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