wined3d: Disable D3DFMT_R3G3B2.
[wine] / dlls / wined3d / directx.c
1 /*
2  * IWineD3D implementation
3  *
4  * Copyright 2002-2004 Jason Edmeades
5  * Copyright 2003-2004 Raphael Junqueira
6  * Copyright 2004 Christian Costa
7  * Copyright 2005 Oliver Stieber
8  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
9  *
10  * This library is free software; you can redistribute it and/or
11  * modify it under the terms of the GNU Lesser General Public
12  * License as published by the Free Software Foundation; either
13  * version 2.1 of the License, or (at your option) any later version.
14  *
15  * This library is distributed in the hope that it will be useful,
16  * but WITHOUT ANY WARRANTY; without even the implied warranty of
17  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
18  * Lesser General Public License for more details.
19  *
20  * You should have received a copy of the GNU Lesser General Public
21  * License along with this library; if not, write to the Free Software
22  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23  */
24
25 /* Compile time diagnostics: */
26
27 #ifndef DEBUG_SINGLE_MODE
28 /* Set to 1 to force only a single display mode to be exposed: */
29 #define DEBUG_SINGLE_MODE 0
30 #endif
31
32 #include "config.h"
33 #include <assert.h>
34 #include "wined3d_private.h"
35
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
37 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
38
39 /* The d3d device ID */
40 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
41
42 /* Extension detection */
43 static const struct {
44     const char *extension_string;
45     GL_SupportedExt extension;
46     DWORD version;
47 } EXTENSION_MAP[] = {
48     /* APPLE */
49     {"GL_APPLE_client_storage",             APPLE_CLIENT_STORAGE,           0                           },
50     {"GL_APPLE_fence",                      APPLE_FENCE,                    0                           },
51     {"GL_APPLE_flush_render",               APPLE_FLUSH_RENDER,             0                           },
52     {"GL_APPLE_ycbcr_422",                  APPLE_YCBCR_422,                0                           },
53     {"GL_APPLE_float_pixels",               APPLE_FLOAT_PIXELS,             0                           },
54
55     /* ATI */
56     {"GL_ATI_separate_stencil",             ATI_SEPARATE_STENCIL,           0                           },
57     {"GL_ATI_texture_env_combine3",         ATI_TEXTURE_ENV_COMBINE3,       0                           },
58     {"GL_ATI_texture_mirror_once",          ATI_TEXTURE_MIRROR_ONCE,        0                           },
59     {"GL_ATI_envmap_bumpmap",               ATI_ENVMAP_BUMPMAP,             0                           },
60     {"GL_ATI_fragment_shader",              ATI_FRAGMENT_SHADER,            0                           },
61     {"GL_ATI_texture_compression_3dc",      ATI_TEXTURE_COMPRESSION_3DC,    0                           },
62
63     /* ARB */
64     {"GL_ARB_color_buffer_float",           ARB_COLOR_BUFFER_FLOAT,         0                           },
65     {"GL_ARB_draw_buffers",                 ARB_DRAW_BUFFERS,               0                           },
66     {"GL_ARB_fragment_program",             ARB_FRAGMENT_PROGRAM,           0                           },
67     {"GL_ARB_fragment_shader",              ARB_FRAGMENT_SHADER,            0                           },
68     {"GL_ARB_half_float_pixel",             ARB_HALF_FLOAT_PIXEL,           0                           },
69     {"GL_ARB_imaging",                      ARB_IMAGING,                    0                           },
70     {"GL_ARB_multisample",                  ARB_MULTISAMPLE,                0                           }, /* needs GLX_ARB_MULTISAMPLE as well */
71     {"GL_ARB_multitexture",                 ARB_MULTITEXTURE,               0                           },
72     {"GL_ARB_occlusion_query",              ARB_OCCLUSION_QUERY,            0                           },
73     {"GL_ARB_pixel_buffer_object",          ARB_PIXEL_BUFFER_OBJECT,        0                           },
74     {"GL_ARB_point_parameters",             ARB_POINT_PARAMETERS,           0                           },
75     {"GL_ARB_point_sprite",                 ARB_POINT_SPRITE,               0                           },
76     {"GL_ARB_texture_border_clamp",         ARB_TEXTURE_BORDER_CLAMP,       0                           },
77     {"GL_ARB_texture_compression",          ARB_TEXTURE_COMPRESSION,        0                           },
78     {"GL_ARB_texture_cube_map",             ARB_TEXTURE_CUBE_MAP,           0                           },
79     {"GL_ARB_texture_env_add",              ARB_TEXTURE_ENV_ADD,            0                           },
80     {"GL_ARB_texture_env_combine",          ARB_TEXTURE_ENV_COMBINE,        0                           },
81     {"GL_ARB_texture_env_dot3",             ARB_TEXTURE_ENV_DOT3,           0                           },
82     {"GL_ARB_texture_float",                ARB_TEXTURE_FLOAT,              0                           },
83     {"GL_ARB_texture_mirrored_repeat",      ARB_TEXTURE_MIRRORED_REPEAT,    0                           },
84     {"GL_ARB_texture_non_power_of_two",     ARB_TEXTURE_NON_POWER_OF_TWO,   MAKEDWORD_VERSION(2, 0)     },
85     {"GL_ARB_texture_rectangle",            ARB_TEXTURE_RECTANGLE,          0                           },
86     {"GL_ARB_vertex_blend",                 ARB_VERTEX_BLEND,               0                           },
87     {"GL_ARB_vertex_buffer_object",         ARB_VERTEX_BUFFER_OBJECT,       0                           },
88     {"GL_ARB_vertex_program",               ARB_VERTEX_PROGRAM,             0                           },
89     {"GL_ARB_vertex_shader",                ARB_VERTEX_SHADER,              0                           },
90     {"GL_ARB_shader_objects",               ARB_SHADER_OBJECTS,             0                           },
91
92     /* EXT */
93     {"GL_EXT_blend_color",                  EXT_BLEND_COLOR,                0                           },
94     {"GL_EXT_blend_minmax",                 EXT_BLEND_MINMAX,               0                           },
95     {"GL_EXT_blend_equation_separate",      EXT_BLEND_EQUATION_SEPARATE,    0                           },
96     {"GL_EXT_blend_func_separate",          EXT_BLEND_FUNC_SEPARATE,        0                           },
97     {"GL_EXT_fog_coord",                    EXT_FOG_COORD,                  0                           },
98     {"GL_EXT_framebuffer_blit",             EXT_FRAMEBUFFER_BLIT,           0                           },
99     {"GL_EXT_framebuffer_object",           EXT_FRAMEBUFFER_OBJECT,         0                           },
100     {"GL_EXT_paletted_texture",             EXT_PALETTED_TEXTURE,           0                           },
101     {"GL_EXT_point_parameters",             EXT_POINT_PARAMETERS,           0                           },
102     {"GL_EXT_secondary_color",              EXT_SECONDARY_COLOR,            0                           },
103     {"GL_EXT_stencil_two_side",             EXT_STENCIL_TWO_SIDE,           0                           },
104     {"GL_EXT_stencil_wrap",                 EXT_STENCIL_WRAP,               0                           },
105     {"GL_EXT_texture3D",                    EXT_TEXTURE3D,                  MAKEDWORD_VERSION(1, 2)     },
106     {"GL_EXT_texture_compression_s3tc",     EXT_TEXTURE_COMPRESSION_S3TC,   0                           },
107     {"GL_EXT_texture_compression_rgtc",     EXT_TEXTURE_COMPRESSION_RGTC,   0                           },
108     {"GL_EXT_texture_env_add",              EXT_TEXTURE_ENV_ADD,            0                           },
109     {"GL_EXT_texture_env_combine",          EXT_TEXTURE_ENV_COMBINE,        0                           },
110     {"GL_EXT_texture_env_dot3",             EXT_TEXTURE_ENV_DOT3,           0                           },
111     {"GL_EXT_texture_sRGB",                 EXT_TEXTURE_SRGB,               0                           },
112     {"GL_EXT_texture_filter_anisotropic",   EXT_TEXTURE_FILTER_ANISOTROPIC, 0                           },
113     {"GL_EXT_texture_lod",                  EXT_TEXTURE_LOD,                0                           },
114     {"GL_EXT_texture_lod_bias",             EXT_TEXTURE_LOD_BIAS,           0                           },
115     {"GL_EXT_vertex_shader",                EXT_VERTEX_SHADER,              0                           },
116     {"GL_EXT_gpu_program_parameters",       EXT_GPU_PROGRAM_PARAMETERS,     0                           },
117
118     /* NV */
119     {"GL_NV_half_float",                    NV_HALF_FLOAT,                  0                           },
120     {"GL_NV_fence",                         NV_FENCE,                       0                           },
121     {"GL_NV_fog_distance",                  NV_FOG_DISTANCE,                0                           },
122     {"GL_NV_fragment_program",              NV_FRAGMENT_PROGRAM,            0                           },
123     {"GL_NV_fragment_program2",             NV_FRAGMENT_PROGRAM2,           0                           },
124     {"GL_NV_register_combiners",            NV_REGISTER_COMBINERS,          0                           },
125     {"GL_NV_register_combiners2",           NV_REGISTER_COMBINERS2,         0                           },
126     {"GL_NV_texgen_reflection",             NV_TEXGEN_REFLECTION,           0                           },
127     {"GL_NV_texture_env_combine4",          NV_TEXTURE_ENV_COMBINE4,        0                           },
128     {"GL_NV_texture_shader",                NV_TEXTURE_SHADER,              0                           },
129     {"GL_NV_texture_shader2",               NV_TEXTURE_SHADER2,             0                           },
130     {"GL_NV_texture_shader3",               NV_TEXTURE_SHADER3,             0                           },
131     {"GL_NV_occlusion_query",               NV_OCCLUSION_QUERY,             0                           },
132     {"GL_NV_vertex_program",                NV_VERTEX_PROGRAM,              0                           },
133     {"GL_NV_vertex_program1_1",             NV_VERTEX_PROGRAM1_1,           0                           },
134     {"GL_NV_vertex_program2",               NV_VERTEX_PROGRAM2,             0                           },
135     {"GL_NV_vertex_program3",               NV_VERTEX_PROGRAM3,             0                           },
136     {"GL_NV_depth_clamp",                   NV_DEPTH_CLAMP,                 0                           },
137     {"GL_NV_light_max_exponent",            NV_LIGHT_MAX_EXPONENT,          0                           },
138
139     /* SGI */
140     {"GL_SGIS_generate_mipmap",             SGIS_GENERATE_MIPMAP,           0                           },
141 };
142
143 /**********************************************************
144  * Utility functions follow
145  **********************************************************/
146
147 /* Adapters */
148 static int numAdapters = 0;
149 static struct WineD3DAdapter Adapters[1];
150
151 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat);
152 static const struct fragment_pipeline *select_fragment_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType);
153 static const shader_backend_t *select_shader_backend(UINT Adapter, WINED3DDEVTYPE DeviceType);
154 static const struct blit_shader *select_blit_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType);
155
156 /* lookup tables */
157 int minLookup[MAX_LOOKUPS];
158 int maxLookup[MAX_LOOKUPS];
159 DWORD *stateLookup[MAX_LOOKUPS];
160
161 DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
162 DWORD minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1] = {
163     {GL_NEAREST, GL_NEAREST, GL_NEAREST},
164     {GL_NEAREST, GL_NEAREST, GL_NEAREST},
165     {GL_NEAREST, GL_NEAREST, GL_NEAREST},
166     {GL_NEAREST, GL_NEAREST, GL_NEAREST},
167 };
168
169 DWORD magLookup[WINED3DTEXF_ANISOTROPIC + 1];
170 DWORD magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] = {
171     GL_NEAREST, GL_NEAREST, GL_NEAREST, GL_NEAREST
172 };
173
174 /* drawStridedSlow attributes */
175 glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
176 glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
177 glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
178 glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
179 glTexAttribFunc texcoord_funcs[WINED3DDECLTYPE_UNUSED];
180
181 /**
182  * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
183  * i.e., there is no GL Context - Get a default rendering context to enable the
184  * function query some info from GL.
185  */
186
187 static int             wined3d_fake_gl_context_ref = 0;
188 static BOOL            wined3d_fake_gl_context_foreign;
189 static BOOL            wined3d_fake_gl_context_available = FALSE;
190 static HDC             wined3d_fake_gl_context_hdc = NULL;
191 static HWND            wined3d_fake_gl_context_hwnd = NULL;
192
193 static CRITICAL_SECTION wined3d_fake_gl_context_cs;
194 static CRITICAL_SECTION_DEBUG wined3d_fake_gl_context_cs_debug =
195 {
196     0, 0, &wined3d_fake_gl_context_cs,
197     { &wined3d_fake_gl_context_cs_debug.ProcessLocksList,
198       &wined3d_fake_gl_context_cs_debug.ProcessLocksList },
199     0, 0, { (DWORD_PTR)(__FILE__ ": wined3d_fake_gl_context_cs") }
200 };
201 static CRITICAL_SECTION wined3d_fake_gl_context_cs = { &wined3d_fake_gl_context_cs_debug, -1, 0, 0, 0, 0 };
202
203 static void WineD3D_ReleaseFakeGLContext(void) {
204     HGLRC glCtx;
205
206     EnterCriticalSection(&wined3d_fake_gl_context_cs);
207
208     if(!wined3d_fake_gl_context_available) {
209         TRACE_(d3d_caps)("context not available\n");
210         LeaveCriticalSection(&wined3d_fake_gl_context_cs);
211         return;
212     }
213
214     glCtx = pwglGetCurrentContext();
215
216     TRACE_(d3d_caps)("decrementing ref from %i\n", wined3d_fake_gl_context_ref);
217     if (0 == (--wined3d_fake_gl_context_ref) ) {
218         if(!wined3d_fake_gl_context_foreign && glCtx) {
219             TRACE_(d3d_caps)("destroying fake GL context\n");
220             pwglMakeCurrent(NULL, NULL);
221             pwglDeleteContext(glCtx);
222         }
223         if(wined3d_fake_gl_context_hdc)
224             ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
225         wined3d_fake_gl_context_hdc = NULL; /* Make sure we don't think that it is still around */
226         if(wined3d_fake_gl_context_hwnd)
227             DestroyWindow(wined3d_fake_gl_context_hwnd);
228         wined3d_fake_gl_context_hwnd = NULL;
229         wined3d_fake_gl_context_available = FALSE;
230     }
231     assert(wined3d_fake_gl_context_ref >= 0);
232
233     LeaveCriticalSection(&wined3d_fake_gl_context_cs);
234 }
235
236 static BOOL WineD3D_CreateFakeGLContext(void) {
237     HGLRC glCtx = NULL;
238
239     EnterCriticalSection(&wined3d_fake_gl_context_cs);
240
241     TRACE("getting context...\n");
242     if(wined3d_fake_gl_context_ref > 0) goto ret;
243     assert(0 == wined3d_fake_gl_context_ref);
244
245     wined3d_fake_gl_context_foreign = TRUE;
246
247     glCtx = pwglGetCurrentContext();
248     if (!glCtx) {
249         PIXELFORMATDESCRIPTOR pfd;
250         int iPixelFormat;
251
252         wined3d_fake_gl_context_foreign = FALSE;
253
254         /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes */
255         wined3d_fake_gl_context_hwnd = CreateWindowA("WineD3D_OpenGL", "WineD3D fake window", WS_OVERLAPPEDWINDOW,        10, 10, 10, 10, NULL, NULL, NULL, NULL);
256         if(!wined3d_fake_gl_context_hwnd) {
257             ERR("HWND creation failed!\n");
258             goto fail;
259         }
260         wined3d_fake_gl_context_hdc = GetDC(wined3d_fake_gl_context_hwnd);
261         if(!wined3d_fake_gl_context_hdc) {
262             ERR("GetDC failed!\n");
263             goto fail;
264         }
265
266         /* PixelFormat selection */
267         ZeroMemory(&pfd, sizeof(pfd));
268         pfd.nSize      = sizeof(pfd);
269         pfd.nVersion   = 1;
270         pfd.dwFlags    = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
271         pfd.iPixelType = PFD_TYPE_RGBA;
272         pfd.cColorBits = 32;
273         pfd.iLayerType = PFD_MAIN_PLANE;
274
275         iPixelFormat = ChoosePixelFormat(wined3d_fake_gl_context_hdc, &pfd);
276         if(!iPixelFormat) {
277             /* If this happens something is very wrong as ChoosePixelFormat barely fails */
278             ERR("Can't find a suitable iPixelFormat\n");
279             goto fail;
280         }
281         DescribePixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, sizeof(pfd), &pfd);
282         SetPixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, &pfd);
283
284         /* Create a GL context */
285         glCtx = pwglCreateContext(wined3d_fake_gl_context_hdc);
286         if (!glCtx) {
287             WARN_(d3d_caps)("Error creating default context for capabilities initialization\n");
288             goto fail;
289         }
290
291         /* Make it the current GL context */
292         if (!pwglMakeCurrent(wined3d_fake_gl_context_hdc, glCtx)) {
293             WARN_(d3d_caps)("Error setting default context as current for capabilities initialization\n");
294             goto fail;
295         }
296     }
297
298   ret:
299     TRACE("incrementing ref from %i\n", wined3d_fake_gl_context_ref);
300     wined3d_fake_gl_context_ref++;
301     wined3d_fake_gl_context_available = TRUE;
302     LeaveCriticalSection(&wined3d_fake_gl_context_cs);
303     return TRUE;
304   fail:
305     if(wined3d_fake_gl_context_hdc)
306         ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
307     wined3d_fake_gl_context_hdc = NULL;
308     if(wined3d_fake_gl_context_hwnd)
309         DestroyWindow(wined3d_fake_gl_context_hwnd);
310     wined3d_fake_gl_context_hwnd = NULL;
311     if(glCtx) pwglDeleteContext(glCtx);
312     LeaveCriticalSection(&wined3d_fake_gl_context_cs);
313     return FALSE;
314 }
315
316 /* Adjust the amount of used texture memory */
317 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram){
318     UINT Adapter = D3DDevice->adapterNo;
319
320     Adapters[Adapter].UsedTextureRam += glram;
321     TRACE("Adjusted gl ram by %ld to %d\n", glram, Adapters[Adapter].UsedTextureRam);
322     return Adapters[Adapter].UsedTextureRam;
323 }
324
325 /**********************************************************
326  * IUnknown parts follows
327  **********************************************************/
328
329 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
330 {
331     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
332
333     TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
334     if (IsEqualGUID(riid, &IID_IUnknown)
335         || IsEqualGUID(riid, &IID_IWineD3DBase)
336         || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
337         IUnknown_AddRef(iface);
338         *ppobj = This;
339         return S_OK;
340     }
341     *ppobj = NULL;
342     return E_NOINTERFACE;
343 }
344
345 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
346     IWineD3DImpl *This = (IWineD3DImpl *)iface;
347     ULONG refCount = InterlockedIncrement(&This->ref);
348
349     TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
350     return refCount;
351 }
352
353 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
354     IWineD3DImpl *This = (IWineD3DImpl *)iface;
355     ULONG ref;
356     TRACE("(%p) : Releasing from %d\n", This, This->ref);
357     ref = InterlockedDecrement(&This->ref);
358     if (ref == 0) {
359         HeapFree(GetProcessHeap(), 0, This);
360     }
361
362     return ref;
363 }
364
365 /* Set the shader type for this device, depending on the given capabilities,
366  * the device type, and the user preferences in wined3d_settings */
367
368 void select_shader_mode(
369     WineD3D_GL_Info *gl_info,
370     WINED3DDEVTYPE DeviceType,
371     int* ps_selected,
372     int* vs_selected) {
373
374     if (wined3d_settings.vs_mode == VS_NONE) {
375         *vs_selected = SHADER_NONE;
376     } else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) {
377         /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
378          * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
379          * shaders only on this card. */
380         if(gl_info->vs_nv_version && gl_info->vs_nv_version < VS_VERSION_20)
381             *vs_selected = SHADER_ARB;
382         else
383             *vs_selected = SHADER_GLSL;
384     } else if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
385         *vs_selected = SHADER_ARB;
386     } else {
387         *vs_selected = SHADER_NONE;
388     }
389
390     if (wined3d_settings.ps_mode == PS_NONE) {
391         *ps_selected = SHADER_NONE;
392     } else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) {
393         *ps_selected = SHADER_GLSL;
394     } else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
395         *ps_selected = SHADER_ARB;
396     } else if (gl_info->supported[ATI_FRAGMENT_SHADER]) {
397         *ps_selected = SHADER_ATI;
398     } else {
399         *ps_selected = SHADER_NONE;
400     }
401 }
402
403 /** Select the number of report maximum shader constants based on the selected shader modes */
404 static void select_shader_max_constants(
405     int ps_selected_mode,
406     int vs_selected_mode,
407     WineD3D_GL_Info *gl_info) {
408
409     switch (vs_selected_mode) {
410         case SHADER_GLSL:
411             /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix) */
412             gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 1;
413             break;
414         case SHADER_ARB:
415             /* We have to subtract any other PARAMs that we might use in our shader programs.
416              * ATI seems to count 2 implicit PARAMs when we use fog and NVIDIA counts 1,
417              * and we reference one row of the PROJECTION matrix which counts as 1 PARAM. */
418             gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF - 3;
419             break;
420         default:
421             gl_info->max_vshader_constantsF = 0;
422             break;
423     }
424
425     switch (ps_selected_mode) {
426         case SHADER_GLSL:
427             /* Subtract the other potential uniforms from the max available (bools & ints), and 2 states for fog.
428              * In theory the texbem instruction may need one more shader constant too. But lets assume
429              * that a sm <= 1.3 shader does not need all the uniforms provided by a glsl-capable card,
430              * and lets not take away a uniform needlessly from all other shaders.
431              */
432             gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 2;
433             break;
434         case SHADER_ARB:
435             /* The arb shader only loads the bump mapping environment matrix into the shader if it finds
436              * a free constant to do that, so only reduce the number of available constants by 2 for the fog states.
437              */
438             gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF - 2;
439             break;
440         default:
441             gl_info->max_pshader_constantsF = 0;
442             break;
443     }
444 }
445
446 /**********************************************************
447  * IWineD3D parts follows
448  **********************************************************/
449
450 #define GLINFO_LOCATION (*gl_info)
451 static inline BOOL test_arb_vs_offset_limit(WineD3D_GL_Info *gl_info) {
452     GLuint prog;
453     BOOL ret = FALSE;
454     const char *testcode =
455         "!!ARBvp1.0\n"
456         "PARAM C[66] = { program.env[0..65] };\n"
457         "ADDRESS A0;"
458         "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
459         "ARL A0.x, zero.x;\n"
460         "MOV result.position, C[A0.x + 65];\n"
461         "END\n";
462
463     while(glGetError());
464     GL_EXTCALL(glGenProgramsARB(1, &prog));
465     if(!prog) {
466         ERR("Failed to create an ARB offset limit test program\n");
467     }
468     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
469     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
470                                   strlen(testcode), testcode));
471     if(glGetError() != 0) {
472         TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
473         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
474         ret = TRUE;
475     } else TRACE("OpenGL implementation allows offsets > 63\n");
476
477     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
478     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
479     checkGLcall("ARB vp offset limit test cleanup\n");
480
481     return ret;
482 }
483
484 static DWORD ver_for_ext(GL_SupportedExt ext)
485 {
486     unsigned int i;
487     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
488         if(EXTENSION_MAP[i].extension == ext) {
489             return EXTENSION_MAP[i].version;
490         }
491     }
492     return 0;
493 }
494
495 BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
496     const char *GL_Extensions    = NULL;
497     const char *WGL_Extensions   = NULL;
498     const char *gl_string        = NULL;
499     const char *gl_string_cursor = NULL;
500     GLint       gl_max;
501     GLfloat     gl_floatv[2];
502     int         major = 1, minor = 0;
503     BOOL        return_value = TRUE;
504     unsigned    i;
505     HDC         hdc;
506     unsigned int vidmem=0;
507
508     TRACE_(d3d_caps)("(%p)\n", gl_info);
509
510     ENTER_GL();
511
512     gl_string = (const char *) glGetString(GL_RENDERER);
513     if (NULL == gl_string)
514         gl_string = "None";
515     strcpy(gl_info->gl_renderer, gl_string);
516
517     gl_string = (const char *) glGetString(GL_VENDOR);
518     TRACE_(d3d_caps)("Filling vendor string %s\n", gl_string);
519     if (gl_string != NULL) {
520         /* Fill in the GL vendor */
521         if (strstr(gl_string, "NVIDIA")) {
522             gl_info->gl_vendor = VENDOR_NVIDIA;
523         } else if (strstr(gl_string, "ATI")) {
524             gl_info->gl_vendor = VENDOR_ATI;
525         } else if (strstr(gl_string, "Intel(R)") ||
526                    strstr(gl_info->gl_renderer, "Intel(R)") ||
527                    strstr(gl_string, "Intel Inc.")) {
528             gl_info->gl_vendor = VENDOR_INTEL;
529         } else if (strstr(gl_string, "Mesa")) {
530             gl_info->gl_vendor = VENDOR_MESA;
531         } else {
532             gl_info->gl_vendor = VENDOR_WINE;
533         }
534     } else {
535         gl_info->gl_vendor = VENDOR_WINE;
536     }
537
538
539     TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
540
541     /* Parse the GL_VERSION field into major and minor information */
542     gl_string = (const char *) glGetString(GL_VERSION);
543     if (gl_string != NULL) {
544
545         /* First, parse the generic opengl version. This is supposed not to be convoluted with
546          * driver specific information
547          */
548         gl_string_cursor = gl_string;
549         major = atoi(gl_string_cursor);
550         if(major <= 0) {
551             ERR("Invalid opengl major version: %d\n", major);
552         }
553         while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
554             ++gl_string_cursor;
555         }
556         if (*gl_string_cursor++ != '.') {
557             ERR_(d3d_caps)("Invalid opengl version string: %s\n", debugstr_a(gl_string));
558         }
559         minor = atoi(gl_string_cursor);
560         TRACE_(d3d_caps)("Found OpenGL version: %d.%d\n", major, minor);
561         gl_info->gl_version = MAKEDWORD_VERSION(major, minor);
562
563         /* Now parse the driver specific string which we'll report to the app */
564         switch (gl_info->gl_vendor) {
565         case VENDOR_NVIDIA:
566             gl_string_cursor = strstr(gl_string, "NVIDIA");
567             if (!gl_string_cursor) {
568                 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
569                 break;
570             }
571
572             gl_string_cursor = strstr(gl_string_cursor, " ");
573             if (!gl_string_cursor) {
574                 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
575                 break;
576             }
577
578             while (*gl_string_cursor == ' ') {
579                 ++gl_string_cursor;
580             }
581
582             if (!*gl_string_cursor) {
583                 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
584                 break;
585             }
586
587             major = atoi(gl_string_cursor);
588             while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
589                 ++gl_string_cursor;
590             }
591
592             if (*gl_string_cursor++ != '.') {
593                 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
594                 break;
595             }
596
597             minor = atoi(gl_string_cursor);
598             minor = major*100+minor;
599             major = 10;
600
601             break;
602
603         case VENDOR_ATI:
604             major = minor = 0;
605             gl_string_cursor = strchr(gl_string, '-');
606             if (gl_string_cursor) {
607                 int error = 0;
608                 gl_string_cursor++;
609
610                 /* Check if version number is of the form x.y.z */
611                 if (*gl_string_cursor > '9' && *gl_string_cursor < '0')
612                     error = 1;
613                 if (!error && *(gl_string_cursor+2) > '9' && *(gl_string_cursor+2) < '0')
614                     error = 1;
615                 if (!error && *(gl_string_cursor+4) > '9' && *(gl_string_cursor+4) < '0')
616                     error = 1;
617                 if (!error && *(gl_string_cursor+1) != '.' && *(gl_string_cursor+3) != '.')
618                     error = 1;
619
620                 /* Mark version number as malformed */
621                 if (error)
622                     gl_string_cursor = 0;
623             }
624
625             if (!gl_string_cursor)
626                 WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
627             else {
628                 major = *gl_string_cursor - '0';
629                 minor = (*(gl_string_cursor+2) - '0') * 256 + (*(gl_string_cursor+4) - '0');
630             }
631             break;
632
633         case VENDOR_INTEL:
634             /* Apple and Mesa version strings look differently, but both provide intel drivers */
635             if(strstr(gl_string, "APPLE")) {
636                 /* [0-9]+.[0-9]+ APPLE-[0-9]+.[0.9]+.[0.9]+
637                  * We only need the first part, and use the APPLE as identification
638                  * "1.2 APPLE-1.4.56"
639                  */
640                 gl_string_cursor = gl_string;
641                 major = atoi(gl_string_cursor);
642                 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
643                     ++gl_string_cursor;
644                 }
645
646                 if (*gl_string_cursor++ != '.') {
647                     ERR_(d3d_caps)("Invalid MacOS-Intel version string: %s\n", debugstr_a(gl_string));
648                     break;
649                 }
650
651                 minor = atoi(gl_string_cursor);
652                 break;
653             }
654
655         case VENDOR_MESA:
656             gl_string_cursor = strstr(gl_string, "Mesa");
657             gl_string_cursor = strstr(gl_string_cursor, " ");
658             while (*gl_string_cursor && ' ' == *gl_string_cursor) ++gl_string_cursor;
659             if (*gl_string_cursor) {
660                 char tmp[16];
661                 int cursor = 0;
662
663                 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
664                     tmp[cursor++] = *gl_string_cursor;
665                     ++gl_string_cursor;
666                 }
667                 tmp[cursor] = 0;
668                 major = atoi(tmp);
669
670                 if (*gl_string_cursor != '.') WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
671                 ++gl_string_cursor;
672
673                 cursor = 0;
674                 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
675                     tmp[cursor++] = *gl_string_cursor;
676                     ++gl_string_cursor;
677                 }
678                 tmp[cursor] = 0;
679                 minor = atoi(tmp);
680             }
681             break;
682
683         default:
684             major = 0;
685             minor = 9;
686         }
687         gl_info->driver_version = MAKEDWORD_VERSION(major, minor);
688         TRACE_(d3d_caps)("found driver version (%s)->%i.%i->(0x%08x)\n", debugstr_a(gl_string), major, minor, gl_info->driver_version);
689         /* Current Windows drivers have versions like 6.14.... (some older have an earlier version) */
690         gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
691     } else {
692         FIXME("OpenGL driver did not return version information\n");
693         gl_info->driver_version = MAKEDWORD_VERSION(0, 0);
694         gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
695     }
696
697     TRACE_(d3d_caps)("found GL_RENDERER (%s)->(0x%04x)\n", debugstr_a(gl_info->gl_renderer), gl_info->gl_card);
698
699     /*
700      * Initialize openGL extension related variables
701      *  with Default values
702      */
703     memset(gl_info->supported, 0, sizeof(gl_info->supported));
704     gl_info->max_buffers        = 1;
705     gl_info->max_textures       = 1;
706     gl_info->max_texture_stages = 1;
707     gl_info->max_fragment_samplers = 1;
708     gl_info->max_vertex_samplers = 0;
709     gl_info->max_combined_samplers = 0;
710     gl_info->max_sampler_stages = 1;
711     gl_info->ps_arb_version = PS_VERSION_NOT_SUPPORTED;
712     gl_info->ps_arb_max_temps = 0;
713     gl_info->ps_arb_max_instructions = 0;
714     gl_info->vs_arb_version = VS_VERSION_NOT_SUPPORTED;
715     gl_info->vs_arb_max_temps = 0;
716     gl_info->vs_arb_max_instructions = 0;
717     gl_info->vs_nv_version  = VS_VERSION_NOT_SUPPORTED;
718     gl_info->vs_ati_version = VS_VERSION_NOT_SUPPORTED;
719     gl_info->vs_glsl_constantsF = 0;
720     gl_info->ps_glsl_constantsF = 0;
721     gl_info->vs_arb_constantsF = 0;
722     gl_info->ps_arb_constantsF = 0;
723
724     /* Retrieve opengl defaults */
725     glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
726     gl_info->max_clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
727     TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
728
729     glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
730     gl_info->max_lights = gl_max;
731     TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
732
733     glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
734     gl_info->max_texture_size = gl_max;
735     TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
736
737     glGetFloatv(GL_POINT_SIZE_RANGE, gl_floatv);
738     gl_info->max_pointsizemin = gl_floatv[0];
739     gl_info->max_pointsize = gl_floatv[1];
740     TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
741
742     /* Parse the gl supported features, in theory enabling parts of our code appropriately */
743     GL_Extensions = (const char *) glGetString(GL_EXTENSIONS);
744     TRACE_(d3d_caps)("GL_Extensions reported:\n");
745
746     if (NULL == GL_Extensions) {
747         ERR("   GL_Extensions returns NULL\n");
748     } else {
749         while (*GL_Extensions != 0x00) {
750             const char *Start;
751             char        ThisExtn[256];
752             size_t      len;
753
754             while (isspace(*GL_Extensions)) GL_Extensions++;
755             Start = GL_Extensions;
756             while (!isspace(*GL_Extensions) && *GL_Extensions != 0x00) {
757                 GL_Extensions++;
758             }
759
760             len = GL_Extensions - Start;
761             if (len == 0 || len >= sizeof(ThisExtn))
762                 continue;
763
764             memcpy(ThisExtn, Start, len);
765             ThisExtn[len] = '\0';
766             TRACE_(d3d_caps)("- %s\n", ThisExtn);
767
768             for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
769                 if (!strcmp(ThisExtn, EXTENSION_MAP[i].extension_string)) {
770                     TRACE_(d3d_caps)(" FOUND: %s support\n", EXTENSION_MAP[i].extension_string);
771                     gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
772                     break;
773                 }
774             }
775         }
776
777         LEAVE_GL();
778
779         /* Now work out what GL support this card really has */
780 #define USE_GL_FUNC(type, pfn, ext, replace) { \
781             DWORD ver = ver_for_ext(ext); \
782             if(gl_info->supported[ext]) gl_info->pfn = (type) pwglGetProcAddress(#pfn); \
783             else if(ver && ver <= gl_info->gl_version) gl_info->pfn = (type) pwglGetProcAddress(#replace); \
784             else gl_info->pfn = NULL; \
785         }
786         GL_EXT_FUNCS_GEN;
787 #undef USE_GL_FUNC
788
789 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type) pwglGetProcAddress(#pfn);
790         WGL_EXT_FUNCS_GEN;
791 #undef USE_GL_FUNC
792
793         ENTER_GL();
794         /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
795          * loading the functions, otherwise the code above will load the extension entry points instead of the
796          * core functions, which may not work
797          */
798         for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
799             if (gl_info->supported[EXTENSION_MAP[i].extension] == FALSE &&
800                 EXTENSION_MAP[i].version <= gl_info->gl_version && EXTENSION_MAP[i].version) {
801                 TRACE_(d3d_caps)(" GL CORE: %s support\n", EXTENSION_MAP[i].extension_string);
802                 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
803             }
804         }
805
806         if (gl_info->supported[APPLE_FENCE]) {
807             /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
808              * The apple extension interacts with some other apple exts. Disable the NV
809              * extension if the apple one is support to prevent confusion in other parts
810              * of the code
811              */
812             gl_info->supported[NV_FENCE] = FALSE;
813         }
814         if (gl_info->supported[APPLE_FLOAT_PIXELS]) {
815             /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
816              *
817              * The enums are the same:
818              * GL_RGBA16F_ARB     = GL_RGBA_FLOAT16_APPLE = 0x881A
819              * GL_RGB16F_ARB      = GL_RGB_FLOAT16_APPLE  = 0x881B
820              * GL_RGBA32F_ARB     = GL_RGBA_FLOAT32_APPLE = 0x8814
821              * GL_RGB32F_ARB      = GL_RGB_FLOAT32_APPLE  = 0x8815
822              * GL_HALF_FLOAT_ARB  = GL_HALF_APPLE         =  0x140B
823              */
824             if(!gl_info->supported[ARB_TEXTURE_FLOAT]) {
825                 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels\n");
826                 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
827             }
828             if(!gl_info->supported[ARB_HALF_FLOAT_PIXEL]) {
829                 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels\n");
830                 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
831             }
832         }
833         if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) {
834             TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support\n");
835             gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
836         }
837         if (gl_info->supported[NV_TEXTURE_SHADER2]) {
838             /* GL_ATI_envmap_bumpmap won't play nice with texture shaders, so disable it
839              * Won't occur in any real world situation though
840              */
841             gl_info->supported[ATI_ENVMAP_BUMPMAP] = FALSE;
842             if(gl_info->supported[NV_REGISTER_COMBINERS]) {
843                 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
844                  * are supported. The nv extensions provide the same functionality as the
845                  * ATI one, and a bit more(signed pixelformats)
846                  */
847                 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
848             }
849         }
850         if (gl_info->supported[ARB_DRAW_BUFFERS]) {
851             glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
852             gl_info->max_buffers = gl_max;
853             TRACE_(d3d_caps)("Max draw buffers: %u\n", gl_max);
854         }
855         if (gl_info->supported[ARB_MULTITEXTURE]) {
856             glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
857             gl_info->max_textures = min(MAX_TEXTURES, gl_max);
858             TRACE_(d3d_caps)("Max textures: %d\n", gl_info->max_textures);
859
860             if (gl_info->supported[NV_REGISTER_COMBINERS]) {
861                 GLint tmp;
862                 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp);
863                 gl_info->max_texture_stages = min(MAX_TEXTURES, tmp);
864             } else {
865                 gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
866             }
867             TRACE_(d3d_caps)("Max texture stages: %d\n", gl_info->max_texture_stages);
868
869             if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
870                 GLint tmp;
871                 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
872                 gl_info->max_fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
873             } else {
874                 gl_info->max_fragment_samplers = max(gl_info->max_fragment_samplers, gl_max);
875             }
876             TRACE_(d3d_caps)("Max fragment samplers: %d\n", gl_info->max_fragment_samplers);
877
878             if (gl_info->supported[ARB_VERTEX_SHADER]) {
879                 GLint tmp;
880                 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
881                 gl_info->max_vertex_samplers = tmp;
882                 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
883                 gl_info->max_combined_samplers = tmp;
884
885                 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
886                  * is known at shader link time. In a vertex shader + pixel shader combination this isn't
887                  * an issue because then the sampler setup only depends on the two shaders. If a pixel
888                  * shader is used with fixed function vertex processing we're fine too because fixed function
889                  * vertex processing doesn't use any samplers. If fixed function fragment processing is
890                  * used we have to make sure that all vertex sampler setups are valid together with all
891                  * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
892                  * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
893                  * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
894                  * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
895                  * a fixed function pipeline anymore.
896                  *
897                  * So this is just a check to check that our assumption holds true. If not, write a warning
898                  * and reduce the number of vertex samplers or probably disable vertex texture fetch.
899                  */
900                 if(gl_info->max_vertex_samplers &&
901                    MAX_TEXTURES + gl_info->max_vertex_samplers > gl_info->max_combined_samplers) {
902                     FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers\n",
903                           gl_info->max_vertex_samplers, gl_info->max_combined_samplers);
904                     FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers\n");
905                     if( gl_info->max_combined_samplers > MAX_TEXTURES )
906                         gl_info->max_vertex_samplers =
907                             gl_info->max_combined_samplers - MAX_TEXTURES;
908                     else
909                         gl_info->max_vertex_samplers = 0;
910                 }
911             } else {
912                 gl_info->max_combined_samplers = gl_info->max_fragment_samplers;
913             }
914             TRACE_(d3d_caps)("Max vertex samplers: %u\n", gl_info->max_vertex_samplers);
915             TRACE_(d3d_caps)("Max combined samplers: %u\n", gl_info->max_combined_samplers);
916         }
917         if (gl_info->supported[ARB_VERTEX_BLEND]) {
918             glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
919             gl_info->max_blends = gl_max;
920             TRACE_(d3d_caps)("Max blends: %u\n", gl_info->max_blends);
921         }
922         if (gl_info->supported[EXT_TEXTURE3D]) {
923             glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
924             gl_info->max_texture3d_size = gl_max;
925             TRACE_(d3d_caps)("Max texture3D size: %d\n", gl_info->max_texture3d_size);
926         }
927         if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC]) {
928             glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
929             gl_info->max_anisotropy = gl_max;
930             TRACE_(d3d_caps)("Max anisotropy: %d\n", gl_info->max_anisotropy);
931         }
932         if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
933             gl_info->ps_arb_version = PS_VERSION_11;
934             GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
935             gl_info->ps_arb_constantsF = gl_max;
936             TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d\n", gl_info->ps_arb_constantsF);
937             GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
938             gl_info->ps_arb_max_temps = gl_max;
939             TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d\n", gl_info->ps_arb_max_temps);
940             GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
941             gl_info->ps_arb_max_instructions = gl_max;
942             TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d\n", gl_info->ps_arb_max_instructions);
943         }
944         if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
945             gl_info->vs_arb_version = VS_VERSION_11;
946             GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
947             gl_info->vs_arb_constantsF = gl_max;
948             TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d\n", gl_info->vs_arb_constantsF);
949             GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
950             gl_info->vs_arb_max_temps = gl_max;
951             TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d\n", gl_info->vs_arb_max_temps);
952             GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
953             gl_info->vs_arb_max_instructions = gl_max;
954             TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d\n", gl_info->vs_arb_max_instructions);
955
956             gl_info->arb_vs_offset_limit = test_arb_vs_offset_limit(gl_info);
957         }
958         if (gl_info->supported[ARB_VERTEX_SHADER]) {
959             glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
960             gl_info->vs_glsl_constantsF = gl_max / 4;
961             TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u\n", gl_info->vs_glsl_constantsF);
962         }
963         if (gl_info->supported[ARB_FRAGMENT_SHADER]) {
964             glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
965             gl_info->ps_glsl_constantsF = gl_max / 4;
966             TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u\n", gl_info->ps_glsl_constantsF);
967             glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
968             gl_info->max_glsl_varyings = gl_max;
969             TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings)\n", gl_max, gl_max / 4);
970         }
971         if (gl_info->supported[EXT_VERTEX_SHADER]) {
972             gl_info->vs_ati_version = VS_VERSION_11;
973         }
974         if (gl_info->supported[NV_VERTEX_PROGRAM3]) {
975             gl_info->vs_nv_version = VS_VERSION_30;
976         } else if (gl_info->supported[NV_VERTEX_PROGRAM2]) {
977             gl_info->vs_nv_version = VS_VERSION_20;
978         } else if (gl_info->supported[NV_VERTEX_PROGRAM1_1]) {
979             gl_info->vs_nv_version = VS_VERSION_11;
980         } else if (gl_info->supported[NV_VERTEX_PROGRAM]) {
981             gl_info->vs_nv_version = VS_VERSION_10;
982         }
983         if (gl_info->supported[NV_FRAGMENT_PROGRAM2]) {
984             gl_info->ps_nv_version = PS_VERSION_30;
985         } else if (gl_info->supported[NV_FRAGMENT_PROGRAM]) {
986             gl_info->ps_nv_version = PS_VERSION_20;
987         }
988         if (gl_info->supported[NV_LIGHT_MAX_EXPONENT]) {
989             glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->max_shininess);
990         } else {
991             gl_info->max_shininess = 128.0;
992         }
993         if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]) {
994             /* If we have full NP2 texture support, disable GL_ARB_texture_rectangle because we will never use it.
995              * This saves a few redundant glDisable calls
996              */
997             gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
998         }
999         if(gl_info->supported[ATI_FRAGMENT_SHADER]) {
1000             /* Disable NV_register_combiners and fragment shader if this is supported.
1001              * generally the NV extensions are preferred over the ATI ones, and this
1002              * extension is disabled if register_combiners and texture_shader2 are both
1003              * supported. So we reach this place only if we have incomplete NV dxlevel 8
1004              * fragment processing support
1005              */
1006             gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
1007             gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
1008             gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
1009             gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
1010             gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
1011         }
1012
1013     }
1014     checkGLcall("extension detection\n");
1015
1016     /* In some cases the number of texture stages can be larger than the number
1017      * of samplers. The GF4 for example can use only 2 samplers (no fragment
1018      * shaders), but 8 texture stages (register combiners). */
1019     gl_info->max_sampler_stages = max(gl_info->max_fragment_samplers, gl_info->max_texture_stages);
1020
1021     /* We can only use ORM_FBO when the hardware supports it. */
1022     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) {
1023         WARN_(d3d_caps)("GL_EXT_framebuffer_object not supported, falling back to PBuffer offscreen rendering mode.\n");
1024         wined3d_settings.offscreen_rendering_mode = ORM_PBUFFER;
1025     }
1026
1027     /* MRTs are currently only supported when FBOs are used. */
1028     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
1029         gl_info->max_buffers = 1;
1030     }
1031
1032     /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of different GPUs with roughly the same
1033      * features. In most cases GPUs from a certain family differ in clockspeeds, the amount of video memory and
1034      * in case of the latest videocards in the number of pixel/vertex pipelines.
1035      *
1036      * A Direct3D device object contains the PCI id (vendor + device) of the videocard which is used for
1037      * rendering. Various games use this information to get a rough estimation of the features of the card
1038      * and some might use it for enabling 3d effects only on certain types of videocards. In some cases
1039      * games might even use it to work around bugs which happen on certain videocards/driver combinations.
1040      * The problem is that OpenGL only exposes a rendering string containing the name of the videocard and
1041      * not the PCI id.
1042      *
1043      * Various games depend on the PCI id, so somehow we need to provide one. A simple option is to parse
1044      * the renderer string and translate this to the right PCI id. This is a lot of work because there are more
1045      * than 200 GPUs just for Nvidia. Various cards share the same renderer string, so the amount of code might
1046      * be 'small' but there are quite a number of exceptions which would make this a pain to maintain.
1047      * Another way would be to query the PCI id from the operating system (assuming this is the videocard which
1048      * is used for rendering which is not always the case). This would work but it is not very portable. Second
1049      * it would not work well in, let's say, a remote X situation in which the amount of 3d features which can be used
1050      * is limited.
1051      *
1052      * As said most games only use the PCI id to get an indication of the capabilities of the card.
1053      * It doesn't really matter if the given id is the correct one if we return the id of a card with
1054      * similar 3d features.
1055      *
1056      * The code below checks the OpenGL capabilities of a videocard and matches that to a certain level of
1057      * Direct3D functionality. Once a card passes the Direct3D9 check, we know that the card (in case of Nvidia)
1058      * is at least a GeforceFX. To give a better estimate we do a basic check on the renderer string but if that
1059      * won't pass we return a default card. This way is better than maintaining a full card database as even
1060      * without a full database we can return a card with similar features. Second the size of the database
1061      * can be made quite small because when you know what type of 3d functionality a card has, you know to which
1062      * GPU family the GPU must belong. Because of this you only have to check a small part of the renderer string
1063      * to distinguishes between different models from that family.
1064      *
1065      * The code also selects a default amount of video memory which we will use for an estimation of the amount
1066      * of free texture memory. In case of real D3D the amount of texture memory includes video memory and system
1067      * memory (to be specific AGP memory or in case of PCIE TurboCache/HyperMemory). We don't know how much
1068      * system memory can be addressed by the system but we can make a reasonable estimation about the amount of
1069      * video memory. If the value is slightly wrong it doesn't matter as we didn't include AGP-like memory which
1070      * makes the amount of addressable memory higher and second OpenGL isn't that critical it moves to system
1071      * memory behind our backs if really needed.
1072      * Note that the amount of video memory can be overruled using a registry setting.
1073      */
1074     switch (gl_info->gl_vendor) {
1075         case VENDOR_NVIDIA:
1076             /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1077              * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1078              */
1079             if(WINE_D3D9_CAPABLE(gl_info) && (gl_info->vs_nv_version == VS_VERSION_30)) {
1080                 /* Geforce9 - highend */
1081                 if(strstr(gl_info->gl_renderer, "9800")) {
1082                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_9800GT;
1083                     vidmem = 512;
1084                 }
1085                 /* Geforce9 - midend */
1086                 else if(strstr(gl_info->gl_renderer, "9600")) {
1087                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_9600GT;
1088                     vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1089                 }
1090                 /* Geforce8 - highend */
1091                 if (strstr(gl_info->gl_renderer, "8800")) {
1092                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_8800GTS;
1093                     vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1094                 }
1095                 /* Geforce8 - midend mobile */
1096                 else if(strstr(gl_info->gl_renderer, "8600 M")) {
1097                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600MGT;
1098                     vidmem = 512;
1099                 }
1100                 /* Geforce8 - midend */
1101                 else if(strstr(gl_info->gl_renderer, "8600") ||
1102                         strstr(gl_info->gl_renderer, "8700"))
1103                 {
1104                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600GT;
1105                     vidmem = 256;
1106                 }
1107                 /* Geforce8 - lowend */
1108                 else if(strstr(gl_info->gl_renderer, "8300") ||
1109                         strstr(gl_info->gl_renderer, "8400") ||
1110                         strstr(gl_info->gl_renderer, "8500"))
1111                 {
1112                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_8300GS;
1113                     vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1114                 }
1115                 /* Geforce7 - highend */
1116                 else if(strstr(gl_info->gl_renderer, "7800") ||
1117                         strstr(gl_info->gl_renderer, "7900") ||
1118                         strstr(gl_info->gl_renderer, "7950") ||
1119                         strstr(gl_info->gl_renderer, "Quadro FX 4") ||
1120                         strstr(gl_info->gl_renderer, "Quadro FX 5"))
1121                 {
1122                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800GT;
1123                     vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1124                 }
1125                 /* Geforce7 midend */
1126                 else if(strstr(gl_info->gl_renderer, "7600") ||
1127                         strstr(gl_info->gl_renderer, "7700")) {
1128                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_7600;
1129                     vidmem = 256; /* The 7600 uses 256-512MB */
1130                 /* Geforce7 lower medium */
1131                 } else if(strstr(gl_info->gl_renderer, "7400")) {
1132                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_7400;
1133                     vidmem = 256; /* The 7400 uses 256-512MB */
1134                 }
1135                 /* Geforce7 lowend */
1136                 else if(strstr(gl_info->gl_renderer, "7300")) {
1137                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_7300;
1138                     vidmem = 256; /* Mac Pros with this card have 256 MB */
1139                 }
1140                 /* Geforce6 highend */
1141                 else if(strstr(gl_info->gl_renderer, "6800"))
1142                 {
1143                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_6800;
1144                     vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1145                 }
1146                 /* Geforce6 - midend */
1147                 else if(strstr(gl_info->gl_renderer, "6600") ||
1148                         strstr(gl_info->gl_renderer, "6610") ||
1149                         strstr(gl_info->gl_renderer, "6700"))
1150                 {
1151                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_6600GT;
1152                     vidmem = 128; /* A 6600GT has 128-256MB */
1153                 }
1154                 /* Geforce6/7 lowend */
1155                 else {
1156                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1157                     vidmem = 64; /* */
1158                 }
1159             } else if(WINE_D3D9_CAPABLE(gl_info)) {
1160                 /* GeforceFX - highend */
1161                 if (strstr(gl_info->gl_renderer, "5800") ||
1162                     strstr(gl_info->gl_renderer, "5900") ||
1163                     strstr(gl_info->gl_renderer, "5950") ||
1164                     strstr(gl_info->gl_renderer, "Quadro FX"))
1165                 {
1166                     gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5800;
1167                     vidmem = 256; /* 5800-5900 cards use 256MB */
1168                 }
1169                 /* GeforceFX - midend */
1170                 else if(strstr(gl_info->gl_renderer, "5600") ||
1171                         strstr(gl_info->gl_renderer, "5650") ||
1172                         strstr(gl_info->gl_renderer, "5700") ||
1173                         strstr(gl_info->gl_renderer, "5750"))
1174                 {
1175                     gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1176                     vidmem = 128; /* A 5600 uses 128-256MB */
1177                 }
1178                 /* GeforceFX - lowend */
1179                 else {
1180                     gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1181                     vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1182                 }
1183             } else if(WINE_D3D8_CAPABLE(gl_info)) {
1184                 if (strstr(gl_info->gl_renderer, "GeForce4 Ti") || strstr(gl_info->gl_renderer, "Quadro4")) {
1185                     gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1186                     vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1187                 }
1188                 else {
1189                     gl_info->gl_card = CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1190                     vidmem = 64; /* Geforce3 cards have 64-128MB */
1191                 }
1192             } else if(WINE_D3D7_CAPABLE(gl_info)) {
1193                 if (strstr(gl_info->gl_renderer, "GeForce4 MX")) {
1194                     gl_info->gl_card = CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1195                     vidmem = 64; /* Most Geforce4MX GPUs have at least 64MB of memory, some early models had 32MB but most have 64MB or even 128MB */
1196                 }
1197                 else if(strstr(gl_info->gl_renderer, "GeForce2 MX") || strstr(gl_info->gl_renderer, "Quadro2 MXR")) {
1198                     gl_info->gl_card = CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1199                     vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1200                 }
1201                 else if(strstr(gl_info->gl_renderer, "GeForce2") || strstr(gl_info->gl_renderer, "Quadro2")) {
1202                     gl_info->gl_card = CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1203                     vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1204                 }
1205                 else {
1206                     gl_info->gl_card = CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1207                     vidmem = 32; /* Most Geforce1 cards have 32MB, there are also some rare 16 and 64MB (Dell) models */
1208                 }
1209             } else {
1210                 if (strstr(gl_info->gl_renderer, "TNT2")) {
1211                     gl_info->gl_card = CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1212                     vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1213                 }
1214                 else {
1215                     gl_info->gl_card = CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1216                     vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1217                 }
1218             }
1219             break;
1220         case VENDOR_ATI:
1221             if(WINE_D3D9_CAPABLE(gl_info)) {
1222                 /* Radeon R6xx HD2900/HD3800 - highend */
1223                 if (strstr(gl_info->gl_renderer, "HD 2900") ||
1224                     strstr(gl_info->gl_renderer, "HD 3870") ||
1225                     strstr(gl_info->gl_renderer, "HD 3850"))
1226                 {
1227                     gl_info->gl_card = CARD_ATI_RADEON_HD2900;
1228                     vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1229                 }
1230                 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1231                 else if (strstr(gl_info->gl_renderer, "HD 2600") ||
1232                          strstr(gl_info->gl_renderer, "HD 3830") ||
1233                          strstr(gl_info->gl_renderer, "HD 3690") ||
1234                          strstr(gl_info->gl_renderer, "HD 3650"))
1235                 {
1236                     gl_info->gl_card = CARD_ATI_RADEON_HD2600;
1237                     vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1238                 }
1239                 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1240                 else if (strstr(gl_info->gl_renderer, "HD 2300") ||
1241                          strstr(gl_info->gl_renderer, "HD 2400") ||
1242                          strstr(gl_info->gl_renderer, "HD 3470") ||
1243                          strstr(gl_info->gl_renderer, "HD 3450") ||
1244                          strstr(gl_info->gl_renderer, "HD 3430"))
1245                 {
1246                     gl_info->gl_card = CARD_ATI_RADEON_HD2300;
1247                     vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1248                 }
1249                 /* Radeon R6xx/R7xx integrated */
1250                 else if (strstr(gl_info->gl_renderer, "HD 3100") ||
1251                          strstr(gl_info->gl_renderer, "HD 3200") ||
1252                          strstr(gl_info->gl_renderer, "HD 3300"))
1253                 {
1254                     gl_info->gl_card = CARD_ATI_RADEON_HD3200;
1255                     vidmem = 128; /* 128MB */
1256                 }
1257                 /* Radeon R5xx */
1258                 else if (strstr(gl_info->gl_renderer, "X1600") ||
1259                          strstr(gl_info->gl_renderer, "X1650") ||
1260                          strstr(gl_info->gl_renderer, "X1800") ||
1261                          strstr(gl_info->gl_renderer, "X1900") ||
1262                          strstr(gl_info->gl_renderer, "X1950"))
1263                 {
1264                     gl_info->gl_card = CARD_ATI_RADEON_X1600;
1265                     vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1266                 }
1267                 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1268                 else if(strstr(gl_info->gl_renderer, "X700") ||
1269                         strstr(gl_info->gl_renderer, "X800") ||
1270                         strstr(gl_info->gl_renderer, "X850") ||
1271                         strstr(gl_info->gl_renderer, "X1300") ||
1272                         strstr(gl_info->gl_renderer, "X1400") ||
1273                         strstr(gl_info->gl_renderer, "X1450") ||
1274                         strstr(gl_info->gl_renderer, "X1550"))
1275                 {
1276                     gl_info->gl_card = CARD_ATI_RADEON_X700;
1277                     vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1278                 }
1279                 /* Radeon R3xx */ 
1280                 else {
1281                     gl_info->gl_card = CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1282                     vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1283                 }
1284             } else if(WINE_D3D8_CAPABLE(gl_info)) {
1285                 gl_info->gl_card = CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1286                 vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1287             } else if(WINE_D3D7_CAPABLE(gl_info)) {
1288                 gl_info->gl_card = CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1289                 vidmem = 32; /* There are models with up to 64MB */
1290             } else {
1291                 gl_info->gl_card = CARD_ATI_RAGE_128PRO;
1292                 vidmem = 16; /* There are 16-32MB models */
1293             }
1294             break;
1295         case VENDOR_INTEL:
1296             if (strstr(gl_info->gl_renderer, "GMA 950")) {
1297                 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1298                 gl_info->gl_card = CARD_INTEL_I945GM;
1299                 vidmem = 64;
1300             } else if (strstr(gl_info->gl_renderer, "915GM")) {
1301                 gl_info->gl_card = CARD_INTEL_I915GM;
1302             } else if (strstr(gl_info->gl_renderer, "915G")) {
1303                 gl_info->gl_card = CARD_INTEL_I915G;
1304             } else if (strstr(gl_info->gl_renderer, "865G")) {
1305                 gl_info->gl_card = CARD_INTEL_I865G;
1306             } else if (strstr(gl_info->gl_renderer, "855G")) {
1307                 gl_info->gl_card = CARD_INTEL_I855G;
1308             } else if (strstr(gl_info->gl_renderer, "830G")) {
1309                 gl_info->gl_card = CARD_INTEL_I830G;
1310             } else {
1311                 gl_info->gl_card = CARD_INTEL_I915G;
1312             }
1313             break;
1314         case VENDOR_MESA:
1315         case VENDOR_WINE:
1316         default:
1317             /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice 
1318              * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1319              * them a good generic choice.
1320              */
1321             gl_info->gl_vendor = VENDOR_NVIDIA;
1322             if(WINE_D3D9_CAPABLE(gl_info))
1323                 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1324             else if(WINE_D3D8_CAPABLE(gl_info))
1325                 gl_info->gl_card = CARD_NVIDIA_GEFORCE3;
1326             else if(WINE_D3D7_CAPABLE(gl_info))
1327                 gl_info->gl_card = CARD_NVIDIA_GEFORCE;
1328             else if(WINE_D3D6_CAPABLE(gl_info))
1329                 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT;
1330             else
1331                 gl_info->gl_card = CARD_NVIDIA_RIVA_128;
1332     }
1333     TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info->gl_vendor, gl_info->gl_card);
1334
1335     /* If we have an estimate use it, else default to 64MB;  */
1336     if(vidmem)
1337         gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
1338     else
1339         gl_info->vidmem = WINE_DEFAULT_VIDMEM;
1340
1341     /* Load all the lookup tables
1342     TODO: It may be a good idea to make minLookup and maxLookup const and populate them in wined3d_private.h where they are declared */
1343     minLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_WRAP;
1344     maxLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_MIRRORONCE;
1345
1346     for (i = 0; i < MAX_LOOKUPS; i++) {
1347         stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
1348     }
1349
1350     stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_WRAP   - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
1351     stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_CLAMP  - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
1352     stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1353              gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1354     stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1355              gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1356     stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
1357              gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
1358     stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
1359              gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
1360
1361     magLookup[WINED3DTEXF_NONE        - WINED3DTEXF_NONE]  = GL_NEAREST;
1362     magLookup[WINED3DTEXF_POINT       - WINED3DTEXF_NONE] = GL_NEAREST;
1363     magLookup[WINED3DTEXF_LINEAR      - WINED3DTEXF_NONE] = GL_LINEAR;
1364     magLookup[WINED3DTEXF_ANISOTROPIC - WINED3DTEXF_NONE] =
1365              gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR : GL_NEAREST;
1366
1367
1368     minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_NONE]     = GL_LINEAR;
1369     minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_POINT]    = GL_LINEAR;
1370     minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_LINEAR]   = GL_LINEAR;
1371     minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_NONE]    = GL_NEAREST;
1372     minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_POINT]   = GL_NEAREST_MIPMAP_NEAREST;
1373     minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_LINEAR]  = GL_NEAREST_MIPMAP_LINEAR;
1374     minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_NONE]   = GL_LINEAR;
1375     minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_POINT]  = GL_LINEAR_MIPMAP_NEAREST;
1376     minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
1377     minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_NONE]   = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ?
1378     GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1379     minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_POINT]  = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
1380     minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_LINEAR] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1381
1382 /* TODO: config lookups */
1383
1384     /* Make sure there's an active HDC else the WGL extensions will fail */
1385     hdc = pwglGetCurrentDC();
1386     if (hdc) {
1387         WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
1388         TRACE_(d3d_caps)("WGL_Extensions reported:\n");
1389
1390         if (NULL == WGL_Extensions) {
1391             ERR("   WGL_Extensions returns NULL\n");
1392         } else {
1393             while (*WGL_Extensions != 0x00) {
1394                 const char *Start;
1395                 char ThisExtn[256];
1396                 size_t len;
1397
1398                 while (isspace(*WGL_Extensions)) WGL_Extensions++;
1399                 Start = WGL_Extensions;
1400                 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
1401                     WGL_Extensions++;
1402                 }
1403
1404                 len = WGL_Extensions - Start;
1405                 if (len == 0 || len >= sizeof(ThisExtn))
1406                     continue;
1407
1408                 memcpy(ThisExtn, Start, len);
1409                 ThisExtn[len] = '\0';
1410                 TRACE_(d3d_caps)("- %s\n", ThisExtn);
1411
1412                 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
1413                     gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
1414                     TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
1415                 }
1416                 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
1417                     gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
1418                     TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
1419                 }
1420             }
1421         }
1422     }
1423     LEAVE_GL();
1424
1425     return return_value;
1426 }
1427 #undef GLINFO_LOCATION
1428
1429 /**********************************************************
1430  * IWineD3D implementation follows
1431  **********************************************************/
1432
1433 static UINT     WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
1434     IWineD3DImpl *This = (IWineD3DImpl *)iface;
1435
1436     TRACE_(d3d_caps)("(%p): Reporting %d adapters\n", This, numAdapters);
1437     return numAdapters;
1438 }
1439
1440 static HRESULT  WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
1441     IWineD3DImpl *This = (IWineD3DImpl *)iface;
1442     FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
1443     return WINED3D_OK;
1444 }
1445
1446 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
1447     IWineD3DImpl *This = (IWineD3DImpl *)iface;
1448
1449     TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
1450
1451     if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
1452         return NULL;
1453     }
1454
1455     return MonitorFromPoint(Adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
1456 }
1457
1458 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
1459      of the same bpp but different resolutions                                  */
1460
1461 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1462 static UINT     WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
1463     IWineD3DImpl *This = (IWineD3DImpl *)iface;
1464     TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
1465
1466     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1467         return 0;
1468     }
1469
1470     /* TODO: Store modes per adapter and read it from the adapter structure */
1471     if (Adapter == 0) { /* Display */
1472         int i = 0;
1473         int j = 0;
1474
1475         if (!DEBUG_SINGLE_MODE) {
1476             DEVMODEW DevModeW;
1477
1478             ZeroMemory(&DevModeW, sizeof(DevModeW));
1479             DevModeW.dmSize = sizeof(DevModeW);
1480             while (EnumDisplaySettingsExW(NULL, j, &DevModeW, 0)) {
1481                 j++;
1482                 switch (Format)
1483                 {
1484                     case WINED3DFMT_UNKNOWN:
1485                         /* This is for D3D8, do not enumerate P8 here */
1486                         if (DevModeW.dmBitsPerPel == 32 ||
1487                             DevModeW.dmBitsPerPel == 16) i++;
1488                         break;
1489                     case WINED3DFMT_X8R8G8B8:
1490                         if (DevModeW.dmBitsPerPel == 32) i++;
1491                         break;
1492                     case WINED3DFMT_R5G6B5:
1493                         if (DevModeW.dmBitsPerPel == 16) i++;
1494                         break;
1495                     case WINED3DFMT_P8:
1496                         if (DevModeW.dmBitsPerPel == 8) i++;
1497                         break;
1498                     default:
1499                         /* Skip other modes as they do not match the requested format */
1500                         break;
1501                 }
1502             }
1503         } else {
1504             i = 1;
1505             j = 1;
1506         }
1507
1508         TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
1509         return i;
1510     } else {
1511         FIXME_(d3d_caps)("Adapter not primary display\n");
1512     }
1513     return 0;
1514 }
1515
1516 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1517 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
1518     IWineD3DImpl *This = (IWineD3DImpl *)iface;
1519     TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
1520
1521     /* Validate the parameters as much as possible */
1522     if (NULL == pMode ||
1523         Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
1524         Mode    >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
1525         return WINED3DERR_INVALIDCALL;
1526     }
1527
1528     /* TODO: Store modes per adapter and read it from the adapter structure */
1529     if (Adapter == 0 && !DEBUG_SINGLE_MODE) { /* Display */
1530         DEVMODEW DevModeW;
1531         int ModeIdx = 0;
1532         int i = 0;
1533         int j = 0;
1534
1535         ZeroMemory(&DevModeW, sizeof(DevModeW));
1536         DevModeW.dmSize = sizeof(DevModeW);
1537
1538         /* If we are filtering to a specific format (D3D9), then need to skip
1539            all unrelated modes, but if mode is irrelevant (D3D8), then we can
1540            just count through the ones with valid bit depths */
1541         while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) {
1542             switch (Format)
1543             {
1544                 case WINED3DFMT_UNKNOWN:
1545                     /* This is D3D8. Do not enumerate P8 here */
1546                     if (DevModeW.dmBitsPerPel == 32 ||
1547                         DevModeW.dmBitsPerPel == 16) i++;
1548                     break;
1549                 case WINED3DFMT_X8R8G8B8:
1550                     if (DevModeW.dmBitsPerPel == 32) i++;
1551                     break;
1552                 case WINED3DFMT_R5G6B5:
1553                     if (DevModeW.dmBitsPerPel == 16) i++;
1554                     break;
1555                 case WINED3DFMT_P8:
1556                     if (DevModeW.dmBitsPerPel == 8) i++;
1557                     break;
1558                 default:
1559                     /* Modes that don't match what we support can get an early-out */
1560                     TRACE_(d3d_caps)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format));
1561                     return WINED3DERR_INVALIDCALL;
1562             }
1563         }
1564
1565         if (i == 0) {
1566             TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
1567             return WINED3DERR_INVALIDCALL;
1568         }
1569         ModeIdx = j - 1;
1570
1571         /* Now get the display mode via the calculated index */
1572         if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
1573             pMode->Width        = DevModeW.dmPelsWidth;
1574             pMode->Height       = DevModeW.dmPelsHeight;
1575             pMode->RefreshRate  = WINED3DADAPTER_DEFAULT;
1576             if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
1577                 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1578
1579             if (Format == WINED3DFMT_UNKNOWN) {
1580                 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
1581             } else {
1582                 pMode->Format = Format;
1583             }
1584         } else {
1585             TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
1586             return WINED3DERR_INVALIDCALL;
1587         }
1588
1589         TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
1590                 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
1591                 DevModeW.dmBitsPerPel);
1592
1593     } else if (DEBUG_SINGLE_MODE) {
1594         /* Return one setting of the format requested */
1595         if (Mode > 0) return WINED3DERR_INVALIDCALL;
1596         pMode->Width        = 800;
1597         pMode->Height       = 600;
1598         pMode->RefreshRate  = 60;
1599         pMode->Format       = (Format == WINED3DFMT_UNKNOWN) ? WINED3DFMT_X8R8G8B8 : Format;
1600     } else {
1601         FIXME_(d3d_caps)("Adapter not primary display\n");
1602     }
1603
1604     return WINED3D_OK;
1605 }
1606
1607 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
1608     IWineD3DImpl *This = (IWineD3DImpl *)iface;
1609     TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
1610
1611     if (NULL == pMode ||
1612         Adapter >= IWineD3D_GetAdapterCount(iface)) {
1613         return WINED3DERR_INVALIDCALL;
1614     }
1615
1616     if (Adapter == 0) { /* Display */
1617         int bpp = 0;
1618         DEVMODEW DevModeW;
1619
1620         ZeroMemory(&DevModeW, sizeof(DevModeW));
1621         DevModeW.dmSize = sizeof(DevModeW);
1622
1623         EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
1624         pMode->Width        = DevModeW.dmPelsWidth;
1625         pMode->Height       = DevModeW.dmPelsHeight;
1626         bpp                 = DevModeW.dmBitsPerPel;
1627         pMode->RefreshRate  = WINED3DADAPTER_DEFAULT;
1628         if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
1629         {
1630             pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1631         }
1632
1633         pMode->Format = pixelformat_for_depth(bpp);
1634     } else {
1635         FIXME_(d3d_caps)("Adapter not primary display\n");
1636     }
1637
1638     TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
1639           pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
1640     return WINED3D_OK;
1641 }
1642
1643 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
1644    and fields being inserted in the middle, a new structure is used in place    */
1645 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
1646                                                    WINED3DADAPTER_IDENTIFIER* pIdentifier) {
1647     IWineD3DImpl *This = (IWineD3DImpl *)iface;
1648
1649     TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
1650
1651     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1652         return WINED3DERR_INVALIDCALL;
1653     }
1654
1655     /* Return the information requested */
1656     TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
1657     strcpy(pIdentifier->Driver, Adapters[Adapter].driver);
1658     strcpy(pIdentifier->Description, Adapters[Adapter].description);
1659
1660     /* Note dx8 doesn't supply a DeviceName */
1661     if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
1662     pIdentifier->DriverVersion->u.HighPart = Adapters[Adapter].gl_info.driver_version_hipart;
1663     pIdentifier->DriverVersion->u.LowPart = Adapters[Adapter].gl_info.driver_version;
1664     *(pIdentifier->VendorId) = Adapters[Adapter].gl_info.gl_vendor;
1665     *(pIdentifier->DeviceId) = Adapters[Adapter].gl_info.gl_card;
1666     *(pIdentifier->SubSysId) = 0;
1667     *(pIdentifier->Revision) = 0;
1668     *pIdentifier->DeviceIdentifier = IID_D3DDEVICE_D3DUID;
1669
1670     if (Flags & WINED3DENUM_NO_WHQL_LEVEL) {
1671         *(pIdentifier->WHQLLevel) = 0;
1672     } else {
1673         *(pIdentifier->WHQLLevel) = 1;
1674     }
1675
1676     return WINED3D_OK;
1677 }
1678
1679 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1680     short redSize, greenSize, blueSize, alphaSize, colorBits;
1681
1682     if(!cfg)
1683         return FALSE;
1684
1685     if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
1686         if(!getColorBits(Format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) {
1687             ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1688             return FALSE;
1689         }
1690
1691         if(cfg->redSize < redSize)
1692             return FALSE;
1693
1694         if(cfg->greenSize < greenSize)
1695             return FALSE;
1696
1697         if(cfg->blueSize < blueSize)
1698             return FALSE;
1699
1700         if(cfg->alphaSize < alphaSize)
1701             return FALSE;
1702
1703         return TRUE;
1704     } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
1705         if(Format == WINED3DFMT_R16F)
1706             return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1707         if(Format == WINED3DFMT_G16R16F)
1708             return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1709         if(Format == WINED3DFMT_A16B16G16R16F)
1710             return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
1711         if(Format == WINED3DFMT_R32F)
1712             return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1713         if(Format == WINED3DFMT_G32R32F)
1714             return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1715         if(Format == WINED3DFMT_A32B32G32R32F)
1716             return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
1717     } else {
1718         /* Probably a color index mode */
1719         return FALSE;
1720     }
1721
1722     return FALSE;
1723 }
1724
1725 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1726     short depthSize, stencilSize;
1727     BOOL lockable = FALSE;
1728
1729     if(!cfg)
1730         return FALSE;
1731
1732     if(!getDepthStencilBits(Format, &depthSize, &stencilSize)) {
1733         ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1734         return FALSE;
1735     }
1736
1737     if((Format == WINED3DFMT_D16_LOCKABLE) || (Format == WINED3DFMT_D32F_LOCKABLE))
1738         lockable = TRUE;
1739
1740     /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
1741      * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
1742      * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
1743     if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
1744         return FALSE;
1745
1746     /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
1747      * allow more stencil bits than requested. */
1748     if(cfg->stencilSize < stencilSize)
1749         return FALSE;
1750
1751     return TRUE;
1752 }
1753
1754 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1755                                                    WINED3DFORMAT AdapterFormat,
1756                                                    WINED3DFORMAT RenderTargetFormat,
1757                                                    WINED3DFORMAT DepthStencilFormat) {
1758     IWineD3DImpl *This = (IWineD3DImpl *)iface;
1759     int nCfgs;
1760     WineD3D_PixelFormat *cfgs;
1761     int it;
1762
1763     WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
1764            This, Adapter,
1765            DeviceType, debug_d3ddevicetype(DeviceType),
1766            AdapterFormat, debug_d3dformat(AdapterFormat),
1767            RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
1768            DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
1769
1770     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1771         TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
1772         return WINED3DERR_INVALIDCALL;
1773     }
1774
1775     cfgs = Adapters[Adapter].cfgs;
1776     nCfgs = Adapters[Adapter].nCfgs;
1777     for (it = 0; it < nCfgs; ++it) {
1778         if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], RenderTargetFormat)) {
1779             if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[it], DepthStencilFormat)) {
1780                 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
1781                 return WINED3D_OK;
1782             }
1783         }
1784     }
1785     WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
1786
1787     return WINED3DERR_NOTAVAILABLE;
1788 }
1789
1790 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, 
1791                                                        WINED3DFORMAT SurfaceFormat,
1792                                                        BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD*   pQualityLevels) {
1793
1794     IWineD3DImpl *This = (IWineD3DImpl *)iface;
1795     const GlPixelFormatDesc *glDesc;
1796     const StaticPixelFormatDesc *desc;
1797
1798     TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
1799           This,
1800           Adapter,
1801           DeviceType, debug_d3ddevicetype(DeviceType),
1802           SurfaceFormat, debug_d3dformat(SurfaceFormat),
1803           Windowed,
1804           MultiSampleType,
1805           pQualityLevels);
1806
1807     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1808         return WINED3DERR_INVALIDCALL;
1809     }
1810
1811     /* TODO: handle Windowed, add more quality levels */
1812
1813     if (WINED3DMULTISAMPLE_NONE == MultiSampleType) return WINED3D_OK;
1814
1815     /* By default multisampling is disabled right now as it causes issues
1816      * on some Nvidia driver versions and it doesn't work well in combination
1817      * with FBOs yet. */
1818     if(!wined3d_settings.allow_multisampling)
1819         return WINED3DERR_NOTAVAILABLE;
1820
1821     desc = getFormatDescEntry(SurfaceFormat, &Adapters[Adapter].gl_info, &glDesc);
1822     if(!desc || !glDesc) {
1823         return WINED3DERR_INVALIDCALL;
1824     }
1825
1826     if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
1827         int i, nCfgs;
1828         WineD3D_PixelFormat *cfgs;
1829
1830         cfgs = Adapters[Adapter].cfgs;
1831         nCfgs = Adapters[Adapter].nCfgs;
1832         for(i=0; i<nCfgs; i++) {
1833             if(cfgs[i].numSamples != MultiSampleType)
1834                 continue;
1835
1836             if(!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[i], SurfaceFormat))
1837                 continue;
1838
1839             TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1840
1841             if(pQualityLevels)
1842                 *pQualityLevels = 1; /* Guess at a value! */
1843             return WINED3D_OK;
1844         }
1845     }
1846     else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
1847         short redSize, greenSize, blueSize, alphaSize, colorBits;
1848         int i, nCfgs;
1849         WineD3D_PixelFormat *cfgs;
1850
1851         if(!getColorBits(SurfaceFormat, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) {
1852             ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
1853             return WINED3DERR_NOTAVAILABLE;
1854         }
1855
1856         cfgs = Adapters[Adapter].cfgs;
1857         nCfgs = Adapters[Adapter].nCfgs;
1858         for(i=0; i<nCfgs; i++) {
1859             if(cfgs[i].numSamples != MultiSampleType)
1860                 continue;
1861             if(cfgs[i].redSize != redSize)
1862                 continue;
1863             if(cfgs[i].greenSize != greenSize)
1864                 continue;
1865             if(cfgs[i].blueSize != blueSize)
1866                 continue;
1867             if(cfgs[i].alphaSize != alphaSize)
1868                 continue;
1869
1870             TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1871
1872             if(pQualityLevels)
1873                 *pQualityLevels = 1; /* Guess at a value! */
1874             return WINED3D_OK;
1875         }
1876     }
1877     return WINED3DERR_NOTAVAILABLE;
1878 }
1879
1880 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1881                                             WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
1882
1883     IWineD3DImpl *This = (IWineD3DImpl *)iface;
1884     HRESULT hr = WINED3DERR_NOTAVAILABLE;
1885     UINT nmodes;
1886
1887     TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
1888           This,
1889           Adapter,
1890           DeviceType, debug_d3ddevicetype(DeviceType),
1891           DisplayFormat, debug_d3dformat(DisplayFormat),
1892           BackBufferFormat, debug_d3dformat(BackBufferFormat),
1893           Windowed);
1894
1895     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1896         WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
1897         return WINED3DERR_INVALIDCALL;
1898     }
1899
1900     /* The task of this function is to check whether a certain display / backbuffer format
1901      * combination is available on the given adapter. In fullscreen mode microsoft specified
1902      * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
1903      * and display format should match exactly.
1904      * In windowed mode format conversion can occur and this depends on the driver. When format
1905      * conversion is done, this function should nevertheless fail and applications need to use
1906      * CheckDeviceFormatConversion.
1907      * At the moment we assume that fullscreen and windowed have the same capabilities */
1908
1909     /* There are only 4 display formats */
1910     if(!((DisplayFormat == WINED3DFMT_R5G6B5) ||
1911          (DisplayFormat == WINED3DFMT_X1R5G5B5) ||
1912          (DisplayFormat == WINED3DFMT_X8R8G8B8) ||
1913          (DisplayFormat == WINED3DFMT_A2R10G10B10)))
1914     {
1915         TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
1916         return WINED3DERR_NOTAVAILABLE;
1917     }
1918
1919     /* If the requested DisplayFormat is not available, don't continue */
1920     nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
1921     if(!nmodes) {
1922         TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
1923         return WINED3DERR_NOTAVAILABLE;
1924     }
1925
1926     /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
1927     if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
1928         TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
1929         return WINED3DERR_NOTAVAILABLE;
1930     }
1931
1932     /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
1933     if( (DisplayFormat == WINED3DFMT_R5G6B5) && (BackBufferFormat != WINED3DFMT_R5G6B5) ) {
1934         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1935         return WINED3DERR_NOTAVAILABLE;
1936     }
1937
1938     /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
1939     if( (DisplayFormat == WINED3DFMT_X1R5G5B5) && !((BackBufferFormat == WINED3DFMT_X1R5G5B5) || (BackBufferFormat == WINED3DFMT_A1R5G5B5)) ) {
1940         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1941         return WINED3DERR_NOTAVAILABLE;
1942     }
1943
1944     /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
1945     if( (DisplayFormat == WINED3DFMT_X8R8G8B8) && !((BackBufferFormat == WINED3DFMT_X8R8G8B8) || (BackBufferFormat == WINED3DFMT_A8R8G8B8)) ) {
1946         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1947         return WINED3DERR_NOTAVAILABLE;
1948     }
1949
1950     /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
1951     if( (DisplayFormat == WINED3DFMT_A2R10G10B10) && ((BackBufferFormat != WINED3DFMT_A2R10G10B10) || Windowed)) {
1952         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1953         return WINED3DERR_NOTAVAILABLE;
1954     }
1955
1956     /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
1957     hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat);
1958     if(FAILED(hr))
1959         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1960
1961     return hr;
1962 }
1963
1964
1965 #define GLINFO_LOCATION Adapters[Adapter].gl_info
1966 /* Check if we support bumpmapping for a format */
1967 static BOOL CheckBumpMapCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
1968 {
1969     const struct fragment_pipeline *fp;
1970     const GlPixelFormatDesc *glDesc;
1971
1972     switch(CheckFormat) {
1973         case WINED3DFMT_V8U8:
1974         case WINED3DFMT_V16U16:
1975         case WINED3DFMT_L6V5U5:
1976         case WINED3DFMT_X8L8V8U8:
1977         case WINED3DFMT_Q8W8V8U8:
1978             getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
1979             if(glDesc->conversion_group == WINED3DFMT_UNKNOWN) {
1980                 /* We have a GL extension giving native support */
1981                 TRACE_(d3d_caps)("[OK]\n");
1982                 return TRUE;
1983             }
1984
1985             /* No native support: Ask the fixed function pipeline implementation if it
1986              * can deal with the conversion
1987              */
1988             fp = select_fragment_implementation(Adapter, DeviceType);
1989             if(fp->conv_supported(CheckFormat)) {
1990                 TRACE_(d3d_caps)("[OK]\n");
1991                 return TRUE;
1992             } else {
1993                 TRACE_(d3d_caps)("[FAILED]\n");
1994                 return FALSE;
1995             }
1996
1997         default:
1998             TRACE_(d3d_caps)("[FAILED]\n");
1999             return FALSE;
2000     }
2001 }
2002
2003 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
2004 static BOOL CheckDepthStencilCapability(UINT Adapter, WINED3DFORMAT DisplayFormat, WINED3DFORMAT DepthStencilFormat)
2005 {
2006     int it=0;
2007     WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
2008     const GlPixelFormatDesc *glDesc;
2009     const StaticPixelFormatDesc *desc = getFormatDescEntry(DepthStencilFormat, &GLINFO_LOCATION, &glDesc);
2010
2011     /* Fail if we weren't able to get a description of the format */
2012     if(!desc || !glDesc)
2013         return FALSE;
2014
2015     /* Only allow depth/stencil formats */
2016     if(!(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
2017         return FALSE;
2018
2019     /* Walk through all WGL pixel formats to find a match */
2020     cfgs = Adapters[Adapter].cfgs;
2021     for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2022         if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], DisplayFormat)) {
2023             if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[it], DepthStencilFormat)) {
2024                 return TRUE;
2025             }
2026         }
2027     }
2028
2029     return FALSE;
2030 }
2031
2032 static BOOL CheckFilterCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2033 {
2034     const GlPixelFormatDesc *glDesc;
2035     const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2036
2037     /* Fail if we weren't able to get a description of the format */
2038     if(!desc || !glDesc)
2039         return FALSE;
2040
2041     /* The flags entry of a format contains the filtering capability */
2042     if(glDesc->Flags & WINED3DFMT_FLAG_FILTERING)
2043         return TRUE;
2044
2045     return FALSE;
2046 }
2047
2048 /* Check the render target capabilities of a format */
2049 static BOOL CheckRenderTargetCapability(WINED3DFORMAT AdapterFormat, WINED3DFORMAT CheckFormat)
2050 {
2051     UINT Adapter = 0;
2052     const GlPixelFormatDesc *glDesc;
2053     const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2054
2055     /* Fail if we weren't able to get a description of the format */
2056     if(!desc || !glDesc)
2057         return FALSE;
2058
2059     /* Filter out non-RT formats */
2060     if(!(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET))
2061         return FALSE;
2062
2063     if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
2064         WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
2065         int it;
2066         short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
2067         short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
2068
2069         getColorBits(AdapterFormat, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
2070         getColorBits(CheckFormat, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
2071
2072         /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
2073          * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
2074         if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
2075             TRACE_(d3d_caps)("[FAILED]\n");
2076             return FALSE;
2077         }
2078
2079         /* Check if there is a WGL pixel format matching the requirements, the format should also be window
2080          * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
2081         for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2082             if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
2083                 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
2084                 return TRUE;
2085             }
2086         }
2087     } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
2088         /* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
2089         WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
2090         int it;
2091
2092         /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
2093         for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2094             if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
2095                 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
2096                 return TRUE;
2097             }
2098         }
2099     } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){
2100         /* For now return TRUE for FBOs until we have some proper checks.
2101          * Note that this function will only be called when the format is around for texturing. */
2102         return TRUE;
2103     }
2104     return FALSE;
2105 }
2106
2107 static BOOL CheckSrgbReadCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2108 {
2109     /* Check for supported sRGB formats (Texture loading and framebuffer) */
2110     if(!GL_SUPPORT(EXT_TEXTURE_SRGB)) {
2111         TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
2112         return FALSE;
2113     }
2114
2115     switch (CheckFormat) {
2116         case WINED3DFMT_A8R8G8B8:
2117         case WINED3DFMT_X8R8G8B8:
2118         case WINED3DFMT_A4R4G4B4:
2119         case WINED3DFMT_L8:
2120         case WINED3DFMT_A8L8:
2121         case WINED3DFMT_DXT1:
2122         case WINED3DFMT_DXT2:
2123         case WINED3DFMT_DXT3:
2124         case WINED3DFMT_DXT4:
2125         case WINED3DFMT_DXT5:
2126             TRACE_(d3d_caps)("[OK]\n");
2127             return TRUE;
2128
2129         default:
2130             TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(CheckFormat));
2131             return FALSE;
2132     }
2133     return FALSE;
2134 }
2135
2136 static BOOL CheckSrgbWriteCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
2137 {
2138     /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
2139      * doing the color fixup in shaders.
2140      * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
2141     if((CheckFormat == WINED3DFMT_X8R8G8B8) || (CheckFormat == WINED3DFMT_A8R8G8B8)) {
2142         int vs_selected_mode;
2143         int ps_selected_mode;
2144         select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2145
2146         if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
2147             TRACE_(d3d_caps)("[OK]\n");
2148             return TRUE;
2149         }
2150     }
2151
2152     TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(CheckFormat));
2153     return FALSE;
2154 }
2155
2156 /* Check if a format support blending in combination with pixel shaders */
2157 static BOOL CheckPostPixelShaderBlendingCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2158 {
2159     const GlPixelFormatDesc *glDesc;
2160     const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2161
2162     /* Fail if we weren't able to get a description of the format */
2163     if(!desc || !glDesc)
2164         return FALSE;
2165
2166     /* The flags entry of a format contains the post pixel shader blending capability */
2167     if(glDesc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)
2168         return TRUE;
2169
2170     return FALSE;
2171 }
2172
2173 static BOOL CheckWrapAndMipCapability(UINT Adapter, WINED3DFORMAT CheckFormat) {
2174     /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
2175      * but we have to report mipmapping so we cannot reject this flag. Tests show that
2176      * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
2177      * that wrapping is supported. The lack of filtering will sort out the mipmapping
2178      * capability anyway.
2179      *
2180      * For now lets report this on all formats, but in the future we may want to
2181      * restrict it to some should games need that
2182      */
2183     return TRUE;
2184 }
2185
2186 /* Check if a texture format is supported on the given adapter */
2187 static BOOL CheckTextureCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
2188 {
2189     const shader_backend_t *shader_backend;
2190     const struct fragment_pipeline *fp;
2191     const GlPixelFormatDesc *glDesc;
2192
2193     switch (CheckFormat) {
2194
2195         /*****
2196          *  supported: RGB(A) formats
2197          */
2198         case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
2199         case WINED3DFMT_A8R8G8B8:
2200         case WINED3DFMT_X8R8G8B8:
2201         case WINED3DFMT_R5G6B5:
2202         case WINED3DFMT_X1R5G5B5:
2203         case WINED3DFMT_A1R5G5B5:
2204         case WINED3DFMT_A4R4G4B4:
2205         case WINED3DFMT_A8:
2206         case WINED3DFMT_X4R4G4B4:
2207         case WINED3DFMT_A8B8G8R8:
2208         case WINED3DFMT_X8B8G8R8:
2209         case WINED3DFMT_A2R10G10B10:
2210         case WINED3DFMT_A2B10G10R10:
2211         case WINED3DFMT_G16R16:
2212             TRACE_(d3d_caps)("[OK]\n");
2213             return TRUE;
2214
2215         case WINED3DFMT_R3G3B2:
2216             TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
2217             return FALSE;
2218
2219         /*****
2220          *  supported: Palettized
2221          */
2222         case WINED3DFMT_P8:
2223             TRACE_(d3d_caps)("[OK]\n");
2224             return TRUE;
2225         /* No Windows driver offers A8P8, so don't offer it either */
2226         case WINED3DFMT_A8P8:
2227             return FALSE;
2228
2229         /*****
2230          *  Supported: (Alpha)-Luminance
2231          */
2232         case WINED3DFMT_L8:
2233         case WINED3DFMT_A8L8:
2234         case WINED3DFMT_L16:
2235             TRACE_(d3d_caps)("[OK]\n");
2236             return TRUE;
2237
2238         /* Not supported on Windows, thus disabled */
2239         case WINED3DFMT_A4L4:
2240             TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
2241             return FALSE;
2242
2243         /*****
2244          *  Supported: Depth/Stencil formats
2245          */
2246         case WINED3DFMT_D16_LOCKABLE:
2247         case WINED3DFMT_D16:
2248         case WINED3DFMT_D15S1:
2249         case WINED3DFMT_D24X8:
2250         case WINED3DFMT_D24X4S4:
2251         case WINED3DFMT_D24S8:
2252         case WINED3DFMT_D24FS8:
2253         case WINED3DFMT_D32:
2254         case WINED3DFMT_D32F_LOCKABLE:
2255             return TRUE;
2256
2257         /*****
2258          *  Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
2259          *  GL_NV_texture_shader). Emulated by shaders
2260          */
2261         case WINED3DFMT_V8U8:
2262         case WINED3DFMT_X8L8V8U8:
2263         case WINED3DFMT_L6V5U5:
2264         case WINED3DFMT_Q8W8V8U8:
2265         case WINED3DFMT_V16U16:
2266         case WINED3DFMT_W11V11U10:
2267             getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2268             if(glDesc->conversion_group == WINED3DFMT_UNKNOWN) {
2269                 /* We have a GL extension giving native support */
2270                 TRACE_(d3d_caps)("[OK]\n");
2271                 return TRUE;
2272             }
2273
2274             /* No native support: Ask the fixed function pipeline implementation if it
2275              * can deal with the conversion
2276              */
2277             shader_backend = select_shader_backend(Adapter, DeviceType);
2278             if(shader_backend->shader_conv_supported(CheckFormat)) {
2279                 TRACE_(d3d_caps)("[OK]\n");
2280                 return TRUE;
2281             } else {
2282                 TRACE_(d3d_caps)("[FAILED]\n");
2283                 return FALSE;
2284             }
2285
2286         case WINED3DFMT_DXT1:
2287         case WINED3DFMT_DXT2:
2288         case WINED3DFMT_DXT3:
2289         case WINED3DFMT_DXT4:
2290         case WINED3DFMT_DXT5:
2291             if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
2292                 TRACE_(d3d_caps)("[OK]\n");
2293                 return TRUE;
2294             }
2295             TRACE_(d3d_caps)("[FAILED]\n");
2296             return FALSE;
2297
2298
2299         /*****
2300          *  Odd formats - not supported
2301          */
2302         case WINED3DFMT_VERTEXDATA:
2303         case WINED3DFMT_INDEX16:
2304         case WINED3DFMT_INDEX32:
2305         case WINED3DFMT_Q16W16V16U16:
2306         case WINED3DFMT_A2W10V10U10:
2307             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2308             return FALSE;
2309
2310         /*****
2311          *  WINED3DFMT_CxV8U8: Not supported right now
2312          */
2313         case WINED3DFMT_CxV8U8:
2314             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2315             return FALSE;
2316
2317         /* YUV formats */
2318         case WINED3DFMT_UYVY:
2319         case WINED3DFMT_YUY2:
2320             if(GL_SUPPORT(APPLE_YCBCR_422)) {
2321                 TRACE_(d3d_caps)("[OK]\n");
2322                 return TRUE;
2323             }
2324             TRACE_(d3d_caps)("[FAILED]\n");
2325             return FALSE;
2326
2327             /* Not supported */
2328         case WINED3DFMT_A16B16G16R16:
2329         case WINED3DFMT_A8R3G3B2:
2330             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2331             return FALSE;
2332
2333             /* Floating point formats */
2334         case WINED3DFMT_R16F:
2335         case WINED3DFMT_A16B16G16R16F:
2336             if(GL_SUPPORT(ARB_TEXTURE_FLOAT) && GL_SUPPORT(ARB_HALF_FLOAT_PIXEL)) {
2337                 TRACE_(d3d_caps)("[OK]\n");
2338                 return TRUE;
2339             }
2340             TRACE_(d3d_caps)("[FAILED]\n");
2341             return FALSE;
2342
2343         case WINED3DFMT_R32F:
2344         case WINED3DFMT_A32B32G32R32F:
2345             if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2346                 TRACE_(d3d_caps)("[OK]\n");
2347                 return TRUE;
2348             }
2349             TRACE_(d3d_caps)("[FAILED]\n");
2350             return FALSE;
2351
2352         case WINED3DFMT_G16R16F:
2353         case WINED3DFMT_G32R32F:
2354             TRACE_(d3d_caps)("[FAILED]\n");
2355             return FALSE;
2356
2357         /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
2358          * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
2359          * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
2360          * We can do instancing with all shader versions, but we need vertex shaders.
2361          *
2362          * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
2363          * to enable instancing. WineD3D doesn't need that and just ignores it.
2364          *
2365          * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
2366          */
2367         case WINEMAKEFOURCC('I','N','S','T'):
2368             TRACE("ATI Instancing check hack\n");
2369             if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
2370                 TRACE_(d3d_caps)("[OK]\n");
2371                 return TRUE;
2372             }
2373             TRACE_(d3d_caps)("[FAILED]\n");
2374             return FALSE;
2375
2376         /* Some weird FOURCC formats */
2377         case WINED3DFMT_R8G8_B8G8:
2378         case WINED3DFMT_G8R8_G8B8:
2379         case WINED3DFMT_MULTI2_ARGB8:
2380             TRACE_(d3d_caps)("[FAILED]\n");
2381             return FALSE;
2382
2383         /* Vendor specific formats */
2384         case WINED3DFMT_ATI2N:
2385             if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC) || GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
2386                 shader_backend = select_shader_backend(Adapter, DeviceType);
2387                 fp = select_fragment_implementation(Adapter, DeviceType);
2388                 if(shader_backend->shader_conv_supported(CheckFormat) &&
2389                    fp->conv_supported(CheckFormat)) {
2390                     TRACE_(d3d_caps)("[OK]\n");
2391                     return TRUE;
2392                 }
2393
2394                 TRACE_(d3d_caps)("[OK]\n");
2395                 return TRUE;
2396             }
2397             TRACE_(d3d_caps)("[FAILED]\n");
2398             return FALSE;
2399
2400         case WINED3DFMT_UNKNOWN:
2401             return FALSE;
2402
2403         default:
2404             ERR("Unhandled format=%s\n", debug_d3dformat(CheckFormat));
2405             break;
2406     }
2407     return FALSE;
2408 }
2409
2410 static BOOL CheckSurfaceCapability(UINT Adapter, WINED3DFORMAT AdapterFormat, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat) {
2411     const struct blit_shader *blitter;
2412
2413     /* All format that are supported for textures are supported for surfaces as well */
2414     if(CheckTextureCapability(Adapter, DeviceType, CheckFormat)) return TRUE;
2415     /* All depth stencil formats are supported on surfaces */
2416     if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) return TRUE;
2417
2418     /* If opengl can't process the format natively, the blitter may be able to convert it */
2419     blitter = select_blit_implementation(Adapter, DeviceType);
2420     if(blitter->conv_supported(CheckFormat)) {
2421         TRACE_(d3d_caps)("[OK]\n");
2422         return TRUE;
2423     }
2424
2425     /* Reject other formats */
2426     TRACE_(d3d_caps)("[FAILED]\n");
2427     return FALSE;
2428 }
2429
2430 static BOOL CheckVertexTextureCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2431 {
2432     if (!GL_LIMITS(vertex_samplers)) {
2433         TRACE_(d3d_caps)("[FAILED]\n");
2434         return FALSE;
2435     }
2436
2437     switch (CheckFormat) {
2438         case WINED3DFMT_A32B32G32R32F:
2439             if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2440                 TRACE_(d3d_caps)("[FAILED]\n");
2441                 return FALSE;
2442             }
2443             TRACE_(d3d_caps)("[OK]\n");
2444             return TRUE;
2445
2446         default:
2447             TRACE_(d3d_caps)("[FAILED]\n");
2448             return FALSE;
2449     }
2450     return FALSE;
2451 }
2452
2453 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, 
2454                                               WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat) {
2455     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2456     DWORD UsageCaps = 0;
2457
2458     TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
2459           This,
2460           Adapter,
2461           DeviceType, debug_d3ddevicetype(DeviceType),
2462           AdapterFormat, debug_d3dformat(AdapterFormat),
2463           Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
2464           RType, debug_d3dresourcetype(RType),
2465           CheckFormat, debug_d3dformat(CheckFormat));
2466
2467     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2468         return WINED3DERR_INVALIDCALL;
2469     }
2470
2471     if(RType == WINED3DRTYPE_CUBETEXTURE) {
2472         /* Cubetexture allows:
2473          *                    - D3DUSAGE_AUTOGENMIPMAP
2474          *                    - D3DUSAGE_DEPTHSTENCIL
2475          *                    - D3DUSAGE_DYNAMIC
2476          *                    - D3DUSAGE_NONSECURE (d3d9ex)
2477          *                    - D3DUSAGE_RENDERTARGET
2478          *                    - D3DUSAGE_SOFTWAREPROCESSING
2479          *                    - D3DUSAGE_QUERY_WRAPANDMIP
2480          */
2481         if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2482             /* Check if the texture format is around */
2483             if(CheckTextureCapability(Adapter, DeviceType, CheckFormat)) {
2484                 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2485                     /* Check for automatic mipmap generation support */
2486                     if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2487                         UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2488                     } else {
2489                         /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2490                         TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2491                     }
2492                 }
2493
2494                 /* Always report dynamic locking */
2495                 if(Usage & WINED3DUSAGE_DYNAMIC)
2496                     UsageCaps |= WINED3DUSAGE_DYNAMIC;
2497
2498                 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2499                     if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2500                         UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2501                     } else {
2502                         TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2503                         return WINED3DERR_NOTAVAILABLE;
2504                     }
2505                 }
2506
2507                 /* Always report software processing */
2508                 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2509                     UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2510
2511                 /* Check QUERY_FILTER support */
2512                 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2513                     if(CheckFilterCapability(Adapter, CheckFormat)) {
2514                         UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2515                     } else {
2516                         TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2517                         return WINED3DERR_NOTAVAILABLE;
2518                     }
2519                 }
2520
2521                 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2522                 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2523                     if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2524                         UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2525                     } else {
2526                         TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2527                         return WINED3DERR_NOTAVAILABLE;
2528                     }
2529                 }
2530
2531                 /* Check QUERY_SRGBREAD support */
2532                 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2533                     if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2534                         UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2535                     } else {
2536                         TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2537                         return WINED3DERR_NOTAVAILABLE;
2538                     }
2539                 }
2540
2541                 /* Check QUERY_SRGBWRITE support */
2542                 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2543                     if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2544                         UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2545                     } else {
2546                         TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2547                         return WINED3DERR_NOTAVAILABLE;
2548                     }
2549                 }
2550
2551                 /* Check QUERY_VERTEXTEXTURE support */
2552                 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2553                     if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2554                         UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2555                     } else {
2556                         TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2557                         return WINED3DERR_NOTAVAILABLE;
2558                     }
2559                 }
2560
2561                 /* Check QUERY_WRAPANDMIP support */
2562                 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2563                     if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2564                         UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2565                     } else {
2566                         TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2567                         return WINED3DERR_NOTAVAILABLE;
2568                     }
2569                 }
2570             } else {
2571                 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
2572                 return WINED3DERR_NOTAVAILABLE;
2573             }
2574         } else {
2575             TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
2576             return WINED3DERR_NOTAVAILABLE;
2577         }
2578     } else if(RType == WINED3DRTYPE_SURFACE) {
2579         /* Surface allows:
2580          *                - D3DUSAGE_DEPTHSTENCIL
2581          *                - D3DUSAGE_NONSECURE (d3d9ex)
2582          *                - D3DUSAGE_RENDERTARGET
2583          */
2584
2585         if(CheckSurfaceCapability(Adapter, AdapterFormat, DeviceType, CheckFormat)) {
2586             if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2587                 if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
2588                     UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2589                 } else {
2590                     TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
2591                     return WINED3DERR_NOTAVAILABLE;
2592                 }
2593             }
2594
2595             if(Usage & WINED3DUSAGE_RENDERTARGET) {
2596                 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2597                     UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2598                 } else {
2599                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2600                     return WINED3DERR_NOTAVAILABLE;
2601                 }
2602             }
2603
2604             /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2605             if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2606                 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2607                     UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2608                 } else {
2609                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2610                     return WINED3DERR_NOTAVAILABLE;
2611                 }
2612             }
2613         } else {
2614             TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
2615             return WINED3DERR_NOTAVAILABLE;
2616         }
2617
2618     } else if(RType == WINED3DRTYPE_TEXTURE) {
2619         /* Texture allows:
2620          *                - D3DUSAGE_AUTOGENMIPMAP
2621          *                - D3DUSAGE_DEPTHSTENCIL
2622          *                - D3DUSAGE_DMAP
2623          *                - D3DUSAGE_DYNAMIC
2624          *                - D3DUSAGE_NONSECURE (d3d9ex)
2625          *                - D3DUSAGE_RENDERTARGET
2626          *                - D3DUSAGE_SOFTWAREPROCESSING
2627          *                - D3DUSAGE_TEXTAPI (d3d9ex)
2628          *                - D3DUSAGE_QUERY_WRAPANDMIP
2629          */
2630
2631         /* Check if the texture format is around */
2632         if(CheckTextureCapability(Adapter, DeviceType, CheckFormat)) {
2633             if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2634                 /* Check for automatic mipmap generation support */
2635                 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2636                     UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2637                 } else {
2638                     /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2639                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2640                 }
2641             }
2642
2643             /* Always report dynamic locking */
2644             if(Usage & WINED3DUSAGE_DYNAMIC)
2645                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2646
2647             if(Usage & WINED3DUSAGE_RENDERTARGET) {
2648                 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2649                     UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2650                 } else {
2651                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2652                      return WINED3DERR_NOTAVAILABLE;
2653                  }
2654             }
2655
2656             /* Always report software processing */
2657             if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2658                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2659
2660             /* Check QUERY_FILTER support */
2661             if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2662                 if(CheckFilterCapability(Adapter, CheckFormat)) {
2663                     UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2664                 } else {
2665                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2666                     return WINED3DERR_NOTAVAILABLE;
2667                 }
2668             }
2669
2670             /* Check QUERY_LEGACYBUMPMAP support */
2671             if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
2672                 if(CheckBumpMapCapability(Adapter, DeviceType, CheckFormat)) {
2673                     UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
2674                 } else {
2675                     TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
2676                     return WINED3DERR_NOTAVAILABLE;
2677                 }
2678             }
2679
2680             /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2681             if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2682                 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2683                     UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2684                 } else {
2685                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2686                     return WINED3DERR_NOTAVAILABLE;
2687                 }
2688             }
2689
2690             /* Check QUERY_SRGBREAD support */
2691             if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2692                 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2693                     UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2694                 } else {
2695                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2696                     return WINED3DERR_NOTAVAILABLE;
2697                 }
2698             }
2699
2700             /* Check QUERY_SRGBWRITE support */
2701             if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2702                 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2703                     UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2704                 } else {
2705                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2706                     return WINED3DERR_NOTAVAILABLE;
2707                 }
2708             }
2709
2710             /* Check QUERY_VERTEXTEXTURE support */
2711             if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2712                 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2713                     UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2714                 } else {
2715                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2716                     return WINED3DERR_NOTAVAILABLE;
2717                 }
2718             }
2719
2720             /* Check QUERY_WRAPANDMIP support */
2721             if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2722                 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2723                     UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2724                 } else {
2725                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2726                     return WINED3DERR_NOTAVAILABLE;
2727                 }
2728             }
2729
2730             if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2731                 if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
2732                     UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2733                 } else {
2734                     TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
2735                     return WINED3DERR_NOTAVAILABLE;
2736                 }
2737             }
2738         } else {
2739             TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
2740             return WINED3DERR_NOTAVAILABLE;
2741         }
2742     } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
2743         /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
2744          * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
2745          *
2746          * Volumetexture allows:
2747          *                      - D3DUSAGE_DYNAMIC
2748          *                      - D3DUSAGE_NONSECURE (d3d9ex)
2749          *                      - D3DUSAGE_SOFTWAREPROCESSING
2750          *                      - D3DUSAGE_QUERY_WRAPANDMIP
2751          */
2752
2753         /* Check volume texture and volume usage caps */
2754         if(GL_SUPPORT(EXT_TEXTURE3D)) {
2755             if(CheckTextureCapability(Adapter, DeviceType, CheckFormat) == FALSE) {
2756                 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
2757                 return WINED3DERR_NOTAVAILABLE;
2758             }
2759
2760             /* Always report dynamic locking */
2761             if(Usage & WINED3DUSAGE_DYNAMIC)
2762                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2763
2764             /* Always report software processing */
2765             if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2766                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2767
2768             /* Check QUERY_FILTER support */
2769             if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2770                 if(CheckFilterCapability(Adapter, CheckFormat)) {
2771                     UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2772                 } else {
2773                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2774                     return WINED3DERR_NOTAVAILABLE;
2775                 }
2776             }
2777
2778             /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2779             if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2780                 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2781                     UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2782                 } else {
2783                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2784                     return WINED3DERR_NOTAVAILABLE;
2785                 }
2786             }
2787
2788             /* Check QUERY_SRGBREAD support */
2789             if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2790                 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2791                     UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2792                 } else {
2793                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2794                     return WINED3DERR_NOTAVAILABLE;
2795                 }
2796             }
2797
2798             /* Check QUERY_SRGBWRITE support */
2799             if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2800                 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2801                     UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2802                 } else {
2803                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2804                     return WINED3DERR_NOTAVAILABLE;
2805                 }
2806             }
2807
2808             /* Check QUERY_VERTEXTEXTURE support */
2809             if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2810                 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2811                     UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2812                 } else {
2813                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2814                     return WINED3DERR_NOTAVAILABLE;
2815                 }
2816             }
2817
2818             /* Check QUERY_WRAPANDMIP support */
2819             if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2820                 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2821                     UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2822                 } else {
2823                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2824                     return WINED3DERR_NOTAVAILABLE;
2825                 }
2826             }
2827         } else {
2828             TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
2829             return WINED3DERR_NOTAVAILABLE;
2830         }
2831
2832         /* Filter formats that need conversion; For one part, this conversion is unimplemented,
2833          * and volume textures are huge, so it would be a big performance hit. Unless we hit an
2834          * app needing one of those formats, don't advertize them to avoid leading apps into
2835          * temptation. The windows drivers don't support most of those formats on volumes anyway,
2836          * except of R32F.
2837          */
2838         switch(CheckFormat) {
2839             case WINED3DFMT_P8:
2840             case WINED3DFMT_A4L4:
2841             case WINED3DFMT_R32F:
2842             case WINED3DFMT_R16F:
2843             case WINED3DFMT_X8L8V8U8:
2844             case WINED3DFMT_L6V5U5:
2845             case WINED3DFMT_G16R16:
2846                 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2847                 return WINED3DERR_NOTAVAILABLE;
2848
2849             case WINED3DFMT_Q8W8V8U8:
2850             case WINED3DFMT_V16U16:
2851             if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
2852                 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2853                 return WINED3DERR_NOTAVAILABLE;
2854             }
2855             break;
2856
2857             case WINED3DFMT_V8U8:
2858             if(!GL_SUPPORT(NV_TEXTURE_SHADER) || !GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
2859                 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2860                 return WINED3DERR_NOTAVAILABLE;
2861             }
2862             break;
2863
2864             case WINED3DFMT_DXT1:
2865             case WINED3DFMT_DXT2:
2866             case WINED3DFMT_DXT3:
2867             case WINED3DFMT_DXT4:
2868             case WINED3DFMT_DXT5:
2869                 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
2870                  * compressed texture results in an error. While the D3D refrast does
2871                  * support s3tc volumes, at least the nvidia windows driver does not, so
2872                  * we're free not to support this format.
2873                  */
2874                 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
2875                 return WINED3DERR_NOTAVAILABLE;
2876
2877             default:
2878                 /* Do nothing, continue with checking the format below */
2879                 break;
2880         }
2881     } else if((RType == WINED3DRTYPE_INDEXBUFFER) || (RType == WINED3DRTYPE_VERTEXBUFFER)){
2882         /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
2883         TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
2884         return WINED3DERR_NOTAVAILABLE;
2885      }
2886
2887     /* This format is nothing special and it is supported perfectly.
2888      * However, ati and nvidia driver on windows do not mark this format as
2889      * supported (tested with the dxCapsViewer) and pretending to
2890      * support this format uncovers a bug in Battlefield 1942 (fonts are missing)
2891      * So do the same as Windows drivers and pretend not to support it on dx8 and 9
2892      * Enable it on dx7. It will need additional checking on dx10 when we support it.
2893      */
2894     if(This->dxVersion > 7 && CheckFormat == WINED3DFMT_R8G8B8) {
2895         TRACE_(d3d_caps)("[FAILED]\n");
2896         return WINED3DERR_NOTAVAILABLE;
2897     }
2898
2899     /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
2900      * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
2901      * usage flags match. */
2902     if(UsageCaps == Usage) {
2903         return WINED3D_OK;
2904     } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
2905         return WINED3DOK_NOAUTOGEN;
2906     } else {
2907         TRACE_(d3d_caps)("[FAILED] - Usage=%#08x requested for CheckFormat=%s and RType=%d but only %#08x is available\n", Usage, debug_d3dformat(CheckFormat), RType, UsageCaps);
2908         return WINED3DERR_NOTAVAILABLE;
2909     }
2910 }
2911
2912 static HRESULT  WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2913                                                           WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
2914     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2915
2916     FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
2917           This,
2918           Adapter,
2919           DeviceType, debug_d3ddevicetype(DeviceType),
2920           SourceFormat, debug_d3dformat(SourceFormat),
2921           TargetFormat, debug_d3dformat(TargetFormat));
2922     return WINED3D_OK;
2923 }
2924
2925 static const shader_backend_t *select_shader_backend(UINT Adapter, WINED3DDEVTYPE DeviceType) {
2926     const shader_backend_t *ret;
2927     int vs_selected_mode;
2928     int ps_selected_mode;
2929
2930     select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2931     if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) {
2932         ret = &glsl_shader_backend;
2933     } else if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) {
2934         ret = &arb_program_shader_backend;
2935     } else {
2936         ret = &none_shader_backend;
2937     }
2938     return ret;
2939 }
2940
2941 static const struct fragment_pipeline *select_fragment_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType) {
2942     int vs_selected_mode;
2943     int ps_selected_mode;
2944
2945     select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2946     if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2947         return &arbfp_fragment_pipeline;
2948     } else if(ps_selected_mode == SHADER_ATI) {
2949         return &atifs_fragment_pipeline;
2950     } else if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
2951         return &nvts_fragment_pipeline;
2952     } else if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
2953         return &nvrc_fragment_pipeline;
2954     } else {
2955         return &ffp_fragment_pipeline;
2956     }
2957 }
2958
2959 static const struct blit_shader *select_blit_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType) {
2960     int vs_selected_mode;
2961     int ps_selected_mode;
2962
2963     select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2964     if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2965         return &arbfp_blit;
2966     } else {
2967         return &ffp_blit;
2968     }
2969 }
2970
2971 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
2972       subset of a D3DCAPS9 structure. However, it has to come via a void *
2973       as the d3d8 interface cannot import the d3d9 header                  */
2974 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
2975
2976     IWineD3DImpl    *This = (IWineD3DImpl *)iface;
2977     int vs_selected_mode;
2978     int ps_selected_mode;
2979     struct shader_caps shader_caps;
2980     struct fragment_caps fragment_caps;
2981     const shader_backend_t *shader_backend;
2982     const struct fragment_pipeline *frag_pipeline = NULL;
2983     DWORD ckey_caps, blit_caps, fx_caps;
2984
2985     TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
2986
2987     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2988         return WINED3DERR_INVALIDCALL;
2989     }
2990
2991     select_shader_mode(&Adapters[Adapter].gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
2992
2993     /* This function should *not* be modifying GL caps
2994      * TODO: move the functionality where it belongs */
2995     select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[Adapter].gl_info);
2996
2997     /* ------------------------------------------------
2998        The following fields apply to both d3d8 and d3d9
2999        ------------------------------------------------ */
3000     pCaps->DeviceType              = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF;  /* Not quite true, but use h/w supported by opengl I suppose */
3001     pCaps->AdapterOrdinal          = Adapter;
3002
3003     pCaps->Caps                    = 0;
3004     pCaps->Caps2                   = WINED3DCAPS2_CANRENDERWINDOWED |
3005                                      WINED3DCAPS2_FULLSCREENGAMMA |
3006                                      WINED3DCAPS2_DYNAMICTEXTURES;
3007     if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
3008         pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
3009     }
3010     pCaps->Caps3                   = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD;
3011     pCaps->PresentationIntervals   = WINED3DPRESENT_INTERVAL_IMMEDIATE  |
3012                                      WINED3DPRESENT_INTERVAL_ONE;
3013
3014     pCaps->CursorCaps              = WINED3DCURSORCAPS_COLOR            |
3015                                      WINED3DCURSORCAPS_LOWRES;
3016
3017     pCaps->DevCaps                 = WINED3DDEVCAPS_FLOATTLVERTEX       |
3018                                      WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
3019                                      WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
3020                                      WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
3021                                      WINED3DDEVCAPS_DRAWPRIMTLVERTEX    |
3022                                      WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
3023                                      WINED3DDEVCAPS_EXECUTEVIDEOMEMORY  |
3024                                      WINED3DDEVCAPS_PUREDEVICE          |
3025                                      WINED3DDEVCAPS_HWRASTERIZATION     |
3026                                      WINED3DDEVCAPS_TEXTUREVIDEOMEMORY  |
3027                                      WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
3028                                      WINED3DDEVCAPS_CANRENDERAFTERFLIP  |
3029                                      WINED3DDEVCAPS_DRAWPRIMITIVES2     |
3030                                      WINED3DDEVCAPS_DRAWPRIMITIVES2EX   |
3031                                      WINED3DDEVCAPS_RTPATCHES;
3032
3033     pCaps->PrimitiveMiscCaps       = WINED3DPMISCCAPS_CULLNONE              |
3034                                      WINED3DPMISCCAPS_CULLCCW               |
3035                                      WINED3DPMISCCAPS_CULLCW                |
3036                                      WINED3DPMISCCAPS_COLORWRITEENABLE      |
3037                                      WINED3DPMISCCAPS_CLIPTLVERTS           |
3038                                      WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
3039                                      WINED3DPMISCCAPS_MASKZ                 |
3040                                      WINED3DPMISCCAPS_BLENDOP               |
3041                                      WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
3042                                     /* TODO:
3043                                         WINED3DPMISCCAPS_NULLREFERENCE
3044                                         WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
3045                                         WINED3DPMISCCAPS_FOGANDSPECULARALPHA
3046                                         WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
3047                                         WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
3048
3049     if(GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE) && GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE))
3050         pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
3051
3052     pCaps->RasterCaps              = WINED3DPRASTERCAPS_DITHER    |
3053                                      WINED3DPRASTERCAPS_PAT       |
3054                                      WINED3DPRASTERCAPS_WFOG      |
3055                                      WINED3DPRASTERCAPS_ZFOG      |
3056                                      WINED3DPRASTERCAPS_FOGVERTEX |
3057                                      WINED3DPRASTERCAPS_FOGTABLE  |
3058                                      WINED3DPRASTERCAPS_STIPPLE   |
3059                                      WINED3DPRASTERCAPS_SUBPIXEL  |
3060                                      WINED3DPRASTERCAPS_ZTEST     |
3061                                      WINED3DPRASTERCAPS_SCISSORTEST   |
3062                                      WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
3063                                      WINED3DPRASTERCAPS_DEPTHBIAS;
3064
3065     if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3066         pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY    |
3067                              WINED3DPRASTERCAPS_ZBIAS         |
3068                              WINED3DPRASTERCAPS_MIPMAPLODBIAS;
3069     }
3070     if(GL_SUPPORT(NV_FOG_DISTANCE)) {
3071         pCaps->RasterCaps         |= WINED3DPRASTERCAPS_FOGRANGE;
3072     }
3073                         /* FIXME Add:
3074                            WINED3DPRASTERCAPS_COLORPERSPECTIVE
3075                            WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
3076                            WINED3DPRASTERCAPS_ANTIALIASEDGES
3077                            WINED3DPRASTERCAPS_ZBUFFERLESSHSR
3078                            WINED3DPRASTERCAPS_WBUFFER */
3079
3080     pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS       |
3081                       WINED3DPCMPCAPS_EQUAL        |
3082                       WINED3DPCMPCAPS_GREATER      |
3083                       WINED3DPCMPCAPS_GREATEREQUAL |
3084                       WINED3DPCMPCAPS_LESS         |
3085                       WINED3DPCMPCAPS_LESSEQUAL    |
3086                       WINED3DPCMPCAPS_NEVER        |
3087                       WINED3DPCMPCAPS_NOTEQUAL;
3088
3089     pCaps->SrcBlendCaps  = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
3090                            WINED3DPBLENDCAPS_BOTHSRCALPHA    |
3091                            WINED3DPBLENDCAPS_DESTALPHA       |
3092                            WINED3DPBLENDCAPS_DESTCOLOR       |
3093                            WINED3DPBLENDCAPS_INVDESTALPHA    |
3094                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
3095                            WINED3DPBLENDCAPS_INVSRCALPHA     |
3096                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
3097                            WINED3DPBLENDCAPS_ONE             |
3098                            WINED3DPBLENDCAPS_SRCALPHA        |
3099                            WINED3DPBLENDCAPS_SRCALPHASAT     |
3100                            WINED3DPBLENDCAPS_SRCCOLOR        |
3101                            WINED3DPBLENDCAPS_ZERO;
3102
3103     pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA       |
3104                            WINED3DPBLENDCAPS_DESTCOLOR       |
3105                            WINED3DPBLENDCAPS_INVDESTALPHA    |
3106                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
3107                            WINED3DPBLENDCAPS_INVSRCALPHA     |
3108                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
3109                            WINED3DPBLENDCAPS_ONE             |
3110                            WINED3DPBLENDCAPS_SRCALPHA        |
3111                            WINED3DPBLENDCAPS_SRCCOLOR        |
3112                            WINED3DPBLENDCAPS_ZERO;
3113     /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
3114      * according to the glBlendFunc manpage
3115      *
3116      * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
3117      * legacy settings for srcblend only
3118      */
3119
3120     if( GL_SUPPORT(EXT_BLEND_COLOR)) {
3121         pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3122         pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3123     }
3124
3125
3126     pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS       |
3127                           WINED3DPCMPCAPS_EQUAL        |
3128                           WINED3DPCMPCAPS_GREATER      |
3129                           WINED3DPCMPCAPS_GREATEREQUAL |
3130                           WINED3DPCMPCAPS_LESS         |
3131                           WINED3DPCMPCAPS_LESSEQUAL    |
3132                           WINED3DPCMPCAPS_NEVER        |
3133                           WINED3DPCMPCAPS_NOTEQUAL;
3134
3135     pCaps->ShadeCaps     = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
3136                            WINED3DPSHADECAPS_COLORGOURAUDRGB    |
3137                            WINED3DPSHADECAPS_ALPHAFLATBLEND     |
3138                            WINED3DPSHADECAPS_ALPHAGOURAUDBLEND  |
3139                            WINED3DPSHADECAPS_COLORFLATRGB       |
3140                            WINED3DPSHADECAPS_FOGFLAT            |
3141                            WINED3DPSHADECAPS_FOGGOURAUD         |
3142                            WINED3DPSHADECAPS_SPECULARFLATRGB;
3143
3144     pCaps->TextureCaps =  WINED3DPTEXTURECAPS_ALPHA              |
3145                           WINED3DPTEXTURECAPS_ALPHAPALETTE       |
3146                           WINED3DPTEXTURECAPS_TRANSPARENCY       |
3147                           WINED3DPTEXTURECAPS_BORDER             |
3148                           WINED3DPTEXTURECAPS_MIPMAP             |
3149                           WINED3DPTEXTURECAPS_PROJECTED          |
3150                           WINED3DPTEXTURECAPS_PERSPECTIVE;
3151
3152     if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
3153         pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
3154                               WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
3155     }
3156
3157     if( GL_SUPPORT(EXT_TEXTURE3D)) {
3158         pCaps->TextureCaps |=  WINED3DPTEXTURECAPS_VOLUMEMAP      |
3159                                WINED3DPTEXTURECAPS_MIPVOLUMEMAP   |
3160                                WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
3161     }
3162
3163     if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3164         pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP     |
3165                               WINED3DPTEXTURECAPS_MIPCUBEMAP    |
3166                               WINED3DPTEXTURECAPS_CUBEMAP_POW2;
3167
3168     }
3169
3170     pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
3171                                WINED3DPTFILTERCAPS_MAGFPOINT        |
3172                                WINED3DPTFILTERCAPS_MINFLINEAR       |
3173                                WINED3DPTFILTERCAPS_MINFPOINT        |
3174                                WINED3DPTFILTERCAPS_MIPFLINEAR       |
3175                                WINED3DPTFILTERCAPS_MIPFPOINT        |
3176                                WINED3DPTFILTERCAPS_LINEAR           |
3177                                WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
3178                                WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3179                                WINED3DPTFILTERCAPS_MIPLINEAR        |
3180                                WINED3DPTFILTERCAPS_MIPNEAREST       |
3181                                WINED3DPTFILTERCAPS_NEAREST;
3182
3183     if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3184         pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3185                                     WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3186     }
3187
3188     if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3189         pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
3190                                        WINED3DPTFILTERCAPS_MAGFPOINT        |
3191                                        WINED3DPTFILTERCAPS_MINFLINEAR       |
3192                                        WINED3DPTFILTERCAPS_MINFPOINT        |
3193                                        WINED3DPTFILTERCAPS_MIPFLINEAR       |
3194                                        WINED3DPTFILTERCAPS_MIPFPOINT        |
3195                                        WINED3DPTFILTERCAPS_LINEAR           |
3196                                        WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
3197                                        WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3198                                        WINED3DPTFILTERCAPS_MIPLINEAR        |
3199                                        WINED3DPTFILTERCAPS_MIPNEAREST       |
3200                                        WINED3DPTFILTERCAPS_NEAREST;
3201
3202         if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3203             pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3204                                             WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3205         }
3206     } else
3207         pCaps->CubeTextureFilterCaps = 0;
3208
3209     if (GL_SUPPORT(EXT_TEXTURE3D)) {
3210         pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
3211                                          WINED3DPTFILTERCAPS_MAGFPOINT        |
3212                                          WINED3DPTFILTERCAPS_MINFLINEAR       |
3213                                          WINED3DPTFILTERCAPS_MINFPOINT        |
3214                                          WINED3DPTFILTERCAPS_MIPFLINEAR       |
3215                                          WINED3DPTFILTERCAPS_MIPFPOINT        |
3216                                          WINED3DPTFILTERCAPS_LINEAR           |
3217                                          WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
3218                                          WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3219                                          WINED3DPTFILTERCAPS_MIPLINEAR        |
3220                                          WINED3DPTFILTERCAPS_MIPNEAREST       |
3221                                          WINED3DPTFILTERCAPS_NEAREST;
3222     } else
3223         pCaps->VolumeTextureFilterCaps = 0;
3224
3225     pCaps->TextureAddressCaps =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3226                                  WINED3DPTADDRESSCAPS_CLAMP  |
3227                                  WINED3DPTADDRESSCAPS_WRAP;
3228
3229     if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3230         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3231     }
3232     if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3233         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3234     }
3235     if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3236         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3237     }
3238
3239     if (GL_SUPPORT(EXT_TEXTURE3D)) {
3240         pCaps->VolumeTextureAddressCaps =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3241                                            WINED3DPTADDRESSCAPS_CLAMP  |
3242                                            WINED3DPTADDRESSCAPS_WRAP;
3243         if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3244             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3245         }
3246         if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3247             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3248         }
3249         if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3250             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3251         }
3252     } else
3253         pCaps->VolumeTextureAddressCaps = 0;
3254
3255     pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
3256                       WINED3DLINECAPS_ZTEST;
3257                       /* FIXME: Add
3258                         WINED3DLINECAPS_BLEND
3259                         WINED3DLINECAPS_ALPHACMP
3260                         WINED3DLINECAPS_FOG */
3261
3262     pCaps->MaxTextureWidth  = GL_LIMITS(texture_size);
3263     pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
3264
3265     if(GL_SUPPORT(EXT_TEXTURE3D))
3266         pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
3267     else
3268         pCaps->MaxVolumeExtent = 0;
3269
3270     pCaps->MaxTextureRepeat = 32768;
3271     pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
3272     pCaps->MaxVertexW = 1.0;
3273
3274     pCaps->GuardBandLeft = 0;
3275     pCaps->GuardBandTop = 0;
3276     pCaps->GuardBandRight = 0;
3277     pCaps->GuardBandBottom = 0;
3278
3279     pCaps->ExtentsAdjust = 0;
3280
3281     pCaps->StencilCaps =  WINED3DSTENCILCAPS_DECRSAT |
3282                           WINED3DSTENCILCAPS_INCRSAT |
3283                           WINED3DSTENCILCAPS_INVERT  |
3284                           WINED3DSTENCILCAPS_KEEP    |
3285                           WINED3DSTENCILCAPS_REPLACE |
3286                           WINED3DSTENCILCAPS_ZERO;
3287     if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
3288         pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR  |
3289                               WINED3DSTENCILCAPS_INCR;
3290     }
3291     if ( This->dxVersion > 8 &&
3292         ( GL_SUPPORT(EXT_STENCIL_TWO_SIDE) ||
3293             GL_SUPPORT(ATI_SEPARATE_STENCIL) ) ) {
3294         pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
3295     }
3296
3297     pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
3298
3299     pCaps->MaxUserClipPlanes       = GL_LIMITS(clipplanes);
3300     pCaps->MaxActiveLights         = GL_LIMITS(lights);
3301
3302     pCaps->MaxVertexBlendMatrices      = GL_LIMITS(blends);
3303     pCaps->MaxVertexBlendMatrixIndex   = 0;
3304
3305     pCaps->MaxAnisotropy   = GL_LIMITS(anisotropy);
3306     pCaps->MaxPointSize    = GL_LIMITS(pointsize);
3307
3308
3309     pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
3310                                   WINED3DVTXPCAPS_MATERIALSOURCE7   |
3311                                   WINED3DVTXPCAPS_POSITIONALLIGHTS  |
3312                                   WINED3DVTXPCAPS_LOCALVIEWER       |
3313                                   WINED3DVTXPCAPS_VERTEXFOG         |
3314                                   WINED3DVTXPCAPS_TEXGEN;
3315                                   /* FIXME: Add 
3316                                      D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
3317
3318     pCaps->MaxPrimitiveCount   = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
3319     pCaps->MaxVertexIndex      = 0xFFFFF;
3320     pCaps->MaxStreams          = MAX_STREAMS;
3321     pCaps->MaxStreamStride     = 1024;
3322
3323     /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
3324     pCaps->DevCaps2                          = WINED3DDEVCAPS2_STREAMOFFSET |
3325                                                WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
3326     pCaps->MaxNpatchTessellationLevel        = 0;
3327     pCaps->MasterAdapterOrdinal              = 0;
3328     pCaps->AdapterOrdinalInGroup             = 0;
3329     pCaps->NumberOfAdaptersInGroup           = 1;
3330
3331     pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
3332
3333     pCaps->StretchRectFilterCaps             = WINED3DPTFILTERCAPS_MINFPOINT  |
3334                                                 WINED3DPTFILTERCAPS_MAGFPOINT  |
3335                                                 WINED3DPTFILTERCAPS_MINFLINEAR |
3336                                                 WINED3DPTFILTERCAPS_MAGFLINEAR;
3337     pCaps->VertexTextureFilterCaps           = 0;
3338
3339     memset(&shader_caps, 0, sizeof(shader_caps));
3340     shader_backend = select_shader_backend(Adapter, DeviceType);
3341     shader_backend->shader_get_caps(DeviceType, &GLINFO_LOCATION, &shader_caps);
3342
3343     memset(&fragment_caps, 0, sizeof(fragment_caps));
3344     frag_pipeline = select_fragment_implementation(Adapter, DeviceType);
3345     frag_pipeline->get_caps(DeviceType, &GLINFO_LOCATION, &fragment_caps);
3346
3347     /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
3348     pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
3349
3350     /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
3351      * Ignore shader model capabilities if disabled in config
3352      */
3353     if(vs_selected_mode == SHADER_NONE) {
3354         TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
3355         pCaps->VertexShaderVersion          = WINED3DVS_VERSION(0,0);
3356         pCaps->MaxVertexShaderConst         = 0;
3357     } else {
3358         pCaps->VertexShaderVersion          = shader_caps.VertexShaderVersion;
3359         pCaps->MaxVertexShaderConst         = shader_caps.MaxVertexShaderConst;
3360     }
3361
3362     if(ps_selected_mode == SHADER_NONE) {
3363         TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
3364         pCaps->PixelShaderVersion           = WINED3DPS_VERSION(0,0);
3365         pCaps->PixelShader1xMaxValue        = 0.0;
3366     } else {
3367         pCaps->PixelShaderVersion           = shader_caps.PixelShaderVersion;
3368         pCaps->PixelShader1xMaxValue        = shader_caps.PixelShader1xMaxValue;
3369     }
3370
3371     pCaps->TextureOpCaps                    = fragment_caps.TextureOpCaps;
3372     pCaps->MaxTextureBlendStages            = fragment_caps.MaxTextureBlendStages;
3373     pCaps->MaxSimultaneousTextures          = fragment_caps.MaxSimultaneousTextures;
3374
3375     pCaps->VS20Caps                         = shader_caps.VS20Caps;
3376     pCaps->MaxVShaderInstructionsExecuted   = shader_caps.MaxVShaderInstructionsExecuted;
3377     pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
3378     pCaps->PS20Caps                         = shader_caps.PS20Caps;
3379     pCaps->MaxPShaderInstructionsExecuted   = shader_caps.MaxPShaderInstructionsExecuted;
3380     pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
3381
3382     /* The following caps are shader specific, but they are things we cannot detect, or which
3383      * are the same among all shader models. So to avoid code duplication set the shader version
3384      * specific, but otherwise constant caps here
3385      */
3386     if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
3387         /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3388         use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
3389         pCaps->VS20Caps.Caps                     = WINED3DVS20CAPS_PREDICATION;
3390         pCaps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3391         pCaps->VS20Caps.NumTemps                 = max(32, GLINFO_LOCATION.vs_arb_max_temps);
3392         pCaps->VS20Caps.StaticFlowControlDepth   = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
3393
3394         pCaps->MaxVShaderInstructionsExecuted    = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
3395         pCaps->MaxVertexShader30InstructionSlots = max(512, GLINFO_LOCATION.vs_arb_max_instructions);
3396     } else if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
3397         pCaps->VS20Caps.Caps                     = 0;
3398         pCaps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
3399         pCaps->VS20Caps.NumTemps                 = max(12, GLINFO_LOCATION.vs_arb_max_temps);
3400         pCaps->VS20Caps.StaticFlowControlDepth   = 1;
3401
3402         pCaps->MaxVShaderInstructionsExecuted    = 65535;
3403         pCaps->MaxVertexShader30InstructionSlots = 0;
3404     } else { /* VS 1.x */
3405         pCaps->VS20Caps.Caps                     = 0;
3406         pCaps->VS20Caps.DynamicFlowControlDepth  = 0;
3407         pCaps->VS20Caps.NumTemps                 = 0;
3408         pCaps->VS20Caps.StaticFlowControlDepth   = 0;
3409
3410         pCaps->MaxVShaderInstructionsExecuted    = 0;
3411         pCaps->MaxVertexShader30InstructionSlots = 0;
3412     }
3413
3414     if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
3415         /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3416         use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
3417
3418         /* 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 */
3419         pCaps->PS20Caps.Caps                     = WINED3DPS20CAPS_ARBITRARYSWIZZLE     |
3420                 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
3421                 WINED3DPS20CAPS_PREDICATION          |
3422                 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
3423                 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
3424         pCaps->PS20Caps.DynamicFlowControlDepth  = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3425         pCaps->PS20Caps.NumTemps                 = max(32, GLINFO_LOCATION.ps_arb_max_temps);
3426         pCaps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
3427         pCaps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
3428
3429         pCaps->MaxPShaderInstructionsExecuted    = 65535;
3430         pCaps->MaxPixelShader30InstructionSlots  = max(WINED3DMIN30SHADERINSTRUCTIONS, GLINFO_LOCATION.ps_arb_max_instructions);
3431     } else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
3432         /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
3433         pCaps->PS20Caps.Caps                     = 0;
3434         pCaps->PS20Caps.DynamicFlowControlDepth  = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
3435         pCaps->PS20Caps.NumTemps                 = max(12, GLINFO_LOCATION.ps_arb_max_temps);
3436         pCaps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
3437         pCaps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
3438
3439         pCaps->MaxPShaderInstructionsExecuted    = 512; /* Minimum value, a GeforceFX uses 1024 */
3440         pCaps->MaxPixelShader30InstructionSlots  = 0;
3441     } else { /* PS 1.x */
3442         pCaps->PS20Caps.Caps                     = 0;
3443         pCaps->PS20Caps.DynamicFlowControlDepth  = 0;
3444         pCaps->PS20Caps.NumTemps                 = 0;
3445         pCaps->PS20Caps.StaticFlowControlDepth   = 0;
3446         pCaps->PS20Caps.NumInstructionSlots      = 0;
3447
3448         pCaps->MaxPShaderInstructionsExecuted    = 0;
3449         pCaps->MaxPixelShader30InstructionSlots  = 0;
3450     }
3451
3452     if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
3453         /* OpenGL supports all the formats below, perhaps not always
3454          * without conversion, but it supports them.
3455          * Further GLSL doesn't seem to have an official unsigned type so
3456          * don't advertise it yet as I'm not sure how we handle it.
3457          * We might need to add some clamping in the shader engine to
3458          * support it.
3459          * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
3460         pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4    |
3461                            WINED3DDTCAPS_UBYTE4N   |
3462                            WINED3DDTCAPS_SHORT2N   |
3463                            WINED3DDTCAPS_SHORT4N;
3464         if (GL_SUPPORT(NV_HALF_FLOAT)) {
3465             pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
3466                                 WINED3DDTCAPS_FLOAT16_4;
3467         }
3468     } else
3469         pCaps->DeclTypes                         = 0;
3470
3471     /* Set DirectDraw helper Caps */
3472     ckey_caps =                         WINEDDCKEYCAPS_DESTBLT              |
3473                                         WINEDDCKEYCAPS_SRCBLT;
3474     fx_caps =                           WINEDDFXCAPS_BLTALPHA               |
3475                                         WINEDDFXCAPS_BLTMIRRORLEFTRIGHT     |
3476                                         WINEDDFXCAPS_BLTMIRRORUPDOWN        |
3477                                         WINEDDFXCAPS_BLTROTATION90          |
3478                                         WINEDDFXCAPS_BLTSHRINKX             |
3479                                         WINEDDFXCAPS_BLTSHRINKXN            |
3480                                         WINEDDFXCAPS_BLTSHRINKY             |
3481                                         WINEDDFXCAPS_BLTSHRINKXN            |
3482                                         WINEDDFXCAPS_BLTSTRETCHX            |
3483                                         WINEDDFXCAPS_BLTSTRETCHXN           |
3484                                         WINEDDFXCAPS_BLTSTRETCHY            |
3485                                         WINEDDFXCAPS_BLTSTRETCHYN;
3486     blit_caps =                         WINEDDCAPS_BLT                      |
3487                                         WINEDDCAPS_BLTCOLORFILL             |
3488                                         WINEDDCAPS_BLTDEPTHFILL             |
3489                                         WINEDDCAPS_BLTSTRETCH               |
3490                                         WINEDDCAPS_CANBLTSYSMEM             |
3491                                         WINEDDCAPS_CANCLIP                  |
3492                                         WINEDDCAPS_CANCLIPSTRETCHED         |
3493                                         WINEDDCAPS_COLORKEY                 |
3494                                         WINEDDCAPS_COLORKEYHWASSIST         |
3495                                         WINEDDCAPS_ALIGNBOUNDARYSRC;
3496
3497     /* Fill the ddraw caps structure */
3498     pCaps->DirectDrawCaps.Caps =        WINEDDCAPS_GDI                      |
3499                                         WINEDDCAPS_PALETTE                  |
3500                                         blit_caps;
3501     pCaps->DirectDrawCaps.Caps2 =       WINEDDCAPS2_CERTIFIED                |
3502                                         WINEDDCAPS2_NOPAGELOCKREQUIRED       |
3503                                         WINEDDCAPS2_PRIMARYGAMMA             |
3504                                         WINEDDCAPS2_WIDESURFACES             |
3505                                         WINEDDCAPS2_CANRENDERWINDOWED;
3506     pCaps->DirectDrawCaps.SVBCaps =     blit_caps;
3507     pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
3508     pCaps->DirectDrawCaps.SVBFXCaps =   fx_caps;
3509     pCaps->DirectDrawCaps.VSBCaps =     blit_caps;
3510     pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
3511     pCaps->DirectDrawCaps.VSBFXCaps =   fx_caps;
3512     pCaps->DirectDrawCaps.SSBCaps =     blit_caps;
3513     pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
3514     pCaps->DirectDrawCaps.SSBFXCaps =   fx_caps;
3515
3516     pCaps->DirectDrawCaps.ddsCaps =     WINEDDSCAPS_ALPHA                   |
3517                                         WINEDDSCAPS_BACKBUFFER              |
3518                                         WINEDDSCAPS_FLIP                    |
3519                                         WINEDDSCAPS_FRONTBUFFER             |
3520                                         WINEDDSCAPS_OFFSCREENPLAIN          |
3521                                         WINEDDSCAPS_PALETTE                 |
3522                                         WINEDDSCAPS_PRIMARYSURFACE          |
3523                                         WINEDDSCAPS_SYSTEMMEMORY            |
3524                                         WINEDDSCAPS_VIDEOMEMORY             |
3525                                         WINEDDSCAPS_VISIBLE;
3526     pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
3527
3528     /* Set D3D caps if OpenGL is available. */
3529     if(Adapters[Adapter].opengl) {
3530         pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE                |
3531                                         WINEDDSCAPS_MIPMAP                  |
3532                                         WINEDDSCAPS_TEXTURE                 |
3533                                         WINEDDSCAPS_ZBUFFER;
3534         pCaps->DirectDrawCaps.Caps |=   WINEDDCAPS_3D;
3535     }
3536
3537     return WINED3D_OK;
3538 }
3539
3540 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
3541    and fields being inserted in the middle, a new structure is used in place    */
3542 static HRESULT  WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, HWND hFocusWindow,
3543                                            DWORD BehaviourFlags, IWineD3DDevice** ppReturnedDeviceInterface,
3544                                            IUnknown *parent) {
3545
3546     IWineD3DDeviceImpl *object  = NULL;
3547     IWineD3DImpl       *This    = (IWineD3DImpl *)iface;
3548     WINED3DDISPLAYMODE  mode;
3549     const struct fragment_pipeline *frag_pipeline = NULL;
3550     int i;
3551     struct fragment_caps ffp_caps;
3552
3553     /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
3554      * number and create a device without a 3D adapter for 2D only operation.
3555      */
3556     if (IWineD3D_GetAdapterCount(iface) && Adapter >= IWineD3D_GetAdapterCount(iface)) {
3557         return WINED3DERR_INVALIDCALL;
3558     }
3559
3560     /* Create a WineD3DDevice object */
3561     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
3562     *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
3563     TRACE("Created WineD3DDevice object @ %p\n", object);
3564     if (NULL == object) {
3565       return WINED3DERR_OUTOFVIDEOMEMORY;
3566     }
3567
3568     /* Set up initial COM information */
3569     object->lpVtbl  = &IWineD3DDevice_Vtbl;
3570     object->ref     = 1;
3571     object->wineD3D = iface;
3572     object->adapter = numAdapters ? &Adapters[Adapter] : NULL;
3573     IWineD3D_AddRef(object->wineD3D);
3574     object->parent  = parent;
3575     list_init(&object->resources);
3576     list_init(&object->shaders);
3577
3578     if(This->dxVersion == 7) {
3579         object->surface_alignment = DDRAW_PITCH_ALIGNMENT;
3580     } else {
3581         object->surface_alignment = D3D8_PITCH_ALIGNMENT;
3582     }
3583     object->posFixup[0] = 1.0; /* This is needed to get the x coord unmodified through a MAD */
3584
3585     /* Set the state up as invalid until the device is fully created */
3586     object->state   = WINED3DERR_DRIVERINTERNALERROR;
3587
3588     TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType,
3589           hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
3590
3591     /* Save the creation parameters */
3592     object->createParms.AdapterOrdinal = Adapter;
3593     object->createParms.DeviceType     = DeviceType;
3594     object->createParms.hFocusWindow   = hFocusWindow;
3595     object->createParms.BehaviorFlags  = BehaviourFlags;
3596
3597     /* Initialize other useful values */
3598     object->adapterNo                    = Adapter;
3599     object->devType                      = DeviceType;
3600
3601     select_shader_mode(&GLINFO_LOCATION, DeviceType, &object->ps_selected_mode, &object->vs_selected_mode);
3602     object->shader_backend = select_shader_backend(Adapter, DeviceType);
3603
3604     memset(&ffp_caps, 0, sizeof(ffp_caps));
3605     frag_pipeline = select_fragment_implementation(Adapter, DeviceType);
3606     object->frag_pipe = frag_pipeline;
3607     frag_pipeline->get_caps(DeviceType, &GLINFO_LOCATION, &ffp_caps);
3608     object->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
3609     compile_state_table(object->StateTable, object->multistate_funcs, &GLINFO_LOCATION,
3610                         ffp_vertexstate_template, frag_pipeline, misc_state_template);
3611
3612     object->blitter = select_blit_implementation(Adapter, DeviceType);
3613
3614     /* Prefer the vtable with functions optimized for single dirtifyable objects if the shader
3615      * model can deal with that. It is essentially the same, just with adjusted
3616      * Set*ShaderConstantF implementations
3617      */
3618     if(object->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) object)) {
3619         object->lpVtbl  = &IWineD3DDevice_DirtyConst_Vtbl;
3620     }
3621
3622     /* set the state of the device to valid */
3623     object->state = WINED3D_OK;
3624
3625     /* Get the initial screen setup for ddraw */
3626     IWineD3DImpl_GetAdapterDisplayMode(iface, Adapter, &mode);
3627
3628     object->ddraw_width = mode.Width;
3629     object->ddraw_height = mode.Height;
3630     object->ddraw_format = mode.Format;
3631
3632     for(i = 0; i < PATCHMAP_SIZE; i++) {
3633         list_init(&object->patches[i]);
3634     }
3635     return WINED3D_OK;
3636 }
3637 #undef GLINFO_LOCATION
3638
3639 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
3640     IWineD3DImpl *This = (IWineD3DImpl *)iface;
3641     IUnknown_AddRef(This->parent);
3642     *pParent = This->parent;
3643     return WINED3D_OK;
3644 }
3645
3646 ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface) {
3647     IUnknown* surfaceParent;
3648     TRACE("(%p) call back\n", pSurface);
3649
3650     /* Now, release the parent, which will take care of cleaning up the surface for us */
3651     IWineD3DSurface_GetParent(pSurface, &surfaceParent);
3652     IUnknown_Release(surfaceParent);
3653     return IUnknown_Release(surfaceParent);
3654 }
3655
3656 ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
3657     IUnknown* volumeParent;
3658     TRACE("(%p) call back\n", pVolume);
3659
3660     /* Now, release the parent, which will take care of cleaning up the volume for us */
3661     IWineD3DVolume_GetParent(pVolume, &volumeParent);
3662     IUnknown_Release(volumeParent);
3663     return IUnknown_Release(volumeParent);
3664 }
3665
3666 static BOOL implementation_is_apple(WineD3D_GL_Info *gl_info) {
3667     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
3668      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
3669      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
3670      *
3671      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
3672      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
3673      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
3674      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
3675      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
3676      * the chance that other implementations support them is rather small since Win32 QuickTime uses
3677      * DirectDraw, not OpenGL.
3678      */
3679     if(gl_info->supported[APPLE_FENCE] &&
3680        gl_info->supported[APPLE_CLIENT_STORAGE] &&
3681        gl_info->supported[APPLE_FLUSH_RENDER] &&
3682        gl_info->supported[APPLE_YCBCR_422]) {
3683         TRACE_(d3d_caps)("GL_APPLE_fence, GL_APPLE_client_storage, GL_APPLE_flush_render and GL_ycbcr_422 are supported\n");
3684         TRACE_(d3d_caps)("Activating MacOS fixups\n");
3685         return TRUE;
3686     } else {
3687         TRACE_(d3d_caps)("Apple extensions are not supported\n");
3688         TRACE_(d3d_caps)("Not activating MacOS fixups\n");
3689         return FALSE;
3690     }
3691 }
3692
3693 #define GLINFO_LOCATION (*gl_info)
3694 static void test_pbo_functionality(WineD3D_GL_Info *gl_info) {
3695     /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
3696      * but glTexSubImage from a PBO fails miserably, with the first line repeated over
3697      * all the texture. This function detects this bug by its symptom and disables PBOs
3698      * if the test fails.
3699      *
3700      * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
3701      * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
3702      * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
3703      * read back is compared to the original. If they are equal PBOs are assumed to work,
3704      * otherwise the PBO extension is disabled.
3705      */
3706     GLuint texture, pbo;
3707     static const unsigned int pattern[] = {
3708         0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
3709         0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
3710         0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
3711         0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
3712     };
3713     unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
3714
3715     if(!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) {
3716         /* No PBO -> No point in testing them */
3717         return;
3718     }
3719
3720     while(glGetError());
3721     glGenTextures(1, &texture);
3722     glBindTexture(GL_TEXTURE_2D, texture);
3723     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
3724     checkGLcall("Specifying the PBO test texture\n");
3725
3726     GL_EXTCALL(glGenBuffersARB(1, &pbo));
3727     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
3728     GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
3729     checkGLcall("Specifying the PBO test pbo\n");
3730
3731     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
3732     checkGLcall("Loading the PBO test texture\n");
3733
3734     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
3735     glFinish(); /* just to be sure */
3736
3737     memset(check, 0, sizeof(check));
3738     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
3739     checkGLcall("Reading back the PBO test texture\n");
3740
3741     glDeleteTextures(1, &texture);
3742     GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
3743     checkGLcall("PBO test cleanup\n");
3744
3745     if(memcmp(check, pattern, sizeof(check)) != 0) {
3746         WARN_(d3d_caps)("PBO test failed, read back data doesn't match original\n");
3747         WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance\n");
3748         gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
3749     } else {
3750         TRACE_(d3d_caps)("PBO test successful\n");
3751     }
3752 }
3753 #undef GLINFO_LOCATION
3754
3755 /* Certain applications(Steam) complain if we report an outdated driver version. In general,
3756  * reporting a driver version is moot because we are not the Windows driver, and we have different
3757  * bugs, features, etc.
3758  *
3759  * If a card is not found in this table, the gl driver version is reported
3760  */
3761 struct driver_version_information {
3762     WORD vendor;                        /* reported PCI card vendor ID  */
3763     WORD card;                          /* reported PCI card device ID  */
3764     WORD hipart_hi, hipart_lo;          /* driver hiword to report      */
3765     WORD lopart_hi, lopart_lo;          /* driver loword to report      */
3766 };
3767
3768 static const struct driver_version_information driver_version_table[] = {
3769     /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (177.x)*/
3770     /* GeforceFX support is up to 173.x, Geforce2MX/3/4 up to 96.x, TNT/Geforce1/2 up to 71.x */
3771     /* Note that version numbers >100 lets say 123.45 use >= x.y.11.2345 and not x.y.10.12345 */
3772     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5200,     7,  15, 11, 7341   },
3773     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5600,     7,  15, 11, 7341   },
3774     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5800,     7,  15, 11, 7341   },
3775     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6200,       7,  15, 11, 7341   },
3776     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6600GT,     7,  15, 11, 7341   },
3777     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6800,       7,  15, 11, 7341   },
3778     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7400,       7,  15, 11, 7341   },
3779     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7300,       7,  15, 11, 7341   },
3780     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7600,       7,  15, 11, 7341   },
3781     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7800GT,     7,  15, 11, 7341   },
3782     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8300GS,     7,  15, 11, 7341   },
3783     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600GT,     7,  15, 11, 7341   },
3784     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600MGT,    7,  15, 11, 7341   },
3785     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTS,    7,  15, 11, 7341   },
3786     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9600GT,     7,  15, 11, 7341    },
3787     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9800GT,     7,  15, 11, 7341    },
3788
3789     /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode */
3790     {VENDOR_ATI,        CARD_ATI_RADEON_9500,           6,  14, 10, 6764    },
3791     {VENDOR_ATI,        CARD_ATI_RADEON_X700,           6,  14, 10, 6764    },
3792     {VENDOR_ATI,        CARD_ATI_RADEON_X1600,          6,  14, 10, 6764    },
3793     {VENDOR_ATI,        CARD_ATI_RADEON_HD2300,         6,  14, 10, 6764    },
3794     {VENDOR_ATI,        CARD_ATI_RADEON_HD2600,         6,  14, 10, 6764    },
3795     {VENDOR_ATI,        CARD_ATI_RADEON_HD2900,         6,  14, 10, 6764    },
3796
3797     /* TODO: Add information about legacy nvidia and ATI hardware, Intel and other cards */
3798 };
3799
3800 static void fixup_extensions(WineD3D_GL_Info *gl_info) {
3801     unsigned int i;
3802     BOOL apple = implementation_is_apple(gl_info);
3803
3804     if(apple) {
3805         /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
3806          * used it falls back to software. While the compiler can detect if the shader uses all declared
3807          * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
3808          * using relative addressing falls back to software.
3809          *
3810          * ARB vp gives the correct amount of uniforms, so use it instead of GLSL
3811          */
3812         if(gl_info->vs_glsl_constantsF <= gl_info->vs_arb_constantsF) {
3813             FIXME("GLSL doesn't advertise more vertex shader uniforms than ARB. Driver fixup outdated?\n");
3814         } else {
3815             TRACE("Driver claims %u GLSL vs uniforms, replacing with %u ARB vp uniforms\n",
3816                   gl_info->vs_glsl_constantsF, gl_info->vs_arb_constantsF);
3817             gl_info->vs_glsl_constantsF = gl_info->vs_arb_constantsF;
3818         }
3819
3820         /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
3821          * with fixed function fragment processing. Ideally this flag should be detected with a test shader
3822          * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
3823          * do not like vertex shaders in feedback mode and return an error, even though it should be valid
3824          * according to the spec.
3825          *
3826          * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
3827          * makes the shader slower and eats instruction slots which should be available to the d3d app.
3828          *
3829          * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
3830          * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
3831          * this workaround is activated on cards that do not need it, it won't break things, just affect
3832          * performance negatively.
3833          */
3834         if(gl_info->gl_vendor == VENDOR_INTEL ||
3835            (gl_info->gl_vendor == VENDOR_ATI && gl_info->gl_card != CARD_ATI_RADEON_X1600)) {
3836             TRACE("Enabling vertex texture coord fixes in vertex shaders\n");
3837             gl_info->set_texcoord_w = TRUE;
3838         }
3839     }
3840
3841     /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
3842      * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
3843      * If real NP2 textures are used, the driver falls back to software. We could just remove the
3844      * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
3845      * due to the non-normalized texture coordinates. Thus set an internal extension flag,
3846      * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
3847      * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
3848      *
3849      * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
3850      * has this extension promoted to core. The extension loading code sets this extension supported
3851      * due to that, so this code works on fglrx as well.
3852      */
3853     if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_ATI) {
3854         if(gl_info->gl_card == CARD_ATI_RADEON_X700 || gl_info->gl_card == CARD_ATI_RADEON_X1600 ||
3855             gl_info->gl_card == CARD_ATI_RADEON_9500 || gl_info->gl_card == CARD_ATI_RADEON_8500  ||
3856             gl_info->gl_card == CARD_ATI_RADEON_7200 || gl_info->gl_card == CARD_ATI_RAGE_128PRO) {
3857             TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing\n");
3858             gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
3859             gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
3860         }
3861     }
3862
3863     /*  The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
3864      *  doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
3865      *  This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
3866      *  within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
3867      *  FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
3868      *  We therefore completly remove ARB_tex_npot from the list of supported extensions.
3869      *
3870      *  Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
3871      *  triggering the software fallback. There is not much we can do here apart from disabling the
3872      *  software-emulated extension and reenable ARB_tex_rect (which was previously disabled
3873      *  in IWineD3DImpl_FillGLCaps).
3874      *  This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
3875      *  post-processing effects in the game "Max Payne 2").
3876      *  The behaviour can be verified through a simple test app attached in bugreport #14724.
3877      */
3878     if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_NVIDIA) {
3879         if(gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5800 || gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5600) {
3880             TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing\n");
3881             gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
3882             gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
3883         }
3884     }
3885
3886     /* Find out if PBOs work as they are supposed to */
3887     test_pbo_functionality(gl_info);
3888
3889     /* Fixup the driver version */
3890     for(i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++) {
3891         if(gl_info->gl_vendor == driver_version_table[i].vendor &&
3892            gl_info->gl_card   == driver_version_table[i].card) {
3893             TRACE_(d3d_caps)("Found card 0x%04x, 0x%04x in driver version DB\n", gl_info->gl_vendor, gl_info->gl_card);
3894
3895             gl_info->driver_version        = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
3896                                                                driver_version_table[i].lopart_lo);
3897             gl_info->driver_version_hipart = MAKEDWORD_VERSION(driver_version_table[i].hipart_hi,
3898                                                                driver_version_table[i].hipart_lo);
3899             break;
3900         }
3901     }
3902 }
3903
3904 static void WINE_GLAPI invalid_func(void *data) {
3905     ERR("Invalid vertex attribute function called\n");
3906     DebugBreak();
3907 }
3908
3909 #define GLINFO_LOCATION (Adapters[0].gl_info)
3910
3911 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
3912  * the extension detection and are used in drawStridedSlow
3913  */
3914 static void WINE_GLAPI position_d3dcolor(void *data) {
3915     DWORD pos = *((DWORD *) data);
3916
3917     FIXME("Add a test for fixed function position from d3dcolor type\n");
3918     glVertex4s(D3DCOLOR_B_R(pos),
3919                D3DCOLOR_B_G(pos),
3920                D3DCOLOR_B_B(pos),
3921                D3DCOLOR_B_A(pos));
3922 }
3923 static void WINE_GLAPI position_float4(void *data) {
3924     GLfloat *pos = (float *) data;
3925
3926     if (pos[3] < eps && pos[3] > -eps)
3927         glVertex3fv(pos);
3928     else {
3929         float w = 1.0 / pos[3];
3930
3931         glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
3932     }
3933 }
3934
3935 static void WINE_GLAPI diffuse_d3dcolor(void *data) {
3936     DWORD diffuseColor = *((DWORD *) data);
3937
3938     glColor4ub(D3DCOLOR_B_R(diffuseColor),
3939                D3DCOLOR_B_G(diffuseColor),
3940                D3DCOLOR_B_B(diffuseColor),
3941                D3DCOLOR_B_A(diffuseColor));
3942 }
3943
3944 static void WINE_GLAPI specular_d3dcolor(void *data) {
3945     DWORD specularColor = *((DWORD *) data);
3946
3947     GL_EXTCALL(glSecondaryColor3ubEXT)(D3DCOLOR_B_R(specularColor),
3948                                        D3DCOLOR_B_G(specularColor),
3949                                        D3DCOLOR_B_B(specularColor));
3950 }
3951 static void WINE_GLAPI warn_no_specular_func(void *data) {
3952     WARN("GL_EXT_secondary_color not supported\n");
3953 }
3954
3955 void fillGLAttribFuncs(WineD3D_GL_Info *gl_info) {
3956     position_funcs[WINED3DDECLTYPE_FLOAT1]      = (void *) invalid_func;
3957     position_funcs[WINED3DDECLTYPE_FLOAT2]      = (void *) invalid_func;
3958     position_funcs[WINED3DDECLTYPE_FLOAT3]      = (void *) glVertex3fv;
3959     position_funcs[WINED3DDECLTYPE_FLOAT4]      = (void *) position_float4;
3960     position_funcs[WINED3DDECLTYPE_D3DCOLOR]    = (void *) position_d3dcolor;
3961     position_funcs[WINED3DDECLTYPE_UBYTE4]      = (void *) invalid_func;
3962     position_funcs[WINED3DDECLTYPE_SHORT2]      = (void *) invalid_func;
3963     position_funcs[WINED3DDECLTYPE_SHORT4]      = (void *) glVertex2sv;
3964     position_funcs[WINED3DDECLTYPE_UBYTE4N]     = (void *) invalid_func;
3965     position_funcs[WINED3DDECLTYPE_SHORT2N]     = (void *) invalid_func;
3966     position_funcs[WINED3DDECLTYPE_SHORT4N]     = (void *) invalid_func;
3967     position_funcs[WINED3DDECLTYPE_USHORT2N]    = (void *) invalid_func;
3968     position_funcs[WINED3DDECLTYPE_USHORT4N]    = (void *) invalid_func;
3969     position_funcs[WINED3DDECLTYPE_UDEC3]       = (void *) invalid_func;
3970     position_funcs[WINED3DDECLTYPE_DEC3N]       = (void *) invalid_func;
3971     position_funcs[WINED3DDECLTYPE_FLOAT16_2]   = (void *) invalid_func;
3972     position_funcs[WINED3DDECLTYPE_FLOAT16_4]   = (void *) invalid_func;
3973
3974     diffuse_funcs[WINED3DDECLTYPE_FLOAT1]       = (void *) invalid_func;
3975     diffuse_funcs[WINED3DDECLTYPE_FLOAT2]       = (void *) invalid_func;
3976     diffuse_funcs[WINED3DDECLTYPE_FLOAT3]       = (void *) glColor3fv;
3977     diffuse_funcs[WINED3DDECLTYPE_FLOAT4]       = (void *) glColor4fv;
3978     diffuse_funcs[WINED3DDECLTYPE_D3DCOLOR]     = (void *) diffuse_d3dcolor;
3979     diffuse_funcs[WINED3DDECLTYPE_UBYTE4]       = (void *) invalid_func;
3980     diffuse_funcs[WINED3DDECLTYPE_SHORT2]       = (void *) invalid_func;
3981     diffuse_funcs[WINED3DDECLTYPE_SHORT4]       = (void *) invalid_func;
3982     diffuse_funcs[WINED3DDECLTYPE_UBYTE4N]      = (void *) glColor4ubv;
3983     diffuse_funcs[WINED3DDECLTYPE_SHORT2N]      = (void *) invalid_func;
3984     diffuse_funcs[WINED3DDECLTYPE_SHORT4N]      = (void *) glColor4sv;
3985     diffuse_funcs[WINED3DDECLTYPE_USHORT2N]     = (void *) invalid_func;
3986     diffuse_funcs[WINED3DDECLTYPE_USHORT4N]     = (void *) glColor4usv;
3987     diffuse_funcs[WINED3DDECLTYPE_UDEC3]        = (void *) invalid_func;
3988     diffuse_funcs[WINED3DDECLTYPE_DEC3N]        = (void *) invalid_func;
3989     diffuse_funcs[WINED3DDECLTYPE_FLOAT16_2]    = (void *) invalid_func;
3990     diffuse_funcs[WINED3DDECLTYPE_FLOAT16_4]    = (void *) invalid_func;
3991
3992     /* No 4 component entry points here */
3993     specular_funcs[WINED3DDECLTYPE_FLOAT1]      = (void *) invalid_func;
3994     specular_funcs[WINED3DDECLTYPE_FLOAT2]      = (void *) invalid_func;
3995     if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3996         specular_funcs[WINED3DDECLTYPE_FLOAT3]      = (void *) GL_EXTCALL(glSecondaryColor3fvEXT);
3997     } else {
3998         specular_funcs[WINED3DDECLTYPE_FLOAT3]      = (void *) warn_no_specular_func;
3999     }
4000     specular_funcs[WINED3DDECLTYPE_FLOAT4]      = (void *) invalid_func;
4001     if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4002         specular_funcs[WINED3DDECLTYPE_D3DCOLOR]    = (void *) specular_d3dcolor;
4003     } else {
4004         specular_funcs[WINED3DDECLTYPE_D3DCOLOR]      = (void *) warn_no_specular_func;
4005     }
4006     specular_funcs[WINED3DDECLTYPE_UBYTE4]      = (void *) invalid_func;
4007     specular_funcs[WINED3DDECLTYPE_SHORT2]      = (void *) invalid_func;
4008     specular_funcs[WINED3DDECLTYPE_SHORT4]      = (void *) invalid_func;
4009     specular_funcs[WINED3DDECLTYPE_UBYTE4N]     = (void *) invalid_func;
4010     specular_funcs[WINED3DDECLTYPE_SHORT2N]     = (void *) invalid_func;
4011     specular_funcs[WINED3DDECLTYPE_SHORT4N]     = (void *) invalid_func;
4012     specular_funcs[WINED3DDECLTYPE_USHORT2N]    = (void *) invalid_func;
4013     specular_funcs[WINED3DDECLTYPE_USHORT4N]    = (void *) invalid_func;
4014     specular_funcs[WINED3DDECLTYPE_UDEC3]       = (void *) invalid_func;
4015     specular_funcs[WINED3DDECLTYPE_DEC3N]       = (void *) invalid_func;
4016     specular_funcs[WINED3DDECLTYPE_FLOAT16_2]   = (void *) invalid_func;
4017     specular_funcs[WINED3DDECLTYPE_FLOAT16_4]   = (void *) invalid_func;
4018
4019     /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4020      * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4021      */
4022     normal_funcs[WINED3DDECLTYPE_FLOAT1]         = (void *) invalid_func;
4023     normal_funcs[WINED3DDECLTYPE_FLOAT2]         = (void *) invalid_func;
4024     normal_funcs[WINED3DDECLTYPE_FLOAT3]         = (void *) glNormal3fv;
4025     normal_funcs[WINED3DDECLTYPE_FLOAT4]         = (void *) glNormal3fv; /* Just ignore the 4th value */
4026     normal_funcs[WINED3DDECLTYPE_D3DCOLOR]       = (void *) invalid_func;
4027     normal_funcs[WINED3DDECLTYPE_UBYTE4]         = (void *) invalid_func;
4028     normal_funcs[WINED3DDECLTYPE_SHORT2]         = (void *) invalid_func;
4029     normal_funcs[WINED3DDECLTYPE_SHORT4]         = (void *) invalid_func;
4030     normal_funcs[WINED3DDECLTYPE_UBYTE4N]        = (void *) invalid_func;
4031     normal_funcs[WINED3DDECLTYPE_SHORT2N]        = (void *) invalid_func;
4032     normal_funcs[WINED3DDECLTYPE_SHORT4N]        = (void *) invalid_func;
4033     normal_funcs[WINED3DDECLTYPE_USHORT2N]       = (void *) invalid_func;
4034     normal_funcs[WINED3DDECLTYPE_USHORT4N]       = (void *) invalid_func;
4035     normal_funcs[WINED3DDECLTYPE_UDEC3]          = (void *) invalid_func;
4036     normal_funcs[WINED3DDECLTYPE_DEC3N]          = (void *) invalid_func;
4037     normal_funcs[WINED3DDECLTYPE_FLOAT16_2]      = (void *) invalid_func;
4038     normal_funcs[WINED3DDECLTYPE_FLOAT16_4]      = (void *) invalid_func;
4039 }
4040
4041 #define PUSH1(att)        attribs[nAttribs++] = (att);
4042 BOOL InitAdapters(void) {
4043     static HMODULE mod_gl, mod_win32gl;
4044     BOOL ret;
4045     int ps_selected_mode, vs_selected_mode;
4046
4047     /* No need to hold any lock. The calling library makes sure only one thread calls
4048      * wined3d simultaneously
4049      */
4050     if(numAdapters > 0) return Adapters[0].opengl;
4051
4052     TRACE("Initializing adapters\n");
4053
4054     if(!mod_gl) {
4055 #ifdef USE_WIN32_OPENGL
4056 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4057         mod_gl = LoadLibraryA("opengl32.dll");
4058         if(!mod_gl) {
4059             ERR("Can't load opengl32.dll!\n");
4060             goto nogl_adapter;
4061         }
4062         mod_win32gl = mod_gl;
4063 #else
4064 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4065         /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4066         mod_gl = GetModuleHandleA("gdi32.dll");
4067         mod_win32gl = LoadLibraryA("opengl32.dll");
4068         if(!mod_win32gl) {
4069             ERR("Can't load opengl32.dll!\n");
4070             goto nogl_adapter;
4071         }
4072 #endif
4073     }
4074
4075 /* Load WGL core functions from opengl32.dll */
4076 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
4077     WGL_FUNCS_GEN;
4078 #undef USE_WGL_FUNC
4079
4080     if(!pwglGetProcAddress) {
4081         ERR("Unable to load wglGetProcAddress!\n");
4082         goto nogl_adapter;
4083     }
4084
4085 /* Dynamically load all GL core functions */
4086     GL_FUNCS_GEN;
4087 #undef USE_GL_FUNC
4088
4089     /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
4090      * otherwise because we have to use winex11.drv's override
4091      */
4092     glFinish = (void*)GetProcAddress(mod_win32gl, "glFinish");
4093     glFlush = (void*)GetProcAddress(mod_win32gl, "glFlush");
4094
4095     /* For now only one default adapter */
4096     {
4097         int iPixelFormat;
4098         int attribs[10];
4099         int values[10];
4100         int nAttribs = 0;
4101         int res;
4102         int i;
4103         WineD3D_PixelFormat *cfgs;
4104         int attribute;
4105         DISPLAY_DEVICEW DisplayDevice;
4106         HDC hdc;
4107
4108         TRACE("Initializing default adapter\n");
4109         Adapters[0].num = 0;
4110         Adapters[0].monitorPoint.x = -1;
4111         Adapters[0].monitorPoint.y = -1;
4112
4113         if (!WineD3D_CreateFakeGLContext()) {
4114             ERR("Failed to get a gl context for default adapter\n");
4115             WineD3D_ReleaseFakeGLContext();
4116             goto nogl_adapter;
4117         }
4118
4119         ret = IWineD3DImpl_FillGLCaps(&Adapters[0].gl_info);
4120         if(!ret) {
4121             ERR("Failed to initialize gl caps for default adapter\n");
4122             WineD3D_ReleaseFakeGLContext();
4123             goto nogl_adapter;
4124         }
4125         ret = initPixelFormats(&Adapters[0].gl_info);
4126         if(!ret) {
4127             ERR("Failed to init gl formats\n");
4128             WineD3D_ReleaseFakeGLContext();
4129             goto nogl_adapter;
4130         }
4131
4132         hdc = pwglGetCurrentDC();
4133         if(!hdc) {
4134             ERR("Failed to get gl HDC\n");
4135             WineD3D_ReleaseFakeGLContext();
4136             goto nogl_adapter;
4137         }
4138
4139         Adapters[0].driver = "Display";
4140         Adapters[0].description = "Direct3D HAL";
4141
4142         /* Use the VideoRamSize registry setting when set */
4143         if(wined3d_settings.emulated_textureram)
4144             Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4145         else
4146             Adapters[0].TextureRam = Adapters[0].gl_info.vidmem;
4147         Adapters[0].UsedTextureRam = 0;
4148         TRACE("Emulating %dMB of texture ram\n", Adapters[0].TextureRam/(1024*1024));
4149
4150         /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
4151         DisplayDevice.cb = sizeof(DisplayDevice);
4152         EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
4153         TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
4154         strcpyW(Adapters[0].DeviceName, DisplayDevice.DeviceName);
4155
4156         attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
4157         GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &Adapters[0].nCfgs));
4158
4159         Adapters[0].cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, Adapters[0].nCfgs *sizeof(WineD3D_PixelFormat));
4160         cfgs = Adapters[0].cfgs;
4161         PUSH1(WGL_RED_BITS_ARB)
4162         PUSH1(WGL_GREEN_BITS_ARB)
4163         PUSH1(WGL_BLUE_BITS_ARB)
4164         PUSH1(WGL_ALPHA_BITS_ARB)
4165         PUSH1(WGL_DEPTH_BITS_ARB)
4166         PUSH1(WGL_STENCIL_BITS_ARB)
4167         PUSH1(WGL_DRAW_TO_WINDOW_ARB)
4168         PUSH1(WGL_PIXEL_TYPE_ARB)
4169         PUSH1(WGL_DOUBLE_BUFFER_ARB)
4170         PUSH1(WGL_AUX_BUFFERS_ARB)
4171
4172         for(iPixelFormat=1; iPixelFormat<=Adapters[0].nCfgs; iPixelFormat++) {
4173             res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
4174
4175             if(!res)
4176                 continue;
4177
4178             /* Cache the pixel format */
4179             cfgs->iPixelFormat = iPixelFormat;
4180             cfgs->redSize = values[0];
4181             cfgs->greenSize = values[1];
4182             cfgs->blueSize = values[2];
4183             cfgs->alphaSize = values[3];
4184             cfgs->depthSize = values[4];
4185             cfgs->stencilSize = values[5];
4186             cfgs->windowDrawable = values[6];
4187             cfgs->iPixelType = values[7];
4188             cfgs->doubleBuffer = values[8];
4189             cfgs->auxBuffers = values[9];
4190
4191             cfgs->pbufferDrawable = FALSE;
4192             /* Check for pbuffer support when it is around as wglGetPixelFormatAttribiv fails for unknown attributes. */
4193             if(GL_SUPPORT(WGL_ARB_PBUFFER)) {
4194                 int attrib = WGL_DRAW_TO_PBUFFER_ARB;
4195                 int value;
4196                 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
4197                     cfgs->pbufferDrawable = value;
4198             }
4199
4200             cfgs->numSamples = 0;
4201             /* Check multisample support */
4202             if(GL_SUPPORT(ARB_MULTISAMPLE)) {
4203                 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
4204                 int value[2];
4205                 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
4206                     /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
4207                      * value[1] = number of multi sample buffers*/
4208                     if(value[0])
4209                         cfgs->numSamples = value[1];
4210                 }
4211             }
4212
4213             TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable);
4214             cfgs++;
4215         }
4216
4217         /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
4218          * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
4219          * but just fake it using D24(X8?) which is fine. D3D also allows that.
4220          * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
4221          * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
4222          * driver is allowed to consume more bits EXCEPT for stencil bits.
4223          *
4224          * Mark an adapter with this broken stencil behavior.
4225          */
4226         Adapters[0].brokenStencil = TRUE;
4227         for(i=0, cfgs=Adapters[0].cfgs; i<Adapters[0].nCfgs; i++) {
4228             /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
4229             if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
4230                 Adapters[0].brokenStencil = FALSE;
4231                 break;
4232             }
4233         }
4234
4235         fixup_extensions(&Adapters[0].gl_info);
4236
4237         WineD3D_ReleaseFakeGLContext();
4238
4239         select_shader_mode(&Adapters[0].gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
4240         select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[0].gl_info);
4241         fillGLAttribFuncs(&Adapters[0].gl_info);
4242         init_type_lookup(&Adapters[0].gl_info);
4243         Adapters[0].opengl = TRUE;
4244     }
4245     numAdapters = 1;
4246     TRACE("%d adapters successfully initialized\n", numAdapters);
4247
4248     return TRUE;
4249
4250 nogl_adapter:
4251     /* Initialize an adapter for ddraw-only memory counting */
4252     memset(Adapters, 0, sizeof(Adapters));
4253     Adapters[0].num = 0;
4254     Adapters[0].opengl = FALSE;
4255     Adapters[0].monitorPoint.x = -1;
4256     Adapters[0].monitorPoint.y = -1;
4257
4258     Adapters[0].driver = "Display";
4259     Adapters[0].description = "WineD3D DirectDraw Emulation";
4260     if(wined3d_settings.emulated_textureram) {
4261         Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4262     } else {
4263         Adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
4264     }
4265
4266     numAdapters = 1;
4267     return FALSE;
4268 }
4269 #undef PUSH1
4270 #undef GLINFO_LOCATION
4271
4272 /**********************************************************
4273  * IWineD3D VTbl follows
4274  **********************************************************/
4275
4276 const IWineD3DVtbl IWineD3D_Vtbl =
4277 {
4278     /* IUnknown */
4279     IWineD3DImpl_QueryInterface,
4280     IWineD3DImpl_AddRef,
4281     IWineD3DImpl_Release,
4282     /* IWineD3D */
4283     IWineD3DImpl_GetParent,
4284     IWineD3DImpl_GetAdapterCount,
4285     IWineD3DImpl_RegisterSoftwareDevice,
4286     IWineD3DImpl_GetAdapterMonitor,
4287     IWineD3DImpl_GetAdapterModeCount,
4288     IWineD3DImpl_EnumAdapterModes,
4289     IWineD3DImpl_GetAdapterDisplayMode,
4290     IWineD3DImpl_GetAdapterIdentifier,
4291     IWineD3DImpl_CheckDeviceMultiSampleType,
4292     IWineD3DImpl_CheckDepthStencilMatch,
4293     IWineD3DImpl_CheckDeviceType,
4294     IWineD3DImpl_CheckDeviceFormat,
4295     IWineD3DImpl_CheckDeviceFormatConversion,
4296     IWineD3DImpl_GetDeviceCaps,
4297     IWineD3DImpl_CreateDevice
4298 };