4545     if (gl_info->supported[EXT_TEXTURE3D])
4546     {
4547         pCaps->VolumeTextureAddressCaps =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4548                                            WINED3DPTADDRESSCAPS_CLAMP  |
4549                                            WINED3DPTADDRESSCAPS_WRAP;
4550         if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4551         {
4552             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4553         }
4554         if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4555         {
4556             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4557         }
4558         if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4559         {
4560             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4561         }
4562     } else
4563         pCaps->VolumeTextureAddressCaps = 0;
4564
4565     pCaps->LineCaps = WINED3DLINECAPS_TEXTURE       |
4566                       WINED3DLINECAPS_ZTEST         |
4567                       WINED3DLINECAPS_BLEND         |
4568                       WINED3DLINECAPS_ALPHACMP      |
4569                       WINED3DLINECAPS_FOG;
4570     /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4571      * idea how generating the smoothing alpha values works; the result is different
4572      */
4573
4574     pCaps->MaxTextureWidth = gl_info->limits.texture_size;
4575     pCaps->MaxTextureHeight = gl_info->limits.texture_size;
4576
4577     if (gl_info->supported[EXT_TEXTURE3D])
4578         pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4579     else
4580         pCaps->MaxVolumeExtent = 0;
4581
4582     pCaps->MaxTextureRepeat = 32768;
4583     pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4584     pCaps->MaxVertexW = 1.0f;
4585
4586     pCaps->GuardBandLeft = 0.0f;
4587     pCaps->GuardBandTop = 0.0f;
4588     pCaps->GuardBandRight = 0.0f;
4589     pCaps->GuardBandBottom = 0.0f;
4590
4591     pCaps->ExtentsAdjust = 0.0f;
4592
4593     pCaps->StencilCaps =  WINED3DSTENCILCAPS_DECRSAT |
4594                           WINED3DSTENCILCAPS_INCRSAT |
4595                           WINED3DSTENCILCAPS_INVERT  |
4596                           WINED3DSTENCILCAPS_KEEP    |
4597                           WINED3DSTENCILCAPS_REPLACE |
4598                           WINED3DSTENCILCAPS_ZERO;
4599     if (gl_info->supported[EXT_STENCIL_WRAP])
4600     {
4601         pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR  |
4602                               WINED3DSTENCILCAPS_INCR;
4603     }
4604     if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4605     {
4606         pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4607     }
4608
4609     pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4610
4611     pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4612     pCaps->MaxActiveLights = gl_info->limits.lights;
4613
4614     pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
4615     pCaps->MaxVertexBlendMatrixIndex   = 0;
4616
4617     pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
4618     pCaps->MaxPointSize = gl_info->limits.pointsize_max;
4619
4620
4621     /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4622     pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4623                                   WINED3DVTXPCAPS_MATERIALSOURCE7   |
4624                                   WINED3DVTXPCAPS_POSITIONALLIGHTS  |
4625                                   WINED3DVTXPCAPS_LOCALVIEWER       |
4626                                   WINED3DVTXPCAPS_VERTEXFOG         |
4627                                   WINED3DVTXPCAPS_TEXGEN;
4628
4629     pCaps->MaxPrimitiveCount   = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4630     pCaps->MaxVertexIndex      = 0xFFFFF;
4631     pCaps->MaxStreams          = MAX_STREAMS;
4632     pCaps->MaxStreamStride     = 1024;
4633
4634     /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4635     pCaps->DevCaps2                          = WINED3DDEVCAPS2_STREAMOFFSET |
4636                                                WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4637     pCaps->MaxNpatchTessellationLevel        = 0;
4638     pCaps->MasterAdapterOrdinal              = 0;
4639     pCaps->AdapterOrdinalInGroup             = 0;
4640     pCaps->NumberOfAdaptersInGroup           = 1;
4641
4642     pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
4643
4644     pCaps->StretchRectFilterCaps             = WINED3DPTFILTERCAPS_MINFPOINT  |
4645                                                 WINED3DPTFILTERCAPS_MAGFPOINT  |
4646                                                 WINED3DPTFILTERCAPS_MINFLINEAR |
4647                                                 WINED3DPTFILTERCAPS_MAGFLINEAR;
4648     pCaps->VertexTextureFilterCaps           = 0;
4649
4650     adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4651     adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4652
4653     /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4654     pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4655
4656     /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4657      * Ignore shader model capabilities if disabled in config
4658      */
4659     if(vs_selected_mode == SHADER_NONE) {
4660         TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4661         pCaps->VertexShaderVersion          = WINED3DVS_VERSION(0,0);
4662         pCaps->MaxVertexShaderConst         = 0;
4663     } else {
4664         pCaps->VertexShaderVersion          = shader_caps.VertexShaderVersion;
4665         pCaps->MaxVertexShaderConst         = shader_caps.MaxVertexShaderConst;
4666     }
4667
4668     if(ps_selected_mode == SHADER_NONE) {
4669         TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4670         pCaps->PixelShaderVersion           = WINED3DPS_VERSION(0,0);
4671         pCaps->PixelShader1xMaxValue        = 0.0f;
4672     } else {
4673         pCaps->PixelShaderVersion           = shader_caps.PixelShaderVersion;
4674         pCaps->PixelShader1xMaxValue        = shader_caps.PixelShader1xMaxValue;
4675     }
4676
4677     pCaps->TextureOpCaps                    = fragment_caps.TextureOpCaps;
4678     pCaps->MaxTextureBlendStages            = fragment_caps.MaxTextureBlendStages;
4679     pCaps->MaxSimultaneousTextures          = fragment_caps.MaxSimultaneousTextures;
4680
4681     /* The following caps are shader specific, but they are things we cannot detect, or which
4682      * are the same among all shader models. So to avoid code duplication set the shader version
4683      * specific, but otherwise constant caps here
4684      */
4685     if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4686         /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4687         use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4688         pCaps->VS20Caps.Caps                     = WINED3DVS20CAPS_PREDICATION;
4689         pCaps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4690         pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4691         pCaps->VS20Caps.StaticFlowControlDepth   = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4692
4693         pCaps->MaxVShaderInstructionsExecuted    = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4694         pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4695     }
4696     else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4697     {
4698         pCaps->VS20Caps.Caps                     = 0;
4699         pCaps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4700         pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4701         pCaps->VS20Caps.StaticFlowControlDepth   = 1;
4702
4703         pCaps->MaxVShaderInstructionsExecuted    = 65535;
4704         pCaps->MaxVertexShader30InstructionSlots = 0;
4705     } else { /* VS 1.x */
4706         pCaps->VS20Caps.Caps                     = 0;
4707         pCaps->VS20Caps.DynamicFlowControlDepth  = 0;
4708         pCaps->VS20Caps.NumTemps                 = 0;
4709         pCaps->VS20Caps.StaticFlowControlDepth   = 0;
4710
4711         pCaps->MaxVShaderInstructionsExecuted    = 0;
4712         pCaps->MaxVertexShader30InstructionSlots = 0;
4713     }
4714
4715     if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4716         /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4717         use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4718
4719         /* 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 */
4720         pCaps->PS20Caps.Caps                     = WINED3DPS20CAPS_ARBITRARYSWIZZLE     |
4721                 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4722                 WINED3DPS20CAPS_PREDICATION          |
4723                 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4724                 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4725         pCaps->PS20Caps.DynamicFlowControlDepth  = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4726         pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4727         pCaps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4728         pCaps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4729
4730         pCaps->MaxPShaderInstructionsExecuted    = 65535;
4731         pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4732                 adapter->gl_info.limits.arb_ps_instructions);
4733     }
4734     else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4735     {
4736         /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4737         pCaps->PS20Caps.Caps                     = 0;
4738         pCaps->PS20Caps.DynamicFlowControlDepth  = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4739         pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4740         pCaps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4741         pCaps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4742
4743         pCaps->MaxPShaderInstructionsExecuted    = 512; /* Minimum value, a GeforceFX uses 1024 */
4744         pCaps->MaxPixelShader30InstructionSlots  = 0;
4745     } else { /* PS 1.x */
4746         pCaps->PS20Caps.Caps                     = 0;
4747         pCaps->PS20Caps.DynamicFlowControlDepth  = 0;
4748         pCaps->PS20Caps.NumTemps                 = 0;
4749         pCaps->PS20Caps.StaticFlowControlDepth   = 0;
4750         pCaps->PS20Caps.NumInstructionSlots      = 0;
4751
4752         pCaps->MaxPShaderInstructionsExecuted    = 0;
4753         pCaps->MaxPixelShader30InstructionSlots  = 0;
4754     }
4755
4756     if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4757         /* OpenGL supports all the formats below, perhaps not always
4758          * without conversion, but it supports them.
4759          * Further GLSL doesn't seem to have an official unsigned type so
4760          * don't advertise it yet as I'm not sure how we handle it.
4761          * We might need to add some clamping in the shader engine to
4762          * support it.
4763          * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4764         pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4    |
4765                            WINED3DDTCAPS_UBYTE4N   |
4766                            WINED3DDTCAPS_SHORT2N   |
4767                            WINED3DDTCAPS_SHORT4N;
4768         if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4769         {
4770             pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4771                                 WINED3DDTCAPS_FLOAT16_4;
4772         }
4773     } else
4774         pCaps->DeclTypes                         = 0;
4775
4776     /* Set DirectDraw helper Caps */
4777     ckey_caps =                         WINEDDCKEYCAPS_DESTBLT              |
4778                                         WINEDDCKEYCAPS_SRCBLT;
4779     fx_caps =                           WINEDDFXCAPS_BLTALPHA               |
4780                                         WINEDDFXCAPS_BLTMIRRORLEFTRIGHT     |
4781                                         WINEDDFXCAPS_BLTMIRRORUPDOWN        |
4782                                         WINEDDFXCAPS_BLTROTATION90          |
4783                                         WINEDDFXCAPS_BLTSHRINKX             |
4784                                         WINEDDFXCAPS_BLTSHRINKXN            |
4785                                         WINEDDFXCAPS_BLTSHRINKY             |
4786                                         WINEDDFXCAPS_BLTSHRINKXN            |
4787                                         WINEDDFXCAPS_BLTSTRETCHX            |
4788                                         WINEDDFXCAPS_BLTSTRETCHXN           |
4789                                         WINEDDFXCAPS_BLTSTRETCHY            |
4790                                         WINEDDFXCAPS_BLTSTRETCHYN;
4791     blit_caps =                         WINEDDCAPS_BLT                      |
4792                                         WINEDDCAPS_BLTCOLORFILL             |
4793                                         WINEDDCAPS_BLTDEPTHFILL             |
4794                                         WINEDDCAPS_BLTSTRETCH               |
4795                                         WINEDDCAPS_CANBLTSYSMEM             |
4796                                         WINEDDCAPS_CANCLIP                  |
4797                                         WINEDDCAPS_CANCLIPSTRETCHED         |
4798                                         WINEDDCAPS_COLORKEY                 |
4799                                         WINEDDCAPS_COLORKEYHWASSIST         |
4800                                         WINEDDCAPS_ALIGNBOUNDARYSRC;
4801     pal_caps =                          WINEDDPCAPS_8BIT                    |
4802                                         WINEDDPCAPS_PRIMARYSURFACE;
4803
4804     /* Fill the ddraw caps structure */
4805     pCaps->DirectDrawCaps.Caps =        WINEDDCAPS_GDI                      |
4806                                         WINEDDCAPS_PALETTE                  |
4807                                         blit_caps;
4808     pCaps->DirectDrawCaps.Caps2 =       WINEDDCAPS2_CERTIFIED                |
4809                                         WINEDDCAPS2_NOPAGELOCKREQUIRED       |
4810                                         WINEDDCAPS2_PRIMARYGAMMA             |
4811                                         WINEDDCAPS2_WIDESURFACES             |
4812                                         WINEDDCAPS2_CANRENDERWINDOWED;
4813     pCaps->DirectDrawCaps.CKeyCaps =    ckey_caps;
4814     pCaps->DirectDrawCaps.FXCaps =      fx_caps;
4815     pCaps->DirectDrawCaps.PalCaps =     pal_caps;
4816     pCaps->DirectDrawCaps.SVBCaps =     blit_caps;
4817     pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4818     pCaps->DirectDrawCaps.SVBFXCaps =   fx_caps;
4819     pCaps->DirectDrawCaps.VSBCaps =     blit_caps;
4820     pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4821     pCaps->DirectDrawCaps.VSBFXCaps =   fx_caps;
4822     pCaps->DirectDrawCaps.SSBCaps =     blit_caps;
4823     pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4824     pCaps->DirectDrawCaps.SSBFXCaps =   fx_caps;
4825
4826     pCaps->DirectDrawCaps.ddsCaps =     WINEDDSCAPS_ALPHA                   |
4827                                         WINEDDSCAPS_BACKBUFFER              |
4828                                         WINEDDSCAPS_FLIP                    |
4829                                         WINEDDSCAPS_FRONTBUFFER             |
4830                                         WINEDDSCAPS_OFFSCREENPLAIN          |
4831                                         WINEDDSCAPS_PALETTE                 |
4832                                         WINEDDSCAPS_PRIMARYSURFACE          |
4833                                         WINEDDSCAPS_SYSTEMMEMORY            |
4834                                         WINEDDSCAPS_VIDEOMEMORY             |
4835                                         WINEDDSCAPS_VISIBLE;
4836     pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4837
4838     /* Set D3D caps if OpenGL is available. */
4839     if (adapter->opengl)
4840     {
4841         pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE                |
4842                                         WINEDDSCAPS_MIPMAP                  |
4843                                         WINEDDSCAPS_TEXTURE                 |
4844                                         WINEDDSCAPS_ZBUFFER;
4845         pCaps->DirectDrawCaps.Caps |=   WINEDDCAPS_3D;
4846     }
4847
4848     return WINED3D_OK;
4849 }
4850
4851 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
4852         HWND focus_window, DWORD flags, IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4853 {
4854     IWineD3DImpl *This = (IWineD3DImpl *)iface;
4855     IWineD3DDeviceImpl *object;
4856     HRESULT hr;
4857
4858     TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, device_parent %p, device %p.\n",
4859             iface, adapter_idx, device_type, focus_window, flags, device_parent, device);
4860
4861     /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4862      * number and create a device without a 3D adapter for 2D only operation. */
4863     if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
4864     {
4865         return WINED3DERR_INVALIDCALL;
4866     }
4867
4868     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4869     if (!object)
4870     {
4871         ERR("Failed to allocate device memory.\n");
4872         return E_OUTOFMEMORY;
4873     }
4874
4875     hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, device_parent);
4876     if (FAILED(hr))
4877     {
4878         WARN("Failed to initialize device, hr %#x.\n", hr);
4879         HeapFree(GetProcessHeap(), 0, object);
4880         return hr;
4881     }
4882
4883     TRACE("Created device %p.\n", object);
4884     *device = (IWineD3DDevice *)object;
4885
4886     IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4887
4888     return WINED3D_OK;
4889 }
4890
4891 static void * WINAPI IWineD3DImpl_GetParent(IWineD3D *iface)
4892 {
4893     TRACE("iface %p.\n", iface);
4894
4895     return ((IWineD3DImpl *)iface)->parent;
4896 }
4897
4898 static void WINE_GLAPI invalid_func(const void *data)
4899 {
4900     ERR("Invalid vertex attribute function called\n");
4901     DebugBreak();
4902 }
4903
4904 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4905 {
4906     ERR("Invalid texcoord function called\n");
4907     DebugBreak();
4908 }
4909
4910 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4911  * the extension detection and are used in drawStridedSlow
4912  */
4913 static void WINE_GLAPI position_d3dcolor(const void *data)
4914 {
4915     DWORD pos = *((const DWORD *)data);
4916
4917     FIXME("Add a test for fixed function position from d3dcolor type\n");
4918     glVertex4s(D3DCOLOR_B_R(pos),
4919                D3DCOLOR_B_G(pos),
4920                D3DCOLOR_B_B(pos),
4921                D3DCOLOR_B_A(pos));
4922 }
4923
4924 static void WINE_GLAPI position_float4(const void *data)
4925 {
4926     const GLfloat *pos = data;
4927
4928     if (pos[3] != 0.0f && pos[3] != 1.0f)
4929     {
4930         float w = 1.0f / pos[3];
4931
4932         glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4933     }
4934     else
4935     {
4936         glVertex3fv(pos);
4937     }
4938 }
4939
4940 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4941 {
4942     DWORD diffuseColor = *((const DWORD *)data);
4943
4944     glColor4ub(D3DCOLOR_B_R(diffuseColor),
4945                D3DCOLOR_B_G(diffuseColor),
4946                D3DCOLOR_B_B(diffuseColor),
4947                D3DCOLOR_B_A(diffuseColor));
4948 }
4949
4950 static void WINE_GLAPI specular_d3dcolor(const void *data)
4951 {
4952     DWORD specularColor = *((const DWORD *)data);
4953     GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4954             D3DCOLOR_B_G(specularColor),
4955             D3DCOLOR_B_B(specularColor)};
4956
4957     specular_func_3ubv(d);
4958 }
4959
4960 static void WINE_GLAPI warn_no_specular_func(const void *data)
4961 {
4962     WARN("GL_EXT_secondary_color not supported\n");
4963 }
4964
4965 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
4966 {
4967     position_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
4968     position_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
4969     position_funcs[WINED3D_FFP_EMIT_FLOAT3]      = (glAttribFunc)glVertex3fv;
4970     position_funcs[WINED3D_FFP_EMIT_FLOAT4]      = position_float4;
4971     position_funcs[WINED3D_FFP_EMIT_D3DCOLOR]    = position_d3dcolor;
4972     position_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
4973     position_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
4974     position_funcs[WINED3D_FFP_EMIT_SHORT4]      = (glAttribFunc)glVertex2sv;
4975     position_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
4976     position_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
4977     position_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
4978     position_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
4979     position_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
4980     position_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
4981     position_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
4982     position_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
4983     position_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
4984
4985     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1]       = invalid_func;
4986     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2]       = invalid_func;
4987     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3]       = (glAttribFunc)glColor3fv;
4988     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4]       = (glAttribFunc)glColor4fv;
4989     diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR]     = diffuse_d3dcolor;
4990     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4]       = invalid_func;
4991     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2]       = invalid_func;
4992     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4]       = invalid_func;
4993     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N]      = (glAttribFunc)glColor4ubv;
4994     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N]      = invalid_func;
4995     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N]      = (glAttribFunc)glColor4sv;
4996     diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N]     = invalid_func;
4997     diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N]     = (glAttribFunc)glColor4usv;
4998     diffuse_funcs[WINED3D_FFP_EMIT_UDEC3]        = invalid_func;
4999     diffuse_funcs[WINED3D_FFP_EMIT_DEC3N]        = invalid_func;
5000     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2]    = invalid_func;
5001     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4]    = invalid_func;
5002
5003     /* No 4 component entry points here */
5004     specular_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
5005     specular_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
5006     if (gl_info->supported[EXT_SECONDARY_COLOR])
5007     {
5008         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
5009     }
5010     else
5011     {
5012         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = warn_no_specular_func;
5013     }
5014     specular_funcs[WINED3D_FFP_EMIT_FLOAT4]      = invalid_func;
5015     if (gl_info->supported[EXT_SECONDARY_COLOR])
5016     {
5017         specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
5018         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
5019     }
5020     else
5021     {
5022         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
5023     }
5024     specular_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
5025     specular_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
5026     specular_funcs[WINED3D_FFP_EMIT_SHORT4]      = invalid_func;
5027     specular_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
5028     specular_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
5029     specular_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
5030     specular_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
5031     specular_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
5032     specular_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
5033     specular_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
5034     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
5035     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
5036
5037     /* Only 3 component entry points here. Test how others behave. Float4 normals are used
5038      * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
5039      */
5040     normal_funcs[WINED3D_FFP_EMIT_FLOAT1]         = invalid_func;
5041     normal_funcs[WINED3D_FFP_EMIT_FLOAT2]         = invalid_func;
5042     normal_funcs[WINED3D_FFP_EMIT_FLOAT3]         = (glAttribFunc)glNormal3fv;
5043     normal_funcs[WINED3D_FFP_EMIT_FLOAT4]         = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
5044     normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR]       = invalid_func;
5045     normal_funcs[WINED3D_FFP_EMIT_UBYTE4]         = invalid_func;
5046     normal_funcs[WINED3D_FFP_EMIT_SHORT2]         = invalid_func;
5047     normal_funcs[WINED3D_FFP_EMIT_SHORT4]         = invalid_func;
5048     normal_funcs[WINED3D_FFP_EMIT_UBYTE4N]        = invalid_func;
5049     normal_funcs[WINED3D_FFP_EMIT_SHORT2N]        = invalid_func;
5050     normal_funcs[WINED3D_FFP_EMIT_SHORT4N]        = invalid_func;
5051     normal_funcs[WINED3D_FFP_EMIT_USHORT2N]       = invalid_func;
5052     normal_funcs[WINED3D_FFP_EMIT_USHORT4N]       = invalid_func;
5053     normal_funcs[WINED3D_FFP_EMIT_UDEC3]          = invalid_func;
5054     normal_funcs[WINED3D_FFP_EMIT_DEC3N]          = invalid_func;
5055     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2]      = invalid_func;
5056     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4]      = invalid_func;
5057
5058     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
5059     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
5060     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
5061     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
5062     multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR]  = invalid_texcoord_func;
5063     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4]    = invalid_texcoord_func;
5064     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
5065     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
5066     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N]   = invalid_texcoord_func;
5067     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N]   = invalid_texcoord_func;
5068     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N]   = invalid_texcoord_func;
5069     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N]  = invalid_texcoord_func;
5070     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N]  = invalid_texcoord_func;
5071     multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3]     = invalid_texcoord_func;
5072     multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N]     = invalid_texcoord_func;
5073     if (gl_info->supported[NV_HALF_FLOAT])
5074     {
5075         /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
5076         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
5077         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
5078     } else {
5079         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
5080         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
5081     }
5082 }
5083
5084 /* Do not call while under the GL lock. */
5085 static BOOL InitAdapters(IWineD3DImpl *This)
5086 {
5087     static HMODULE mod_gl;
5088     BOOL ret;
5089     int ps_selected_mode, vs_selected_mode;
5090
5091     /* No need to hold any lock. The calling library makes sure only one thread calls
5092      * wined3d simultaneously
5093      */
5094
5095     TRACE("Initializing adapters\n");
5096
5097     if(!mod_gl) {
5098 #ifdef USE_WIN32_OPENGL
5099 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
5100         mod_gl = LoadLibraryA("opengl32.dll");
5101         if(!mod_gl) {
5102             ERR("Can't load opengl32.dll!\n");
5103             goto nogl_adapter;
5104         }
5105 #else
5106 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
5107         /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
5108         mod_gl = GetModuleHandleA("gdi32.dll");
5109 #endif
5110     }
5111
5112 /* Load WGL core functions from opengl32.dll */
5113 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5114     WGL_FUNCS_GEN;
5115 #undef USE_WGL_FUNC
5116
5117     if(!pwglGetProcAddress) {
5118         ERR("Unable to load wglGetProcAddress!\n");
5119         goto nogl_adapter;
5120     }
5121
5122 /* Dynamically load all GL core functions */
5123     GL_FUNCS_GEN;
5124 #undef USE_GL_FUNC
5125
5126     /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5127      * otherwise because we have to use winex11.drv's override
5128      */
5129 #ifdef USE_WIN32_OPENGL
5130     wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5131     wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5132 #else
5133     wglFinish = (void*)pwglGetProcAddress("wglFinish");
5134     wglFlush = (void*)pwglGetProcAddress("wglFlush");
5135 #endif
5136
5137     glEnableWINE = glEnable;
5138     glDisableWINE = glDisable;
5139
5140     /* For now only one default adapter */
5141     {
5142         struct wined3d_adapter *adapter = &This->adapters[0];
5143         const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5144         struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5145         int iPixelFormat;
5146         int res;
5147         int i;
5148         WineD3D_PixelFormat *cfgs;
5149         DISPLAY_DEVICEW DisplayDevice;
5150         HDC hdc;
5151
5152         TRACE("Initializing default adapter\n");
5153         adapter->ordinal = 0;
5154         adapter->monitorPoint.x = -1;
5155         adapter->monitorPoint.y = -1;
5156
5157         if (!AllocateLocallyUniqueId(&adapter->luid))
5158         {
5159             DWORD err = GetLastError();
5160             ERR("Failed to set adapter LUID (%#x).\n", err);
5161             goto nogl_adapter;
5162         }
5163         TRACE("Allocated LUID %08x:%08x for adapter.\n",
5164                 adapter->luid.HighPart, adapter->luid.LowPart);
5165
5166         if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5167         {
5168             ERR("Failed to get a gl context for default adapter\n");
5169             goto nogl_adapter;
5170         }
5171
5172         ret = IWineD3DImpl_FillGLCaps(adapter);
5173         if(!ret) {
5174             ERR("Failed to initialize gl caps for default adapter\n");
5175             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5176             goto nogl_adapter;
5177         }
5178         ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5179         if(!ret) {
5180             ERR("Failed to init gl formats\n");
5181             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5182             goto nogl_adapter;
5183         }
5184
5185         hdc = fake_gl_ctx.dc;
5186
5187         /* Use the VideoRamSize registry setting when set */
5188         if(wined3d_settings.emulated_textureram)
5189             adapter->TextureRam = wined3d_settings.emulated_textureram;
5190         else
5191             adapter->TextureRam = adapter->gl_info.vidmem;
5192         adapter->UsedTextureRam = 0;
5193         TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5194
5195         /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5196         DisplayDevice.cb = sizeof(DisplayDevice);
5197         EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5198         TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5199         strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5200
5201         if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5202         {
5203             int attribute;
5204             int attribs[11];
5205             int values[11];
5206             int nAttribs = 0;
5207
5208             attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5209             GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5210
5211             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
5212             cfgs = adapter->cfgs;
5213             attribs[nAttribs++] = WGL_RED_BITS_ARB;
5214             attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5215             attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5216             attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5217             attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5218             attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5219             attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5220             attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5221             attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5222             attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5223             attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5224
5225             for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5226             {
5227                 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5228
5229                 if(!res)
5230                     continue;
5231
5232                 /* Cache the pixel format */
5233                 cfgs->iPixelFormat = iPixelFormat;
5234                 cfgs->redSize = values[0];
5235                 cfgs->greenSize = values[1];
5236                 cfgs->blueSize = values[2];
5237                 cfgs->alphaSize = values[3];
5238                 cfgs->colorSize = values[4];
5239                 cfgs->depthSize = values[5];
5240                 cfgs->stencilSize = values[6];
5241                 cfgs->windowDrawable = values[7];
5242                 cfgs->iPixelType = values[8];
5243                 cfgs->doubleBuffer = values[9];
5244                 cfgs->auxBuffers = values[10];
5245
5246                 cfgs->numSamples = 0;
5247                 /* Check multisample support */
5248                 if (gl_info->supported[ARB_MULTISAMPLE])
5249                 {
5250                     int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5251                     int value[2];
5252                     if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5253                         /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5254                         * value[1] = number of multi sample buffers*/
5255                         if(value[0])
5256                             cfgs->numSamples = value[1];
5257                     }
5258                 }
5259
5260                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5261                         "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5262                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5263                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5264                         cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5265                 cfgs++;
5266             }
5267         }
5268         else
5269         {
5270             int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5271             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
5272             adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5273
5274             cfgs = adapter->cfgs;
5275             for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5276             {
5277                 PIXELFORMATDESCRIPTOR ppfd;
5278
5279                 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5280                 if(!res)
5281                     continue;
5282
5283                 /* We only want HW acceleration using an OpenGL ICD driver.
5284                  * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5285                  * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5286                  */
5287                 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5288                 {
5289                     TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5290                     continue;
5291                 }
5292
5293                 cfgs->iPixelFormat = iPixelFormat;
5294                 cfgs->redSize = ppfd.cRedBits;
5295                 cfgs->greenSize = ppfd.cGreenBits;
5296                 cfgs->blueSize = ppfd.cBlueBits;
5297                 cfgs->alphaSize = ppfd.cAlphaBits;
5298                 cfgs->colorSize = ppfd.cColorBits;
5299                 cfgs->depthSize = ppfd.cDepthBits;
5300                 cfgs->stencilSize = ppfd.cStencilBits;
5301                 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5302                 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5303                 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5304                 cfgs->auxBuffers = ppfd.cAuxBuffers;
5305                 cfgs->numSamples = 0;
5306
5307                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5308                         "depth=%d, stencil=%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->windowDrawable);
5312                 cfgs++;
5313                 adapter->nCfgs++;
5314             }
5315
5316             /* 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 */
5317             if(!adapter->nCfgs)
5318             {
5319                 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5320
5321                 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5322                 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5323                 goto nogl_adapter;
5324             }
5325         }
5326
5327         /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5328          * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5329          * but just fake it using D24(X8?) which is fine. D3D also allows that.
5330          * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5331          * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5332          * driver is allowed to consume more bits EXCEPT for stencil bits.
5333          *
5334          * Mark an adapter with this broken stencil behavior.
5335          */
5336         adapter->brokenStencil = TRUE;
5337         for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5338         {
5339             /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5340             if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5341                 adapter->brokenStencil = FALSE;
5342                 break;
5343             }
5344         }
5345
5346         WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5347
5348         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5349         fillGLAttribFuncs(&adapter->gl_info);
5350         adapter->opengl = TRUE;
5351     }
5352     This->adapter_count = 1;
5353     TRACE("%u adapters successfully initialized\n", This->adapter_count);
5354
5355     return TRUE;
5356
5357 nogl_adapter:
5358     /* Initialize an adapter for ddraw-only memory counting */
5359     memset(This->adapters, 0, sizeof(This->adapters));
5360     This->adapters[0].ordinal = 0;
5361     This->adapters[0].opengl = FALSE;
5362     This->adapters[0].monitorPoint.x = -1;
5363     This->adapters[0].monitorPoint.y = -1;
5364
5365     This->adapters[0].driver_info.name = "Display";
5366     This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5367     if(wined3d_settings.emulated_textureram) {
5368         This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5369     } else {
5370         This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5371     }
5372
5373     initPixelFormatsNoGL(&This->adapters[0].gl_info);
5374
5375     This->adapter_count = 1;
5376     return FALSE;
5377 }
5378
5379 /**********************************************************
5380  * IWineD3D VTbl follows
5381  **********************************************************/
5382
5383 static const struct IWineD3DVtbl IWineD3D_Vtbl =
5384 {
5385     /* IUnknown */
5386     IWineD3DImpl_QueryInterface,
5387     IWineD3DImpl_AddRef,
5388     IWineD3DImpl_Release,
5389     /* IWineD3D */
5390     IWineD3DImpl_GetParent,
5391     IWineD3DImpl_GetAdapterCount,
5392     IWineD3DImpl_RegisterSoftwareDevice,
5393     IWineD3DImpl_GetAdapterMonitor,
5394     IWineD3DImpl_GetAdapterModeCount,
5395     IWineD3DImpl_EnumAdapterModes,
5396     IWineD3DImpl_GetAdapterDisplayMode,
5397     IWineD3DImpl_GetAdapterIdentifier,
5398     IWineD3DImpl_CheckDeviceMultiSampleType,
5399     IWineD3DImpl_CheckDepthStencilMatch,
5400     IWineD3DImpl_CheckDeviceType,
5401     IWineD3DImpl_CheckDeviceFormat,
5402     IWineD3DImpl_CheckDeviceFormatConversion,
5403     IWineD3DImpl_GetDeviceCaps,
5404     IWineD3DImpl_CreateDevice
5405 };
5406
5407 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5408
5409 const struct wined3d_parent_ops wined3d_null_parent_ops =
5410 {
5411     wined3d_null_wined3d_object_destroyed,
5412 };
5413
5414 /* Do not call while under the GL lock. */
5415 HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, void *parent)
5416 {
5417     wined3d->lpVtbl = &IWineD3D_Vtbl;
5418     wined3d->dxVersion = version;
5419     wined3d->ref = 1;
5420     wined3d->parent = parent;
5421
5422     if (!InitAdapters(wined3d))
5423     {
5424         WARN("Failed to initialize adapters.\n");
5425         if (version > 7)
5426         {
5427             MESSAGE("Direct3D%u is not available without OpenGL.\n", version);
5428             return E_FAIL;
5429         }
5430     }
5431
5432     return WINED3D_OK;
5433 }