wined3d: Implement D3DTOP_BUMPENVMAPLUMINANCE.
[wine] / dlls / wined3d / directx.c
1 /*
2  * IWineD3D implementation
3  *
4  * Copyright 2002-2004 Jason Edmeades
5  * Copyright 2003-2004 Raphael Junqueira
6  * Copyright 2004 Christian Costa
7  * Copyright 2005 Oliver Stieber
8  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
9  *
10  * This library is free software; you can redistribute it and/or
11  * modify it under the terms of the GNU Lesser General Public
12  * License as published by the Free Software Foundation; either
13  * version 2.1 of the License, or (at your option) any later version.
14  *
15  * This library is distributed in the hope that it will be useful,
16  * but WITHOUT ANY WARRANTY; without even the implied warranty of
17  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
18  * Lesser General Public License for more details.
19  *
20  * You should have received a copy of the GNU Lesser General Public
21  * License along with this library; if not, write to the Free Software
22  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23  */
24
25 /* Compile time diagnostics: */
26
27 #ifndef DEBUG_SINGLE_MODE
28 /* Set to 1 to force only a single display mode to be exposed: */
29 #define DEBUG_SINGLE_MODE 0
30 #endif
31
32 #include "config.h"
33 #include <assert.h>
34 #include "wined3d_private.h"
35
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
37 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
38
39 /* The d3d device ID */
40 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
41
42 /* Extension detection */
43 static const struct {
44     const char *extension_string;
45     GL_SupportedExt extension;
46     DWORD version;
47 } EXTENSION_MAP[] = {
48     /* APPLE */
49     {"GL_APPLE_client_storage",             APPLE_CLIENT_STORAGE,           0                           },
50     {"GL_APPLE_fence",                      APPLE_FENCE,                    0                           },
51     {"GL_APPLE_flush_render",               APPLE_FLUSH_RENDER,             0                           },
52     {"GL_APPLE_ycbcr_422",                  APPLE_YCBCR_422,                0                           },
53     {"GL_APPLE_float_pixels",               APPLE_FLOAT_PIXELS,             0                           },
54
55     /* ATI */
56     {"GL_ATI_separate_stencil",             ATI_SEPARATE_STENCIL,           0                           },
57     {"GL_ATI_texture_env_combine3",         ATI_TEXTURE_ENV_COMBINE3,       0                           },
58     {"GL_ATI_texture_mirror_once",          ATI_TEXTURE_MIRROR_ONCE,        0                           },
59     {"GL_ATI_envmap_bumpmap",               ATI_ENVMAP_BUMPMAP,             0                           },
60     {"GL_ATI_fragment_shader",              ATI_FRAGMENT_SHADER,            0                           },
61     {"GL_ATI_texture_compression_3dc",      ATI_TEXTURE_COMPRESSION_3DC,    0                           },
62
63     /* ARB */
64     {"GL_ARB_color_buffer_float",           ARB_COLOR_BUFFER_FLOAT,         0                           },
65     {"GL_ARB_draw_buffers",                 ARB_DRAW_BUFFERS,               0                           },
66     {"GL_ARB_fragment_program",             ARB_FRAGMENT_PROGRAM,           0                           },
67     {"GL_ARB_fragment_shader",              ARB_FRAGMENT_SHADER,            0                           },
68     {"GL_ARB_half_float_pixel",             ARB_HALF_FLOAT_PIXEL,           0                           },
69     {"GL_ARB_imaging",                      ARB_IMAGING,                    0                           },
70     {"GL_ARB_multisample",                  ARB_MULTISAMPLE,                0                           }, /* needs GLX_ARB_MULTISAMPLE as well */
71     {"GL_ARB_multitexture",                 ARB_MULTITEXTURE,               0                           },
72     {"GL_ARB_occlusion_query",              ARB_OCCLUSION_QUERY,            0                           },
73     {"GL_ARB_pixel_buffer_object",          ARB_PIXEL_BUFFER_OBJECT,        0                           },
74     {"GL_ARB_point_parameters",             ARB_POINT_PARAMETERS,           0                           },
75     {"GL_ARB_point_sprite",                 ARB_POINT_SPRITE,               0                           },
76     {"GL_ARB_texture_border_clamp",         ARB_TEXTURE_BORDER_CLAMP,       0                           },
77     {"GL_ARB_texture_compression",          ARB_TEXTURE_COMPRESSION,        0                           },
78     {"GL_ARB_texture_cube_map",             ARB_TEXTURE_CUBE_MAP,           0                           },
79     {"GL_ARB_texture_env_add",              ARB_TEXTURE_ENV_ADD,            0                           },
80     {"GL_ARB_texture_env_combine",          ARB_TEXTURE_ENV_COMBINE,        0                           },
81     {"GL_ARB_texture_env_dot3",             ARB_TEXTURE_ENV_DOT3,           0                           },
82     {"GL_ARB_texture_float",                ARB_TEXTURE_FLOAT,              0                           },
83     {"GL_ARB_texture_mirrored_repeat",      ARB_TEXTURE_MIRRORED_REPEAT,    0                           },
84     {"GL_ARB_texture_non_power_of_two",     ARB_TEXTURE_NON_POWER_OF_TWO,   MAKEDWORD_VERSION(2, 0)     },
85     {"GL_ARB_texture_rectangle",            ARB_TEXTURE_RECTANGLE,          0                           },
86     {"GL_ARB_vertex_blend",                 ARB_VERTEX_BLEND,               0                           },
87     {"GL_ARB_vertex_buffer_object",         ARB_VERTEX_BUFFER_OBJECT,       0                           },
88     {"GL_ARB_vertex_program",               ARB_VERTEX_PROGRAM,             0                           },
89     {"GL_ARB_vertex_shader",                ARB_VERTEX_SHADER,              0                           },
90     {"GL_ARB_shader_objects",               ARB_SHADER_OBJECTS,             0                           },
91
92     /* EXT */
93     {"GL_EXT_blend_color",                  EXT_BLEND_COLOR,                0                           },
94     {"GL_EXT_blend_minmax",                 EXT_BLEND_MINMAX,               0                           },
95     {"GL_EXT_blend_equation_separate",      EXT_BLEND_EQUATION_SEPARATE,    0                           },
96     {"GL_EXT_blend_func_separate",          EXT_BLEND_FUNC_SEPARATE,        0                           },
97     {"GL_EXT_fog_coord",                    EXT_FOG_COORD,                  0                           },
98     {"GL_EXT_framebuffer_blit",             EXT_FRAMEBUFFER_BLIT,           0                           },
99     {"GL_EXT_framebuffer_object",           EXT_FRAMEBUFFER_OBJECT,         0                           },
100     {"GL_EXT_paletted_texture",             EXT_PALETTED_TEXTURE,           0                           },
101     {"GL_EXT_point_parameters",             EXT_POINT_PARAMETERS,           0                           },
102     {"GL_EXT_secondary_color",              EXT_SECONDARY_COLOR,            0                           },
103     {"GL_EXT_stencil_two_side",             EXT_STENCIL_TWO_SIDE,           0                           },
104     {"GL_EXT_stencil_wrap",                 EXT_STENCIL_WRAP,               0                           },
105     {"GL_EXT_texture3D",                    EXT_TEXTURE3D,                  MAKEDWORD_VERSION(1, 2)     },
106     {"GL_EXT_texture_compression_s3tc",     EXT_TEXTURE_COMPRESSION_S3TC,   0                           },
107     {"GL_EXT_texture_compression_rgtc",     EXT_TEXTURE_COMPRESSION_RGTC,   0                           },
108     {"GL_EXT_texture_env_add",              EXT_TEXTURE_ENV_ADD,            0                           },
109     {"GL_EXT_texture_env_combine",          EXT_TEXTURE_ENV_COMBINE,        0                           },
110     {"GL_EXT_texture_env_dot3",             EXT_TEXTURE_ENV_DOT3,           0                           },
111     {"GL_EXT_texture_sRGB",                 EXT_TEXTURE_SRGB,               0                           },
112     {"GL_EXT_texture_filter_anisotropic",   EXT_TEXTURE_FILTER_ANISOTROPIC, 0                           },
113     {"GL_EXT_texture_lod",                  EXT_TEXTURE_LOD,                0                           },
114     {"GL_EXT_texture_lod_bias",             EXT_TEXTURE_LOD_BIAS,           0                           },
115     {"GL_EXT_vertex_shader",                EXT_VERTEX_SHADER,              0                           },
116     {"GL_EXT_gpu_program_parameters",       EXT_GPU_PROGRAM_PARAMETERS,     0                           },
117
118     /* NV */
119     {"GL_NV_half_float",                    NV_HALF_FLOAT,                  0                           },
120     {"GL_NV_fence",                         NV_FENCE,                       0                           },
121     {"GL_NV_fog_distance",                  NV_FOG_DISTANCE,                0                           },
122     {"GL_NV_fragment_program",              NV_FRAGMENT_PROGRAM,            0                           },
123     {"GL_NV_fragment_program2",             NV_FRAGMENT_PROGRAM2,           0                           },
124     {"GL_NV_register_combiners",            NV_REGISTER_COMBINERS,          0                           },
125     {"GL_NV_register_combiners2",           NV_REGISTER_COMBINERS2,         0                           },
126     {"GL_NV_texgen_reflection",             NV_TEXGEN_REFLECTION,           0                           },
127     {"GL_NV_texture_env_combine4",          NV_TEXTURE_ENV_COMBINE4,        0                           },
128     {"GL_NV_texture_shader",                NV_TEXTURE_SHADER,              0                           },
129     {"GL_NV_texture_shader2",               NV_TEXTURE_SHADER2,             0                           },
130     {"GL_NV_texture_shader3",               NV_TEXTURE_SHADER3,             0                           },
131     {"GL_NV_occlusion_query",               NV_OCCLUSION_QUERY,             0                           },
132     {"GL_NV_vertex_program",                NV_VERTEX_PROGRAM,              0                           },
133     {"GL_NV_vertex_program1_1",             NV_VERTEX_PROGRAM1_1,           0                           },
134     {"GL_NV_vertex_program2",               NV_VERTEX_PROGRAM2,             0                           },
135     {"GL_NV_vertex_program3",               NV_VERTEX_PROGRAM3,             0                           },
136     {"GL_NV_depth_clamp",                   NV_DEPTH_CLAMP,                 0                           },
137     {"GL_NV_light_max_exponent",            NV_LIGHT_MAX_EXPONENT,          0                           },
138
139     /* SGI */
140     {"GL_SGIS_generate_mipmap",             SGIS_GENERATE_MIPMAP,           0                           },
141 };
142
143 /**********************************************************
144  * Utility functions follow
145  **********************************************************/
146
147 /* Adapters */
148 static int numAdapters = 0;
149 static struct WineD3DAdapter Adapters[1];
150
151 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat);
152 static const struct fragment_pipeline *select_fragment_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType);
153 static const shader_backend_t *select_shader_backend(UINT Adapter, WINED3DDEVTYPE DeviceType);
154 static const struct blit_shader *select_blit_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType);
155
156 /* lookup tables */
157 int minLookup[MAX_LOOKUPS];
158 int maxLookup[MAX_LOOKUPS];
159 DWORD *stateLookup[MAX_LOOKUPS];
160
161 DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
162 DWORD minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1] = {
163     {GL_NEAREST, GL_NEAREST, GL_NEAREST},
164     {GL_NEAREST, GL_NEAREST, GL_NEAREST},
165     {GL_NEAREST, GL_NEAREST, GL_NEAREST},
166     {GL_NEAREST, GL_NEAREST, GL_NEAREST},
167 };
168
169 DWORD magLookup[WINED3DTEXF_ANISOTROPIC + 1];
170 DWORD magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] = {
171     GL_NEAREST, GL_NEAREST, GL_NEAREST, GL_NEAREST
172 };
173
174 /* drawStridedSlow attributes */
175 glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
176 glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
177 glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
178 glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
179 glTexAttribFunc texcoord_funcs[WINED3DDECLTYPE_UNUSED];
180
181 /**
182  * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
183  * i.e., there is no GL Context - Get a default rendering context to enable the
184  * function query some info from GL.
185  */
186
187 static int             wined3d_fake_gl_context_ref = 0;
188 static BOOL            wined3d_fake_gl_context_foreign;
189 static BOOL            wined3d_fake_gl_context_available = FALSE;
190 static HDC             wined3d_fake_gl_context_hdc = NULL;
191 static HWND            wined3d_fake_gl_context_hwnd = NULL;
192
193 static CRITICAL_SECTION wined3d_fake_gl_context_cs;
194 static CRITICAL_SECTION_DEBUG wined3d_fake_gl_context_cs_debug =
195 {
196     0, 0, &wined3d_fake_gl_context_cs,
197     { &wined3d_fake_gl_context_cs_debug.ProcessLocksList,
198       &wined3d_fake_gl_context_cs_debug.ProcessLocksList },
199     0, 0, { (DWORD_PTR)(__FILE__ ": wined3d_fake_gl_context_cs") }
200 };
201 static CRITICAL_SECTION wined3d_fake_gl_context_cs = { &wined3d_fake_gl_context_cs_debug, -1, 0, 0, 0, 0 };
202
203 static void WineD3D_ReleaseFakeGLContext(void) {
204     HGLRC glCtx;
205
206     EnterCriticalSection(&wined3d_fake_gl_context_cs);
207
208     if(!wined3d_fake_gl_context_available) {
209         TRACE_(d3d_caps)("context not available\n");
210         LeaveCriticalSection(&wined3d_fake_gl_context_cs);
211         return;
212     }
213
214     glCtx = pwglGetCurrentContext();
215
216     TRACE_(d3d_caps)("decrementing ref from %i\n", wined3d_fake_gl_context_ref);
217     if (0 == (--wined3d_fake_gl_context_ref) ) {
218         if(!wined3d_fake_gl_context_foreign && glCtx) {
219             TRACE_(d3d_caps)("destroying fake GL context\n");
220             pwglMakeCurrent(NULL, NULL);
221             pwglDeleteContext(glCtx);
222         }
223         if(wined3d_fake_gl_context_hdc)
224             ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
225         wined3d_fake_gl_context_hdc = NULL; /* Make sure we don't think that it is still around */
226         if(wined3d_fake_gl_context_hwnd)
227             DestroyWindow(wined3d_fake_gl_context_hwnd);
228         wined3d_fake_gl_context_hwnd = NULL;
229         wined3d_fake_gl_context_available = FALSE;
230     }
231     assert(wined3d_fake_gl_context_ref >= 0);
232
233     LeaveCriticalSection(&wined3d_fake_gl_context_cs);
234 }
235
236 static BOOL WineD3D_CreateFakeGLContext(void) {
237     HGLRC glCtx = NULL;
238
239     EnterCriticalSection(&wined3d_fake_gl_context_cs);
240
241     TRACE("getting context...\n");
242     if(wined3d_fake_gl_context_ref > 0) goto ret;
243     assert(0 == wined3d_fake_gl_context_ref);
244
245     wined3d_fake_gl_context_foreign = TRUE;
246
247     glCtx = pwglGetCurrentContext();
248     if (!glCtx) {
249         PIXELFORMATDESCRIPTOR pfd;
250         int iPixelFormat;
251
252         wined3d_fake_gl_context_foreign = FALSE;
253
254         /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes */
255         wined3d_fake_gl_context_hwnd = CreateWindowA("WineD3D_OpenGL", "WineD3D fake window", WS_OVERLAPPEDWINDOW,        10, 10, 10, 10, NULL, NULL, NULL, NULL);
256         if(!wined3d_fake_gl_context_hwnd) {
257             ERR("HWND creation failed!\n");
258             goto fail;
259         }
260         wined3d_fake_gl_context_hdc = GetDC(wined3d_fake_gl_context_hwnd);
261         if(!wined3d_fake_gl_context_hdc) {
262             ERR("GetDC failed!\n");
263             goto fail;
264         }
265
266         /* PixelFormat selection */
267         ZeroMemory(&pfd, sizeof(pfd));
268         pfd.nSize      = sizeof(pfd);
269         pfd.nVersion   = 1;
270         pfd.dwFlags    = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
271         pfd.iPixelType = PFD_TYPE_RGBA;
272         pfd.cColorBits = 32;
273         pfd.iLayerType = PFD_MAIN_PLANE;
274
275         iPixelFormat = ChoosePixelFormat(wined3d_fake_gl_context_hdc, &pfd);
276         if(!iPixelFormat) {
277             /* If this happens something is very wrong as ChoosePixelFormat barely fails */
278             ERR("Can't find a suitable iPixelFormat\n");
279             goto fail;
280         }
281         DescribePixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, sizeof(pfd), &pfd);
282         SetPixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, &pfd);
283
284         /* Create a GL context */
285         glCtx = pwglCreateContext(wined3d_fake_gl_context_hdc);
286         if (!glCtx) {
287             WARN_(d3d_caps)("Error creating default context for capabilities initialization\n");
288             goto fail;
289         }
290
291         /* Make it the current GL context */
292         if (!pwglMakeCurrent(wined3d_fake_gl_context_hdc, glCtx)) {
293             WARN_(d3d_caps)("Error setting default context as current for capabilities initialization\n");
294             goto fail;
295         }
296     }
297
298   ret:
299     TRACE("incrementing ref from %i\n", wined3d_fake_gl_context_ref);
300     wined3d_fake_gl_context_ref++;
301     wined3d_fake_gl_context_available = TRUE;
302     LeaveCriticalSection(&wined3d_fake_gl_context_cs);
303     return TRUE;
304   fail:
305     if(wined3d_fake_gl_context_hdc)
306         ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
307     wined3d_fake_gl_context_hdc = NULL;
308     if(wined3d_fake_gl_context_hwnd)
309         DestroyWindow(wined3d_fake_gl_context_hwnd);
310     wined3d_fake_gl_context_hwnd = NULL;
311     if(glCtx) pwglDeleteContext(glCtx);
312     LeaveCriticalSection(&wined3d_fake_gl_context_cs);
313     return FALSE;
314 }
315
316 /* Adjust the amount of used texture memory */
317 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram){
318     UINT Adapter = D3DDevice->adapterNo;
319
320     Adapters[Adapter].UsedTextureRam += glram;
321     TRACE("Adjusted gl ram by %ld to %d\n", glram, Adapters[Adapter].UsedTextureRam);
322     return Adapters[Adapter].UsedTextureRam;
323 }
324
325 /**********************************************************
326  * IUnknown parts follows
327  **********************************************************/
328
329 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
330 {
331     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
332
333     TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
334     if (IsEqualGUID(riid, &IID_IUnknown)
335         || IsEqualGUID(riid, &IID_IWineD3DBase)
336         || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
337         IUnknown_AddRef(iface);
338         *ppobj = This;
339         return S_OK;
340     }
341     *ppobj = NULL;
342     return E_NOINTERFACE;
343 }
344
345 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
346     IWineD3DImpl *This = (IWineD3DImpl *)iface;
347     ULONG refCount = InterlockedIncrement(&This->ref);
348
349     TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
350     return refCount;
351 }
352
353 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
354     IWineD3DImpl *This = (IWineD3DImpl *)iface;
355     ULONG ref;
356     TRACE("(%p) : Releasing from %d\n", This, This->ref);
357     ref = InterlockedDecrement(&This->ref);
358     if (ref == 0) {
359         HeapFree(GetProcessHeap(), 0, This);
360     }
361
362     return ref;
363 }
364
365 /* Set the shader type for this device, depending on the given capabilities,
366  * the device type, and the user preferences in wined3d_settings */
367
368 void select_shader_mode(
369     WineD3D_GL_Info *gl_info,
370     WINED3DDEVTYPE DeviceType,
371     int* ps_selected,
372     int* vs_selected) {
373
374     if (wined3d_settings.vs_mode == VS_NONE) {
375         *vs_selected = SHADER_NONE;
376     } else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) {
377         /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
378          * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
379          * shaders only on this card. */
380         if(gl_info->vs_nv_version && gl_info->vs_nv_version < VS_VERSION_20)
381             *vs_selected = SHADER_ARB;
382         else
383             *vs_selected = SHADER_GLSL;
384     } else if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
385         *vs_selected = SHADER_ARB;
386     } else {
387         *vs_selected = SHADER_NONE;
388     }
389
390     if (wined3d_settings.ps_mode == PS_NONE) {
391         *ps_selected = SHADER_NONE;
392     } else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) {
393         *ps_selected = SHADER_GLSL;
394     } else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
395         *ps_selected = SHADER_ARB;
396     } else if (gl_info->supported[ATI_FRAGMENT_SHADER]) {
397         *ps_selected = SHADER_ATI;
398     } else {
399         *ps_selected = SHADER_NONE;
400     }
401 }
402
403 /** Select the number of report maximum shader constants based on the selected shader modes */
404 static void select_shader_max_constants(
405     int ps_selected_mode,
406     int vs_selected_mode,
407     WineD3D_GL_Info *gl_info) {
408
409     switch (vs_selected_mode) {
410         case SHADER_GLSL:
411             /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix) */
412             gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 1;
413             break;
414         case SHADER_ARB:
415             /* We have to subtract any other PARAMs that we might use in our shader programs.
416              * ATI seems to count 2 implicit PARAMs when we use fog and NVIDIA counts 1,
417              * and we reference one row of the PROJECTION matrix which counts as 1 PARAM. */
418             gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF - 3;
419             break;
420         default:
421             gl_info->max_vshader_constantsF = 0;
422             break;
423     }
424
425     switch (ps_selected_mode) {
426         case SHADER_GLSL:
427             /* Subtract the other potential uniforms from the max available (bools & ints), and 2 states for fog.
428              * In theory the texbem instruction may need one more shader constant too. But lets assume
429              * that a sm <= 1.3 shader does not need all the uniforms provided by a glsl-capable card,
430              * and lets not take away a uniform needlessly from all other shaders.
431              */
432             gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 2;
433             break;
434         case SHADER_ARB:
435             /* The arb shader only loads the bump mapping environment matrix into the shader if it finds
436              * a free constant to do that, so only reduce the number of available constants by 2 for the fog states.
437              */
438             gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF - 2;
439             break;
440         default:
441             gl_info->max_pshader_constantsF = 0;
442             break;
443     }
444 }
445
446 /**********************************************************
447  * IWineD3D parts follows
448  **********************************************************/
449
450 #define GLINFO_LOCATION (*gl_info)
451 static inline BOOL test_arb_vs_offset_limit(WineD3D_GL_Info *gl_info) {
452     GLuint prog;
453     BOOL ret = FALSE;
454     const char *testcode =
455         "!!ARBvp1.0\n"
456         "PARAM C[66] = { program.env[0..65] };\n"
457         "ADDRESS A0;"
458         "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
459         "ARL A0.x, zero.x;\n"
460         "MOV result.position, C[A0.x + 65];\n"
461         "END\n";
462
463     while(glGetError());
464     GL_EXTCALL(glGenProgramsARB(1, &prog));
465     if(!prog) {
466         ERR("Failed to create an ARB offset limit test program\n");
467     }
468     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
469     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
470                                   strlen(testcode), testcode));
471     if(glGetError() != 0) {
472         TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
473         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
474         ret = TRUE;
475     } else TRACE("OpenGL implementation allows offsets > 63\n");
476
477     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
478     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
479     checkGLcall("ARB vp offset limit test cleanup\n");
480
481     return ret;
482 }
483
484 static DWORD ver_for_ext(GL_SupportedExt ext)
485 {
486     unsigned int i;
487     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
488         if(EXTENSION_MAP[i].extension == ext) {
489             return EXTENSION_MAP[i].version;
490         }
491     }
492     return 0;
493 }
494
495 BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
496     const char *GL_Extensions    = NULL;
497     const char *WGL_Extensions   = NULL;
498     const char *gl_string        = NULL;
499     const char *gl_string_cursor = NULL;
500     GLint       gl_max;
501     GLfloat     gl_floatv[2];
502     int         major = 1, minor = 0;
503     BOOL        return_value = TRUE;
504     unsigned    i;
505     HDC         hdc;
506     unsigned int vidmem=0;
507
508     TRACE_(d3d_caps)("(%p)\n", gl_info);
509
510     ENTER_GL();
511
512     gl_string = (const char *) glGetString(GL_RENDERER);
513     if (NULL == gl_string)
514         gl_string = "None";
515     strcpy(gl_info->gl_renderer, gl_string);
516
517     gl_string = (const char *) glGetString(GL_VENDOR);
518     TRACE_(d3d_caps)("Filling vendor string %s\n", gl_string);
519     if (gl_string != NULL) {
520         /* Fill in the GL vendor */
521         if (strstr(gl_string, "NVIDIA")) {
522             gl_info->gl_vendor = VENDOR_NVIDIA;
523         } else if (strstr(gl_string, "ATI")) {
524             gl_info->gl_vendor = VENDOR_ATI;
525         } else if (strstr(gl_string, "Intel(R)") ||
526                    strstr(gl_info->gl_renderer, "Intel(R)") ||
527                    strstr(gl_string, "Intel Inc.")) {
528             gl_info->gl_vendor = VENDOR_INTEL;
529         } else if (strstr(gl_string, "Mesa")) {
530             gl_info->gl_vendor = VENDOR_MESA;
531         } else {
532             gl_info->gl_vendor = VENDOR_WINE;
533         }
534     } else {
535         gl_info->gl_vendor = VENDOR_WINE;
536     }
537
538
539     TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
540
541     /* Parse the GL_VERSION field into major and minor information */
542     gl_string = (const char *) glGetString(GL_VERSION);
543     if (gl_string != NULL) {
544
545         /* First, parse the generic opengl version. This is supposed not to be convoluted with
546          * driver specific information
547          */
548         gl_string_cursor = gl_string;
549         major = atoi(gl_string_cursor);
550         if(major <= 0) {
551             ERR("Invalid opengl major version: %d\n", major);
552         }
553         while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
554             ++gl_string_cursor;
555         }
556         if (*gl_string_cursor++ != '.') {
557             ERR_(d3d_caps)("Invalid opengl version string: %s\n", debugstr_a(gl_string));
558         }
559         minor = atoi(gl_string_cursor);
560         TRACE_(d3d_caps)("Found OpenGL version: %d.%d\n", major, minor);
561         gl_info->gl_version = MAKEDWORD_VERSION(major, minor);
562
563         /* Now parse the driver specific string which we'll report to the app */
564         switch (gl_info->gl_vendor) {
565         case VENDOR_NVIDIA:
566             gl_string_cursor = strstr(gl_string, "NVIDIA");
567             if (!gl_string_cursor) {
568                 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
569                 break;
570             }
571
572             gl_string_cursor = strstr(gl_string_cursor, " ");
573             if (!gl_string_cursor) {
574                 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
575                 break;
576             }
577
578             while (*gl_string_cursor == ' ') {
579                 ++gl_string_cursor;
580             }
581
582             if (!*gl_string_cursor) {
583                 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
584                 break;
585             }
586
587             major = atoi(gl_string_cursor);
588             while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
589                 ++gl_string_cursor;
590             }
591
592             if (*gl_string_cursor++ != '.') {
593                 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
594                 break;
595             }
596
597             minor = atoi(gl_string_cursor);
598             minor = major*100+minor;
599             major = 10;
600
601             break;
602
603         case VENDOR_ATI:
604             major = minor = 0;
605             gl_string_cursor = strchr(gl_string, '-');
606             if (gl_string_cursor) {
607                 int error = 0;
608                 gl_string_cursor++;
609
610                 /* Check if version number is of the form x.y.z */
611                 if (*gl_string_cursor > '9' && *gl_string_cursor < '0')
612                     error = 1;
613                 if (!error && *(gl_string_cursor+2) > '9' && *(gl_string_cursor+2) < '0')
614                     error = 1;
615                 if (!error && *(gl_string_cursor+4) > '9' && *(gl_string_cursor+4) < '0')
616                     error = 1;
617                 if (!error && *(gl_string_cursor+1) != '.' && *(gl_string_cursor+3) != '.')
618                     error = 1;
619
620                 /* Mark version number as malformed */
621                 if (error)
622                     gl_string_cursor = 0;
623             }
624
625             if (!gl_string_cursor)
626                 WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
627             else {
628                 major = *gl_string_cursor - '0';
629                 minor = (*(gl_string_cursor+2) - '0') * 256 + (*(gl_string_cursor+4) - '0');
630             }
631             break;
632
633         case VENDOR_INTEL:
634             /* Apple and Mesa version strings look differently, but both provide intel drivers */
635             if(strstr(gl_string, "APPLE")) {
636                 /* [0-9]+.[0-9]+ APPLE-[0-9]+.[0.9]+.[0.9]+
637                  * We only need the first part, and use the APPLE as identification
638                  * "1.2 APPLE-1.4.56"
639                  */
640                 gl_string_cursor = gl_string;
641                 major = atoi(gl_string_cursor);
642                 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
643                     ++gl_string_cursor;
644                 }
645
646                 if (*gl_string_cursor++ != '.') {
647                     ERR_(d3d_caps)("Invalid MacOS-Intel version string: %s\n", debugstr_a(gl_string));
648                     break;
649                 }
650
651                 minor = atoi(gl_string_cursor);
652                 break;
653             }
654
655         case VENDOR_MESA:
656             gl_string_cursor = strstr(gl_string, "Mesa");
657             gl_string_cursor = strstr(gl_string_cursor, " ");
658             while (*gl_string_cursor && ' ' == *gl_string_cursor) ++gl_string_cursor;
659             if (*gl_string_cursor) {
660                 char tmp[16];
661                 int cursor = 0;
662
663                 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
664                     tmp[cursor++] = *gl_string_cursor;
665                     ++gl_string_cursor;
666                 }
667                 tmp[cursor] = 0;
668                 major = atoi(tmp);
669
670                 if (*gl_string_cursor != '.') WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
671                 ++gl_string_cursor;
672
673                 cursor = 0;
674                 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
675                     tmp[cursor++] = *gl_string_cursor;
676                     ++gl_string_cursor;
677                 }
678                 tmp[cursor] = 0;
679                 minor = atoi(tmp);
680             }
681             break;
682
683         default:
684             major = 0;
685             minor = 9;
686         }
687         gl_info->driver_version = MAKEDWORD_VERSION(major, minor);
688         TRACE_(d3d_caps)("found driver version (%s)->%i.%i->(0x%08x)\n", debugstr_a(gl_string), major, minor, gl_info->driver_version);
689         /* Current Windows drivers have versions like 6.14.... (some older have an earlier version) */
690         gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
691     } else {
692         FIXME("OpenGL driver did not return version information\n");
693         gl_info->driver_version = MAKEDWORD_VERSION(0, 0);
694         gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
695     }
696
697     TRACE_(d3d_caps)("found GL_RENDERER (%s)->(0x%04x)\n", debugstr_a(gl_info->gl_renderer), gl_info->gl_card);
698
699     /*
700      * Initialize openGL extension related variables
701      *  with Default values
702      */
703     memset(gl_info->supported, 0, sizeof(gl_info->supported));
704     gl_info->max_buffers        = 1;
705     gl_info->max_textures       = 1;
706     gl_info->max_texture_stages = 1;
707     gl_info->max_fragment_samplers = 1;
708     gl_info->max_vertex_samplers = 0;
709     gl_info->max_combined_samplers = 0;
710     gl_info->max_sampler_stages = 1;
711     gl_info->ps_arb_version = PS_VERSION_NOT_SUPPORTED;
712     gl_info->ps_arb_max_temps = 0;
713     gl_info->ps_arb_max_instructions = 0;
714     gl_info->vs_arb_version = VS_VERSION_NOT_SUPPORTED;
715     gl_info->vs_arb_max_temps = 0;
716     gl_info->vs_arb_max_instructions = 0;
717     gl_info->vs_nv_version  = VS_VERSION_NOT_SUPPORTED;
718     gl_info->vs_ati_version = VS_VERSION_NOT_SUPPORTED;
719     gl_info->vs_glsl_constantsF = 0;
720     gl_info->ps_glsl_constantsF = 0;
721     gl_info->vs_arb_constantsF = 0;
722     gl_info->ps_arb_constantsF = 0;
723
724     /* Retrieve opengl defaults */
725     glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
726     gl_info->max_clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
727     TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
728
729     glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
730     gl_info->max_lights = gl_max;
731     TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
732
733     glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
734     gl_info->max_texture_size = gl_max;
735     TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
736
737     glGetFloatv(GL_POINT_SIZE_RANGE, gl_floatv);
738     gl_info->max_pointsizemin = gl_floatv[0];
739     gl_info->max_pointsize = gl_floatv[1];
740     TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
741
742     /* Parse the gl supported features, in theory enabling parts of our code appropriately */
743     GL_Extensions = (const char *) glGetString(GL_EXTENSIONS);
744     TRACE_(d3d_caps)("GL_Extensions reported:\n");
745
746     if (NULL == GL_Extensions) {
747         ERR("   GL_Extensions returns NULL\n");
748     } else {
749         while (*GL_Extensions != 0x00) {
750             const char *Start;
751             char        ThisExtn[256];
752             size_t      len;
753
754             while (isspace(*GL_Extensions)) GL_Extensions++;
755             Start = GL_Extensions;
756             while (!isspace(*GL_Extensions) && *GL_Extensions != 0x00) {
757                 GL_Extensions++;
758             }
759
760             len = GL_Extensions - Start;
761             if (len == 0 || len >= sizeof(ThisExtn))
762                 continue;
763
764             memcpy(ThisExtn, Start, len);
765             ThisExtn[len] = '\0';
766             TRACE_(d3d_caps)("- %s\n", ThisExtn);
767
768             for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
769                 if (!strcmp(ThisExtn, EXTENSION_MAP[i].extension_string)) {
770                     TRACE_(d3d_caps)(" FOUND: %s support\n", EXTENSION_MAP[i].extension_string);
771                     gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
772                     break;
773                 }
774             }
775         }
776
777         LEAVE_GL();
778
779         /* Now work out what GL support this card really has */
780 #define USE_GL_FUNC(type, pfn, ext, replace) { \
781             DWORD ver = ver_for_ext(ext); \
782             if(gl_info->supported[ext]) gl_info->pfn = (type) pwglGetProcAddress(#pfn); \
783             else if(ver && ver <= gl_info->gl_version) gl_info->pfn = (type) pwglGetProcAddress(#replace); \
784             else gl_info->pfn = NULL; \
785         }
786         GL_EXT_FUNCS_GEN;
787 #undef USE_GL_FUNC
788
789 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type) pwglGetProcAddress(#pfn);
790         WGL_EXT_FUNCS_GEN;
791 #undef USE_GL_FUNC
792
793         ENTER_GL();
794         /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
795          * loading the functions, otherwise the code above will load the extension entry points instead of the
796          * core functions, which may not work
797          */
798         for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
799             if (gl_info->supported[EXTENSION_MAP[i].extension] == FALSE &&
800                 EXTENSION_MAP[i].version <= gl_info->gl_version && EXTENSION_MAP[i].version) {
801                 TRACE_(d3d_caps)(" GL CORE: %s support\n", EXTENSION_MAP[i].extension_string);
802                 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
803             }
804         }
805
806         if (gl_info->supported[APPLE_FENCE]) {
807             /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
808              * The apple extension interacts with some other apple exts. Disable the NV
809              * extension if the apple one is support to prevent confusion in other parts
810              * of the code
811              */
812             gl_info->supported[NV_FENCE] = FALSE;
813         }
814         if (gl_info->supported[APPLE_FLOAT_PIXELS]) {
815             /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
816              *
817              * The enums are the same:
818              * GL_RGBA16F_ARB     = GL_RGBA_FLOAT16_APPLE = 0x881A
819              * GL_RGB16F_ARB      = GL_RGB_FLOAT16_APPLE  = 0x881B
820              * GL_RGBA32F_ARB     = GL_RGBA_FLOAT32_APPLE = 0x8814
821              * GL_RGB32F_ARB      = GL_RGB_FLOAT32_APPLE  = 0x8815
822              * GL_HALF_FLOAT_ARB  = GL_HALF_APPLE         =  0x140B
823              */
824             if(!gl_info->supported[ARB_TEXTURE_FLOAT]) {
825                 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels\n");
826                 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
827             }
828             if(!gl_info->supported[ARB_HALF_FLOAT_PIXEL]) {
829                 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels\n");
830                 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
831             }
832         }
833         if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) {
834             TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support\n");
835             gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
836         }
837         if (gl_info->supported[NV_TEXTURE_SHADER2]) {
838             /* GL_ATI_envmap_bumpmap won't play nice with texture shaders, so disable it
839              * Won't occur in any real world situation though
840              */
841             gl_info->supported[ATI_ENVMAP_BUMPMAP] = FALSE;
842             if(gl_info->supported[NV_REGISTER_COMBINERS]) {
843                 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
844                  * are supported. The nv extensions provide the same functionality as the
845                  * ATI one, and a bit more(signed pixelformats)
846                  */
847                 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
848             }
849         }
850         if (gl_info->supported[ARB_DRAW_BUFFERS]) {
851             glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
852             gl_info->max_buffers = gl_max;
853             TRACE_(d3d_caps)("Max draw buffers: %u\n", gl_max);
854         }
855         if (gl_info->supported[ARB_MULTITEXTURE]) {
856             glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
857             gl_info->max_textures = min(MAX_TEXTURES, gl_max);
858             TRACE_(d3d_caps)("Max textures: %d\n", gl_info->max_textures);
859
860             if (gl_info->supported[NV_REGISTER_COMBINERS]) {
861                 GLint tmp;
862                 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp);
863                 gl_info->max_texture_stages = min(MAX_TEXTURES, tmp);
864             } else {
865                 gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
866             }
867             TRACE_(d3d_caps)("Max texture stages: %d\n", gl_info->max_texture_stages);
868
869             if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
870                 GLint tmp;
871                 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
872                 gl_info->max_fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
873             } else {
874                 gl_info->max_fragment_samplers = max(gl_info->max_fragment_samplers, gl_max);
875             }
876             TRACE_(d3d_caps)("Max fragment samplers: %d\n", gl_info->max_fragment_samplers);
877
878             if (gl_info->supported[ARB_VERTEX_SHADER]) {
879                 GLint tmp;
880                 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
881                 gl_info->max_vertex_samplers = tmp;
882                 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
883                 gl_info->max_combined_samplers = tmp;
884
885                 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
886                  * is known at shader link time. In a vertex shader + pixel shader combination this isn't
887                  * an issue because then the sampler setup only depends on the two shaders. If a pixel
888                  * shader is used with fixed function vertex processing we're fine too because fixed function
889                  * vertex processing doesn't use any samplers. If fixed function fragment processing is
890                  * used we have to make sure that all vertex sampler setups are valid together with all
891                  * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
892                  * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
893                  * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
894                  * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
895                  * a fixed function pipeline anymore.
896                  *
897                  * So this is just a check to check that our assumption holds true. If not, write a warning
898                  * and reduce the number of vertex samplers or probably disable vertex texture fetch.
899                  */
900                 if(gl_info->max_vertex_samplers &&
901                    MAX_TEXTURES + gl_info->max_vertex_samplers > gl_info->max_combined_samplers) {
902                     FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers\n",
903                           gl_info->max_vertex_samplers, gl_info->max_combined_samplers);
904                     FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers\n");
905                     if( gl_info->max_combined_samplers > MAX_TEXTURES )
906                         gl_info->max_vertex_samplers =
907                             gl_info->max_combined_samplers - MAX_TEXTURES;
908                     else
909                         gl_info->max_vertex_samplers = 0;
910                 }
911             } else {
912                 gl_info->max_combined_samplers = gl_info->max_fragment_samplers;
913             }
914             TRACE_(d3d_caps)("Max vertex samplers: %u\n", gl_info->max_vertex_samplers);
915             TRACE_(d3d_caps)("Max combined samplers: %u\n", gl_info->max_combined_samplers);
916         }
917         if (gl_info->supported[ARB_VERTEX_BLEND]) {
918             glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
919             gl_info->max_blends = gl_max;
920             TRACE_(d3d_caps)("Max blends: %u\n", gl_info->max_blends);
921         }
922         if (gl_info->supported[EXT_TEXTURE3D]) {
923             glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
924             gl_info->max_texture3d_size = gl_max;
925             TRACE_(d3d_caps)("Max texture3D size: %d\n", gl_info->max_texture3d_size);
926         }
927         if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC]) {
928             glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
929             gl_info->max_anisotropy = gl_max;
930             TRACE_(d3d_caps)("Max anisotropy: %d\n", gl_info->max_anisotropy);
931         }
932         if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
933             gl_info->ps_arb_version = PS_VERSION_11;
934             GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
935             gl_info->ps_arb_constantsF = gl_max;
936             TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d\n", gl_info->ps_arb_constantsF);
937             GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
938             gl_info->ps_arb_max_temps = gl_max;
939             TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d\n", gl_info->ps_arb_max_temps);
940             GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
941             gl_info->ps_arb_max_instructions = gl_max;
942             TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d\n", gl_info->ps_arb_max_instructions);
943         }
944         if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
945             gl_info->vs_arb_version = VS_VERSION_11;
946             GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
947             gl_info->vs_arb_constantsF = gl_max;
948             TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d\n", gl_info->vs_arb_constantsF);
949             GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
950             gl_info->vs_arb_max_temps = gl_max;
951             TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d\n", gl_info->vs_arb_max_temps);
952             GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
953             gl_info->vs_arb_max_instructions = gl_max;
954             TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d\n", gl_info->vs_arb_max_instructions);
955
956             gl_info->arb_vs_offset_limit = test_arb_vs_offset_limit(gl_info);
957         }
958         if (gl_info->supported[ARB_VERTEX_SHADER]) {
959             glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
960             gl_info->vs_glsl_constantsF = gl_max / 4;
961             TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u\n", gl_info->vs_glsl_constantsF);
962         }
963         if (gl_info->supported[ARB_FRAGMENT_SHADER]) {
964             glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
965             gl_info->ps_glsl_constantsF = gl_max / 4;
966             TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u\n", gl_info->ps_glsl_constantsF);
967             glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
968             gl_info->max_glsl_varyings = gl_max;
969             TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings)\n", gl_max, gl_max / 4);
970         }
971         if (gl_info->supported[EXT_VERTEX_SHADER]) {
972             gl_info->vs_ati_version = VS_VERSION_11;
973         }
974         if (gl_info->supported[NV_VERTEX_PROGRAM3]) {
975             gl_info->vs_nv_version = VS_VERSION_30;
976         } else if (gl_info->supported[NV_VERTEX_PROGRAM2]) {
977             gl_info->vs_nv_version = VS_VERSION_20;
978         } else if (gl_info->supported[NV_VERTEX_PROGRAM1_1]) {
979             gl_info->vs_nv_version = VS_VERSION_11;
980         } else if (gl_info->supported[NV_VERTEX_PROGRAM]) {
981             gl_info->vs_nv_version = VS_VERSION_10;
982         }
983         if (gl_info->supported[NV_FRAGMENT_PROGRAM2]) {
984             gl_info->ps_nv_version = PS_VERSION_30;
985         } else if (gl_info->supported[NV_FRAGMENT_PROGRAM]) {
986             gl_info->ps_nv_version = PS_VERSION_20;
987         }
988         if (gl_info->supported[NV_LIGHT_MAX_EXPONENT]) {
989             glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->max_shininess);
990         } else {
991             gl_info->max_shininess = 128.0;
992         }
993         if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]) {
994             /* If we have full NP2 texture support, disable GL_ARB_texture_rectangle because we will never use it.
995              * This saves a few redundant glDisable calls
996              */
997             gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
998         }
999         if(gl_info->supported[ATI_FRAGMENT_SHADER]) {
1000             /* Disable NV_register_combiners and fragment shader if this is supported.
1001              * generally the NV extensions are preferred over the ATI ones, and this
1002              * extension is disabled if register_combiners and texture_shader2 are both
1003              * supported. So we reach this place only if we have incomplete NV dxlevel 8
1004              * fragment processing support
1005              */
1006             gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
1007             gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
1008             gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
1009             gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
1010             gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
1011         }
1012
1013     }
1014     checkGLcall("extension detection\n");
1015
1016     /* In some cases the number of texture stages can be larger than the number
1017      * of samplers. The GF4 for example can use only 2 samplers (no fragment
1018      * shaders), but 8 texture stages (register combiners). */
1019     gl_info->max_sampler_stages = max(gl_info->max_fragment_samplers, gl_info->max_texture_stages);
1020
1021     /* We can only use ORM_FBO when the hardware supports it. */
1022     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) {
1023         WARN_(d3d_caps)("GL_EXT_framebuffer_object not supported, falling back to PBuffer offscreen rendering mode.\n");
1024         wined3d_settings.offscreen_rendering_mode = ORM_PBUFFER;
1025     }
1026
1027     /* MRTs are currently only supported when FBOs are used. */
1028     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
1029         gl_info->max_buffers = 1;
1030     }
1031
1032     /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of different GPUs with roughly the same
1033      * features. In most cases GPUs from a certain family differ in clockspeeds, the amount of video memory and
1034      * in case of the latest videocards in the number of pixel/vertex pipelines.
1035      *
1036      * A Direct3D device object contains the PCI id (vendor + device) of the videocard which is used for
1037      * rendering. Various games use this information to get a rough estimation of the features of the card
1038      * and some might use it for enabling 3d effects only on certain types of videocards. In some cases
1039      * games might even use it to work around bugs which happen on certain videocards/driver combinations.
1040      * The problem is that OpenGL only exposes a rendering string containing the name of the videocard and
1041      * not the PCI id.
1042      *
1043      * Various games depend on the PCI id, so somehow we need to provide one. A simple option is to parse
1044      * the renderer string and translate this to the right PCI id. This is a lot of work because there are more
1045      * than 200 GPUs just for Nvidia. Various cards share the same renderer string, so the amount of code might
1046      * be 'small' but there are quite a number of exceptions which would make this a pain to maintain.
1047      * Another way would be to query the PCI id from the operating system (assuming this is the videocard which
1048      * is used for rendering which is not always the case). This would work but it is not very portable. Second
1049      * it would not work well in, let's say, a remote X situation in which the amount of 3d features which can be used
1050      * is limited.
1051      *
1052      * As said most games only use the PCI id to get an indication of the capabilities of the card.
1053      * It doesn't really matter if the given id is the correct one if we return the id of a card with
1054      * similar 3d features.
1055      *
1056      * The code below checks the OpenGL capabilities of a videocard and matches that to a certain level of
1057      * Direct3D functionality. Once a card passes the Direct3D9 check, we know that the card (in case of Nvidia)
1058      * is at least a GeforceFX. To give a better estimate we do a basic check on the renderer string but if that
1059      * won't pass we return a default card. This way is better than maintaining a full card database as even
1060      * without a full database we can return a card with similar features. Second the size of the database
1061      * can be made quite small because when you know what type of 3d functionality a card has, you know to which
1062      * GPU family the GPU must belong. Because of this you only have to check a small part of the renderer string
1063      * to distinguishes between different models from that family.
1064      *
1065      * The code also selects a default amount of video memory which we will use for an estimation of the amount
1066      * of free texture memory. In case of real D3D the amount of texture memory includes video memory and system
1067      * memory (to be specific AGP memory or in case of PCIE TurboCache/HyperMemory). We don't know how much
1068      * system memory can be addressed by the system but we can make a reasonable estimation about the amount of
1069      * video memory. If the value is slightly wrong it doesn't matter as we didn't include AGP-like memory which
1070      * makes the amount of addressable memory higher and second OpenGL isn't that critical it moves to system
1071      * memory behind our backs if really needed.
1072      * Note that the amount of video memory can be overruled using a registry setting.
1073      */
1074     switch (gl_info->gl_vendor) {
1075         case VENDOR_NVIDIA:
1076             /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1077              * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1078              */
1079             if(WINE_D3D9_CAPABLE(gl_info) && (gl_info->vs_nv_version == VS_VERSION_30)) {
1080                 /* Geforce9 - highend */
1081                 if(strstr(gl_info->gl_renderer, "9800")) {
1082                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_9800GT;
1083                     vidmem = 512;
1084                 }
1085                 /* Geforce9 - midend */
1086                 else if(strstr(gl_info->gl_renderer, "9600")) {
1087                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_9600GT;
1088                     vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1089                 }
1090                 /* Geforce8 - highend */
1091                 if (strstr(gl_info->gl_renderer, "8800")) {
1092                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_8800GTS;
1093                     vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1094                 }
1095                 /* Geforce8 - midend mobile */
1096                 else if(strstr(gl_info->gl_renderer, "8600 M")) {
1097                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600MGT;
1098                     vidmem = 512;
1099                 }
1100                 /* Geforce8 - midend */
1101                 else if(strstr(gl_info->gl_renderer, "8600") ||
1102                         strstr(gl_info->gl_renderer, "8700"))
1103                 {
1104                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600GT;
1105                     vidmem = 256;
1106                 }
1107                 /* Geforce8 - lowend */
1108                 else if(strstr(gl_info->gl_renderer, "8300") ||
1109                         strstr(gl_info->gl_renderer, "8400") ||
1110                         strstr(gl_info->gl_renderer, "8500"))
1111                 {
1112                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_8300GS;
1113                     vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1114                 }
1115                 /* Geforce7 - highend */
1116                 else if(strstr(gl_info->gl_renderer, "7800") ||
1117                         strstr(gl_info->gl_renderer, "7900") ||
1118                         strstr(gl_info->gl_renderer, "7950") ||
1119                         strstr(gl_info->gl_renderer, "Quadro FX 4") ||
1120                         strstr(gl_info->gl_renderer, "Quadro FX 5"))
1121                 {
1122                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800GT;
1123                     vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1124                 }
1125                 /* Geforce7 midend */
1126                 else if(strstr(gl_info->gl_renderer, "7600") ||
1127                         strstr(gl_info->gl_renderer, "7700")) {
1128                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_7600;
1129                     vidmem = 256; /* The 7600 uses 256-512MB */
1130                 /* Geforce7 lower medium */
1131                 } else if(strstr(gl_info->gl_renderer, "7400")) {
1132                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_7400;
1133                     vidmem = 256; /* The 7400 uses 256-512MB */
1134                 }
1135                 /* Geforce7 lowend */
1136                 else if(strstr(gl_info->gl_renderer, "7300")) {
1137                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_7300;
1138                     vidmem = 256; /* Mac Pros with this card have 256 MB */
1139                 }
1140                 /* Geforce6 highend */
1141                 else if(strstr(gl_info->gl_renderer, "6800"))
1142                 {
1143                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_6800;
1144                     vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1145                 }
1146                 /* Geforce6 - midend */
1147                 else if(strstr(gl_info->gl_renderer, "6600") ||
1148                         strstr(gl_info->gl_renderer, "6610") ||
1149                         strstr(gl_info->gl_renderer, "6700"))
1150                 {
1151                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_6600GT;
1152                     vidmem = 128; /* A 6600GT has 128-256MB */
1153                 }
1154                 /* Geforce6/7 lowend */
1155                 else {
1156                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1157                     vidmem = 64; /* */
1158                 }
1159             } else if(WINE_D3D9_CAPABLE(gl_info)) {
1160                 /* GeforceFX - highend */
1161                 if (strstr(gl_info->gl_renderer, "5800") ||
1162                     strstr(gl_info->gl_renderer, "5900") ||
1163                     strstr(gl_info->gl_renderer, "5950") ||
1164                     strstr(gl_info->gl_renderer, "Quadro FX"))
1165                 {
1166                     gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5800;
1167                     vidmem = 256; /* 5800-5900 cards use 256MB */
1168                 }
1169                 /* GeforceFX - midend */
1170                 else if(strstr(gl_info->gl_renderer, "5600") ||
1171                         strstr(gl_info->gl_renderer, "5650") ||
1172                         strstr(gl_info->gl_renderer, "5700") ||
1173                         strstr(gl_info->gl_renderer, "5750"))
1174                 {
1175                     gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1176                     vidmem = 128; /* A 5600 uses 128-256MB */
1177                 }
1178                 /* GeforceFX - lowend */
1179                 else {
1180                     gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1181                     vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1182                 }
1183             } else if(WINE_D3D8_CAPABLE(gl_info)) {
1184                 if (strstr(gl_info->gl_renderer, "GeForce4 Ti") || strstr(gl_info->gl_renderer, "Quadro4")) {
1185                     gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1186                     vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1187                 }
1188                 else {
1189                     gl_info->gl_card = CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1190                     vidmem = 64; /* Geforce3 cards have 64-128MB */
1191                 }
1192             } else if(WINE_D3D7_CAPABLE(gl_info)) {
1193                 if (strstr(gl_info->gl_renderer, "GeForce4 MX")) {
1194                     gl_info->gl_card = CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1195                     vidmem = 64; /* Most Geforce4MX GPUs have at least 64MB of memory, some early models had 32MB but most have 64MB or even 128MB */
1196                 }
1197                 else if(strstr(gl_info->gl_renderer, "GeForce2 MX") || strstr(gl_info->gl_renderer, "Quadro2 MXR")) {
1198                     gl_info->gl_card = CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1199                     vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1200                 }
1201                 else if(strstr(gl_info->gl_renderer, "GeForce2") || strstr(gl_info->gl_renderer, "Quadro2")) {
1202                     gl_info->gl_card = CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1203                     vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1204                 }
1205                 else {
1206                     gl_info->gl_card = CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1207                     vidmem = 32; /* Most Geforce1 cards have 32MB, there are also some rare 16 and 64MB (Dell) models */
1208                 }
1209             } else {
1210                 if (strstr(gl_info->gl_renderer, "TNT2")) {
1211                     gl_info->gl_card = CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1212                     vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1213                 }
1214                 else {
1215                     gl_info->gl_card = CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1216                     vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1217                 }
1218             }
1219             break;
1220         case VENDOR_ATI:
1221             if(WINE_D3D9_CAPABLE(gl_info)) {
1222                 /* Radeon R6xx HD2900/HD3800 - highend */
1223                 if (strstr(gl_info->gl_renderer, "HD 2900") ||
1224                     strstr(gl_info->gl_renderer, "HD 3870") ||
1225                     strstr(gl_info->gl_renderer, "HD 3850"))
1226                 {
1227                     gl_info->gl_card = CARD_ATI_RADEON_HD2900;
1228                     vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1229                 }
1230                 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1231                 else if (strstr(gl_info->gl_renderer, "HD 2600") ||
1232                          strstr(gl_info->gl_renderer, "HD 3830") ||
1233                          strstr(gl_info->gl_renderer, "HD 3690") ||
1234                          strstr(gl_info->gl_renderer, "HD 3650"))
1235                 {
1236                     gl_info->gl_card = CARD_ATI_RADEON_HD2600;
1237                     vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1238                 }
1239                 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1240                 else if (strstr(gl_info->gl_renderer, "HD 2300") ||
1241                          strstr(gl_info->gl_renderer, "HD 2400") ||
1242                          strstr(gl_info->gl_renderer, "HD 3470") ||
1243                          strstr(gl_info->gl_renderer, "HD 3450") ||
1244                          strstr(gl_info->gl_renderer, "HD 3430"))
1245                 {
1246                     gl_info->gl_card = CARD_ATI_RADEON_HD2300;
1247                     vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1248                 }
1249                 /* Radeon R6xx/R7xx integrated */
1250                 else if (strstr(gl_info->gl_renderer, "HD 3100") ||
1251                          strstr(gl_info->gl_renderer, "HD 3200") ||
1252                          strstr(gl_info->gl_renderer, "HD 3300"))
1253                 {
1254                     gl_info->gl_card = CARD_ATI_RADEON_HD3200;
1255                     vidmem = 128; /* 128MB */
1256                 }
1257                 /* Radeon R5xx */
1258                 else if (strstr(gl_info->gl_renderer, "X1600") ||
1259                          strstr(gl_info->gl_renderer, "X1650") ||
1260                          strstr(gl_info->gl_renderer, "X1800") ||
1261                          strstr(gl_info->gl_renderer, "X1900") ||
1262                          strstr(gl_info->gl_renderer, "X1950"))
1263                 {
1264                     gl_info->gl_card = CARD_ATI_RADEON_X1600;
1265                     vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1266                 }
1267                 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1268                 else if(strstr(gl_info->gl_renderer, "X700") ||
1269                         strstr(gl_info->gl_renderer, "X800") ||
1270                         strstr(gl_info->gl_renderer, "X850") ||
1271                         strstr(gl_info->gl_renderer, "X1300") ||
1272                         strstr(gl_info->gl_renderer, "X1400") ||
1273                         strstr(gl_info->gl_renderer, "X1450") ||
1274                         strstr(gl_info->gl_renderer, "X1550"))
1275                 {
1276                     gl_info->gl_card = CARD_ATI_RADEON_X700;
1277                     vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1278                 }
1279                 /* Radeon R3xx */ 
1280                 else {
1281                     gl_info->gl_card = CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1282                     vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1283                 }
1284             } else if(WINE_D3D8_CAPABLE(gl_info)) {
1285                 gl_info->gl_card = CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1286                 vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1287             } else if(WINE_D3D7_CAPABLE(gl_info)) {
1288                 gl_info->gl_card = CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1289                 vidmem = 32; /* There are models with up to 64MB */
1290             } else {
1291                 gl_info->gl_card = CARD_ATI_RAGE_128PRO;
1292                 vidmem = 16; /* There are 16-32MB models */
1293             }
1294             break;
1295         case VENDOR_INTEL:
1296             if (strstr(gl_info->gl_renderer, "GMA 950")) {
1297                 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1298                 gl_info->gl_card = CARD_INTEL_I945GM;
1299                 vidmem = 64;
1300             } else if (strstr(gl_info->gl_renderer, "915GM")) {
1301                 gl_info->gl_card = CARD_INTEL_I915GM;
1302             } else if (strstr(gl_info->gl_renderer, "915G")) {
1303                 gl_info->gl_card = CARD_INTEL_I915G;
1304             } else if (strstr(gl_info->gl_renderer, "865G")) {
1305                 gl_info->gl_card = CARD_INTEL_I865G;
1306             } else if (strstr(gl_info->gl_renderer, "855G")) {
1307                 gl_info->gl_card = CARD_INTEL_I855G;
1308             } else if (strstr(gl_info->gl_renderer, "830G")) {
1309                 gl_info->gl_card = CARD_INTEL_I830G;
1310             } else {
1311                 gl_info->gl_card = CARD_INTEL_I915G;
1312             }
1313             break;
1314         case VENDOR_MESA:
1315         case VENDOR_WINE:
1316         default:
1317             /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice 
1318              * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1319              * them a good generic choice.
1320              */
1321             gl_info->gl_vendor = VENDOR_NVIDIA;
1322             if(WINE_D3D9_CAPABLE(gl_info))
1323                 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1324             else if(WINE_D3D8_CAPABLE(gl_info))
1325                 gl_info->gl_card = CARD_NVIDIA_GEFORCE3;
1326             else if(WINE_D3D7_CAPABLE(gl_info))
1327                 gl_info->gl_card = CARD_NVIDIA_GEFORCE;
1328             else if(WINE_D3D6_CAPABLE(gl_info))
1329                 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT;
1330             else
1331                 gl_info->gl_card = CARD_NVIDIA_RIVA_128;
1332     }
1333     TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info->gl_vendor, gl_info->gl_card);
1334
1335     /* If we have an estimate use it, else default to 64MB;  */
1336     if(vidmem)
1337         gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
1338     else
1339         gl_info->vidmem = WINE_DEFAULT_VIDMEM;
1340
1341     /* Load all the lookup tables
1342     TODO: It may be a good idea to make minLookup and maxLookup const and populate them in wined3d_private.h where they are declared */
1343     minLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_WRAP;
1344     maxLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_MIRRORONCE;
1345
1346     for (i = 0; i < MAX_LOOKUPS; i++) {
1347         stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
1348     }
1349
1350     stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_WRAP   - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
1351     stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_CLAMP  - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
1352     stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1353              gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1354     stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1355              gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1356     stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
1357              gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
1358     stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
1359              gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
1360
1361     magLookup[WINED3DTEXF_NONE        - WINED3DTEXF_NONE]  = GL_NEAREST;
1362     magLookup[WINED3DTEXF_POINT       - WINED3DTEXF_NONE] = GL_NEAREST;
1363     magLookup[WINED3DTEXF_LINEAR      - WINED3DTEXF_NONE] = GL_LINEAR;
1364     magLookup[WINED3DTEXF_ANISOTROPIC - WINED3DTEXF_NONE] =
1365              gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR : GL_NEAREST;
1366
1367
1368     minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_NONE]     = GL_LINEAR;
1369     minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_POINT]    = GL_LINEAR;
1370     minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_LINEAR]   = GL_LINEAR;
1371     minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_NONE]    = GL_NEAREST;
1372     minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_POINT]   = GL_NEAREST_MIPMAP_NEAREST;
1373     minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_LINEAR]  = GL_NEAREST_MIPMAP_LINEAR;
1374     minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_NONE]   = GL_LINEAR;
1375     minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_POINT]  = GL_LINEAR_MIPMAP_NEAREST;
1376     minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
1377     minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_NONE]   = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ?
1378     GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1379     minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_POINT]  = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
1380     minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_LINEAR] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1381
1382 /* TODO: config lookups */
1383
1384     /* Make sure there's an active HDC else the WGL extensions will fail */
1385     hdc = pwglGetCurrentDC();
1386     if (hdc) {
1387         WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
1388         TRACE_(d3d_caps)("WGL_Extensions reported:\n");
1389
1390         if (NULL == WGL_Extensions) {
1391             ERR("   WGL_Extensions returns NULL\n");
1392         } else {
1393             while (*WGL_Extensions != 0x00) {
1394                 const char *Start;
1395                 char ThisExtn[256];
1396                 size_t len;
1397
1398                 while (isspace(*WGL_Extensions)) WGL_Extensions++;
1399                 Start = WGL_Extensions;
1400                 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
1401                     WGL_Extensions++;
1402                 }
1403
1404                 len = WGL_Extensions - Start;
1405                 if (len == 0 || len >= sizeof(ThisExtn))
1406                     continue;
1407
1408                 memcpy(ThisExtn, Start, len);
1409                 ThisExtn[len] = '\0';
1410                 TRACE_(d3d_caps)("- %s\n", ThisExtn);
1411
1412                 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
1413                     gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
1414                     TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
1415                 }
1416                 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
1417                     gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
1418                     TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
1419                 }
1420             }
1421         }
1422     }
1423     LEAVE_GL();
1424
1425     return return_value;
1426 }
1427 #undef GLINFO_LOCATION
1428
1429 /**********************************************************
1430  * IWineD3D implementation follows
1431  **********************************************************/
1432
1433 static UINT     WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
1434     IWineD3DImpl *This = (IWineD3DImpl *)iface;
1435
1436     TRACE_(d3d_caps)("(%p): Reporting %d adapters\n", This, numAdapters);
1437     return numAdapters;
1438 }
1439
1440 static HRESULT  WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
1441     IWineD3DImpl *This = (IWineD3DImpl *)iface;
1442     FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
1443     return WINED3D_OK;
1444 }
1445
1446 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
1447     IWineD3DImpl *This = (IWineD3DImpl *)iface;
1448
1449     TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
1450
1451     if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
1452         return NULL;
1453     }
1454
1455     return MonitorFromPoint(Adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
1456 }
1457
1458 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
1459      of the same bpp but different resolutions                                  */
1460
1461 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1462 static UINT     WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
1463     IWineD3DImpl *This = (IWineD3DImpl *)iface;
1464     TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
1465
1466     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1467         return 0;
1468     }
1469
1470     /* TODO: Store modes per adapter and read it from the adapter structure */
1471     if (Adapter == 0) { /* Display */
1472         int i = 0;
1473         int j = 0;
1474
1475         if (!DEBUG_SINGLE_MODE) {
1476             DEVMODEW DevModeW;
1477
1478             ZeroMemory(&DevModeW, sizeof(DevModeW));
1479             DevModeW.dmSize = sizeof(DevModeW);
1480             while (EnumDisplaySettingsExW(NULL, j, &DevModeW, 0)) {
1481                 j++;
1482                 switch (Format)
1483                 {
1484                     case WINED3DFMT_UNKNOWN:
1485                         /* This is for D3D8, do not enumerate P8 here */
1486                         if (DevModeW.dmBitsPerPel == 32 ||
1487                             DevModeW.dmBitsPerPel == 16) i++;
1488                         break;
1489                     case WINED3DFMT_X8R8G8B8:
1490                         if (DevModeW.dmBitsPerPel == 32) i++;
1491                         break;
1492                     case WINED3DFMT_R5G6B5:
1493                         if (DevModeW.dmBitsPerPel == 16) i++;
1494                         break;
1495                     case WINED3DFMT_P8:
1496                         if (DevModeW.dmBitsPerPel == 8) i++;
1497                         break;
1498                     default:
1499                         /* Skip other modes as they do not match the requested format */
1500                         break;
1501                 }
1502             }
1503         } else {
1504             i = 1;
1505             j = 1;
1506         }
1507
1508         TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
1509         return i;
1510     } else {
1511         FIXME_(d3d_caps)("Adapter not primary display\n");
1512     }
1513     return 0;
1514 }
1515
1516 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1517 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
1518     IWineD3DImpl *This = (IWineD3DImpl *)iface;
1519     TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
1520
1521     /* Validate the parameters as much as possible */
1522     if (NULL == pMode ||
1523         Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
1524         Mode    >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
1525         return WINED3DERR_INVALIDCALL;
1526     }
1527
1528     /* TODO: Store modes per adapter and read it from the adapter structure */
1529     if (Adapter == 0 && !DEBUG_SINGLE_MODE) { /* Display */
1530         DEVMODEW DevModeW;
1531         int ModeIdx = 0;
1532         int i = 0;
1533         int j = 0;
1534
1535         ZeroMemory(&DevModeW, sizeof(DevModeW));
1536         DevModeW.dmSize = sizeof(DevModeW);
1537
1538         /* If we are filtering to a specific format (D3D9), then need to skip
1539            all unrelated modes, but if mode is irrelevant (D3D8), then we can
1540            just count through the ones with valid bit depths */
1541         while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) {
1542             switch (Format)
1543             {
1544                 case WINED3DFMT_UNKNOWN:
1545                     /* This is D3D8. Do not enumerate P8 here */
1546                     if (DevModeW.dmBitsPerPel == 32 ||
1547                         DevModeW.dmBitsPerPel == 16) i++;
1548                     break;
1549                 case WINED3DFMT_X8R8G8B8:
1550                     if (DevModeW.dmBitsPerPel == 32) i++;
1551                     break;
1552                 case WINED3DFMT_R5G6B5:
1553                     if (DevModeW.dmBitsPerPel == 16) i++;
1554                     break;
1555                 case WINED3DFMT_P8:
1556                     if (DevModeW.dmBitsPerPel == 8) i++;
1557                     break;
1558                 default:
1559                     /* Modes that don't match what we support can get an early-out */
1560                     TRACE_(d3d_caps)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format));
1561                     return WINED3DERR_INVALIDCALL;
1562             }
1563         }
1564
1565         if (i == 0) {
1566             TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
1567             return WINED3DERR_INVALIDCALL;
1568         }
1569         ModeIdx = j - 1;
1570
1571         /* Now get the display mode via the calculated index */
1572         if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
1573             pMode->Width        = DevModeW.dmPelsWidth;
1574             pMode->Height       = DevModeW.dmPelsHeight;
1575             pMode->RefreshRate  = WINED3DADAPTER_DEFAULT;
1576             if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
1577                 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1578
1579             if (Format == WINED3DFMT_UNKNOWN) {
1580                 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
1581             } else {
1582                 pMode->Format = Format;
1583             }
1584         } else {
1585             TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
1586             return WINED3DERR_INVALIDCALL;
1587         }
1588
1589         TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
1590                 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
1591                 DevModeW.dmBitsPerPel);
1592
1593     } else if (DEBUG_SINGLE_MODE) {
1594         /* Return one setting of the format requested */
1595         if (Mode > 0) return WINED3DERR_INVALIDCALL;
1596         pMode->Width        = 800;
1597         pMode->Height       = 600;
1598         pMode->RefreshRate  = 60;
1599         pMode->Format       = (Format == WINED3DFMT_UNKNOWN) ? WINED3DFMT_X8R8G8B8 : Format;
1600     } else {
1601         FIXME_(d3d_caps)("Adapter not primary display\n");
1602     }
1603
1604     return WINED3D_OK;
1605 }
1606
1607 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
1608     IWineD3DImpl *This = (IWineD3DImpl *)iface;
1609     TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
1610
1611     if (NULL == pMode ||
1612         Adapter >= IWineD3D_GetAdapterCount(iface)) {
1613         return WINED3DERR_INVALIDCALL;
1614     }
1615
1616     if (Adapter == 0) { /* Display */
1617         int bpp = 0;
1618         DEVMODEW DevModeW;
1619
1620         ZeroMemory(&DevModeW, sizeof(DevModeW));
1621         DevModeW.dmSize = sizeof(DevModeW);
1622
1623         EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
1624         pMode->Width        = DevModeW.dmPelsWidth;
1625         pMode->Height       = DevModeW.dmPelsHeight;
1626         bpp                 = DevModeW.dmBitsPerPel;
1627         pMode->RefreshRate  = WINED3DADAPTER_DEFAULT;
1628         if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
1629         {
1630             pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1631         }
1632
1633         pMode->Format = pixelformat_for_depth(bpp);
1634     } else {
1635         FIXME_(d3d_caps)("Adapter not primary display\n");
1636     }
1637
1638     TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
1639           pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
1640     return WINED3D_OK;
1641 }
1642
1643 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
1644    and fields being inserted in the middle, a new structure is used in place    */
1645 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
1646                                                    WINED3DADAPTER_IDENTIFIER* pIdentifier) {
1647     IWineD3DImpl *This = (IWineD3DImpl *)iface;
1648
1649     TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
1650
1651     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1652         return WINED3DERR_INVALIDCALL;
1653     }
1654
1655     /* Return the information requested */
1656     TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
1657     strcpy(pIdentifier->Driver, Adapters[Adapter].driver);
1658     strcpy(pIdentifier->Description, Adapters[Adapter].description);
1659
1660     /* Note dx8 doesn't supply a DeviceName */
1661     if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
1662     pIdentifier->DriverVersion->u.HighPart = Adapters[Adapter].gl_info.driver_version_hipart;
1663     pIdentifier->DriverVersion->u.LowPart = Adapters[Adapter].gl_info.driver_version;
1664     *(pIdentifier->VendorId) = Adapters[Adapter].gl_info.gl_vendor;
1665     *(pIdentifier->DeviceId) = Adapters[Adapter].gl_info.gl_card;
1666     *(pIdentifier->SubSysId) = 0;
1667     *(pIdentifier->Revision) = 0;
1668     *pIdentifier->DeviceIdentifier = IID_D3DDEVICE_D3DUID;
1669
1670     if (Flags & WINED3DENUM_NO_WHQL_LEVEL) {
1671         *(pIdentifier->WHQLLevel) = 0;
1672     } else {
1673         *(pIdentifier->WHQLLevel) = 1;
1674     }
1675
1676     return WINED3D_OK;
1677 }
1678
1679 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1680     short redSize, greenSize, blueSize, alphaSize, colorBits;
1681
1682     if(!cfg)
1683         return FALSE;
1684
1685     if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
1686         if(!getColorBits(Format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) {
1687             ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1688             return FALSE;
1689         }
1690
1691         if(cfg->redSize < redSize)
1692             return FALSE;
1693
1694         if(cfg->greenSize < greenSize)
1695             return FALSE;
1696
1697         if(cfg->blueSize < blueSize)
1698             return FALSE;
1699
1700         if(cfg->alphaSize < alphaSize)
1701             return FALSE;
1702
1703         return TRUE;
1704     } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
1705         if(Format == WINED3DFMT_R16F)
1706             return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1707         if(Format == WINED3DFMT_G16R16F)
1708             return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1709         if(Format == WINED3DFMT_A16B16G16R16F)
1710             return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
1711         if(Format == WINED3DFMT_R32F)
1712             return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1713         if(Format == WINED3DFMT_G32R32F)
1714             return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1715         if(Format == WINED3DFMT_A32B32G32R32F)
1716             return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
1717     } else {
1718         /* Probably a color index mode */
1719         return FALSE;
1720     }
1721
1722     return FALSE;
1723 }
1724
1725 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1726     short depthSize, stencilSize;
1727     BOOL lockable = FALSE;
1728
1729     if(!cfg)
1730         return FALSE;
1731
1732     if(!getDepthStencilBits(Format, &depthSize, &stencilSize)) {
1733         ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1734         return FALSE;
1735     }
1736
1737     if((Format == WINED3DFMT_D16_LOCKABLE) || (Format == WINED3DFMT_D32F_LOCKABLE))
1738         lockable = TRUE;
1739
1740     /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
1741      * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
1742      * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
1743     if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
1744         return FALSE;
1745
1746     /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
1747      * allow more stencil bits than requested. */
1748     if(cfg->stencilSize < stencilSize)
1749         return FALSE;
1750
1751     return TRUE;
1752 }
1753
1754 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1755                                                    WINED3DFORMAT AdapterFormat,
1756                                                    WINED3DFORMAT RenderTargetFormat,
1757                                                    WINED3DFORMAT DepthStencilFormat) {
1758     IWineD3DImpl *This = (IWineD3DImpl *)iface;
1759     int nCfgs;
1760     WineD3D_PixelFormat *cfgs;
1761     int it;
1762
1763     WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
1764            This, Adapter,
1765            DeviceType, debug_d3ddevicetype(DeviceType),
1766            AdapterFormat, debug_d3dformat(AdapterFormat),
1767            RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
1768            DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
1769
1770     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1771         TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
1772         return WINED3DERR_INVALIDCALL;
1773     }
1774
1775     cfgs = Adapters[Adapter].cfgs;
1776     nCfgs = Adapters[Adapter].nCfgs;
1777     for (it = 0; it < nCfgs; ++it) {
1778         if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], RenderTargetFormat)) {
1779             if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[it], DepthStencilFormat)) {
1780                 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
1781                 return WINED3D_OK;
1782             }
1783         }
1784     }
1785     WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
1786
1787     return WINED3DERR_NOTAVAILABLE;
1788 }
1789
1790 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, 
1791                                                        WINED3DFORMAT SurfaceFormat,
1792                                                        BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD*   pQualityLevels) {
1793
1794     IWineD3DImpl *This = (IWineD3DImpl *)iface;
1795     const GlPixelFormatDesc *glDesc;
1796     const StaticPixelFormatDesc *desc;
1797
1798     TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
1799           This,
1800           Adapter,
1801           DeviceType, debug_d3ddevicetype(DeviceType),
1802           SurfaceFormat, debug_d3dformat(SurfaceFormat),
1803           Windowed,
1804           MultiSampleType,
1805           pQualityLevels);
1806
1807     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1808         return WINED3DERR_INVALIDCALL;
1809     }
1810
1811     /* TODO: handle Windowed, add more quality levels */
1812
1813     if (WINED3DMULTISAMPLE_NONE == MultiSampleType) return WINED3D_OK;
1814
1815     /* By default multisampling is disabled right now as it causes issues
1816      * on some Nvidia driver versions and it doesn't work well in combination
1817      * with FBOs yet. */
1818     if(!wined3d_settings.allow_multisampling)
1819         return WINED3DERR_NOTAVAILABLE;
1820
1821     desc = getFormatDescEntry(SurfaceFormat, &Adapters[Adapter].gl_info, &glDesc);
1822     if(!desc || !glDesc) {
1823         return WINED3DERR_INVALIDCALL;
1824     }
1825
1826     if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
1827         int i, nCfgs;
1828         WineD3D_PixelFormat *cfgs;
1829
1830         cfgs = Adapters[Adapter].cfgs;
1831         nCfgs = Adapters[Adapter].nCfgs;
1832         for(i=0; i<nCfgs; i++) {
1833             if(cfgs[i].numSamples != MultiSampleType)
1834                 continue;
1835
1836             if(!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[i], SurfaceFormat))
1837                 continue;
1838
1839             TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1840
1841             if(pQualityLevels)
1842                 *pQualityLevels = 1; /* Guess at a value! */
1843             return WINED3D_OK;
1844         }
1845     }
1846     else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
1847         short redSize, greenSize, blueSize, alphaSize, colorBits;
1848         int i, nCfgs;
1849         WineD3D_PixelFormat *cfgs;
1850
1851         if(!getColorBits(SurfaceFormat, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) {
1852             ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
1853             return WINED3DERR_NOTAVAILABLE;
1854         }
1855
1856         cfgs = Adapters[Adapter].cfgs;
1857         nCfgs = Adapters[Adapter].nCfgs;
1858         for(i=0; i<nCfgs; i++) {
1859             if(cfgs[i].numSamples != MultiSampleType)
1860                 continue;
1861             if(cfgs[i].redSize != redSize)
1862                 continue;
1863             if(cfgs[i].greenSize != greenSize)
1864                 continue;
1865             if(cfgs[i].blueSize != blueSize)
1866                 continue;
1867             if(cfgs[i].alphaSize != alphaSize)
1868                 continue;
1869
1870             TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1871
1872             if(pQualityLevels)
1873                 *pQualityLevels = 1; /* Guess at a value! */
1874             return WINED3D_OK;
1875         }
1876     }
1877     return WINED3DERR_NOTAVAILABLE;
1878 }
1879
1880 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1881                                             WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
1882
1883     IWineD3DImpl *This = (IWineD3DImpl *)iface;
1884     HRESULT hr = WINED3DERR_NOTAVAILABLE;
1885     UINT nmodes;
1886
1887     TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
1888           This,
1889           Adapter,
1890           DeviceType, debug_d3ddevicetype(DeviceType),
1891           DisplayFormat, debug_d3dformat(DisplayFormat),
1892           BackBufferFormat, debug_d3dformat(BackBufferFormat),
1893           Windowed);
1894
1895     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1896         WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
1897         return WINED3DERR_INVALIDCALL;
1898     }
1899
1900     /* The task of this function is to check whether a certain display / backbuffer format
1901      * combination is available on the given adapter. In fullscreen mode microsoft specified
1902      * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
1903      * and display format should match exactly.
1904      * In windowed mode format conversion can occur and this depends on the driver. When format
1905      * conversion is done, this function should nevertheless fail and applications need to use
1906      * CheckDeviceFormatConversion.
1907      * At the moment we assume that fullscreen and windowed have the same capabilities */
1908
1909     /* There are only 4 display formats */
1910     if(!((DisplayFormat == WINED3DFMT_R5G6B5) ||
1911          (DisplayFormat == WINED3DFMT_X1R5G5B5) ||
1912          (DisplayFormat == WINED3DFMT_X8R8G8B8) ||
1913          (DisplayFormat == WINED3DFMT_A2R10G10B10)))
1914     {
1915         TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
1916         return WINED3DERR_NOTAVAILABLE;
1917     }
1918
1919     /* If the requested DisplayFormat is not available, don't continue */
1920     nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
1921     if(!nmodes) {
1922         TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
1923         return WINED3DERR_NOTAVAILABLE;
1924     }
1925
1926     /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
1927     if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
1928         TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
1929         return WINED3DERR_NOTAVAILABLE;
1930     }
1931
1932     /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
1933     if( (DisplayFormat == WINED3DFMT_R5G6B5) && (BackBufferFormat != WINED3DFMT_R5G6B5) ) {
1934         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1935         return WINED3DERR_NOTAVAILABLE;
1936     }
1937
1938     /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
1939     if( (DisplayFormat == WINED3DFMT_X1R5G5B5) && !((BackBufferFormat == WINED3DFMT_X1R5G5B5) || (BackBufferFormat == WINED3DFMT_A1R5G5B5)) ) {
1940         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1941         return WINED3DERR_NOTAVAILABLE;
1942     }
1943
1944     /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
1945     if( (DisplayFormat == WINED3DFMT_X8R8G8B8) && !((BackBufferFormat == WINED3DFMT_X8R8G8B8) || (BackBufferFormat == WINED3DFMT_A8R8G8B8)) ) {
1946         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1947         return WINED3DERR_NOTAVAILABLE;
1948     }
1949
1950     /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
1951     if( (DisplayFormat == WINED3DFMT_A2R10G10B10) && ((BackBufferFormat != WINED3DFMT_A2R10G10B10) || Windowed)) {
1952         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1953         return WINED3DERR_NOTAVAILABLE;
1954     }
1955
1956     /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
1957     hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat);
1958     if(FAILED(hr))
1959         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1960
1961     return hr;
1962 }
1963
1964
1965 #define GLINFO_LOCATION Adapters[Adapter].gl_info
1966 /* Check if we support bumpmapping for a format */
1967 static BOOL CheckBumpMapCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
1968 {
1969     const struct fragment_pipeline *fp;
1970     const GlPixelFormatDesc *glDesc;
1971
1972     switch(CheckFormat) {
1973         case WINED3DFMT_V8U8:
1974         case WINED3DFMT_V16U16:
1975         case WINED3DFMT_L6V5U5:
1976         case WINED3DFMT_X8L8V8U8:
1977         case WINED3DFMT_Q8W8V8U8:
1978             getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
1979             if(glDesc->conversion_group == WINED3DFMT_UNKNOWN) {
1980                 /* We have a GL extension giving native support */
1981                 TRACE_(d3d_caps)("[OK]\n");
1982                 return TRUE;
1983             }
1984
1985             /* No native support: Ask the fixed function pipeline implementation if it
1986              * can deal with the conversion
1987              */
1988             fp = select_fragment_implementation(Adapter, DeviceType);
1989             if(fp->conv_supported(CheckFormat)) {
1990                 TRACE_(d3d_caps)("[OK]\n");
1991                 return TRUE;
1992             } else {
1993                 TRACE_(d3d_caps)("[FAILED]\n");
1994                 return FALSE;
1995             }
1996
1997         default:
1998             TRACE_(d3d_caps)("[FAILED]\n");
1999             return FALSE;
2000     }
2001 }
2002
2003 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
2004 static BOOL CheckDepthStencilCapability(UINT Adapter, WINED3DFORMAT DisplayFormat, WINED3DFORMAT DepthStencilFormat)
2005 {
2006     int it=0;
2007     WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
2008     const GlPixelFormatDesc *glDesc;
2009     const StaticPixelFormatDesc *desc = getFormatDescEntry(DepthStencilFormat, &GLINFO_LOCATION, &glDesc);
2010
2011     /* Fail if we weren't able to get a description of the format */
2012     if(!desc || !glDesc)
2013         return FALSE;
2014
2015     /* Only allow depth/stencil formats */
2016     if(!(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
2017         return FALSE;
2018
2019     /* Walk through all WGL pixel formats to find a match */
2020     cfgs = Adapters[Adapter].cfgs;
2021     for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2022         if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], DisplayFormat)) {
2023             if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[it], DepthStencilFormat)) {
2024                 return TRUE;
2025             }
2026         }
2027     }
2028
2029     return FALSE;
2030 }
2031
2032 static BOOL CheckFilterCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2033 {
2034     const GlPixelFormatDesc *glDesc;
2035     const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2036
2037     /* Fail if we weren't able to get a description of the format */
2038     if(!desc || !glDesc)
2039         return FALSE;
2040
2041     /* The flags entry of a format contains the filtering capability */
2042     if(glDesc->Flags & WINED3DFMT_FLAG_FILTERING)
2043         return TRUE;
2044
2045     return FALSE;
2046 }
2047
2048 /* Check the render target capabilities of a format */
2049 static BOOL CheckRenderTargetCapability(WINED3DFORMAT AdapterFormat, WINED3DFORMAT CheckFormat)
2050 {
2051     UINT Adapter = 0;
2052     const GlPixelFormatDesc *glDesc;
2053     const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2054
2055     /* Fail if we weren't able to get a description of the format */
2056     if(!desc || !glDesc)
2057         return FALSE;
2058
2059     /* Filter out non-RT formats */
2060     if(!(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET))
2061         return FALSE;
2062
2063     if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
2064         WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
2065         int it;
2066         short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
2067         short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
2068
2069         getColorBits(AdapterFormat, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
2070         getColorBits(CheckFormat, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
2071
2072         /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
2073          * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
2074         if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
2075             TRACE_(d3d_caps)("[FAILED]\n");
2076             return FALSE;
2077         }
2078
2079         /* Check if there is a WGL pixel format matching the requirements, the format should also be window
2080          * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
2081         for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2082             if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
2083                 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
2084                 return TRUE;
2085             }
2086         }
2087     } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
2088         /* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
2089         WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
2090         int it;
2091
2092         /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
2093         for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2094             if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
2095                 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
2096                 return TRUE;
2097             }
2098         }
2099     } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){
2100         /* For now return TRUE for FBOs until we have some proper checks.
2101          * Note that this function will only be called when the format is around for texturing. */
2102         return TRUE;
2103     }
2104     return FALSE;
2105 }
2106
2107 static BOOL CheckSrgbReadCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2108 {
2109     /* Check for supported sRGB formats (Texture loading and framebuffer) */
2110     if(!GL_SUPPORT(EXT_TEXTURE_SRGB)) {
2111         TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
2112         return FALSE;
2113     }
2114
2115     switch (CheckFormat) {
2116         case WINED3DFMT_A8R8G8B8:
2117         case WINED3DFMT_X8R8G8B8:
2118         case WINED3DFMT_A4R4G4B4:
2119         case WINED3DFMT_L8:
2120         case WINED3DFMT_A8L8:
2121         case WINED3DFMT_DXT1:
2122         case WINED3DFMT_DXT2:
2123         case WINED3DFMT_DXT3:
2124         case WINED3DFMT_DXT4:
2125         case WINED3DFMT_DXT5:
2126             TRACE_(d3d_caps)("[OK]\n");
2127             return TRUE;
2128
2129         default:
2130             TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(CheckFormat));
2131             return FALSE;
2132     }
2133     return FALSE;
2134 }
2135
2136 static BOOL CheckSrgbWriteCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
2137 {
2138     /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
2139      * doing the color fixup in shaders.
2140      * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
2141     if((CheckFormat == WINED3DFMT_X8R8G8B8) || (CheckFormat == WINED3DFMT_A8R8G8B8)) {
2142         int vs_selected_mode;
2143         int ps_selected_mode;
2144         select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2145
2146         if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
2147             TRACE_(d3d_caps)("[OK]\n");
2148             return TRUE;
2149         }
2150     }
2151
2152     TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(CheckFormat));
2153     return FALSE;
2154 }
2155
2156 /* Check if a format support blending in combination with pixel shaders */
2157 static BOOL CheckPostPixelShaderBlendingCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2158 {
2159     const GlPixelFormatDesc *glDesc;
2160     const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2161
2162     /* Fail if we weren't able to get a description of the format */
2163     if(!desc || !glDesc)
2164         return FALSE;
2165
2166     /* The flags entry of a format contains the post pixel shader blending capability */
2167     if(glDesc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)
2168         return TRUE;
2169
2170     return FALSE;
2171 }
2172
2173 static BOOL CheckWrapAndMipCapability(UINT Adapter, WINED3DFORMAT CheckFormat) {
2174     /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
2175      * but we have to report mipmapping so we cannot reject this flag. Tests show that
2176      * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
2177      * that wrapping is supported. The lack of filtering will sort out the mipmapping
2178      * capability anyway.
2179      *
2180      * For now lets report this on all formats, but in the future we may want to
2181      * restrict it to some should games need that
2182      */
2183     return TRUE;
2184 }
2185
2186 /* Check if a texture format is supported on the given adapter */
2187 static BOOL CheckTextureCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
2188 {
2189     const shader_backend_t *shader_backend;
2190     const struct fragment_pipeline *fp;
2191     const GlPixelFormatDesc *glDesc;
2192
2193     switch (CheckFormat) {
2194
2195         /*****
2196          *  supported: RGB(A) formats
2197          */
2198         case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
2199         case WINED3DFMT_A8R8G8B8:
2200         case WINED3DFMT_X8R8G8B8:
2201         case WINED3DFMT_R5G6B5:
2202         case WINED3DFMT_X1R5G5B5:
2203         case WINED3DFMT_A1R5G5B5:
2204         case WINED3DFMT_A4R4G4B4:
2205         case WINED3DFMT_R3G3B2:
2206         case WINED3DFMT_A8:
2207         case WINED3DFMT_X4R4G4B4:
2208         case WINED3DFMT_A8B8G8R8:
2209         case WINED3DFMT_X8B8G8R8:
2210         case WINED3DFMT_A2R10G10B10:
2211         case WINED3DFMT_A2B10G10R10:
2212         case WINED3DFMT_G16R16:
2213             TRACE_(d3d_caps)("[OK]\n");
2214             return TRUE;
2215
2216         /*****
2217          *  supported: Palettized
2218          */
2219         case WINED3DFMT_P8:
2220             TRACE_(d3d_caps)("[OK]\n");
2221             return TRUE;
2222         /* No Windows driver offers A8P8, so don't offer it either */
2223         case WINED3DFMT_A8P8:
2224             return FALSE;
2225
2226         /*****
2227          *  Supported: (Alpha)-Luminance
2228          */
2229         case WINED3DFMT_L8:
2230         case WINED3DFMT_A8L8:
2231         case WINED3DFMT_L16:
2232             TRACE_(d3d_caps)("[OK]\n");
2233             return TRUE;
2234
2235         /* Not supported on Windows, thus disabled */
2236         case WINED3DFMT_A4L4:
2237             TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
2238             return FALSE;
2239
2240         /*****
2241          *  Supported: Depth/Stencil formats
2242          */
2243         case WINED3DFMT_D16_LOCKABLE:
2244         case WINED3DFMT_D16:
2245         case WINED3DFMT_D15S1:
2246         case WINED3DFMT_D24X8:
2247         case WINED3DFMT_D24X4S4:
2248         case WINED3DFMT_D24S8:
2249         case WINED3DFMT_D24FS8:
2250         case WINED3DFMT_D32:
2251         case WINED3DFMT_D32F_LOCKABLE:
2252             return TRUE;
2253
2254         /*****
2255          *  Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
2256          *  GL_NV_texture_shader). Emulated by shaders
2257          */
2258         case WINED3DFMT_V8U8:
2259         case WINED3DFMT_X8L8V8U8:
2260         case WINED3DFMT_L6V5U5:
2261         case WINED3DFMT_Q8W8V8U8:
2262         case WINED3DFMT_V16U16:
2263         case WINED3DFMT_W11V11U10:
2264             getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2265             if(glDesc->conversion_group == WINED3DFMT_UNKNOWN) {
2266                 /* We have a GL extension giving native support */
2267                 TRACE_(d3d_caps)("[OK]\n");
2268                 return TRUE;
2269             }
2270
2271             /* No native support: Ask the fixed function pipeline implementation if it
2272              * can deal with the conversion
2273              */
2274             shader_backend = select_shader_backend(Adapter, DeviceType);
2275             if(shader_backend->shader_conv_supported(CheckFormat)) {
2276                 TRACE_(d3d_caps)("[OK]\n");
2277                 return TRUE;
2278             } else {
2279                 TRACE_(d3d_caps)("[FAILED]\n");
2280                 return FALSE;
2281             }
2282
2283         case WINED3DFMT_DXT1:
2284         case WINED3DFMT_DXT2:
2285         case WINED3DFMT_DXT3:
2286         case WINED3DFMT_DXT4:
2287         case WINED3DFMT_DXT5:
2288             if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
2289                 TRACE_(d3d_caps)("[OK]\n");
2290                 return TRUE;
2291             }
2292             TRACE_(d3d_caps)("[FAILED]\n");
2293             return FALSE;
2294
2295
2296         /*****
2297          *  Odd formats - not supported
2298          */
2299         case WINED3DFMT_VERTEXDATA:
2300         case WINED3DFMT_INDEX16:
2301         case WINED3DFMT_INDEX32:
2302         case WINED3DFMT_Q16W16V16U16:
2303         case WINED3DFMT_A2W10V10U10:
2304             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2305             return FALSE;
2306
2307         /*****
2308          *  WINED3DFMT_CxV8U8: Not supported right now
2309          */
2310         case WINED3DFMT_CxV8U8:
2311             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2312             return FALSE;
2313
2314         /* YUV formats */
2315         case WINED3DFMT_UYVY:
2316         case WINED3DFMT_YUY2:
2317             if(GL_SUPPORT(APPLE_YCBCR_422)) {
2318                 TRACE_(d3d_caps)("[OK]\n");
2319                 return TRUE;
2320             }
2321             TRACE_(d3d_caps)("[FAILED]\n");
2322             return FALSE;
2323
2324             /* Not supported */
2325         case WINED3DFMT_A16B16G16R16:
2326         case WINED3DFMT_A8R3G3B2:
2327             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2328             return FALSE;
2329
2330             /* Floating point formats */
2331         case WINED3DFMT_R16F:
2332         case WINED3DFMT_A16B16G16R16F:
2333             if(GL_SUPPORT(ARB_TEXTURE_FLOAT) && GL_SUPPORT(ARB_HALF_FLOAT_PIXEL)) {
2334                 TRACE_(d3d_caps)("[OK]\n");
2335                 return TRUE;
2336             }
2337             TRACE_(d3d_caps)("[FAILED]\n");
2338             return FALSE;
2339
2340         case WINED3DFMT_R32F:
2341         case WINED3DFMT_A32B32G32R32F:
2342             if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2343                 TRACE_(d3d_caps)("[OK]\n");
2344                 return TRUE;
2345             }
2346             TRACE_(d3d_caps)("[FAILED]\n");
2347             return FALSE;
2348
2349         case WINED3DFMT_G16R16F:
2350         case WINED3DFMT_G32R32F:
2351             TRACE_(d3d_caps)("[FAILED]\n");
2352             return FALSE;
2353
2354         /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
2355          * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
2356          * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
2357          * We can do instancing with all shader versions, but we need vertex shaders.
2358          *
2359          * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
2360          * to enable instancing. WineD3D doesn't need that and just ignores it.
2361          *
2362          * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
2363          */
2364         case WINEMAKEFOURCC('I','N','S','T'):
2365             TRACE("ATI Instancing check hack\n");
2366             if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
2367                 TRACE_(d3d_caps)("[OK]\n");
2368                 return TRUE;
2369             }
2370             TRACE_(d3d_caps)("[FAILED]\n");
2371             return FALSE;
2372
2373         /* Some weird FOURCC formats */
2374         case WINED3DFMT_R8G8_B8G8:
2375         case WINED3DFMT_G8R8_G8B8:
2376         case WINED3DFMT_MULTI2_ARGB8:
2377             TRACE_(d3d_caps)("[FAILED]\n");
2378             return FALSE;
2379
2380         /* Vendor specific formats */
2381         case WINED3DFMT_ATI2N:
2382             if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC) || GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
2383                 shader_backend = select_shader_backend(Adapter, DeviceType);
2384                 fp = select_fragment_implementation(Adapter, DeviceType);
2385                 if(shader_backend->shader_conv_supported(CheckFormat) &&
2386                    fp->conv_supported(CheckFormat)) {
2387                     TRACE_(d3d_caps)("[OK]\n");
2388                     return TRUE;
2389                 }
2390
2391                 TRACE_(d3d_caps)("[OK]\n");
2392                 return TRUE;
2393             }
2394             TRACE_(d3d_caps)("[FAILED]\n");
2395             return FALSE;
2396
2397         case WINED3DFMT_UNKNOWN:
2398             return FALSE;
2399
2400         default:
2401             ERR("Unhandled format=%s\n", debug_d3dformat(CheckFormat));
2402             break;
2403     }
2404     return FALSE;
2405 }
2406
2407 static BOOL CheckSurfaceCapability(UINT Adapter, WINED3DFORMAT AdapterFormat, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat) {
2408     const struct blit_shader *blitter;
2409
2410     /* All format that are supported for textures are supported for surfaces as well */
2411     if(CheckTextureCapability(Adapter, DeviceType, CheckFormat)) return TRUE;
2412     /* All depth stencil formats are supported on surfaces */
2413     if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) return TRUE;
2414
2415     /* If opengl can't process the format natively, the blitter may be able to convert it */
2416     blitter = select_blit_implementation(Adapter, DeviceType);
2417     if(blitter->conv_supported(CheckFormat)) {
2418         TRACE_(d3d_caps)("[OK]\n");
2419         return TRUE;
2420     }
2421
2422     /* Reject other formats */
2423     TRACE_(d3d_caps)("[FAILED]\n");
2424     return FALSE;
2425 }
2426
2427 static BOOL CheckVertexTextureCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2428 {
2429     if (!GL_LIMITS(vertex_samplers)) {
2430         TRACE_(d3d_caps)("[FAILED]\n");
2431         return FALSE;
2432     }
2433
2434     switch (CheckFormat) {
2435         case WINED3DFMT_A32B32G32R32F:
2436             if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2437                 TRACE_(d3d_caps)("[FAILED]\n");
2438                 return FALSE;
2439             }
2440             TRACE_(d3d_caps)("[OK]\n");
2441             return TRUE;
2442
2443         default:
2444             TRACE_(d3d_caps)("[FAILED]\n");
2445             return FALSE;
2446     }
2447     return FALSE;
2448 }
2449
2450 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, 
2451                                               WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat) {
2452     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2453     DWORD UsageCaps = 0;
2454
2455     TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
2456           This,
2457           Adapter,
2458           DeviceType, debug_d3ddevicetype(DeviceType),
2459           AdapterFormat, debug_d3dformat(AdapterFormat),
2460           Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
2461           RType, debug_d3dresourcetype(RType),
2462           CheckFormat, debug_d3dformat(CheckFormat));
2463
2464     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2465         return WINED3DERR_INVALIDCALL;
2466     }
2467
2468     if(RType == WINED3DRTYPE_CUBETEXTURE) {
2469         /* Cubetexture allows:
2470          *                    - D3DUSAGE_AUTOGENMIPMAP
2471          *                    - D3DUSAGE_DEPTHSTENCIL
2472          *                    - D3DUSAGE_DYNAMIC
2473          *                    - D3DUSAGE_NONSECURE (d3d9ex)
2474          *                    - D3DUSAGE_RENDERTARGET
2475          *                    - D3DUSAGE_SOFTWAREPROCESSING
2476          *                    - D3DUSAGE_QUERY_WRAPANDMIP
2477          */
2478         if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2479             /* Check if the texture format is around */
2480             if(CheckTextureCapability(Adapter, DeviceType, CheckFormat)) {
2481                 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2482                     /* Check for automatic mipmap generation support */
2483                     if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2484                         UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2485                     } else {
2486                         /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2487                         TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2488                     }
2489                 }
2490
2491                 /* Always report dynamic locking */
2492                 if(Usage & WINED3DUSAGE_DYNAMIC)
2493                     UsageCaps |= WINED3DUSAGE_DYNAMIC;
2494
2495                 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2496                     if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2497                         UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2498                     } else {
2499                         TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2500                         return WINED3DERR_NOTAVAILABLE;
2501                     }
2502                 }
2503
2504                 /* Always report software processing */
2505                 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2506                     UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2507
2508                 /* Check QUERY_FILTER support */
2509                 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2510                     if(CheckFilterCapability(Adapter, CheckFormat)) {
2511                         UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2512                     } else {
2513                         TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2514                         return WINED3DERR_NOTAVAILABLE;
2515                     }
2516                 }
2517
2518                 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2519                 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2520                     if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2521                         UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2522                     } else {
2523                         TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2524                         return WINED3DERR_NOTAVAILABLE;
2525                     }
2526                 }
2527
2528                 /* Check QUERY_SRGBREAD support */
2529                 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2530                     if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2531                         UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2532                     } else {
2533                         TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2534                         return WINED3DERR_NOTAVAILABLE;
2535                     }
2536                 }
2537
2538                 /* Check QUERY_SRGBWRITE support */
2539                 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2540                     if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2541                         UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2542                     } else {
2543                         TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2544                         return WINED3DERR_NOTAVAILABLE;
2545                     }
2546                 }
2547
2548                 /* Check QUERY_VERTEXTEXTURE support */
2549                 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2550                     if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2551                         UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2552                     } else {
2553                         TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2554                         return WINED3DERR_NOTAVAILABLE;
2555                     }
2556                 }
2557
2558                 /* Check QUERY_WRAPANDMIP support */
2559                 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2560                     if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2561                         UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2562                     } else {
2563                         TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2564                         return WINED3DERR_NOTAVAILABLE;
2565                     }
2566                 }
2567             } else {
2568                 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
2569                 return WINED3DERR_NOTAVAILABLE;
2570             }
2571         } else {
2572             TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
2573             return WINED3DERR_NOTAVAILABLE;
2574         }
2575     } else if(RType == WINED3DRTYPE_SURFACE) {
2576         /* Surface allows:
2577          *                - D3DUSAGE_DEPTHSTENCIL
2578          *                - D3DUSAGE_NONSECURE (d3d9ex)
2579          *                - D3DUSAGE_RENDERTARGET
2580          */
2581
2582         if(CheckSurfaceCapability(Adapter, AdapterFormat, DeviceType, CheckFormat)) {
2583             if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2584                 if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
2585                     UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2586                 } else {
2587                     TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
2588                     return WINED3DERR_NOTAVAILABLE;
2589                 }
2590             }
2591
2592             if(Usage & WINED3DUSAGE_RENDERTARGET) {
2593                 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2594                     UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2595                 } else {
2596                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2597                     return WINED3DERR_NOTAVAILABLE;
2598                 }
2599             }
2600
2601             /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2602             if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2603                 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2604                     UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2605                 } else {
2606                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2607                     return WINED3DERR_NOTAVAILABLE;
2608                 }
2609             }
2610         } else {
2611             TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
2612             return WINED3DERR_NOTAVAILABLE;
2613         }
2614
2615     } else if(RType == WINED3DRTYPE_TEXTURE) {
2616         /* Texture allows:
2617          *                - D3DUSAGE_AUTOGENMIPMAP
2618          *                - D3DUSAGE_DEPTHSTENCIL
2619          *                - D3DUSAGE_DMAP
2620          *                - D3DUSAGE_DYNAMIC
2621          *                - D3DUSAGE_NONSECURE (d3d9ex)
2622          *                - D3DUSAGE_RENDERTARGET
2623          *                - D3DUSAGE_SOFTWAREPROCESSING
2624          *                - D3DUSAGE_TEXTAPI (d3d9ex)
2625          *                - D3DUSAGE_QUERY_WRAPANDMIP
2626          */
2627
2628         /* Check if the texture format is around */
2629         if(CheckTextureCapability(Adapter, DeviceType, CheckFormat)) {
2630             if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2631                 /* Check for automatic mipmap generation support */
2632                 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2633                     UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2634                 } else {
2635                     /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2636                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2637                 }
2638             }
2639
2640             /* Always report dynamic locking */
2641             if(Usage & WINED3DUSAGE_DYNAMIC)
2642                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2643
2644             if(Usage & WINED3DUSAGE_RENDERTARGET) {
2645                 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2646                     UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2647                 } else {
2648                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2649                      return WINED3DERR_NOTAVAILABLE;
2650                  }
2651             }
2652
2653             /* Always report software processing */
2654             if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2655                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2656
2657             /* Check QUERY_FILTER support */
2658             if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2659                 if(CheckFilterCapability(Adapter, CheckFormat)) {
2660                     UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2661                 } else {
2662                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2663                     return WINED3DERR_NOTAVAILABLE;
2664                 }
2665             }
2666
2667             /* Check QUERY_LEGACYBUMPMAP support */
2668             if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
2669                 if(CheckBumpMapCapability(Adapter, DeviceType, CheckFormat)) {
2670                     UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
2671                 } else {
2672                     TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
2673                     return WINED3DERR_NOTAVAILABLE;
2674                 }
2675             }
2676
2677             /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2678             if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2679                 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2680                     UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2681                 } else {
2682                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2683                     return WINED3DERR_NOTAVAILABLE;
2684                 }
2685             }
2686
2687             /* Check QUERY_SRGBREAD support */
2688             if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2689                 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2690                     UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2691                 } else {
2692                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2693                     return WINED3DERR_NOTAVAILABLE;
2694                 }
2695             }
2696
2697             /* Check QUERY_SRGBWRITE support */
2698             if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2699                 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2700                     UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2701                 } else {
2702                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2703                     return WINED3DERR_NOTAVAILABLE;
2704                 }
2705             }
2706
2707             /* Check QUERY_VERTEXTEXTURE support */
2708             if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2709                 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2710                     UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2711                 } else {
2712                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2713                     return WINED3DERR_NOTAVAILABLE;
2714                 }
2715             }
2716
2717             /* Check QUERY_WRAPANDMIP support */
2718             if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2719                 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2720                     UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2721                 } else {
2722                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2723                     return WINED3DERR_NOTAVAILABLE;
2724                 }
2725             }
2726
2727             if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2728                 if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
2729                     UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2730                 } else {
2731                     TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
2732                     return WINED3DERR_NOTAVAILABLE;
2733                 }
2734             }
2735         } else {
2736             TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
2737             return WINED3DERR_NOTAVAILABLE;
2738         }
2739     } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
2740         /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
2741          * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
2742          *
2743          * Volumetexture allows:
2744          *                      - D3DUSAGE_DYNAMIC
2745          *                      - D3DUSAGE_NONSECURE (d3d9ex)
2746          *                      - D3DUSAGE_SOFTWAREPROCESSING
2747          *                      - D3DUSAGE_QUERY_WRAPANDMIP
2748          */
2749
2750         /* Check volume texture and volume usage caps */
2751         if(GL_SUPPORT(EXT_TEXTURE3D)) {
2752             if(CheckTextureCapability(Adapter, DeviceType, CheckFormat) == FALSE) {
2753                 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
2754                 return WINED3DERR_NOTAVAILABLE;
2755             }
2756
2757             /* Always report dynamic locking */
2758             if(Usage & WINED3DUSAGE_DYNAMIC)
2759                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2760
2761             /* Always report software processing */
2762             if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2763                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2764
2765             /* Check QUERY_FILTER support */
2766             if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2767                 if(CheckFilterCapability(Adapter, CheckFormat)) {
2768                     UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2769                 } else {
2770                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2771                     return WINED3DERR_NOTAVAILABLE;
2772                 }
2773             }
2774
2775             /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2776             if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2777                 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2778                     UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2779                 } else {
2780                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2781                     return WINED3DERR_NOTAVAILABLE;
2782                 }
2783             }
2784
2785             /* Check QUERY_SRGBREAD support */
2786             if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2787                 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2788                     UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2789                 } else {
2790                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2791                     return WINED3DERR_NOTAVAILABLE;
2792                 }
2793             }
2794
2795             /* Check QUERY_SRGBWRITE support */
2796             if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2797                 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2798                     UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2799                 } else {
2800                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2801                     return WINED3DERR_NOTAVAILABLE;
2802                 }
2803             }
2804
2805             /* Check QUERY_VERTEXTEXTURE support */
2806             if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2807                 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2808                     UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2809                 } else {
2810                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2811                     return WINED3DERR_NOTAVAILABLE;
2812                 }
2813             }
2814
2815             /* Check QUERY_WRAPANDMIP support */
2816             if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2817                 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2818                     UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2819                 } else {
2820                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2821                     return WINED3DERR_NOTAVAILABLE;
2822                 }
2823             }
2824         } else {
2825             TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
2826             return WINED3DERR_NOTAVAILABLE;
2827         }
2828
2829         /* Filter formats that need conversion; For one part, this conversion is unimplemented,
2830          * and volume textures are huge, so it would be a big performance hit. Unless we hit an
2831          * app needing one of those formats, don't advertize them to avoid leading apps into
2832          * temptation. The windows drivers don't support most of those formats on volumes anyway,
2833          * except of R32F.
2834          */
2835         switch(CheckFormat) {
2836             case WINED3DFMT_P8:
2837             case WINED3DFMT_A4L4:
2838             case WINED3DFMT_R32F:
2839             case WINED3DFMT_R16F:
2840             case WINED3DFMT_X8L8V8U8:
2841             case WINED3DFMT_L6V5U5:
2842             case WINED3DFMT_G16R16:
2843                 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2844                 return WINED3DERR_NOTAVAILABLE;
2845
2846             case WINED3DFMT_Q8W8V8U8:
2847             case WINED3DFMT_V16U16:
2848             if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
2849                 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2850                 return WINED3DERR_NOTAVAILABLE;
2851             }
2852             break;
2853
2854             case WINED3DFMT_V8U8:
2855             if(!GL_SUPPORT(NV_TEXTURE_SHADER) || !GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
2856                 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2857                 return WINED3DERR_NOTAVAILABLE;
2858             }
2859             break;
2860
2861             case WINED3DFMT_DXT1:
2862             case WINED3DFMT_DXT2:
2863             case WINED3DFMT_DXT3:
2864             case WINED3DFMT_DXT4:
2865             case WINED3DFMT_DXT5:
2866                 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
2867                  * compressed texture results in an error. While the D3D refrast does
2868                  * support s3tc volumes, at least the nvidia windows driver does not, so
2869                  * we're free not to support this format.
2870                  */
2871                 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
2872                 return WINED3DERR_NOTAVAILABLE;
2873
2874             default:
2875                 /* Do nothing, continue with checking the format below */
2876                 break;
2877         }
2878     } else if((RType == WINED3DRTYPE_INDEXBUFFER) || (RType == WINED3DRTYPE_VERTEXBUFFER)){
2879         /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
2880         TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
2881         return WINED3DERR_NOTAVAILABLE;
2882      }
2883
2884     /* This format is nothing special and it is supported perfectly.
2885      * However, ati and nvidia driver on windows do not mark this format as
2886      * supported (tested with the dxCapsViewer) and pretending to
2887      * support this format uncovers a bug in Battlefield 1942 (fonts are missing)
2888      * So do the same as Windows drivers and pretend not to support it on dx8 and 9
2889      * Enable it on dx7. It will need additional checking on dx10 when we support it.
2890      */
2891     if(This->dxVersion > 7 && CheckFormat == WINED3DFMT_R8G8B8) {
2892         TRACE_(d3d_caps)("[FAILED]\n");
2893         return WINED3DERR_NOTAVAILABLE;
2894     }
2895
2896     /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
2897      * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
2898      * usage flags match. */
2899     if(UsageCaps == Usage) {
2900         return WINED3D_OK;
2901     } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
2902         return WINED3DOK_NOAUTOGEN;
2903     } else {
2904         TRACE_(d3d_caps)("[FAILED] - Usage=%#08x requested for CheckFormat=%s and RType=%d but only %#08x is available\n", Usage, debug_d3dformat(CheckFormat), RType, UsageCaps);
2905         return WINED3DERR_NOTAVAILABLE;
2906     }
2907 }
2908
2909 static HRESULT  WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2910                                                           WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
2911     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2912
2913     FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
2914           This,
2915           Adapter,
2916           DeviceType, debug_d3ddevicetype(DeviceType),
2917           SourceFormat, debug_d3dformat(SourceFormat),
2918           TargetFormat, debug_d3dformat(TargetFormat));
2919     return WINED3D_OK;
2920 }
2921
2922 static const shader_backend_t *select_shader_backend(UINT Adapter, WINED3DDEVTYPE DeviceType) {
2923     const shader_backend_t *ret;
2924     int vs_selected_mode;
2925     int ps_selected_mode;
2926
2927     select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2928     if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) {
2929         ret = &glsl_shader_backend;
2930     } else if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) {
2931         ret = &arb_program_shader_backend;
2932     } else {
2933         ret = &none_shader_backend;
2934     }
2935     return ret;
2936 }
2937
2938 static const struct fragment_pipeline *select_fragment_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType) {
2939     int vs_selected_mode;
2940     int ps_selected_mode;
2941
2942     select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2943     if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2944         return &arbfp_fragment_pipeline;
2945     } else if(ps_selected_mode == SHADER_ATI) {
2946         return &atifs_fragment_pipeline;
2947     } else if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
2948         return &nvts_fragment_pipeline;
2949     } else if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
2950         return &nvrc_fragment_pipeline;
2951     } else {
2952         return &ffp_fragment_pipeline;
2953     }
2954 }
2955
2956 static const struct blit_shader *select_blit_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType) {
2957     int vs_selected_mode;
2958     int ps_selected_mode;
2959
2960     select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2961     if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2962         return &arbfp_blit;
2963     } else {
2964         return &ffp_blit;
2965     }
2966 }
2967
2968 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
2969       subset of a D3DCAPS9 structure. However, it has to come via a void *
2970       as the d3d8 interface cannot import the d3d9 header                  */
2971 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
2972
2973     IWineD3DImpl    *This = (IWineD3DImpl *)iface;
2974     int vs_selected_mode;
2975     int ps_selected_mode;
2976     struct shader_caps shader_caps;
2977     struct fragment_caps fragment_caps;
2978     const shader_backend_t *shader_backend;
2979     const struct fragment_pipeline *frag_pipeline = NULL;
2980     DWORD ckey_caps, blit_caps, fx_caps;
2981
2982     TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
2983
2984     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2985         return WINED3DERR_INVALIDCALL;
2986     }
2987
2988     select_shader_mode(&Adapters[Adapter].gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
2989
2990     /* This function should *not* be modifying GL caps
2991      * TODO: move the functionality where it belongs */
2992     select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[Adapter].gl_info);
2993
2994     /* ------------------------------------------------
2995        The following fields apply to both d3d8 and d3d9
2996        ------------------------------------------------ */
2997     pCaps->DeviceType              = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF;  /* Not quite true, but use h/w supported by opengl I suppose */
2998     pCaps->AdapterOrdinal          = Adapter;
2999
3000     pCaps->Caps                    = 0;
3001     pCaps->Caps2                   = WINED3DCAPS2_CANRENDERWINDOWED |
3002                                      WINED3DCAPS2_FULLSCREENGAMMA |
3003                                      WINED3DCAPS2_DYNAMICTEXTURES;
3004     if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
3005         pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
3006     }
3007     pCaps->Caps3                   = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD;
3008     pCaps->PresentationIntervals   = WINED3DPRESENT_INTERVAL_IMMEDIATE  |
3009                                      WINED3DPRESENT_INTERVAL_ONE;
3010
3011     pCaps->CursorCaps              = WINED3DCURSORCAPS_COLOR            |
3012                                      WINED3DCURSORCAPS_LOWRES;
3013
3014     pCaps->DevCaps                 = WINED3DDEVCAPS_FLOATTLVERTEX       |
3015                                      WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
3016                                      WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
3017                                      WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
3018                                      WINED3DDEVCAPS_DRAWPRIMTLVERTEX    |
3019                                      WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
3020                                      WINED3DDEVCAPS_EXECUTEVIDEOMEMORY  |
3021                                      WINED3DDEVCAPS_PUREDEVICE          |
3022                                      WINED3DDEVCAPS_HWRASTERIZATION     |
3023                                      WINED3DDEVCAPS_TEXTUREVIDEOMEMORY  |
3024                                      WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
3025                                      WINED3DDEVCAPS_CANRENDERAFTERFLIP  |
3026                                      WINED3DDEVCAPS_DRAWPRIMITIVES2     |
3027                                      WINED3DDEVCAPS_DRAWPRIMITIVES2EX   |
3028                                      WINED3DDEVCAPS_RTPATCHES;
3029
3030     pCaps->PrimitiveMiscCaps       = WINED3DPMISCCAPS_CULLNONE              |
3031                                      WINED3DPMISCCAPS_CULLCCW               |
3032                                      WINED3DPMISCCAPS_CULLCW                |
3033                                      WINED3DPMISCCAPS_COLORWRITEENABLE      |
3034                                      WINED3DPMISCCAPS_CLIPTLVERTS           |
3035                                      WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
3036                                      WINED3DPMISCCAPS_MASKZ                 |
3037                                      WINED3DPMISCCAPS_BLENDOP               |
3038                                      WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
3039                                     /* TODO:
3040                                         WINED3DPMISCCAPS_NULLREFERENCE
3041                                         WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
3042                                         WINED3DPMISCCAPS_FOGANDSPECULARALPHA
3043                                         WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
3044                                         WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
3045
3046     if(GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE) && GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE))
3047         pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
3048
3049     pCaps->RasterCaps              = WINED3DPRASTERCAPS_DITHER    |
3050                                      WINED3DPRASTERCAPS_PAT       |
3051                                      WINED3DPRASTERCAPS_WFOG      |
3052                                      WINED3DPRASTERCAPS_ZFOG      |
3053                                      WINED3DPRASTERCAPS_FOGVERTEX |
3054                                      WINED3DPRASTERCAPS_FOGTABLE  |
3055                                      WINED3DPRASTERCAPS_STIPPLE   |
3056                                      WINED3DPRASTERCAPS_SUBPIXEL  |
3057                                      WINED3DPRASTERCAPS_ZTEST     |
3058                                      WINED3DPRASTERCAPS_SCISSORTEST   |
3059                                      WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
3060                                      WINED3DPRASTERCAPS_DEPTHBIAS;
3061
3062     if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3063         pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY    |
3064                              WINED3DPRASTERCAPS_ZBIAS         |
3065                              WINED3DPRASTERCAPS_MIPMAPLODBIAS;
3066     }
3067     if(GL_SUPPORT(NV_FOG_DISTANCE)) {
3068         pCaps->RasterCaps         |= WINED3DPRASTERCAPS_FOGRANGE;
3069     }
3070                         /* FIXME Add:
3071                            WINED3DPRASTERCAPS_COLORPERSPECTIVE
3072                            WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
3073                            WINED3DPRASTERCAPS_ANTIALIASEDGES
3074                            WINED3DPRASTERCAPS_ZBUFFERLESSHSR
3075                            WINED3DPRASTERCAPS_WBUFFER */
3076
3077     pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS       |
3078                       WINED3DPCMPCAPS_EQUAL        |
3079                       WINED3DPCMPCAPS_GREATER      |
3080                       WINED3DPCMPCAPS_GREATEREQUAL |
3081                       WINED3DPCMPCAPS_LESS         |
3082                       WINED3DPCMPCAPS_LESSEQUAL    |
3083                       WINED3DPCMPCAPS_NEVER        |
3084                       WINED3DPCMPCAPS_NOTEQUAL;
3085
3086     pCaps->SrcBlendCaps  = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
3087                            WINED3DPBLENDCAPS_BOTHSRCALPHA    |
3088                            WINED3DPBLENDCAPS_DESTALPHA       |
3089                            WINED3DPBLENDCAPS_DESTCOLOR       |
3090                            WINED3DPBLENDCAPS_INVDESTALPHA    |
3091                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
3092                            WINED3DPBLENDCAPS_INVSRCALPHA     |
3093                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
3094                            WINED3DPBLENDCAPS_ONE             |
3095                            WINED3DPBLENDCAPS_SRCALPHA        |
3096                            WINED3DPBLENDCAPS_SRCALPHASAT     |
3097                            WINED3DPBLENDCAPS_SRCCOLOR        |
3098                            WINED3DPBLENDCAPS_ZERO;
3099
3100     pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA       |
3101                            WINED3DPBLENDCAPS_DESTCOLOR       |
3102                            WINED3DPBLENDCAPS_INVDESTALPHA    |
3103                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
3104                            WINED3DPBLENDCAPS_INVSRCALPHA     |
3105                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
3106                            WINED3DPBLENDCAPS_ONE             |
3107                            WINED3DPBLENDCAPS_SRCALPHA        |
3108                            WINED3DPBLENDCAPS_SRCCOLOR        |
3109                            WINED3DPBLENDCAPS_ZERO;
3110     /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
3111      * according to the glBlendFunc manpage
3112      *
3113      * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
3114      * legacy settings for srcblend only
3115      */
3116
3117     if( GL_SUPPORT(EXT_BLEND_COLOR)) {
3118         pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3119         pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3120     }
3121
3122
3123     pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS       |
3124                           WINED3DPCMPCAPS_EQUAL        |
3125                           WINED3DPCMPCAPS_GREATER      |
3126                           WINED3DPCMPCAPS_GREATEREQUAL |
3127                           WINED3DPCMPCAPS_LESS         |
3128                           WINED3DPCMPCAPS_LESSEQUAL    |
3129                           WINED3DPCMPCAPS_NEVER        |
3130                           WINED3DPCMPCAPS_NOTEQUAL;
3131
3132     pCaps->ShadeCaps     = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
3133                            WINED3DPSHADECAPS_COLORGOURAUDRGB    |
3134                            WINED3DPSHADECAPS_ALPHAFLATBLEND     |
3135                            WINED3DPSHADECAPS_ALPHAGOURAUDBLEND  |
3136                            WINED3DPSHADECAPS_COLORFLATRGB       |
3137                            WINED3DPSHADECAPS_FOGFLAT            |
3138                            WINED3DPSHADECAPS_FOGGOURAUD         |
3139                            WINED3DPSHADECAPS_SPECULARFLATRGB;
3140
3141     pCaps->TextureCaps =  WINED3DPTEXTURECAPS_ALPHA              |
3142                           WINED3DPTEXTURECAPS_ALPHAPALETTE       |
3143                           WINED3DPTEXTURECAPS_TRANSPARENCY       |
3144                           WINED3DPTEXTURECAPS_BORDER             |
3145                           WINED3DPTEXTURECAPS_MIPMAP             |
3146                           WINED3DPTEXTURECAPS_PROJECTED          |
3147                           WINED3DPTEXTURECAPS_PERSPECTIVE;
3148
3149     if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
3150         pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
3151                               WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
3152     }
3153
3154     if( GL_SUPPORT(EXT_TEXTURE3D)) {
3155         pCaps->TextureCaps |=  WINED3DPTEXTURECAPS_VOLUMEMAP      |
3156                                WINED3DPTEXTURECAPS_MIPVOLUMEMAP   |
3157                                WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
3158     }
3159
3160     if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3161         pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP     |
3162                               WINED3DPTEXTURECAPS_MIPCUBEMAP    |
3163                               WINED3DPTEXTURECAPS_CUBEMAP_POW2;
3164
3165     }
3166
3167     pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
3168                                WINED3DPTFILTERCAPS_MAGFPOINT        |
3169                                WINED3DPTFILTERCAPS_MINFLINEAR       |
3170                                WINED3DPTFILTERCAPS_MINFPOINT        |
3171                                WINED3DPTFILTERCAPS_MIPFLINEAR       |
3172                                WINED3DPTFILTERCAPS_MIPFPOINT        |
3173                                WINED3DPTFILTERCAPS_LINEAR           |
3174                                WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
3175                                WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3176                                WINED3DPTFILTERCAPS_MIPLINEAR        |
3177                                WINED3DPTFILTERCAPS_MIPNEAREST       |
3178                                WINED3DPTFILTERCAPS_NEAREST;
3179
3180     if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3181         pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3182                                     WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3183     }
3184
3185     if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3186         pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
3187                                        WINED3DPTFILTERCAPS_MAGFPOINT        |
3188                                        WINED3DPTFILTERCAPS_MINFLINEAR       |
3189                                        WINED3DPTFILTERCAPS_MINFPOINT        |
3190                                        WINED3DPTFILTERCAPS_MIPFLINEAR       |
3191                                        WINED3DPTFILTERCAPS_MIPFPOINT        |
3192                                        WINED3DPTFILTERCAPS_LINEAR           |
3193                                        WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
3194                                        WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3195                                        WINED3DPTFILTERCAPS_MIPLINEAR        |
3196                                        WINED3DPTFILTERCAPS_MIPNEAREST       |
3197                                        WINED3DPTFILTERCAPS_NEAREST;
3198
3199         if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3200             pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3201                                             WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3202         }
3203     } else
3204         pCaps->CubeTextureFilterCaps = 0;
3205
3206     if (GL_SUPPORT(EXT_TEXTURE3D)) {
3207         pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
3208                                          WINED3DPTFILTERCAPS_MAGFPOINT        |
3209                                          WINED3DPTFILTERCAPS_MINFLINEAR       |
3210                                          WINED3DPTFILTERCAPS_MINFPOINT        |
3211                                          WINED3DPTFILTERCAPS_MIPFLINEAR       |
3212                                          WINED3DPTFILTERCAPS_MIPFPOINT        |
3213                                          WINED3DPTFILTERCAPS_LINEAR           |
3214                                          WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
3215                                          WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3216                                          WINED3DPTFILTERCAPS_MIPLINEAR        |
3217                                          WINED3DPTFILTERCAPS_MIPNEAREST       |
3218                                          WINED3DPTFILTERCAPS_NEAREST;
3219     } else
3220         pCaps->VolumeTextureFilterCaps = 0;
3221
3222     pCaps->TextureAddressCaps =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3223                                  WINED3DPTADDRESSCAPS_CLAMP  |
3224                                  WINED3DPTADDRESSCAPS_WRAP;
3225
3226     if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3227         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3228     }
3229     if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3230         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3231     }
3232     if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3233         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3234     }
3235
3236     if (GL_SUPPORT(EXT_TEXTURE3D)) {
3237         pCaps->VolumeTextureAddressCaps =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3238                                            WINED3DPTADDRESSCAPS_CLAMP  |
3239                                            WINED3DPTADDRESSCAPS_WRAP;
3240         if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3241             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3242         }
3243         if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3244             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3245         }
3246         if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3247             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3248         }
3249     } else
3250         pCaps->VolumeTextureAddressCaps = 0;
3251
3252     pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
3253                       WINED3DLINECAPS_ZTEST;
3254                       /* FIXME: Add
3255                         WINED3DLINECAPS_BLEND
3256                         WINED3DLINECAPS_ALPHACMP
3257                         WINED3DLINECAPS_FOG */
3258
3259     pCaps->MaxTextureWidth  = GL_LIMITS(texture_size);
3260     pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
3261
3262     if(GL_SUPPORT(EXT_TEXTURE3D))
3263         pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
3264     else
3265         pCaps->MaxVolumeExtent = 0;
3266
3267     pCaps->MaxTextureRepeat = 32768;
3268     pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
3269     pCaps->MaxVertexW = 1.0;
3270
3271     pCaps->GuardBandLeft = 0;
3272     pCaps->GuardBandTop = 0;
3273     pCaps->GuardBandRight = 0;
3274     pCaps->GuardBandBottom = 0;
3275
3276     pCaps->ExtentsAdjust = 0;
3277
3278     pCaps->StencilCaps =  WINED3DSTENCILCAPS_DECRSAT |
3279                           WINED3DSTENCILCAPS_INCRSAT |
3280                           WINED3DSTENCILCAPS_INVERT  |
3281                           WINED3DSTENCILCAPS_KEEP    |
3282                           WINED3DSTENCILCAPS_REPLACE |
3283                           WINED3DSTENCILCAPS_ZERO;
3284     if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
3285         pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR  |
3286                               WINED3DSTENCILCAPS_INCR;
3287     }
3288     if ( This->dxVersion > 8 &&
3289         ( GL_SUPPORT(EXT_STENCIL_TWO_SIDE) ||
3290             GL_SUPPORT(ATI_SEPARATE_STENCIL) ) ) {
3291         pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
3292     }
3293
3294     pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
3295
3296     pCaps->MaxUserClipPlanes       = GL_LIMITS(clipplanes);
3297     pCaps->MaxActiveLights         = GL_LIMITS(lights);
3298
3299     pCaps->MaxVertexBlendMatrices      = GL_LIMITS(blends);
3300     pCaps->MaxVertexBlendMatrixIndex   = 0;
3301
3302     pCaps->MaxAnisotropy   = GL_LIMITS(anisotropy);
3303     pCaps->MaxPointSize    = GL_LIMITS(pointsize);
3304
3305
3306     pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
3307                                   WINED3DVTXPCAPS_MATERIALSOURCE7   |
3308                                   WINED3DVTXPCAPS_POSITIONALLIGHTS  |
3309                                   WINED3DVTXPCAPS_LOCALVIEWER       |
3310                                   WINED3DVTXPCAPS_VERTEXFOG         |
3311                                   WINED3DVTXPCAPS_TEXGEN;
3312                                   /* FIXME: Add 
3313                                      D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
3314
3315     pCaps->MaxPrimitiveCount   = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
3316     pCaps->MaxVertexIndex      = 0xFFFFF;
3317     pCaps->MaxStreams          = MAX_STREAMS;
3318     pCaps->MaxStreamStride     = 1024;
3319
3320     /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
3321     pCaps->DevCaps2                          = WINED3DDEVCAPS2_STREAMOFFSET |
3322                                                WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
3323     pCaps->MaxNpatchTessellationLevel        = 0;
3324     pCaps->MasterAdapterOrdinal              = 0;
3325     pCaps->AdapterOrdinalInGroup             = 0;
3326     pCaps->NumberOfAdaptersInGroup           = 1;
3327
3328     pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
3329
3330     pCaps->StretchRectFilterCaps             = WINED3DPTFILTERCAPS_MINFPOINT  |
3331                                                 WINED3DPTFILTERCAPS_MAGFPOINT  |
3332                                                 WINED3DPTFILTERCAPS_MINFLINEAR |
3333                                                 WINED3DPTFILTERCAPS_MAGFLINEAR;
3334     pCaps->VertexTextureFilterCaps           = 0;
3335
3336     memset(&shader_caps, 0, sizeof(shader_caps));
3337     shader_backend = select_shader_backend(Adapter, DeviceType);
3338     shader_backend->shader_get_caps(DeviceType, &GLINFO_LOCATION, &shader_caps);
3339
3340     memset(&fragment_caps, 0, sizeof(fragment_caps));
3341     frag_pipeline = select_fragment_implementation(Adapter, DeviceType);
3342     frag_pipeline->get_caps(DeviceType, &GLINFO_LOCATION, &fragment_caps);
3343
3344     /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
3345     pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
3346
3347     /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
3348      * Ignore shader model capabilities if disabled in config
3349      */
3350     if(vs_selected_mode == SHADER_NONE) {
3351         TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
3352         pCaps->VertexShaderVersion          = WINED3DVS_VERSION(0,0);
3353         pCaps->MaxVertexShaderConst         = 0;
3354     } else {
3355         pCaps->VertexShaderVersion          = shader_caps.VertexShaderVersion;
3356         pCaps->MaxVertexShaderConst         = shader_caps.MaxVertexShaderConst;
3357     }
3358
3359     if(ps_selected_mode == SHADER_NONE) {
3360         TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
3361         pCaps->PixelShaderVersion           = WINED3DPS_VERSION(0,0);
3362         pCaps->PixelShader1xMaxValue        = 0.0;
3363     } else {
3364         pCaps->PixelShaderVersion           = shader_caps.PixelShaderVersion;
3365         pCaps->PixelShader1xMaxValue        = shader_caps.PixelShader1xMaxValue;
3366     }
3367
3368     pCaps->TextureOpCaps                    = fragment_caps.TextureOpCaps;
3369     pCaps->MaxTextureBlendStages            = fragment_caps.MaxTextureBlendStages;
3370     pCaps->MaxSimultaneousTextures          = fragment_caps.MaxSimultaneousTextures;
3371
3372     pCaps->VS20Caps                         = shader_caps.VS20Caps;
3373     pCaps->MaxVShaderInstructionsExecuted   = shader_caps.MaxVShaderInstructionsExecuted;
3374     pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
3375     pCaps->PS20Caps                         = shader_caps.PS20Caps;
3376     pCaps->MaxPShaderInstructionsExecuted   = shader_caps.MaxPShaderInstructionsExecuted;
3377     pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
3378
3379     /* The following caps are shader specific, but they are things we cannot detect, or which
3380      * are the same among all shader models. So to avoid code duplication set the shader version
3381      * specific, but otherwise constant caps here
3382      */
3383     if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
3384         /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3385         use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
3386         pCaps->VS20Caps.Caps                     = WINED3DVS20CAPS_PREDICATION;
3387         pCaps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3388         pCaps->VS20Caps.NumTemps                 = max(32, GLINFO_LOCATION.vs_arb_max_temps);
3389         pCaps->VS20Caps.StaticFlowControlDepth   = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
3390
3391         pCaps->MaxVShaderInstructionsExecuted    = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
3392         pCaps->MaxVertexShader30InstructionSlots = max(512, GLINFO_LOCATION.vs_arb_max_instructions);
3393     } else if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
3394         pCaps->VS20Caps.Caps                     = 0;
3395         pCaps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
3396         pCaps->VS20Caps.NumTemps                 = max(12, GLINFO_LOCATION.vs_arb_max_temps);
3397         pCaps->VS20Caps.StaticFlowControlDepth   = 1;
3398
3399         pCaps->MaxVShaderInstructionsExecuted    = 65535;
3400         pCaps->MaxVertexShader30InstructionSlots = 0;
3401     } else { /* VS 1.x */
3402         pCaps->VS20Caps.Caps                     = 0;
3403         pCaps->VS20Caps.DynamicFlowControlDepth  = 0;
3404         pCaps->VS20Caps.NumTemps                 = 0;
3405         pCaps->VS20Caps.StaticFlowControlDepth   = 0;
3406
3407         pCaps->MaxVShaderInstructionsExecuted    = 0;
3408         pCaps->MaxVertexShader30InstructionSlots = 0;
3409     }
3410
3411     if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
3412         /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3413         use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
3414
3415         /* 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 */
3416         pCaps->PS20Caps.Caps                     = WINED3DPS20CAPS_ARBITRARYSWIZZLE     |
3417                 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
3418                 WINED3DPS20CAPS_PREDICATION          |
3419                 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
3420                 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
3421         pCaps->PS20Caps.DynamicFlowControlDepth  = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3422         pCaps->PS20Caps.NumTemps                 = max(32, GLINFO_LOCATION.ps_arb_max_temps);
3423         pCaps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
3424         pCaps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
3425
3426         pCaps->MaxPShaderInstructionsExecuted    = 65535;
3427         pCaps->MaxPixelShader30InstructionSlots  = max(WINED3DMIN30SHADERINSTRUCTIONS, GLINFO_LOCATION.ps_arb_max_instructions);
3428     } else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
3429         /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
3430         pCaps->PS20Caps.Caps                     = 0;
3431         pCaps->PS20Caps.DynamicFlowControlDepth  = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
3432         pCaps->PS20Caps.NumTemps                 = max(12, GLINFO_LOCATION.ps_arb_max_temps);
3433         pCaps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
3434         pCaps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
3435
3436         pCaps->MaxPShaderInstructionsExecuted    = 512; /* Minimum value, a GeforceFX uses 1024 */
3437         pCaps->MaxPixelShader30InstructionSlots  = 0;
3438     } else { /* PS 1.x */
3439         pCaps->PS20Caps.Caps                     = 0;
3440         pCaps->PS20Caps.DynamicFlowControlDepth  = 0;
3441         pCaps->PS20Caps.NumTemps                 = 0;
3442         pCaps->PS20Caps.StaticFlowControlDepth   = 0;
3443         pCaps->PS20Caps.NumInstructionSlots      = 0;
3444
3445         pCaps->MaxPShaderInstructionsExecuted    = 0;
3446         pCaps->MaxPixelShader30InstructionSlots  = 0;
3447     }
3448
3449     if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
3450         /* OpenGL supports all the formats below, perhaps not always
3451          * without conversion, but it supports them.
3452          * Further GLSL doesn't seem to have an official unsigned type so
3453          * don't advertise it yet as I'm not sure how we handle it.
3454          * We might need to add some clamping in the shader engine to
3455          * support it.
3456          * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
3457         pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4    |
3458                            WINED3DDTCAPS_UBYTE4N   |
3459                            WINED3DDTCAPS_SHORT2N   |
3460                            WINED3DDTCAPS_SHORT4N;
3461         if (GL_SUPPORT(NV_HALF_FLOAT)) {
3462             pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
3463                                 WINED3DDTCAPS_FLOAT16_4;
3464         }
3465     } else
3466         pCaps->DeclTypes                         = 0;
3467
3468     /* Set DirectDraw helper Caps */
3469     ckey_caps =                         WINEDDCKEYCAPS_DESTBLT              |
3470                                         WINEDDCKEYCAPS_SRCBLT;
3471     fx_caps =                           WINEDDFXCAPS_BLTALPHA               |
3472                                         WINEDDFXCAPS_BLTMIRRORLEFTRIGHT     |
3473                                         WINEDDFXCAPS_BLTMIRRORUPDOWN        |
3474                                         WINEDDFXCAPS_BLTROTATION90          |
3475                                         WINEDDFXCAPS_BLTSHRINKX             |
3476                                         WINEDDFXCAPS_BLTSHRINKXN            |
3477                                         WINEDDFXCAPS_BLTSHRINKY             |
3478                                         WINEDDFXCAPS_BLTSHRINKXN            |
3479                                         WINEDDFXCAPS_BLTSTRETCHX            |
3480                                         WINEDDFXCAPS_BLTSTRETCHXN           |
3481                                         WINEDDFXCAPS_BLTSTRETCHY            |
3482                                         WINEDDFXCAPS_BLTSTRETCHYN;
3483     blit_caps =                         WINEDDCAPS_BLT                      |
3484                                         WINEDDCAPS_BLTCOLORFILL             |
3485                                         WINEDDCAPS_BLTDEPTHFILL             |
3486                                         WINEDDCAPS_BLTSTRETCH               |
3487                                         WINEDDCAPS_CANBLTSYSMEM             |
3488                                         WINEDDCAPS_CANCLIP                  |
3489                                         WINEDDCAPS_CANCLIPSTRETCHED         |
3490                                         WINEDDCAPS_COLORKEY                 |
3491                                         WINEDDCAPS_COLORKEYHWASSIST         |
3492                                         WINEDDCAPS_ALIGNBOUNDARYSRC;
3493
3494     /* Fill the ddraw caps structure */
3495     pCaps->DirectDrawCaps.Caps =        WINEDDCAPS_GDI                      |
3496                                         WINEDDCAPS_PALETTE                  |
3497                                         blit_caps;
3498     pCaps->DirectDrawCaps.Caps2 =       WINEDDCAPS2_CERTIFIED                |
3499                                         WINEDDCAPS2_NOPAGELOCKREQUIRED       |
3500                                         WINEDDCAPS2_PRIMARYGAMMA             |
3501                                         WINEDDCAPS2_WIDESURFACES             |
3502                                         WINEDDCAPS2_CANRENDERWINDOWED;
3503     pCaps->DirectDrawCaps.SVBCaps =     blit_caps;
3504     pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
3505     pCaps->DirectDrawCaps.SVBFXCaps =   fx_caps;
3506     pCaps->DirectDrawCaps.VSBCaps =     blit_caps;
3507     pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
3508     pCaps->DirectDrawCaps.VSBFXCaps =   fx_caps;
3509     pCaps->DirectDrawCaps.SSBCaps =     blit_caps;
3510     pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
3511     pCaps->DirectDrawCaps.SSBFXCaps =   fx_caps;
3512
3513     pCaps->DirectDrawCaps.ddsCaps =     WINEDDSCAPS_ALPHA                   |
3514                                         WINEDDSCAPS_BACKBUFFER              |
3515                                         WINEDDSCAPS_FLIP                    |
3516                                         WINEDDSCAPS_FRONTBUFFER             |
3517                                         WINEDDSCAPS_OFFSCREENPLAIN          |
3518                                         WINEDDSCAPS_PALETTE                 |
3519                                         WINEDDSCAPS_PRIMARYSURFACE          |
3520                                         WINEDDSCAPS_SYSTEMMEMORY            |
3521                                         WINEDDSCAPS_VIDEOMEMORY             |
3522                                         WINEDDSCAPS_VISIBLE;
3523     pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
3524
3525     /* Set D3D caps if OpenGL is available. */
3526     if(Adapters[Adapter].opengl) {
3527         pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE                |
3528                                         WINEDDSCAPS_MIPMAP                  |
3529                                         WINEDDSCAPS_TEXTURE                 |
3530                                         WINEDDSCAPS_ZBUFFER;
3531         pCaps->DirectDrawCaps.Caps |=   WINEDDCAPS_3D;
3532     }
3533
3534     return WINED3D_OK;
3535 }
3536
3537 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
3538    and fields being inserted in the middle, a new structure is used in place    */
3539 static HRESULT  WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, HWND hFocusWindow,
3540                                            DWORD BehaviourFlags, IWineD3DDevice** ppReturnedDeviceInterface,
3541                                            IUnknown *parent) {
3542
3543     IWineD3DDeviceImpl *object  = NULL;
3544     IWineD3DImpl       *This    = (IWineD3DImpl *)iface;
3545     WINED3DDISPLAYMODE  mode;
3546     const struct fragment_pipeline *frag_pipeline = NULL;
3547     int i;
3548
3549     /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
3550      * number and create a device without a 3D adapter for 2D only operation.
3551      */
3552     if (IWineD3D_GetAdapterCount(iface) && Adapter >= IWineD3D_GetAdapterCount(iface)) {
3553         return WINED3DERR_INVALIDCALL;
3554     }
3555
3556     /* Create a WineD3DDevice object */
3557     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
3558     *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
3559     TRACE("Created WineD3DDevice object @ %p\n", object);
3560     if (NULL == object) {
3561       return WINED3DERR_OUTOFVIDEOMEMORY;
3562     }
3563
3564     /* Set up initial COM information */
3565     object->lpVtbl  = &IWineD3DDevice_Vtbl;
3566     object->ref     = 1;
3567     object->wineD3D = iface;
3568     object->adapter = numAdapters ? &Adapters[Adapter] : NULL;
3569     IWineD3D_AddRef(object->wineD3D);
3570     object->parent  = parent;
3571     list_init(&object->resources);
3572     list_init(&object->shaders);
3573
3574     if(This->dxVersion == 7) {
3575         object->surface_alignment = DDRAW_PITCH_ALIGNMENT;
3576     } else {
3577         object->surface_alignment = D3D8_PITCH_ALIGNMENT;
3578     }
3579     object->posFixup[0] = 1.0; /* This is needed to get the x coord unmodified through a MAD */
3580
3581     /* Set the state up as invalid until the device is fully created */
3582     object->state   = WINED3DERR_DRIVERINTERNALERROR;
3583
3584     TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType,
3585           hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
3586
3587     /* Save the creation parameters */
3588     object->createParms.AdapterOrdinal = Adapter;
3589     object->createParms.DeviceType     = DeviceType;
3590     object->createParms.hFocusWindow   = hFocusWindow;
3591     object->createParms.BehaviorFlags  = BehaviourFlags;
3592
3593     /* Initialize other useful values */
3594     object->adapterNo                    = Adapter;
3595     object->devType                      = DeviceType;
3596
3597     select_shader_mode(&GLINFO_LOCATION, DeviceType, &object->ps_selected_mode, &object->vs_selected_mode);
3598     object->shader_backend = select_shader_backend(Adapter, DeviceType);
3599
3600     frag_pipeline = select_fragment_implementation(Adapter, DeviceType);
3601     object->frag_pipe = frag_pipeline;
3602     compile_state_table(object->StateTable, object->multistate_funcs, &GLINFO_LOCATION,
3603                         ffp_vertexstate_template, frag_pipeline, misc_state_template);
3604     object->blitter = select_blit_implementation(Adapter, DeviceType);
3605
3606     /* Prefer the vtable with functions optimized for single dirtifyable objects if the shader
3607      * model can deal with that. It is essentially the same, just with adjusted
3608      * Set*ShaderConstantF implementations
3609      */
3610     if(object->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) object)) {
3611         object->lpVtbl  = &IWineD3DDevice_DirtyConst_Vtbl;
3612     }
3613
3614     /* set the state of the device to valid */
3615     object->state = WINED3D_OK;
3616
3617     /* Get the initial screen setup for ddraw */
3618     IWineD3DImpl_GetAdapterDisplayMode(iface, Adapter, &mode);
3619
3620     object->ddraw_width = mode.Width;
3621     object->ddraw_height = mode.Height;
3622     object->ddraw_format = mode.Format;
3623
3624     for(i = 0; i < PATCHMAP_SIZE; i++) {
3625         list_init(&object->patches[i]);
3626     }
3627     return WINED3D_OK;
3628 }
3629 #undef GLINFO_LOCATION
3630
3631 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
3632     IWineD3DImpl *This = (IWineD3DImpl *)iface;
3633     IUnknown_AddRef(This->parent);
3634     *pParent = This->parent;
3635     return WINED3D_OK;
3636 }
3637
3638 ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface) {
3639     IUnknown* surfaceParent;
3640     TRACE("(%p) call back\n", pSurface);
3641
3642     /* Now, release the parent, which will take care of cleaning up the surface for us */
3643     IWineD3DSurface_GetParent(pSurface, &surfaceParent);
3644     IUnknown_Release(surfaceParent);
3645     return IUnknown_Release(surfaceParent);
3646 }
3647
3648 ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
3649     IUnknown* volumeParent;
3650     TRACE("(%p) call back\n", pVolume);
3651
3652     /* Now, release the parent, which will take care of cleaning up the volume for us */
3653     IWineD3DVolume_GetParent(pVolume, &volumeParent);
3654     IUnknown_Release(volumeParent);
3655     return IUnknown_Release(volumeParent);
3656 }
3657
3658 static BOOL implementation_is_apple(WineD3D_GL_Info *gl_info) {
3659     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
3660      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
3661      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
3662      *
3663      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
3664      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
3665      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
3666      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
3667      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
3668      * the chance that other implementations support them is rather small since Win32 QuickTime uses
3669      * DirectDraw, not OpenGL.
3670      */
3671     if(gl_info->supported[APPLE_FENCE] &&
3672        gl_info->supported[APPLE_CLIENT_STORAGE] &&
3673        gl_info->supported[APPLE_FLUSH_RENDER] &&
3674        gl_info->supported[APPLE_YCBCR_422]) {
3675         TRACE_(d3d_caps)("GL_APPLE_fence, GL_APPLE_client_storage, GL_APPLE_flush_render and GL_ycbcr_422 are supported\n");
3676         TRACE_(d3d_caps)("Activating MacOS fixups\n");
3677         return TRUE;
3678     } else {
3679         TRACE_(d3d_caps)("Apple extensions are not supported\n");
3680         TRACE_(d3d_caps)("Not activating MacOS fixups\n");
3681         return FALSE;
3682     }
3683 }
3684
3685 #define GLINFO_LOCATION (*gl_info)
3686 static void test_pbo_functionality(WineD3D_GL_Info *gl_info) {
3687     /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
3688      * but glTexSubImage from a PBO fails miserably, with the first line repeated over
3689      * all the texture. This function detects this bug by its symptom and disables PBOs
3690      * if the test fails.
3691      *
3692      * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
3693      * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
3694      * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
3695      * read back is compared to the original. If they are equal PBOs are assumed to work,
3696      * otherwise the PBO extension is disabled.
3697      */
3698     GLuint texture, pbo;
3699     static const unsigned int pattern[] = {
3700         0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
3701         0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
3702         0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
3703         0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
3704     };
3705     unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
3706
3707     if(!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) {
3708         /* No PBO -> No point in testing them */
3709         return;
3710     }
3711
3712     while(glGetError());
3713     glGenTextures(1, &texture);
3714     glBindTexture(GL_TEXTURE_2D, texture);
3715     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
3716     checkGLcall("Specifying the PBO test texture\n");
3717
3718     GL_EXTCALL(glGenBuffersARB(1, &pbo));
3719     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
3720     GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
3721     checkGLcall("Specifying the PBO test pbo\n");
3722
3723     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
3724     checkGLcall("Loading the PBO test texture\n");
3725
3726     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
3727     glFinish(); /* just to be sure */
3728
3729     memset(check, 0, sizeof(check));
3730     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
3731     checkGLcall("Reading back the PBO test texture\n");
3732
3733     glDeleteTextures(1, &texture);
3734     GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
3735     checkGLcall("PBO test cleanup\n");
3736
3737     if(memcmp(check, pattern, sizeof(check)) != 0) {
3738         WARN_(d3d_caps)("PBO test failed, read back data doesn't match original\n");
3739         WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance\n");
3740         gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
3741     } else {
3742         TRACE_(d3d_caps)("PBO test successful\n");
3743     }
3744 }
3745 #undef GLINFO_LOCATION
3746
3747 /* Certain applications(Steam) complain if we report an outdated driver version. In general,
3748  * reporting a driver version is moot because we are not the Windows driver, and we have different
3749  * bugs, features, etc.
3750  *
3751  * If a card is not found in this table, the gl driver version is reported
3752  */
3753 struct driver_version_information {
3754     WORD vendor;                        /* reported PCI card vendor ID  */
3755     WORD card;                          /* reported PCI card device ID  */
3756     WORD hipart_hi, hipart_lo;          /* driver hiword to report      */
3757     WORD lopart_hi, lopart_lo;          /* driver loword to report      */
3758 };
3759
3760 static const struct driver_version_information driver_version_table[] = {
3761     /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (177.x)*/
3762     /* GeforceFX support is up to 173.x, Geforce2MX/3/4 up to 96.x, TNT/Geforce1/2 up to 71.x */
3763     /* Note that version numbers >100 lets say 123.45 use >= x.y.11.2345 and not x.y.10.12345 */
3764     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5200,     7,  15, 11, 7341   },
3765     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5600,     7,  15, 11, 7341   },
3766     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5800,     7,  15, 11, 7341   },
3767     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6200,       7,  15, 11, 7341   },
3768     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6600GT,     7,  15, 11, 7341   },
3769     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6800,       7,  15, 11, 7341   },
3770     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7400,       7,  15, 11, 7341   },
3771     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7300,       7,  15, 11, 7341   },
3772     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7600,       7,  15, 11, 7341   },
3773     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7800GT,     7,  15, 11, 7341   },
3774     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8300GS,     7,  15, 11, 7341   },
3775     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600GT,     7,  15, 11, 7341   },
3776     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600MGT,    7,  15, 11, 7341   },
3777     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTS,    7,  15, 11, 7341   },
3778     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9600GT,     7,  15, 11, 7341    },
3779     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9800GT,     7,  15, 11, 7341    },
3780
3781     /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode */
3782     {VENDOR_ATI,        CARD_ATI_RADEON_9500,           6,  14, 10, 6764    },
3783     {VENDOR_ATI,        CARD_ATI_RADEON_X700,           6,  14, 10, 6764    },
3784     {VENDOR_ATI,        CARD_ATI_RADEON_X1600,          6,  14, 10, 6764    },
3785     {VENDOR_ATI,        CARD_ATI_RADEON_HD2300,         6,  14, 10, 6764    },
3786     {VENDOR_ATI,        CARD_ATI_RADEON_HD2600,         6,  14, 10, 6764    },
3787     {VENDOR_ATI,        CARD_ATI_RADEON_HD2900,         6,  14, 10, 6764    },
3788
3789     /* TODO: Add information about legacy nvidia and ATI hardware, Intel and other cards */
3790 };
3791
3792 static void fixup_extensions(WineD3D_GL_Info *gl_info) {
3793     unsigned int i;
3794     BOOL apple = implementation_is_apple(gl_info);
3795
3796     if(apple) {
3797         /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
3798          * used it falls back to software. While the compiler can detect if the shader uses all declared
3799          * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
3800          * using relative addressing falls back to software.
3801          *
3802          * ARB vp gives the correct amount of uniforms, so use it instead of GLSL
3803          */
3804         if(gl_info->vs_glsl_constantsF <= gl_info->vs_arb_constantsF) {
3805             FIXME("GLSL doesn't advertise more vertex shader uniforms than ARB. Driver fixup outdated?\n");
3806         } else {
3807             TRACE("Driver claims %u GLSL vs uniforms, replacing with %u ARB vp uniforms\n",
3808                   gl_info->vs_glsl_constantsF, gl_info->vs_arb_constantsF);
3809             gl_info->vs_glsl_constantsF = gl_info->vs_arb_constantsF;
3810         }
3811
3812         /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
3813          * with fixed function fragment processing. Ideally this flag should be detected with a test shader
3814          * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
3815          * do not like vertex shaders in feedback mode and return an error, even though it should be valid
3816          * according to the spec.
3817          *
3818          * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
3819          * makes the shader slower and eats instruction slots which should be available to the d3d app.
3820          *
3821          * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
3822          * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
3823          * this workaround is activated on cards that do not need it, it won't break things, just affect
3824          * performance negatively.
3825          */
3826         if(gl_info->gl_vendor == VENDOR_INTEL ||
3827            (gl_info->gl_vendor == VENDOR_ATI && gl_info->gl_card != CARD_ATI_RADEON_X1600)) {
3828             TRACE("Enabling vertex texture coord fixes in vertex shaders\n");
3829             gl_info->set_texcoord_w = TRUE;
3830         }
3831     }
3832
3833     /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
3834      * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
3835      * If real NP2 textures are used, the driver falls back to software. We could just remove the
3836      * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
3837      * due to the non-normalized texture coordinates. Thus set an internal extension flag,
3838      * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
3839      * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
3840      *
3841      * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
3842      * has this extension promoted to core. The extension loading code sets this extension supported
3843      * due to that, so this code works on fglrx as well.
3844      */
3845     if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_ATI) {
3846         if(gl_info->gl_card == CARD_ATI_RADEON_X700 || gl_info->gl_card == CARD_ATI_RADEON_X1600 ||
3847             gl_info->gl_card == CARD_ATI_RADEON_9500 || gl_info->gl_card == CARD_ATI_RADEON_8500  ||
3848             gl_info->gl_card == CARD_ATI_RADEON_7200 || gl_info->gl_card == CARD_ATI_RAGE_128PRO) {
3849             TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing\n");
3850             gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
3851             gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
3852         }
3853     }
3854
3855     /*  The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
3856      *  doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
3857      *  This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
3858      *  within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
3859      *  FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
3860      *  We therefore completly remove ARB_tex_npot from the list of supported extensions.
3861      *
3862      *  Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
3863      *  triggering the software fallback. There is not much we can do here apart from disabling the
3864      *  software-emulated extension and reenable ARB_tex_rect (which was previously disabled
3865      *  in IWineD3DImpl_FillGLCaps).
3866      *  This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
3867      *  post-processing effects in the game "Max Payne 2").
3868      *  The behaviour can be verified through a simple test app attached in bugreport #14724.
3869      */
3870     if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_NVIDIA) {
3871         if(gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5800 || gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5600) {
3872             TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing\n");
3873             gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
3874             gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
3875         }
3876     }
3877
3878     /* Find out if PBOs work as they are supposed to */
3879     test_pbo_functionality(gl_info);
3880
3881     /* Fixup the driver version */
3882     for(i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++) {
3883         if(gl_info->gl_vendor == driver_version_table[i].vendor &&
3884            gl_info->gl_card   == driver_version_table[i].card) {
3885             TRACE_(d3d_caps)("Found card 0x%04x, 0x%04x in driver version DB\n", gl_info->gl_vendor, gl_info->gl_card);
3886
3887             gl_info->driver_version        = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
3888                                                                driver_version_table[i].lopart_lo);
3889             gl_info->driver_version_hipart = MAKEDWORD_VERSION(driver_version_table[i].hipart_hi,
3890                                                                driver_version_table[i].hipart_lo);
3891             break;
3892         }
3893     }
3894 }
3895
3896 static void WINE_GLAPI invalid_func(void *data) {
3897     ERR("Invalid vertex attribute function called\n");
3898     DebugBreak();
3899 }
3900
3901 #define GLINFO_LOCATION (Adapters[0].gl_info)
3902
3903 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
3904  * the extension detection and are used in drawStridedSlow
3905  */
3906 static void WINE_GLAPI position_d3dcolor(void *data) {
3907     DWORD pos = *((DWORD *) data);
3908
3909     FIXME("Add a test for fixed function position from d3dcolor type\n");
3910     glVertex4s(D3DCOLOR_B_R(pos),
3911                D3DCOLOR_B_G(pos),
3912                D3DCOLOR_B_B(pos),
3913                D3DCOLOR_B_A(pos));
3914 }
3915 static void WINE_GLAPI position_float4(void *data) {
3916     GLfloat *pos = (float *) data;
3917
3918     if (pos[3] < eps && pos[3] > -eps)
3919         glVertex3fv(pos);
3920     else {
3921         float w = 1.0 / pos[3];
3922
3923         glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
3924     }
3925 }
3926
3927 static void WINE_GLAPI diffuse_d3dcolor(void *data) {
3928     DWORD diffuseColor = *((DWORD *) data);
3929
3930     glColor4ub(D3DCOLOR_B_R(diffuseColor),
3931                D3DCOLOR_B_G(diffuseColor),
3932                D3DCOLOR_B_B(diffuseColor),
3933                D3DCOLOR_B_A(diffuseColor));
3934 }
3935
3936 static void WINE_GLAPI specular_d3dcolor(void *data) {
3937     DWORD specularColor = *((DWORD *) data);
3938
3939     GL_EXTCALL(glSecondaryColor3ubEXT)(D3DCOLOR_B_R(specularColor),
3940                                        D3DCOLOR_B_G(specularColor),
3941                                        D3DCOLOR_B_B(specularColor));
3942 }
3943 static void WINE_GLAPI warn_no_specular_func(void *data) {
3944     WARN("GL_EXT_secondary_color not supported\n");
3945 }
3946
3947 void fillGLAttribFuncs(WineD3D_GL_Info *gl_info) {
3948     position_funcs[WINED3DDECLTYPE_FLOAT1]      = (void *) invalid_func;
3949     position_funcs[WINED3DDECLTYPE_FLOAT2]      = (void *) invalid_func;
3950     position_funcs[WINED3DDECLTYPE_FLOAT3]      = (void *) glVertex3fv;
3951     position_funcs[WINED3DDECLTYPE_FLOAT4]      = (void *) position_float4;
3952     position_funcs[WINED3DDECLTYPE_D3DCOLOR]    = (void *) position_d3dcolor;
3953     position_funcs[WINED3DDECLTYPE_UBYTE4]      = (void *) invalid_func;
3954     position_funcs[WINED3DDECLTYPE_SHORT2]      = (void *) invalid_func;
3955     position_funcs[WINED3DDECLTYPE_SHORT4]      = (void *) glVertex2sv;
3956     position_funcs[WINED3DDECLTYPE_UBYTE4N]     = (void *) invalid_func;
3957     position_funcs[WINED3DDECLTYPE_SHORT2N]     = (void *) invalid_func;
3958     position_funcs[WINED3DDECLTYPE_SHORT4N]     = (void *) invalid_func;
3959     position_funcs[WINED3DDECLTYPE_USHORT2N]    = (void *) invalid_func;
3960     position_funcs[WINED3DDECLTYPE_USHORT4N]    = (void *) invalid_func;
3961     position_funcs[WINED3DDECLTYPE_UDEC3]       = (void *) invalid_func;
3962     position_funcs[WINED3DDECLTYPE_DEC3N]       = (void *) invalid_func;
3963     position_funcs[WINED3DDECLTYPE_FLOAT16_2]   = (void *) invalid_func;
3964     position_funcs[WINED3DDECLTYPE_FLOAT16_4]   = (void *) invalid_func;
3965
3966     diffuse_funcs[WINED3DDECLTYPE_FLOAT1]       = (void *) invalid_func;
3967     diffuse_funcs[WINED3DDECLTYPE_FLOAT2]       = (void *) invalid_func;
3968     diffuse_funcs[WINED3DDECLTYPE_FLOAT3]       = (void *) glColor3fv;
3969     diffuse_funcs[WINED3DDECLTYPE_FLOAT4]       = (void *) glColor4fv;
3970     diffuse_funcs[WINED3DDECLTYPE_D3DCOLOR]     = (void *) diffuse_d3dcolor;
3971     diffuse_funcs[WINED3DDECLTYPE_UBYTE4]       = (void *) invalid_func;
3972     diffuse_funcs[WINED3DDECLTYPE_SHORT2]       = (void *) invalid_func;
3973     diffuse_funcs[WINED3DDECLTYPE_SHORT4]       = (void *) invalid_func;
3974     diffuse_funcs[WINED3DDECLTYPE_UBYTE4N]      = (void *) glColor4ubv;
3975     diffuse_funcs[WINED3DDECLTYPE_SHORT2N]      = (void *) invalid_func;
3976     diffuse_funcs[WINED3DDECLTYPE_SHORT4N]      = (void *) glColor4sv;
3977     diffuse_funcs[WINED3DDECLTYPE_USHORT2N]     = (void *) invalid_func;
3978     diffuse_funcs[WINED3DDECLTYPE_USHORT4N]     = (void *) glColor4usv;
3979     diffuse_funcs[WINED3DDECLTYPE_UDEC3]        = (void *) invalid_func;
3980     diffuse_funcs[WINED3DDECLTYPE_DEC3N]        = (void *) invalid_func;
3981     diffuse_funcs[WINED3DDECLTYPE_FLOAT16_2]    = (void *) invalid_func;
3982     diffuse_funcs[WINED3DDECLTYPE_FLOAT16_4]    = (void *) invalid_func;
3983
3984     /* No 4 component entry points here */
3985     specular_funcs[WINED3DDECLTYPE_FLOAT1]      = (void *) invalid_func;
3986     specular_funcs[WINED3DDECLTYPE_FLOAT2]      = (void *) invalid_func;
3987     if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3988         specular_funcs[WINED3DDECLTYPE_FLOAT3]      = (void *) GL_EXTCALL(glSecondaryColor3fvEXT);
3989     } else {
3990         specular_funcs[WINED3DDECLTYPE_FLOAT3]      = (void *) warn_no_specular_func;
3991     }
3992     specular_funcs[WINED3DDECLTYPE_FLOAT4]      = (void *) invalid_func;
3993     if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3994         specular_funcs[WINED3DDECLTYPE_D3DCOLOR]    = (void *) specular_d3dcolor;
3995     } else {
3996         specular_funcs[WINED3DDECLTYPE_D3DCOLOR]      = (void *) warn_no_specular_func;
3997     }
3998     specular_funcs[WINED3DDECLTYPE_UBYTE4]      = (void *) invalid_func;
3999     specular_funcs[WINED3DDECLTYPE_SHORT2]      = (void *) invalid_func;
4000     specular_funcs[WINED3DDECLTYPE_SHORT4]      = (void *) invalid_func;
4001     specular_funcs[WINED3DDECLTYPE_UBYTE4N]     = (void *) invalid_func;
4002     specular_funcs[WINED3DDECLTYPE_SHORT2N]     = (void *) invalid_func;
4003     specular_funcs[WINED3DDECLTYPE_SHORT4N]     = (void *) invalid_func;
4004     specular_funcs[WINED3DDECLTYPE_USHORT2N]    = (void *) invalid_func;
4005     specular_funcs[WINED3DDECLTYPE_USHORT4N]    = (void *) invalid_func;
4006     specular_funcs[WINED3DDECLTYPE_UDEC3]       = (void *) invalid_func;
4007     specular_funcs[WINED3DDECLTYPE_DEC3N]       = (void *) invalid_func;
4008     specular_funcs[WINED3DDECLTYPE_FLOAT16_2]   = (void *) invalid_func;
4009     specular_funcs[WINED3DDECLTYPE_FLOAT16_4]   = (void *) invalid_func;
4010
4011     /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4012      * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4013      */
4014     normal_funcs[WINED3DDECLTYPE_FLOAT1]         = (void *) invalid_func;
4015     normal_funcs[WINED3DDECLTYPE_FLOAT2]         = (void *) invalid_func;
4016     normal_funcs[WINED3DDECLTYPE_FLOAT3]         = (void *) glNormal3fv;
4017     normal_funcs[WINED3DDECLTYPE_FLOAT4]         = (void *) glNormal3fv; /* Just ignore the 4th value */
4018     normal_funcs[WINED3DDECLTYPE_D3DCOLOR]       = (void *) invalid_func;
4019     normal_funcs[WINED3DDECLTYPE_UBYTE4]         = (void *) invalid_func;
4020     normal_funcs[WINED3DDECLTYPE_SHORT2]         = (void *) invalid_func;
4021     normal_funcs[WINED3DDECLTYPE_SHORT4]         = (void *) invalid_func;
4022     normal_funcs[WINED3DDECLTYPE_UBYTE4N]        = (void *) invalid_func;
4023     normal_funcs[WINED3DDECLTYPE_SHORT2N]        = (void *) invalid_func;
4024     normal_funcs[WINED3DDECLTYPE_SHORT4N]        = (void *) invalid_func;
4025     normal_funcs[WINED3DDECLTYPE_USHORT2N]       = (void *) invalid_func;
4026     normal_funcs[WINED3DDECLTYPE_USHORT4N]       = (void *) invalid_func;
4027     normal_funcs[WINED3DDECLTYPE_UDEC3]          = (void *) invalid_func;
4028     normal_funcs[WINED3DDECLTYPE_DEC3N]          = (void *) invalid_func;
4029     normal_funcs[WINED3DDECLTYPE_FLOAT16_2]      = (void *) invalid_func;
4030     normal_funcs[WINED3DDECLTYPE_FLOAT16_4]      = (void *) invalid_func;
4031 }
4032
4033 #define PUSH1(att)        attribs[nAttribs++] = (att);
4034 BOOL InitAdapters(void) {
4035     static HMODULE mod_gl, mod_win32gl;
4036     BOOL ret;
4037     int ps_selected_mode, vs_selected_mode;
4038
4039     /* No need to hold any lock. The calling library makes sure only one thread calls
4040      * wined3d simultaneously
4041      */
4042     if(numAdapters > 0) return Adapters[0].opengl;
4043
4044     TRACE("Initializing adapters\n");
4045
4046     if(!mod_gl) {
4047 #ifdef USE_WIN32_OPENGL
4048 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4049         mod_gl = LoadLibraryA("opengl32.dll");
4050         if(!mod_gl) {
4051             ERR("Can't load opengl32.dll!\n");
4052             goto nogl_adapter;
4053         }
4054         mod_win32gl = mod_gl;
4055 #else
4056 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4057         /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4058         mod_gl = GetModuleHandleA("gdi32.dll");
4059         mod_win32gl = LoadLibraryA("opengl32.dll");
4060         if(!mod_win32gl) {
4061             ERR("Can't load opengl32.dll!\n");
4062             goto nogl_adapter;
4063         }
4064 #endif
4065     }
4066
4067 /* Load WGL core functions from opengl32.dll */
4068 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
4069     WGL_FUNCS_GEN;
4070 #undef USE_WGL_FUNC
4071
4072     if(!pwglGetProcAddress) {
4073         ERR("Unable to load wglGetProcAddress!\n");
4074         goto nogl_adapter;
4075     }
4076
4077 /* Dynamically load all GL core functions */
4078     GL_FUNCS_GEN;
4079 #undef USE_GL_FUNC
4080
4081     /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
4082      * otherwise because we have to use winex11.drv's override
4083      */
4084     glFinish = (void*)GetProcAddress(mod_win32gl, "glFinish");
4085     glFlush = (void*)GetProcAddress(mod_win32gl, "glFlush");
4086
4087     /* For now only one default adapter */
4088     {
4089         int iPixelFormat;
4090         int attribs[10];
4091         int values[10];
4092         int nAttribs = 0;
4093         int res;
4094         int i;
4095         WineD3D_PixelFormat *cfgs;
4096         int attribute;
4097         DISPLAY_DEVICEW DisplayDevice;
4098         HDC hdc;
4099
4100         TRACE("Initializing default adapter\n");
4101         Adapters[0].num = 0;
4102         Adapters[0].monitorPoint.x = -1;
4103         Adapters[0].monitorPoint.y = -1;
4104
4105         if (!WineD3D_CreateFakeGLContext()) {
4106             ERR("Failed to get a gl context for default adapter\n");
4107             WineD3D_ReleaseFakeGLContext();
4108             goto nogl_adapter;
4109         }
4110
4111         ret = IWineD3DImpl_FillGLCaps(&Adapters[0].gl_info);
4112         if(!ret) {
4113             ERR("Failed to initialize gl caps for default adapter\n");
4114             WineD3D_ReleaseFakeGLContext();
4115             goto nogl_adapter;
4116         }
4117         ret = initPixelFormats(&Adapters[0].gl_info);
4118         if(!ret) {
4119             ERR("Failed to init gl formats\n");
4120             WineD3D_ReleaseFakeGLContext();
4121             goto nogl_adapter;
4122         }
4123
4124         hdc = pwglGetCurrentDC();
4125         if(!hdc) {
4126             ERR("Failed to get gl HDC\n");
4127             WineD3D_ReleaseFakeGLContext();
4128             goto nogl_adapter;
4129         }
4130
4131         Adapters[0].driver = "Display";
4132         Adapters[0].description = "Direct3D HAL";
4133
4134         /* Use the VideoRamSize registry setting when set */
4135         if(wined3d_settings.emulated_textureram)
4136             Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4137         else
4138             Adapters[0].TextureRam = Adapters[0].gl_info.vidmem;
4139         Adapters[0].UsedTextureRam = 0;
4140         TRACE("Emulating %dMB of texture ram\n", Adapters[0].TextureRam/(1024*1024));
4141
4142         /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
4143         DisplayDevice.cb = sizeof(DisplayDevice);
4144         EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
4145         TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
4146         strcpyW(Adapters[0].DeviceName, DisplayDevice.DeviceName);
4147
4148         attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
4149         GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &Adapters[0].nCfgs));
4150
4151         Adapters[0].cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, Adapters[0].nCfgs *sizeof(WineD3D_PixelFormat));
4152         cfgs = Adapters[0].cfgs;
4153         PUSH1(WGL_RED_BITS_ARB)
4154         PUSH1(WGL_GREEN_BITS_ARB)
4155         PUSH1(WGL_BLUE_BITS_ARB)
4156         PUSH1(WGL_ALPHA_BITS_ARB)
4157         PUSH1(WGL_DEPTH_BITS_ARB)
4158         PUSH1(WGL_STENCIL_BITS_ARB)
4159         PUSH1(WGL_DRAW_TO_WINDOW_ARB)
4160         PUSH1(WGL_PIXEL_TYPE_ARB)
4161         PUSH1(WGL_DOUBLE_BUFFER_ARB)
4162         PUSH1(WGL_AUX_BUFFERS_ARB)
4163
4164         for(iPixelFormat=1; iPixelFormat<=Adapters[0].nCfgs; iPixelFormat++) {
4165             res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
4166
4167             if(!res)
4168                 continue;
4169
4170             /* Cache the pixel format */
4171             cfgs->iPixelFormat = iPixelFormat;
4172             cfgs->redSize = values[0];
4173             cfgs->greenSize = values[1];
4174             cfgs->blueSize = values[2];
4175             cfgs->alphaSize = values[3];
4176             cfgs->depthSize = values[4];
4177             cfgs->stencilSize = values[5];
4178             cfgs->windowDrawable = values[6];
4179             cfgs->iPixelType = values[7];
4180             cfgs->doubleBuffer = values[8];
4181             cfgs->auxBuffers = values[9];
4182
4183             cfgs->pbufferDrawable = FALSE;
4184             /* Check for pbuffer support when it is around as wglGetPixelFormatAttribiv fails for unknown attributes. */
4185             if(GL_SUPPORT(WGL_ARB_PBUFFER)) {
4186                 int attrib = WGL_DRAW_TO_PBUFFER_ARB;
4187                 int value;
4188                 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
4189                     cfgs->pbufferDrawable = value;
4190             }
4191
4192             cfgs->numSamples = 0;
4193             /* Check multisample support */
4194             if(GL_SUPPORT(ARB_MULTISAMPLE)) {
4195                 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
4196                 int value[2];
4197                 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
4198                     /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
4199                      * value[1] = number of multi sample buffers*/
4200                     if(value[0])
4201                         cfgs->numSamples = value[1];
4202                 }
4203             }
4204
4205             TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable);
4206             cfgs++;
4207         }
4208
4209         /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
4210          * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
4211          * but just fake it using D24(X8?) which is fine. D3D also allows that.
4212          * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
4213          * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
4214          * driver is allowed to consume more bits EXCEPT for stencil bits.
4215          *
4216          * Mark an adapter with this broken stencil behavior.
4217          */
4218         Adapters[0].brokenStencil = TRUE;
4219         for(i=0, cfgs=Adapters[0].cfgs; i<Adapters[0].nCfgs; i++) {
4220             /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
4221             if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
4222                 Adapters[0].brokenStencil = FALSE;
4223                 break;
4224             }
4225         }
4226
4227         fixup_extensions(&Adapters[0].gl_info);
4228
4229         WineD3D_ReleaseFakeGLContext();
4230
4231         select_shader_mode(&Adapters[0].gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
4232         select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[0].gl_info);
4233         fillGLAttribFuncs(&Adapters[0].gl_info);
4234         init_type_lookup(&Adapters[0].gl_info);
4235         Adapters[0].opengl = TRUE;
4236     }
4237     numAdapters = 1;
4238     TRACE("%d adapters successfully initialized\n", numAdapters);
4239
4240     return TRUE;
4241
4242 nogl_adapter:
4243     /* Initialize an adapter for ddraw-only memory counting */
4244     memset(Adapters, 0, sizeof(Adapters));
4245     Adapters[0].num = 0;
4246     Adapters[0].opengl = FALSE;
4247     Adapters[0].monitorPoint.x = -1;
4248     Adapters[0].monitorPoint.y = -1;
4249
4250     Adapters[0].driver = "Display";
4251     Adapters[0].description = "WineD3D DirectDraw Emulation";
4252     if(wined3d_settings.emulated_textureram) {
4253         Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4254     } else {
4255         Adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
4256     }
4257
4258     numAdapters = 1;
4259     return FALSE;
4260 }
4261 #undef PUSH1
4262 #undef GLINFO_LOCATION
4263
4264 /**********************************************************
4265  * IWineD3D VTbl follows
4266  **********************************************************/
4267
4268 const IWineD3DVtbl IWineD3D_Vtbl =
4269 {
4270     /* IUnknown */
4271     IWineD3DImpl_QueryInterface,
4272     IWineD3DImpl_AddRef,
4273     IWineD3DImpl_Release,
4274     /* IWineD3D */
4275     IWineD3DImpl_GetParent,
4276     IWineD3DImpl_GetAdapterCount,
4277     IWineD3DImpl_RegisterSoftwareDevice,
4278     IWineD3DImpl_GetAdapterMonitor,
4279     IWineD3DImpl_GetAdapterModeCount,
4280     IWineD3DImpl_EnumAdapterModes,
4281     IWineD3DImpl_GetAdapterDisplayMode,
4282     IWineD3DImpl_GetAdapterIdentifier,
4283     IWineD3DImpl_CheckDeviceMultiSampleType,
4284     IWineD3DImpl_CheckDepthStencilMatch,
4285     IWineD3DImpl_CheckDeviceType,
4286     IWineD3DImpl_CheckDeviceFormat,
4287     IWineD3DImpl_CheckDeviceFormatConversion,
4288     IWineD3DImpl_GetDeviceCaps,
4289     IWineD3DImpl_CreateDevice
4290 };