wined3d: Remove the Apple NV_texture_shader quirk.
[wine] / dlls / wined3d / directx.c
1 /*
2  * Copyright 2002-2004 Jason Edmeades
3  * Copyright 2003-2004 Raphael Junqueira
4  * Copyright 2004 Christian Costa
5  * Copyright 2005 Oliver Stieber
6  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
7  * Copyright 2009-2011 Henri Verbeet for CodeWeavers
8  *
9  * This library is free software; you can redistribute it and/or
10  * modify it under the terms of the GNU Lesser General Public
11  * License as published by the Free Software Foundation; either
12  * version 2.1 of the License, or (at your option) any later version.
13  *
14  * This library is distributed in the hope that it will be useful,
15  * but WITHOUT ANY WARRANTY; without even the implied warranty of
16  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
17  * Lesser General Public License for more details.
18  *
19  * You should have received a copy of the GNU Lesser General Public
20  * License along with this library; if not, write to the Free Software
21  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22  */
23
24 #include "config.h"
25 #include <stdio.h>
26 #include "wined3d_private.h"
27
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
29 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
30
31 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
32
33 /* The driver names reflect the lowest GPU supported
34  * by a certain driver, so DRIVER_AMD_R300 supports
35  * R3xx, R4xx and R5xx GPUs. */
36 enum wined3d_display_driver
37 {
38     DRIVER_AMD_RAGE_128PRO,
39     DRIVER_AMD_R100,
40     DRIVER_AMD_R300,
41     DRIVER_AMD_R600,
42     DRIVER_INTEL_GMA800,
43     DRIVER_INTEL_GMA900,
44     DRIVER_INTEL_GMA950,
45     DRIVER_INTEL_GMA3000,
46     DRIVER_NVIDIA_TNT,
47     DRIVER_NVIDIA_GEFORCE2MX,
48     DRIVER_NVIDIA_GEFORCEFX,
49     DRIVER_NVIDIA_GEFORCE6,
50     DRIVER_UNKNOWN
51 };
52
53 enum wined3d_driver_model
54 {
55     DRIVER_MODEL_WIN9X,
56     DRIVER_MODEL_NT40,
57     DRIVER_MODEL_NT5X,
58     DRIVER_MODEL_NT6X
59 };
60
61 enum wined3d_gl_vendor
62 {
63     GL_VENDOR_UNKNOWN,
64     GL_VENDOR_APPLE,
65     GL_VENDOR_FGLRX,
66     GL_VENDOR_INTEL,
67     GL_VENDOR_MESA,
68     GL_VENDOR_NVIDIA,
69 };
70
71 /* The d3d device ID */
72 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
73
74 /* Extension detection */
75 static const struct
76 {
77     const char *extension_string;
78     enum wined3d_gl_extension extension;
79     DWORD version;
80 }
81 EXTENSION_MAP[] =
82 {
83     /* APPLE */
84     {"GL_APPLE_client_storage",             APPLE_CLIENT_STORAGE,           0                           },
85     {"GL_APPLE_fence",                      APPLE_FENCE,                    0                           },
86     {"GL_APPLE_float_pixels",               APPLE_FLOAT_PIXELS,             0                           },
87     {"GL_APPLE_flush_buffer_range",         APPLE_FLUSH_BUFFER_RANGE,       0                           },
88     {"GL_APPLE_flush_render",               APPLE_FLUSH_RENDER,             0                           },
89     {"GL_APPLE_ycbcr_422",                  APPLE_YCBCR_422,                0                           },
90
91     /* ARB */
92     {"GL_ARB_color_buffer_float",           ARB_COLOR_BUFFER_FLOAT,         0                           },
93     {"GL_ARB_depth_buffer_float",           ARB_DEPTH_BUFFER_FLOAT,         0                           },
94     {"GL_ARB_depth_clamp",                  ARB_DEPTH_CLAMP,                0                           },
95     {"GL_ARB_depth_texture",                ARB_DEPTH_TEXTURE,              0                           },
96     {"GL_ARB_draw_buffers",                 ARB_DRAW_BUFFERS,               0                           },
97     {"GL_ARB_draw_elements_base_vertex",    ARB_DRAW_ELEMENTS_BASE_VERTEX,  0                           },
98     {"GL_ARB_fragment_program",             ARB_FRAGMENT_PROGRAM,           0                           },
99     {"GL_ARB_fragment_shader",              ARB_FRAGMENT_SHADER,            0                           },
100     {"GL_ARB_framebuffer_object",           ARB_FRAMEBUFFER_OBJECT,         0                           },
101     {"GL_ARB_geometry_shader4",             ARB_GEOMETRY_SHADER4,           0                           },
102     {"GL_ARB_half_float_pixel",             ARB_HALF_FLOAT_PIXEL,           0                           },
103     {"GL_ARB_half_float_vertex",            ARB_HALF_FLOAT_VERTEX,          0                           },
104     {"GL_ARB_map_buffer_alignment",         ARB_MAP_BUFFER_ALIGNMENT,       0                           },
105     {"GL_ARB_map_buffer_range",             ARB_MAP_BUFFER_RANGE,           0                           },
106     {"GL_ARB_multisample",                  ARB_MULTISAMPLE,                0                           }, /* needs GLX_ARB_MULTISAMPLE as well */
107     {"GL_ARB_multitexture",                 ARB_MULTITEXTURE,               0                           },
108     {"GL_ARB_occlusion_query",              ARB_OCCLUSION_QUERY,            0                           },
109     {"GL_ARB_pixel_buffer_object",          ARB_PIXEL_BUFFER_OBJECT,        0                           },
110     {"GL_ARB_point_parameters",             ARB_POINT_PARAMETERS,           0                           },
111     {"GL_ARB_point_sprite",                 ARB_POINT_SPRITE,               0                           },
112     {"GL_ARB_provoking_vertex",             ARB_PROVOKING_VERTEX,           0                           },
113     {"GL_ARB_shader_objects",               ARB_SHADER_OBJECTS,             0                           },
114     {"GL_ARB_shader_texture_lod",           ARB_SHADER_TEXTURE_LOD,         0                           },
115     {"GL_ARB_shading_language_100",         ARB_SHADING_LANGUAGE_100,       0                           },
116     {"GL_ARB_shadow",                       ARB_SHADOW,                     0                           },
117     {"GL_ARB_sync",                         ARB_SYNC,                       0                           },
118     {"GL_ARB_texture_border_clamp",         ARB_TEXTURE_BORDER_CLAMP,       0                           },
119     {"GL_ARB_texture_compression",          ARB_TEXTURE_COMPRESSION,        0                           },
120     {"GL_ARB_texture_compression_rgtc",     ARB_TEXTURE_COMPRESSION_RGTC,   0                           },
121     {"GL_ARB_texture_cube_map",             ARB_TEXTURE_CUBE_MAP,           0                           },
122     {"GL_ARB_texture_env_add",              ARB_TEXTURE_ENV_ADD,            0                           },
123     {"GL_ARB_texture_env_combine",          ARB_TEXTURE_ENV_COMBINE,        0                           },
124     {"GL_ARB_texture_env_dot3",             ARB_TEXTURE_ENV_DOT3,           0                           },
125     {"GL_ARB_texture_float",                ARB_TEXTURE_FLOAT,              0                           },
126     {"GL_ARB_texture_mirrored_repeat",      ARB_TEXTURE_MIRRORED_REPEAT,    0                           },
127     {"GL_ARB_texture_non_power_of_two",     ARB_TEXTURE_NON_POWER_OF_TWO,   MAKEDWORD_VERSION(2, 0)     },
128     {"GL_ARB_texture_rectangle",            ARB_TEXTURE_RECTANGLE,          0                           },
129     {"GL_ARB_texture_rg",                   ARB_TEXTURE_RG,                 0                           },
130     {"GL_ARB_vertex_array_bgra",            ARB_VERTEX_ARRAY_BGRA,          0                           },
131     {"GL_ARB_vertex_blend",                 ARB_VERTEX_BLEND,               0                           },
132     {"GL_ARB_vertex_buffer_object",         ARB_VERTEX_BUFFER_OBJECT,       0                           },
133     {"GL_ARB_vertex_program",               ARB_VERTEX_PROGRAM,             0                           },
134     {"GL_ARB_vertex_shader",                ARB_VERTEX_SHADER,              0                           },
135
136     /* ATI */
137     {"GL_ATI_fragment_shader",              ATI_FRAGMENT_SHADER,            0                           },
138     {"GL_ATI_separate_stencil",             ATI_SEPARATE_STENCIL,           0                           },
139     {"GL_ATI_texture_compression_3dc",      ATI_TEXTURE_COMPRESSION_3DC,    0                           },
140     {"GL_ATI_texture_env_combine3",         ATI_TEXTURE_ENV_COMBINE3,       0                           },
141     {"GL_ATI_texture_mirror_once",          ATI_TEXTURE_MIRROR_ONCE,        0                           },
142
143     /* EXT */
144     {"GL_EXT_blend_color",                  EXT_BLEND_COLOR,                0                           },
145     {"GL_EXT_blend_equation_separate",      EXT_BLEND_EQUATION_SEPARATE,    0                           },
146     {"GL_EXT_blend_func_separate",          EXT_BLEND_FUNC_SEPARATE,        0                           },
147     {"GL_EXT_blend_minmax",                 EXT_BLEND_MINMAX,               0                           },
148     {"GL_EXT_blend_subtract",               EXT_BLEND_SUBTRACT,             0                           },
149     {"GL_EXT_depth_bounds_test",            EXT_DEPTH_BOUNDS_TEST,          0                           },
150     {"GL_EXT_draw_buffers2",                EXT_DRAW_BUFFERS2,              0                           },
151     {"GL_EXT_fog_coord",                    EXT_FOG_COORD,                  0                           },
152     {"GL_EXT_framebuffer_blit",             EXT_FRAMEBUFFER_BLIT,           0                           },
153     {"GL_EXT_framebuffer_multisample",      EXT_FRAMEBUFFER_MULTISAMPLE,    0                           },
154     {"GL_EXT_framebuffer_object",           EXT_FRAMEBUFFER_OBJECT,         0                           },
155     {"GL_EXT_gpu_program_parameters",       EXT_GPU_PROGRAM_PARAMETERS,     0                           },
156     {"GL_EXT_gpu_shader4",                  EXT_GPU_SHADER4,                0                           },
157     {"GL_EXT_packed_depth_stencil",         EXT_PACKED_DEPTH_STENCIL,       0                           },
158     {"GL_EXT_paletted_texture",             EXT_PALETTED_TEXTURE,           0                           },
159     {"GL_EXT_point_parameters",             EXT_POINT_PARAMETERS,           0                           },
160     {"GL_EXT_provoking_vertex",             EXT_PROVOKING_VERTEX,           0                           },
161     {"GL_EXT_secondary_color",              EXT_SECONDARY_COLOR,            0                           },
162     {"GL_EXT_stencil_two_side",             EXT_STENCIL_TWO_SIDE,           0                           },
163     {"GL_EXT_stencil_wrap",                 EXT_STENCIL_WRAP,               0                           },
164     {"GL_EXT_texture3D",                    EXT_TEXTURE3D,                  MAKEDWORD_VERSION(1, 2)     },
165     {"GL_EXT_texture_compression_rgtc",     EXT_TEXTURE_COMPRESSION_RGTC,   0                           },
166     {"GL_EXT_texture_compression_s3tc",     EXT_TEXTURE_COMPRESSION_S3TC,   0                           },
167     {"GL_EXT_texture_env_add",              EXT_TEXTURE_ENV_ADD,            0                           },
168     {"GL_EXT_texture_env_combine",          EXT_TEXTURE_ENV_COMBINE,        0                           },
169     {"GL_EXT_texture_env_dot3",             EXT_TEXTURE_ENV_DOT3,           0                           },
170     {"GL_EXT_texture_filter_anisotropic",   EXT_TEXTURE_FILTER_ANISOTROPIC, 0                           },
171     {"GL_EXT_texture_lod_bias",             EXT_TEXTURE_LOD_BIAS,           0                           },
172     {"GL_EXT_texture_sRGB",                 EXT_TEXTURE_SRGB,               0                           },
173     {"GL_EXT_texture_sRGB_decode",          EXT_TEXTURE_SRGB_DECODE,        0                           },
174     {"GL_EXT_vertex_array_bgra",            EXT_VERTEX_ARRAY_BGRA,          0                           },
175
176     /* NV */
177     {"GL_NV_depth_clamp",                   NV_DEPTH_CLAMP,                 0                           },
178     {"GL_NV_fence",                         NV_FENCE,                       0                           },
179     {"GL_NV_fog_distance",                  NV_FOG_DISTANCE,                0                           },
180     {"GL_NV_fragment_program",              NV_FRAGMENT_PROGRAM,            0                           },
181     {"GL_NV_fragment_program2",             NV_FRAGMENT_PROGRAM2,           0                           },
182     {"GL_NV_fragment_program_option",       NV_FRAGMENT_PROGRAM_OPTION,     0                           },
183     {"GL_NV_half_float",                    NV_HALF_FLOAT,                  0                           },
184     {"GL_NV_light_max_exponent",            NV_LIGHT_MAX_EXPONENT,          0                           },
185     {"GL_NV_point_sprite",                  NV_POINT_SPRITE,                0                           },
186     {"GL_NV_register_combiners",            NV_REGISTER_COMBINERS,          0                           },
187     {"GL_NV_register_combiners2",           NV_REGISTER_COMBINERS2,         0                           },
188     {"GL_NV_texgen_reflection",             NV_TEXGEN_REFLECTION,           0                           },
189     {"GL_NV_texture_env_combine4",          NV_TEXTURE_ENV_COMBINE4,        0                           },
190     {"GL_NV_texture_shader",                NV_TEXTURE_SHADER,              0                           },
191     {"GL_NV_texture_shader2",               NV_TEXTURE_SHADER2,             0                           },
192     {"GL_NV_vertex_program",                NV_VERTEX_PROGRAM,              0                           },
193     {"GL_NV_vertex_program1_1",             NV_VERTEX_PROGRAM1_1,           0                           },
194     {"GL_NV_vertex_program2",               NV_VERTEX_PROGRAM2,             0                           },
195     {"GL_NV_vertex_program2_option",        NV_VERTEX_PROGRAM2_OPTION,      0                           },
196     {"GL_NV_vertex_program3",               NV_VERTEX_PROGRAM3,             0                           },
197
198     /* SGI */
199     {"GL_SGIS_generate_mipmap",             SGIS_GENERATE_MIPMAP,           0                           },
200 };
201
202 /**********************************************************
203  * Utility functions follow
204  **********************************************************/
205
206 const struct min_lookup minMipLookup[] =
207 {
208     /* NONE         POINT                       LINEAR */
209     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
210     {{GL_NEAREST,   GL_NEAREST_MIPMAP_NEAREST,  GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
211     {{GL_LINEAR,    GL_LINEAR_MIPMAP_NEAREST,   GL_LINEAR_MIPMAP_LINEAR}},  /* LINEAR */
212 };
213
214 const struct min_lookup minMipLookup_noFilter[] =
215 {
216     /* NONE         POINT                       LINEAR */
217     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
218     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
219     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* LINEAR */
220 };
221
222 const struct min_lookup minMipLookup_noMip[] =
223 {
224     /* NONE         POINT                       LINEAR */
225     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
226     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
227     {{GL_LINEAR,    GL_LINEAR,                  GL_LINEAR }},               /* LINEAR */
228 };
229
230 const GLenum magLookup[] =
231 {
232     /* NONE     POINT       LINEAR */
233     GL_NEAREST, GL_NEAREST, GL_LINEAR,
234 };
235
236 const GLenum magLookup_noFilter[] =
237 {
238     /* NONE     POINT       LINEAR */
239     GL_NEAREST, GL_NEAREST, GL_NEAREST,
240 };
241
242 /* drawStridedSlow attributes */
243 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
244 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
245 glAttribFunc specular_func_3ubv;
246 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
247 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
248 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
249
250 /**
251  * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
252  * i.e., there is no GL Context - Get a default rendering context to enable the
253  * function query some info from GL.
254  */
255
256 struct wined3d_fake_gl_ctx
257 {
258     HDC dc;
259     HWND wnd;
260     HGLRC gl_ctx;
261     HDC restore_dc;
262     HGLRC restore_gl_ctx;
263 };
264
265 static void WineD3D_ReleaseFakeGLContext(const struct wined3d_fake_gl_ctx *ctx)
266 {
267     TRACE_(d3d_caps)("Destroying fake GL context.\n");
268
269     if (!pwglMakeCurrent(NULL, NULL))
270     {
271         ERR_(d3d_caps)("Failed to disable fake GL context.\n");
272     }
273
274     if (!pwglDeleteContext(ctx->gl_ctx))
275     {
276         DWORD err = GetLastError();
277         ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
278     }
279
280     ReleaseDC(ctx->wnd, ctx->dc);
281     DestroyWindow(ctx->wnd);
282
283     if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
284     {
285         ERR_(d3d_caps)("Failed to restore previous GL context.\n");
286     }
287 }
288
289 /* Do not call while under the GL lock. */
290 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
291 {
292     PIXELFORMATDESCRIPTOR pfd;
293     int iPixelFormat;
294
295     TRACE("getting context...\n");
296
297     ctx->restore_dc = pwglGetCurrentDC();
298     ctx->restore_gl_ctx = pwglGetCurrentContext();
299
300     /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
301     ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
302             WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
303     if (!ctx->wnd)
304     {
305         ERR_(d3d_caps)("Failed to create a window.\n");
306         goto fail;
307     }
308
309     ctx->dc = GetDC(ctx->wnd);
310     if (!ctx->dc)
311     {
312         ERR_(d3d_caps)("Failed to get a DC.\n");
313         goto fail;
314     }
315
316     /* PixelFormat selection */
317     ZeroMemory(&pfd, sizeof(pfd));
318     pfd.nSize = sizeof(pfd);
319     pfd.nVersion = 1;
320     pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
321     pfd.iPixelType = PFD_TYPE_RGBA;
322     pfd.cColorBits = 32;
323     pfd.iLayerType = PFD_MAIN_PLANE;
324
325     iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
326     if (!iPixelFormat)
327     {
328         /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
329         ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
330         goto fail;
331     }
332     DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
333     SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
334
335     /* Create a GL context. */
336     ctx->gl_ctx = pwglCreateContext(ctx->dc);
337     if (!ctx->gl_ctx)
338     {
339         WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
340         goto fail;
341     }
342
343     /* Make it the current GL context. */
344     if (!context_set_current(NULL))
345     {
346         ERR_(d3d_caps)("Failed to clear current D3D context.\n");
347     }
348
349     if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
350     {
351         ERR_(d3d_caps)("Failed to make fake GL context current.\n");
352         goto fail;
353     }
354
355     return TRUE;
356
357 fail:
358     if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
359     ctx->gl_ctx = NULL;
360     if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
361     ctx->dc = NULL;
362     if (ctx->wnd) DestroyWindow(ctx->wnd);
363     ctx->wnd = NULL;
364     if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
365     {
366         ERR_(d3d_caps)("Failed to restore previous GL context.\n");
367     }
368
369     return FALSE;
370 }
371
372 /* Adjust the amount of used texture memory */
373 unsigned int adapter_adjust_memory(struct wined3d_adapter *adapter, int amount)
374 {
375     adapter->UsedTextureRam += amount;
376     TRACE("Adjusted adapter memory by %d to %d.\n", amount, adapter->UsedTextureRam);
377     return adapter->UsedTextureRam;
378 }
379
380 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
381 {
382     HeapFree(GetProcessHeap(), 0, adapter->gl_info.formats);
383     HeapFree(GetProcessHeap(), 0, adapter->cfgs);
384 }
385
386 ULONG CDECL wined3d_incref(struct wined3d *wined3d)
387 {
388     ULONG refcount = InterlockedIncrement(&wined3d->ref);
389
390     TRACE("%p increasing refcount to %u.\n", wined3d, refcount);
391
392     return refcount;
393 }
394
395 ULONG CDECL wined3d_decref(struct wined3d *wined3d)
396 {
397     ULONG refcount = InterlockedDecrement(&wined3d->ref);
398
399     TRACE("%p decreasing refcount to %u.\n", wined3d, refcount);
400
401     if (!refcount)
402     {
403         unsigned int i;
404
405         for (i = 0; i < wined3d->adapter_count; ++i)
406         {
407             wined3d_adapter_cleanup(&wined3d->adapters[i]);
408         }
409         HeapFree(GetProcessHeap(), 0, wined3d);
410     }
411
412     return refcount;
413 }
414
415 /* GL locking is done by the caller */
416 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
417 {
418     GLuint prog;
419     BOOL ret = FALSE;
420     const char *testcode =
421         "!!ARBvp1.0\n"
422         "PARAM C[66] = { program.env[0..65] };\n"
423         "ADDRESS A0;"
424         "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
425         "ARL A0.x, zero.x;\n"
426         "MOV result.position, C[A0.x + 65];\n"
427         "END\n";
428
429     while(glGetError());
430     GL_EXTCALL(glGenProgramsARB(1, &prog));
431     if(!prog) {
432         ERR("Failed to create an ARB offset limit test program\n");
433     }
434     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
435     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
436                                   strlen(testcode), testcode));
437     if (glGetError())
438     {
439         TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
440         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
441         ret = TRUE;
442     } else TRACE("OpenGL implementation allows offsets > 63\n");
443
444     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
445     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
446     checkGLcall("ARB vp offset limit test cleanup");
447
448     return ret;
449 }
450
451 static DWORD ver_for_ext(enum wined3d_gl_extension ext)
452 {
453     unsigned int i;
454     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
455         if(EXTENSION_MAP[i].extension == ext) {
456             return EXTENSION_MAP[i].version;
457         }
458     }
459     return 0;
460 }
461
462 static BOOL match_amd_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
463         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
464 {
465     if (card_vendor != HW_VENDOR_AMD) return FALSE;
466     if (device == CARD_AMD_RADEON_9500) return TRUE;
467     if (device == CARD_AMD_RADEON_X700) return TRUE;
468     if (device == CARD_AMD_RADEON_X1600) return TRUE;
469     return FALSE;
470 }
471
472 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
473         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
474 {
475     if (card_vendor == HW_VENDOR_NVIDIA)
476     {
477         if (device == CARD_NVIDIA_GEFORCEFX_5200 ||
478             device == CARD_NVIDIA_GEFORCEFX_5600 ||
479             device == CARD_NVIDIA_GEFORCEFX_5800)
480         {
481             return TRUE;
482         }
483     }
484     return FALSE;
485 }
486
487 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
488         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
489 {
490     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
491      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
492      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
493      *
494      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
495      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
496      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
497      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
498      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
499      * the chance that other implementations support them is rather small since Win32 QuickTime uses
500      * DirectDraw, not OpenGL.
501      *
502      * This test has been moved into wined3d_guess_gl_vendor()
503      */
504     if (gl_vendor == GL_VENDOR_APPLE)
505     {
506         return TRUE;
507     }
508     return FALSE;
509 }
510
511 /* Context activation is done by the caller. */
512 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
513 {
514     /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
515      * but glTexSubImage from a PBO fails miserably, with the first line repeated over
516      * all the texture. This function detects this bug by its symptom and disables PBOs
517      * if the test fails.
518      *
519      * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
520      * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
521      * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
522      * read back is compared to the original. If they are equal PBOs are assumed to work,
523      * otherwise the PBO extension is disabled. */
524     GLuint texture, pbo;
525     static const unsigned int pattern[] =
526     {
527         0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
528         0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
529         0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
530         0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
531     };
532     unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
533
534     /* No PBO -> No point in testing them. */
535     if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
536
537     ENTER_GL();
538
539     while (glGetError());
540     glGenTextures(1, &texture);
541     glBindTexture(GL_TEXTURE_2D, texture);
542
543     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
544     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
545     checkGLcall("Specifying the PBO test texture");
546
547     GL_EXTCALL(glGenBuffersARB(1, &pbo));
548     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
549     GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
550     checkGLcall("Specifying the PBO test pbo");
551
552     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
553     checkGLcall("Loading the PBO test texture");
554
555     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
556     LEAVE_GL();
557
558     wglFinish(); /* just to be sure */
559
560     memset(check, 0, sizeof(check));
561     ENTER_GL();
562     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
563     checkGLcall("Reading back the PBO test texture");
564
565     glDeleteTextures(1, &texture);
566     GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
567     checkGLcall("PBO test cleanup");
568
569     LEAVE_GL();
570
571     if (memcmp(check, pattern, sizeof(check)))
572     {
573         WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
574         WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
575         gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
576     }
577     else
578     {
579         TRACE_(d3d_caps)("PBO test successful.\n");
580     }
581 }
582
583 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
584         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
585 {
586     return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
587 }
588
589 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
590         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
591 {
592     if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
593     if (card_vendor != HW_VENDOR_AMD) return FALSE;
594     if (device == CARD_AMD_RADEON_X1600) return FALSE;
595     return TRUE;
596 }
597
598 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
599         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
600 {
601     /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
602      * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
603      * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
604      * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
605      * hardcoded
606      *
607      * dx10 cards usually have 64 varyings */
608     return gl_info->limits.glsl_varyings > 44;
609 }
610
611 static BOOL match_not_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
612         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
613 {
614     return !match_dx10_capable(gl_info, gl_renderer, gl_vendor, card_vendor, device);
615 }
616
617 /* A GL context is provided by the caller */
618 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
619         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
620 {
621     GLenum error;
622     DWORD data[16];
623
624     if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
625
626     ENTER_GL();
627     while(glGetError());
628     GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
629     error = glGetError();
630     LEAVE_GL();
631
632     if(error == GL_NO_ERROR)
633     {
634         TRACE("GL Implementation accepts 4 component specular color pointers\n");
635         return TRUE;
636     }
637     else
638     {
639         TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
640               debug_glerror(error));
641         return FALSE;
642     }
643 }
644
645 /* A GL context is provided by the caller */
646 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
647         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
648 {
649     GLuint prog;
650     BOOL ret = FALSE;
651     GLint pos;
652     const char *testcode =
653         "!!ARBvp1.0\n"
654         "OPTION NV_vertex_program2;\n"
655         "MOV result.clip[0], 0.0;\n"
656         "MOV result.position, 0.0;\n"
657         "END\n";
658
659     if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
660
661     ENTER_GL();
662     while(glGetError());
663
664     GL_EXTCALL(glGenProgramsARB(1, &prog));
665     if(!prog)
666     {
667         ERR("Failed to create the NVvp clip test program\n");
668         LEAVE_GL();
669         return FALSE;
670     }
671     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
672     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
673                                   strlen(testcode), testcode));
674     glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
675     if(pos != -1)
676     {
677         WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
678         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
679         ret = TRUE;
680         while(glGetError());
681     }
682     else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
683
684     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
685     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
686     checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
687
688     LEAVE_GL();
689     return ret;
690 }
691
692 /* Context activation is done by the caller. */
693 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
694         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
695 {
696     char data[4 * 4 * 4];
697     GLuint tex, fbo;
698     GLenum status;
699
700     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
701
702     memset(data, 0xcc, sizeof(data));
703
704     ENTER_GL();
705
706     glGenTextures(1, &tex);
707     glBindTexture(GL_TEXTURE_2D, tex);
708     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
709     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
710     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
711     checkGLcall("glTexImage2D");
712
713     gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
714     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
715     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
716     checkGLcall("glFramebufferTexture2D");
717
718     status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
719     if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
720     checkGLcall("glCheckFramebufferStatus");
721
722     memset(data, 0x11, sizeof(data));
723     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
724     checkGLcall("glTexSubImage2D");
725
726     glClearColor(0.996f, 0.729f, 0.745f, 0.792f);
727     glClear(GL_COLOR_BUFFER_BIT);
728     checkGLcall("glClear");
729
730     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
731     checkGLcall("glGetTexImage");
732
733     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
734     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
735     glBindTexture(GL_TEXTURE_2D, 0);
736     checkGLcall("glBindTexture");
737
738     gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
739     glDeleteTextures(1, &tex);
740     checkGLcall("glDeleteTextures");
741
742     LEAVE_GL();
743
744     return *(DWORD *)data == 0x11111111;
745 }
746
747 /* Context activation is done by the caller. */
748 static BOOL match_broken_rgba16(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
749         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
750 {
751     /* GL_RGBA16 uses GL_RGBA8 internally on Geforce 7 and older cards.
752      * This leads to graphical bugs in Half Life 2 and Unreal engine games. */
753     GLuint tex;
754     GLint size;
755
756     ENTER_GL();
757
758     glGenTextures(1, &tex);
759     glBindTexture(GL_TEXTURE_2D, tex);
760     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16, 4, 4, 0, GL_RGBA, GL_UNSIGNED_SHORT, NULL);
761     checkGLcall("glTexImage2D");
762
763     glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_RED_SIZE, &size);
764     checkGLcall("glGetTexLevelParameteriv");
765     TRACE("Real color depth is %d\n", size);
766
767     glBindTexture(GL_TEXTURE_2D, 0);
768     checkGLcall("glBindTexture");
769     glDeleteTextures(1, &tex);
770     checkGLcall("glDeleteTextures");
771
772     LEAVE_GL();
773
774     return size < 16;
775 }
776
777 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
778         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
779 {
780     return gl_vendor == GL_VENDOR_FGLRX;
781 }
782
783 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
784 {
785     TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
786     gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
787     TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
788     gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
789 }
790
791 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
792 {
793     quirk_arb_constants(gl_info);
794     /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
795      * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
796      * allow 48 different offsets or other helper immediate values. */
797     TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
798     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
799 }
800
801 static void quirk_amd_dx9(struct wined3d_gl_info *gl_info)
802 {
803     /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
804      * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
805      * If real NP2 textures are used, the driver falls back to software. We could just remove the
806      * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconvenient
807      * due to the non-normalized texture coordinates. Thus set an internal extension flag,
808      * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
809      * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
810      *
811      * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
812      * has this extension promoted to core. The extension loading code sets this extension supported
813      * due to that, so this code works on fglrx as well. */
814     if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
815     {
816         TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
817         gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
818         gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] = TRUE;
819     }
820 }
821
822 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
823 {
824     /*  The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
825      *  doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
826      *  This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
827      *  within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
828      *  FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
829      *  We therefore completely remove ARB_tex_npot from the list of supported extensions.
830      *
831      *  Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
832      *  triggering the software fallback. There is not much we can do here apart from disabling the
833      *  software-emulated extension and reenable ARB_tex_rect (which was previously disabled
834      *  in wined3d_adapter_init_gl_caps).
835      *  This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
836      *  post-processing effects in the game "Max Payne 2").
837      *  The behaviour can be verified through a simple test app attached in bugreport #14724. */
838     TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
839     gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
840     gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
841 }
842
843 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
844 {
845     /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
846      * with fixed function fragment processing. Ideally this flag should be detected with a test shader
847      * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
848      * do not like vertex shaders in feedback mode and return an error, even though it should be valid
849      * according to the spec.
850      *
851      * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
852      * makes the shader slower and eats instruction slots which should be available to the d3d app.
853      *
854      * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
855      * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
856      * this workaround is activated on cards that do not need it, it won't break things, just affect
857      * performance negatively. */
858     TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
859     gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
860 }
861
862 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
863 {
864     gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
865 }
866
867 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
868 {
869     gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
870 }
871
872 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
873 {
874     gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
875 }
876
877 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
878 {
879     gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
880 }
881
882 static void quirk_broken_rgba16(struct wined3d_gl_info *gl_info)
883 {
884     gl_info->quirks |= WINED3D_QUIRK_BROKEN_RGBA16;
885 }
886
887 static void quirk_infolog_spam(struct wined3d_gl_info *gl_info)
888 {
889     gl_info->quirks |= WINED3D_QUIRK_INFO_LOG_SPAM;
890 }
891
892 static void quirk_limited_tex_filtering(struct wined3d_gl_info *gl_info)
893 {
894     /* Nvidia GeForce 6xxx and 7xxx support accelerated VTF only on a few
895        selected texture formats. They are apparently the only DX9 class GPUs
896        supporting VTF.
897        Also, DX9-era GPUs are somewhat limited with float textures
898        filtering and blending. */
899     gl_info->quirks |= WINED3D_QUIRK_LIMITED_TEX_FILTERING;
900 }
901
902 struct driver_quirk
903 {
904     BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
905             enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
906     void (*apply)(struct wined3d_gl_info *gl_info);
907     const char *description;
908 };
909
910 static const struct driver_quirk quirk_table[] =
911 {
912     {
913         match_amd_r300_to_500,
914         quirk_amd_dx9,
915         "AMD normalized texrect quirk"
916     },
917     /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
918      * used it falls back to software. While the compiler can detect if the shader uses all declared
919      * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
920      * using relative addressing falls back to software.
921      *
922      * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
923     {
924         match_apple,
925         quirk_apple_glsl_constants,
926         "Apple GLSL uniform override"
927     },
928     {
929         match_geforce5,
930         quirk_no_np2,
931         "Geforce 5 NP2 disable"
932     },
933     {
934         match_apple_intel,
935         quirk_texcoord_w,
936         "Init texcoord .w for Apple Intel GPU driver"
937     },
938     {
939         match_apple_nonr500ati,
940         quirk_texcoord_w,
941         "Init texcoord .w for Apple ATI >= r600 GPU driver"
942     },
943     {
944         match_dx10_capable,
945         quirk_clip_varying,
946         "Reserved varying for gl_ClipPos"
947     },
948     {
949         /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
950          * GL implementations accept it. The Mac GL is the only implementation known to
951          * reject it.
952          *
953          * If we can pass 4 component specular colors, do it, because (a) we don't have
954          * to screw around with the data, and (b) the D3D fixed function vertex pipeline
955          * passes specular alpha to the pixel shader if any is used. Otherwise the
956          * specular alpha is used to pass the fog coordinate, which we pass to opengl
957          * via GL_EXT_fog_coord.
958          */
959         match_allows_spec_alpha,
960         quirk_allows_specular_alpha,
961         "Allow specular alpha quirk"
962     },
963     {
964         match_broken_nv_clip,
965         quirk_disable_nvvp_clip,
966         "Apple NV_vertex_program clip bug quirk"
967     },
968     {
969         match_fbo_tex_update,
970         quirk_fbo_tex_update,
971         "FBO rebind for attachment updates"
972     },
973     {
974         match_broken_rgba16,
975         quirk_broken_rgba16,
976         "True RGBA16 is not available"
977     },
978     {
979         match_fglrx,
980         quirk_infolog_spam,
981         "Not printing GLSL infolog"
982     },
983     {
984         match_not_dx10_capable,
985         quirk_limited_tex_filtering,
986         "Texture filtering, blending and VTF support is limited"
987     },
988 };
989
990 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
991  * reporting a driver version is moot because we are not the Windows driver, and we have different
992  * bugs, features, etc.
993  *
994  * The driver version has the form "x.y.z.w".
995  *
996  * "x" is the Windows version the driver is meant for:
997  * 4 -> 95/98/NT4
998  * 5 -> 2000
999  * 6 -> 2000/XP
1000  * 7 -> Vista
1001  * 8 -> Win 7
1002  *
1003  * "y" is the maximum Direct3D version the driver supports.
1004  * y  -> d3d version mapping:
1005  * 11 -> d3d6
1006  * 12 -> d3d7
1007  * 13 -> d3d8
1008  * 14 -> d3d9
1009  * 15 -> d3d10
1010  * 16 -> d3d10.1
1011  * 17 -> d3d11
1012  *
1013  * "z" is the subversion number.
1014  *
1015  * "w" is the vendor specific driver build number.
1016  */
1017
1018 struct driver_version_information
1019 {
1020     enum wined3d_display_driver driver;
1021     enum wined3d_driver_model driver_model;
1022     const char *driver_name;            /* name of Windows driver */
1023     WORD version;                       /* version word ('y'), contained in low word of DriverVersion.HighPart */
1024     WORD subversion;                    /* subversion word ('z'), contained in high word of DriverVersion.LowPart */
1025     WORD build;                         /* build number ('w'), contained in low word of DriverVersion.LowPart */
1026 };
1027
1028 /* The driver version table contains driver information for different devices on several OS versions. */
1029 static const struct driver_version_information driver_version_table[] =
1030 {
1031     /* AMD
1032      * - Radeon HD2x00 (R600) and up supported by current drivers.
1033      * - Radeon 9500 (R300) - X1*00 (R5xx) supported up to Catalyst 9.3 (Linux) and 10.2 (XP/Vista/Win7)
1034      * - Radeon 7xxx (R100) - 9250 (RV250) supported up to Catalyst 6.11 (XP)
1035      * - Rage 128 supported up to XP, latest official build 6.13.3279 dated October 2001 */
1036     {DRIVER_AMD_RAGE_128PRO,    DRIVER_MODEL_NT5X,  "ati2dvaa.dll", 13, 3279,  0},
1037     {DRIVER_AMD_R100,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 6614},
1038     {DRIVER_AMD_R300,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 6764},
1039     {DRIVER_AMD_R600,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 8681},
1040     {DRIVER_AMD_R300,           DRIVER_MODEL_NT6X,  "atiumdag.dll", 14, 10, 741 },
1041     {DRIVER_AMD_R600,           DRIVER_MODEL_NT6X,  "atiumdag.dll", 14, 10, 741 },
1042
1043     /* Intel
1044      * The drivers are unified but not all versions support all GPUs. At some point the 2k/xp
1045      * drivers used ialmrnt5.dll for GMA800/GMA900 but at some point the file was renamed to
1046      * igxprd32.dll but the GMA800 driver was never updated. */
1047     {DRIVER_INTEL_GMA800,       DRIVER_MODEL_NT5X,  "ialmrnt5.dll", 14, 10, 3889},
1048     {DRIVER_INTEL_GMA900,       DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 4764},
1049     {DRIVER_INTEL_GMA950,       DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 4926},
1050     {DRIVER_INTEL_GMA3000,      DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 5218},
1051     {DRIVER_INTEL_GMA950,       DRIVER_MODEL_NT6X,  "igdumd32.dll", 14, 10, 1504},
1052     {DRIVER_INTEL_GMA3000,      DRIVER_MODEL_NT6X,  "igdumd32.dll", 15, 10, 1666},
1053
1054     /* Nvidia
1055      * - Geforce6 and newer cards are supported by the current driver (197.x) on XP-Win7
1056      * - GeforceFX support is up to 173.x on <= XP
1057      * - Geforce2MX/3/4 up to 96.x on <= XP
1058      * - TNT/Geforce1/2 up to 71.x on <= XP
1059      * All version numbers used below are from the Linux nvidia drivers. */
1060     {DRIVER_NVIDIA_TNT,         DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 10, 7186},
1061     {DRIVER_NVIDIA_GEFORCE2MX,  DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 10, 9371},
1062     {DRIVER_NVIDIA_GEFORCEFX,   DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 11, 7516},
1063     {DRIVER_NVIDIA_GEFORCE6,    DRIVER_MODEL_NT5X,  "nv4_disp.dll", 15, 12, 6658},
1064     {DRIVER_NVIDIA_GEFORCE6,    DRIVER_MODEL_NT6X,  "nvd3dum.dll",  15, 12, 6658},
1065 };
1066
1067 struct gpu_description
1068 {
1069     WORD vendor;                    /* reported PCI card vendor ID  */
1070     WORD card;                      /* reported PCI card device ID  */
1071     const char *description;        /* Description of the card e.g. NVIDIA RIVA TNT */
1072     enum wined3d_display_driver driver;
1073     unsigned int vidmem;
1074 };
1075
1076 /* The amount of video memory stored in the gpu description table is the minimum amount of video memory
1077  * found on a board containing a specific GPU. */
1078 static const struct gpu_description gpu_description_table[] =
1079 {
1080     /* Nvidia cards */
1081     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT,           "NVIDIA RIVA TNT",                  DRIVER_NVIDIA_TNT,       16  },
1082     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT2,          "NVIDIA RIVA TNT2/TNT2 Pro",        DRIVER_NVIDIA_TNT,       32  },
1083     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE,            "NVIDIA GeForce 256",               DRIVER_NVIDIA_TNT,       32  },
1084     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2,           "NVIDIA GeForce2 GTS/GeForce2 Pro", DRIVER_NVIDIA_TNT,       32  },
1085     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2_MX,        "NVIDIA GeForce2 MX/MX 400",        DRIVER_NVIDIA_GEFORCE2MX,32  },
1086     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE3,           "NVIDIA GeForce3",                  DRIVER_NVIDIA_GEFORCE2MX,64  },
1087     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_MX,        "NVIDIA GeForce4 MX 460",           DRIVER_NVIDIA_GEFORCE2MX,64  },
1088     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_TI4200,    "NVIDIA GeForce4 Ti 4200",          DRIVER_NVIDIA_GEFORCE2MX,64, },
1089     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5200,     "NVIDIA GeForce FX 5200",           DRIVER_NVIDIA_GEFORCEFX, 64  },
1090     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5600,     "NVIDIA GeForce FX 5600",           DRIVER_NVIDIA_GEFORCEFX, 128 },
1091     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5800,     "NVIDIA GeForce FX 5800",           DRIVER_NVIDIA_GEFORCEFX, 256 },
1092     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6200,       "NVIDIA GeForce 6200",              DRIVER_NVIDIA_GEFORCE6,  64  },
1093     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6600GT,     "NVIDIA GeForce 6600 GT",           DRIVER_NVIDIA_GEFORCE6,  128 },
1094     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6800,       "NVIDIA GeForce 6800",              DRIVER_NVIDIA_GEFORCE6,  128 },
1095     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7300,       "NVIDIA GeForce Go 7300",           DRIVER_NVIDIA_GEFORCE6,  256 },
1096     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7400,       "NVIDIA GeForce Go 7400",           DRIVER_NVIDIA_GEFORCE6,  256 },
1097     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7600,       "NVIDIA GeForce 7600 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1098     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7800GT,     "NVIDIA GeForce 7800 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1099     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8300GS,     "NVIDIA GeForce 8300 GS",           DRIVER_NVIDIA_GEFORCE6,  128 },
1100     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8400GS,     "NVIDIA GeForce 8400 GS",           DRIVER_NVIDIA_GEFORCE6,  128 },
1101     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600GT,     "NVIDIA GeForce 8600 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1102     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600MGT,    "NVIDIA GeForce 8600M GT",          DRIVER_NVIDIA_GEFORCE6,  512 },
1103     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTS,    "NVIDIA GeForce 8800 GTS",          DRIVER_NVIDIA_GEFORCE6,  320 },
1104     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTX,    "NVIDIA GeForce 8800 GTX",          DRIVER_NVIDIA_GEFORCE6,  768 },
1105     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9200,       "NVIDIA GeForce 9200",              DRIVER_NVIDIA_GEFORCE6,  256 },
1106     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9400GT,     "NVIDIA GeForce 9400 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1107     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9500GT,     "NVIDIA GeForce 9500 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1108     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9600GT,     "NVIDIA GeForce 9600 GT",           DRIVER_NVIDIA_GEFORCE6,  384 },
1109     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9800GT,     "NVIDIA GeForce 9800 GT",           DRIVER_NVIDIA_GEFORCE6,  512 },
1110     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_210,        "NVIDIA GeForce 210",               DRIVER_NVIDIA_GEFORCE6,  512 },
1111     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT220,      "NVIDIA GeForce GT 220",            DRIVER_NVIDIA_GEFORCE6,  512 },
1112     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT240,      "NVIDIA GeForce GT 240",            DRIVER_NVIDIA_GEFORCE6,  512 },
1113     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX260,     "NVIDIA GeForce GTX 260",           DRIVER_NVIDIA_GEFORCE6,  1024},
1114     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX275,     "NVIDIA GeForce GTX 275",           DRIVER_NVIDIA_GEFORCE6,  896 },
1115     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX280,     "NVIDIA GeForce GTX 280",           DRIVER_NVIDIA_GEFORCE6,  1024},
1116     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT320M,     "NVIDIA GeForce GT 320M",           DRIVER_NVIDIA_GEFORCE6,  1024},
1117     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT325M,     "NVIDIA GeForce GT 325M",           DRIVER_NVIDIA_GEFORCE6,  1024},
1118     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT330,      "NVIDIA GeForce GT 330",            DRIVER_NVIDIA_GEFORCE6,  1024},
1119     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTS350M,    "NVIDIA GeForce GTS 350M",          DRIVER_NVIDIA_GEFORCE6,  1024},
1120     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT420,      "NVIDIA GeForce GT 420",            DRIVER_NVIDIA_GEFORCE6,  2048},
1121     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT430,      "NVIDIA GeForce GT 430",            DRIVER_NVIDIA_GEFORCE6,  1024},
1122     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT440,      "NVIDIA GeForce GT 440",            DRIVER_NVIDIA_GEFORCE6,  1024},
1123     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTS450,     "NVIDIA GeForce GTS 450",           DRIVER_NVIDIA_GEFORCE6,  1024},
1124     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX460,     "NVIDIA GeForce GTX 460",           DRIVER_NVIDIA_GEFORCE6,  768 },
1125     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX460M,    "NVIDIA GeForce GTX 460M",          DRIVER_NVIDIA_GEFORCE6,  1536},
1126     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX465,     "NVIDIA GeForce GTX 465",           DRIVER_NVIDIA_GEFORCE6,  1024},
1127     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX470,     "NVIDIA GeForce GTX 470",           DRIVER_NVIDIA_GEFORCE6,  1280},
1128     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX480,     "NVIDIA GeForce GTX 480",           DRIVER_NVIDIA_GEFORCE6,  1536},
1129     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX550,     "NVIDIA GeForce GTX 550 Ti",        DRIVER_NVIDIA_GEFORCE6,  1024},
1130     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT555M,     "NVIDIA GeForce GT 555M",           DRIVER_NVIDIA_GEFORCE6,  1024},
1131     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX560TI,   "NVIDIA GeForce GTX 560 Ti",        DRIVER_NVIDIA_GEFORCE6,  1024},
1132     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX560,     "NVIDIA GeForce GTX 560",           DRIVER_NVIDIA_GEFORCE6,  1024},
1133     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX570,     "NVIDIA GeForce GTX 570",           DRIVER_NVIDIA_GEFORCE6,  1280},
1134     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX580,     "NVIDIA GeForce GTX 580",           DRIVER_NVIDIA_GEFORCE6,  1536},
1135
1136     /* AMD cards */
1137     {HW_VENDOR_AMD,        CARD_AMD_RAGE_128PRO,           "ATI Rage Fury",                    DRIVER_AMD_RAGE_128PRO,  16  },
1138     {HW_VENDOR_AMD,        CARD_AMD_RADEON_7200,           "ATI RADEON 7200 SERIES",           DRIVER_AMD_R100,         32  },
1139     {HW_VENDOR_AMD,        CARD_AMD_RADEON_8500,           "ATI RADEON 8500 SERIES",           DRIVER_AMD_R100,         64  },
1140     {HW_VENDOR_AMD,        CARD_AMD_RADEON_9500,           "ATI Radeon 9500",                  DRIVER_AMD_R300,         64  },
1141     {HW_VENDOR_AMD,        CARD_AMD_RADEON_XPRESS_200M,    "ATI RADEON XPRESS 200M Series",    DRIVER_AMD_R300,         64  },
1142     {HW_VENDOR_AMD,        CARD_AMD_RADEON_X700,           "ATI Radeon X700 SE",               DRIVER_AMD_R300,         128 },
1143     {HW_VENDOR_AMD,        CARD_AMD_RADEON_X1600,          "ATI Radeon X1600 Series",          DRIVER_AMD_R300,         128 },
1144     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD2350,         "ATI Mobility Radeon HD 2350",      DRIVER_AMD_R600,         256 },
1145     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD2600,         "ATI Mobility Radeon HD 2600",      DRIVER_AMD_R600,         256 },
1146     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD2900,         "ATI Radeon HD 2900 XT",            DRIVER_AMD_R600,         512 },
1147     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD3200,         "ATI Radeon HD 3200 Graphics",      DRIVER_AMD_R600,         128 },
1148     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4350,         "ATI Radeon HD 4350",               DRIVER_AMD_R600,         256 },
1149     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4600,         "ATI Radeon HD 4600 Series",        DRIVER_AMD_R600,         512 },
1150     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4700,         "ATI Radeon HD 4700 Series",        DRIVER_AMD_R600,         512 },
1151     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4800,         "ATI Radeon HD 4800 Series",        DRIVER_AMD_R600,         512 },
1152     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5400,         "ATI Radeon HD 5400 Series",        DRIVER_AMD_R600,         512 },
1153     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5600,         "ATI Radeon HD 5600 Series",        DRIVER_AMD_R600,         512 },
1154     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5700,         "ATI Radeon HD 5700 Series",        DRIVER_AMD_R600,         512 },
1155     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5800,         "ATI Radeon HD 5800 Series",        DRIVER_AMD_R600,         1024},
1156     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5900,         "ATI Radeon HD 5900 Series",        DRIVER_AMD_R600,         1024},
1157     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6300,         "AMD Radeon HD 6300 series Graphics", DRIVER_AMD_R600,       1024},
1158     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6400,         "AMD Radeon HD 6400 Series",        DRIVER_AMD_R600,         1024},
1159     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6410D,        "AMD Radeon HD 6410D",              DRIVER_AMD_R600,         1024},
1160     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6550D,        "AMD Radeon HD 6550D",              DRIVER_AMD_R600,         1024},
1161     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6600,         "AMD Radeon HD 6600 Series",        DRIVER_AMD_R600,         1024},
1162     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6600M,        "AMD Radeon HD 6600M Series",       DRIVER_AMD_R600,         512 },
1163     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6800,         "AMD Radeon HD 6800 Series",        DRIVER_AMD_R600,         1024},
1164     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6900,         "AMD Radeon HD 6900 Series",        DRIVER_AMD_R600,         2048},
1165     /* Intel cards */
1166     {HW_VENDOR_INTEL,      CARD_INTEL_I830G,               "Intel(R) 82830M Graphics Controller",                       DRIVER_INTEL_GMA800,  32 },
1167     {HW_VENDOR_INTEL,      CARD_INTEL_I855G,               "Intel(R) 82852/82855 GM/GME Graphics Controller",           DRIVER_INTEL_GMA800,  32 },
1168     {HW_VENDOR_INTEL,      CARD_INTEL_I865G,               "Intel(R) 82865G Graphics Controller",                       DRIVER_INTEL_GMA800,  32 },
1169     {HW_VENDOR_INTEL,      CARD_INTEL_I915G,               "Intel(R) 82915G/GV/910GL Express Chipset Family",           DRIVER_INTEL_GMA900,  64 },
1170     {HW_VENDOR_INTEL,      CARD_INTEL_I915GM,              "Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family",   DRIVER_INTEL_GMA900,  64 },
1171     {HW_VENDOR_INTEL,      CARD_INTEL_I945GM,              "Mobile Intel(R) 945GM Express Chipset Family",              DRIVER_INTEL_GMA950,  64 },
1172     {HW_VENDOR_INTEL,      CARD_INTEL_X3100,               "Mobile Intel(R) 965 Express Chipset Family",                DRIVER_INTEL_GMA3000, 128},
1173     {HW_VENDOR_INTEL,      CARD_INTEL_GM45,                "Mobile Intel(R) GM45 Express Chipset Family",               DRIVER_INTEL_GMA3000, 512}
1174 };
1175
1176 static const struct driver_version_information *get_driver_version_info(enum wined3d_display_driver driver,
1177         enum wined3d_driver_model driver_model)
1178 {
1179     unsigned int i;
1180
1181     TRACE("Looking up version info for driver=%d driver_model=%d\n", driver, driver_model);
1182     for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++)
1183     {
1184         const struct driver_version_information *entry = &driver_version_table[i];
1185
1186         if (entry->driver == driver && entry->driver_model == driver_model)
1187         {
1188             TRACE_(d3d_caps)("Found driver '%s' version=%d subversion=%d build=%d\n",
1189                 entry->driver_name, entry->version, entry->subversion, entry->build);
1190
1191             return entry;
1192         }
1193     }
1194     return NULL;
1195 }
1196
1197 static void init_driver_info(struct wined3d_driver_info *driver_info,
1198         enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1199 {
1200     OSVERSIONINFOW os_version;
1201     WORD driver_os_version;
1202     unsigned int i;
1203     enum wined3d_display_driver driver = DRIVER_UNKNOWN;
1204     enum wined3d_driver_model driver_model;
1205     const struct driver_version_information *version_info;
1206
1207     if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1208     {
1209         TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1210         vendor = wined3d_settings.pci_vendor_id;
1211     }
1212     driver_info->vendor = vendor;
1213
1214     if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1215     {
1216         TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1217         device = wined3d_settings.pci_device_id;
1218     }
1219     driver_info->device = device;
1220
1221     /* Set a default amount of video memory (64MB). In general this code isn't used unless the user
1222      * overrides the pci ids to a card which is not in our database. */
1223     driver_info->vidmem = WINE_DEFAULT_VIDMEM;
1224
1225     memset(&os_version, 0, sizeof(os_version));
1226     os_version.dwOSVersionInfoSize = sizeof(os_version);
1227     if (!GetVersionExW(&os_version))
1228     {
1229         ERR("Failed to get OS version, reporting 2000/XP.\n");
1230         driver_os_version = 6;
1231         driver_model = DRIVER_MODEL_NT5X;
1232     }
1233     else
1234     {
1235         TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1236         switch (os_version.dwMajorVersion)
1237         {
1238             case 4:
1239                 /* If needed we could distinguish between 9x and NT4, but this code won't make
1240                  * sense for NT4 since it had no way to obtain this info through DirectDraw 3.0.
1241                  */
1242                 driver_os_version = 4;
1243                 driver_model = DRIVER_MODEL_WIN9X;
1244                 break;
1245
1246             case 5:
1247                 driver_os_version = 6;
1248                 driver_model = DRIVER_MODEL_NT5X;
1249                 break;
1250
1251             case 6:
1252                 if (os_version.dwMinorVersion == 0)
1253                 {
1254                     driver_os_version = 7;
1255                     driver_model = DRIVER_MODEL_NT6X;
1256                 }
1257                 else
1258                 {
1259                     if (os_version.dwMinorVersion > 1)
1260                     {
1261                         FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1262                                 os_version.dwMajorVersion, os_version.dwMinorVersion);
1263                     }
1264                     driver_os_version = 8;
1265                     driver_model = DRIVER_MODEL_NT6X;
1266                 }
1267                 break;
1268
1269             default:
1270                 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1271                         os_version.dwMajorVersion, os_version.dwMinorVersion);
1272                 driver_os_version = 6;
1273                 driver_model = DRIVER_MODEL_NT5X;
1274                 break;
1275         }
1276     }
1277
1278     /* When we reach this stage we always have a vendor or device id (it can be a default one).
1279      * This means that unless the ids are overriden, we will always find a GPU description. */
1280     for (i = 0; i < (sizeof(gpu_description_table) / sizeof(gpu_description_table[0])); i++)
1281     {
1282         if (vendor == gpu_description_table[i].vendor && device == gpu_description_table[i].card)
1283         {
1284             TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1285
1286             driver_info->description = gpu_description_table[i].description;
1287             driver_info->vidmem = gpu_description_table[i].vidmem * 1024*1024;
1288             driver = gpu_description_table[i].driver;
1289             break;
1290         }
1291     }
1292
1293     if (wined3d_settings.emulated_textureram)
1294     {
1295         TRACE_(d3d_caps)("Overriding amount of video memory with: %d byte\n", wined3d_settings.emulated_textureram);
1296         driver_info->vidmem = wined3d_settings.emulated_textureram;
1297     }
1298
1299     /* Try to obtain driver version information for the current Windows version. This fails in
1300      * some cases:
1301      * - the gpu is not available on the currently selected OS version:
1302      *   - Geforce GTX480 on Win98. When running applications in compatibility mode on Windows,
1303      *     version information for the current Windows version is returned instead of faked info.
1304      *     We do the same and assume the default Windows version to emulate is WinXP.
1305      *
1306      *   - Videocard is a Riva TNT but winver is set to win7 (there are no drivers for this beast)
1307      *     For now return the XP driver info. Perhaps later on we should return VESA.
1308      *
1309      * - the gpu is not in our database (can happen when the user overrides the vendor_id / device_id)
1310      *   This could be an indication that our database is not up to date, so this should be fixed.
1311      */
1312     version_info = get_driver_version_info(driver, driver_model);
1313     if (version_info)
1314     {
1315         driver_info->name = version_info->driver_name;
1316         driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1317         driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1318     }
1319     else
1320     {
1321         version_info = get_driver_version_info(driver, DRIVER_MODEL_NT5X);
1322         if (version_info)
1323         {
1324             driver_info->name = version_info->driver_name;
1325             driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1326             driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1327         }
1328         else
1329         {
1330             driver_info->description = "Direct3D HAL";
1331             driver_info->name = "Display";
1332             driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1333             driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1334
1335             FIXME("Unable to find a driver/device info for vendor_id=%#x device_id=%#x for driver_model=%d\n",
1336                     vendor, device, driver_model);
1337         }
1338     }
1339
1340     TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1341             driver_info->version_high, driver_info->version_low);
1342 }
1343
1344 /* Context activation is done by the caller. */
1345 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1346         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1347 {
1348     unsigned int i;
1349
1350     for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1351     {
1352         if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1353         TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1354         quirk_table[i].apply(gl_info);
1355     }
1356
1357     /* Find out if PBOs work as they are supposed to. */
1358     test_pbo_functionality(gl_info);
1359 }
1360
1361 static DWORD wined3d_parse_gl_version(const char *gl_version)
1362 {
1363     const char *ptr = gl_version;
1364     int major, minor;
1365
1366     major = atoi(ptr);
1367     if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1368
1369     while (isdigit(*ptr)) ++ptr;
1370     if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1371
1372     minor = atoi(ptr);
1373
1374     TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1375
1376     return MAKEDWORD_VERSION(major, minor);
1377 }
1378
1379 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(const struct wined3d_gl_info *gl_info,
1380         const char *gl_vendor_string, const char *gl_renderer)
1381 {
1382
1383     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1384      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1385      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1386      *
1387      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1388      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1389      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1390      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1391      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1392      * the chance that other implementations support them is rather small since Win32 QuickTime uses
1393      * DirectDraw, not OpenGL. */
1394     if (gl_info->supported[APPLE_FENCE]
1395             && gl_info->supported[APPLE_CLIENT_STORAGE]
1396             && gl_info->supported[APPLE_FLUSH_RENDER]
1397             && gl_info->supported[APPLE_YCBCR_422])
1398         return GL_VENDOR_APPLE;
1399
1400     if (strstr(gl_vendor_string, "NVIDIA"))
1401         return GL_VENDOR_NVIDIA;
1402
1403     if (strstr(gl_vendor_string, "ATI"))
1404         return GL_VENDOR_FGLRX;
1405
1406     if (strstr(gl_vendor_string, "Intel(R)")
1407             /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1408             || strstr(gl_renderer, "Intel")
1409             || strstr(gl_vendor_string, "Intel Inc."))
1410         return GL_VENDOR_INTEL;
1411
1412     if (strstr(gl_vendor_string, "Mesa")
1413             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1414             || strstr(gl_vendor_string, "DRI R300 Project")
1415             || strstr(gl_vendor_string, "X.Org R300 Project")
1416             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1417             || strstr(gl_vendor_string, "VMware, Inc.")
1418             || strstr(gl_renderer, "Mesa")
1419             || strstr(gl_renderer, "Gallium"))
1420         return GL_VENDOR_MESA;
1421
1422     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1423             debugstr_a(gl_vendor_string));
1424
1425     return GL_VENDOR_UNKNOWN;
1426 }
1427
1428 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1429 {
1430     if (strstr(gl_vendor_string, "NVIDIA")
1431             || strstr(gl_vendor_string, "nouveau"))
1432         return HW_VENDOR_NVIDIA;
1433
1434     if (strstr(gl_vendor_string, "ATI")
1435             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1436             || strstr(gl_vendor_string, "X.Org R300 Project")
1437             || strstr(gl_renderer, "AMD")
1438             || strstr(gl_renderer, "R100")
1439             || strstr(gl_renderer, "R200")
1440             || strstr(gl_renderer, "R300")
1441             || strstr(gl_renderer, "R600")
1442             || strstr(gl_renderer, "R700"))
1443         return HW_VENDOR_AMD;
1444
1445     if (strstr(gl_vendor_string, "Intel(R)")
1446             /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1447             || strstr(gl_renderer, "Intel")
1448             || strstr(gl_vendor_string, "Intel Inc."))
1449         return HW_VENDOR_INTEL;
1450
1451     if (strstr(gl_vendor_string, "Mesa")
1452             || strstr(gl_vendor_string, "Brian Paul")
1453             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1454             || strstr(gl_vendor_string, "VMware, Inc."))
1455         return HW_VENDOR_SOFTWARE;
1456
1457     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1458
1459     return HW_VENDOR_NVIDIA;
1460 }
1461
1462 static UINT d3d_level_from_gl_info(const struct wined3d_gl_info *gl_info)
1463 {
1464     UINT level = 0;
1465
1466     if (gl_info->supported[ARB_MULTITEXTURE])
1467         level = 6;
1468     if (gl_info->supported[ARB_TEXTURE_COMPRESSION]
1469             && gl_info->supported[ARB_TEXTURE_CUBE_MAP]
1470             && gl_info->supported[ARB_TEXTURE_ENV_DOT3])
1471         level = 7;
1472     if (level == 7 && gl_info->supported[ARB_MULTISAMPLE]
1473             && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1474         level = 8;
1475     if (level == 8 && gl_info->supported[ARB_FRAGMENT_PROGRAM]
1476             && gl_info->supported[ARB_VERTEX_SHADER])
1477         level = 9;
1478     if (level == 9 && gl_info->supported[EXT_GPU_SHADER4])
1479         level = 10;
1480
1481     return level;
1482 }
1483
1484 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1485         const char *gl_renderer)
1486 {
1487     UINT d3d_level = d3d_level_from_gl_info(gl_info);
1488     unsigned int i;
1489
1490     if (d3d_level >= 10)
1491     {
1492         static const struct
1493         {
1494             const char *renderer;
1495             enum wined3d_pci_device id;
1496         }
1497         cards[] =
1498         {
1499             {"GTX 580",     CARD_NVIDIA_GEFORCE_GTX580},    /* Geforce 500 - highend */
1500             {"GTX 570",     CARD_NVIDIA_GEFORCE_GTX570},    /* Geforce 500 - midend high */
1501             {"GTX 560 Ti",  CARD_NVIDIA_GEFORCE_GTX560TI},  /* Geforce 500 - midend */
1502             {"GTX 560",     CARD_NVIDIA_GEFORCE_GTX560},    /* Geforce 500 - midend */
1503             {"GT 555M",     CARD_NVIDIA_GEFORCE_GT555M},    /* Geforce 500 - midend mobile */
1504             {"GTX 550 Ti",  CARD_NVIDIA_GEFORCE_GTX550},    /* Geforce 500 - midend */
1505             {"GTX 480",     CARD_NVIDIA_GEFORCE_GTX480},    /* Geforce 400 - highend */
1506             {"GTX 470",     CARD_NVIDIA_GEFORCE_GTX470},    /* Geforce 400 - midend high */
1507             {"GTX 465",     CARD_NVIDIA_GEFORCE_GTX465},    /* Geforce 400 - midend */
1508             {"GTX 460M",    CARD_NVIDIA_GEFORCE_GTX460M},   /* Geforce 400 - highend mobile */
1509             {"GTX 460",     CARD_NVIDIA_GEFORCE_GTX460},    /* Geforce 400 - midend */
1510             {"GTS 450",     CARD_NVIDIA_GEFORCE_GTS450},    /* Geforce 400 - midend low */
1511             {"GT 440",      CARD_NVIDIA_GEFORCE_GT440},     /* Geforce 400 - lowend */
1512             {"GT 430",      CARD_NVIDIA_GEFORCE_GT430},     /* Geforce 400 - lowend */
1513             {"GT 420",      CARD_NVIDIA_GEFORCE_GT420},     /* Geforce 400 - lowend */
1514             {"GT 330",      CARD_NVIDIA_GEFORCE_GT330},     /* Geforce 300 - highend */
1515             {"GTS 360M",    CARD_NVIDIA_GEFORCE_GTS350M},   /* Geforce 300 - highend mobile */
1516             {"GTS 350M",    CARD_NVIDIA_GEFORCE_GTS350M},   /* Geforce 300 - highend mobile */
1517             {"GT 330M",     CARD_NVIDIA_GEFORCE_GT325M},    /* Geforce 300 - midend mobile */
1518             {"GT 325M",     CARD_NVIDIA_GEFORCE_GT325M},    /* Geforce 300 - midend mobile */
1519             {"GT 320M",     CARD_NVIDIA_GEFORCE_GT320M},    /* Geforce 300 - midend mobile */
1520             {"GTX 295",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1521             {"GTX 285",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1522             {"GTX 280",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1523             {"GTX 275",     CARD_NVIDIA_GEFORCE_GTX275},    /* Geforce 200 - midend high */
1524             {"GTX 260",     CARD_NVIDIA_GEFORCE_GTX260},    /* Geforce 200 - midend */
1525             {"GT 240",      CARD_NVIDIA_GEFORCE_GT240},     /* Geforce 200 - midend */
1526             {"GT 220",      CARD_NVIDIA_GEFORCE_GT220},     /* Geforce 200 - lowend */
1527             {"Geforce 310", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1528             {"Geforce 305", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1529             {"Geforce 210", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1530             {"G 210",       CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1531             {"GTS 250",     CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1532             {"GTS 150",     CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1533             {"9800",        CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1534             {"GT 140",      CARD_NVIDIA_GEFORCE_9600GT},    /* Geforce 9 - midend */
1535             {"9600",        CARD_NVIDIA_GEFORCE_9600GT},    /* Geforce 9 - midend */
1536             {"GT 130",      CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1537             {"GT 120",      CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1538             {"9500",        CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1539             {"9400",        CARD_NVIDIA_GEFORCE_9400GT},    /* Geforce 9 - lowend */
1540             {"9300",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1541             {"9200",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1542             {"9100",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1543             {"G 100",       CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1544             {"8800 GTX",    CARD_NVIDIA_GEFORCE_8800GTX},   /* Geforce 8 - highend high */
1545             {"8800",        CARD_NVIDIA_GEFORCE_8800GTS},   /* Geforce 8 - highend */
1546             {"8600 M",      CARD_NVIDIA_GEFORCE_8600MGT},   /* Geforce 8 - midend mobile */
1547             {"8700",        CARD_NVIDIA_GEFORCE_8600GT},    /* Geforce 8 - midend */
1548             {"8600",        CARD_NVIDIA_GEFORCE_8600GT},    /* Geforce 8 - midend */
1549             {"8500",        CARD_NVIDIA_GEFORCE_8400GS},    /* Geforce 8 - mid-lowend */
1550             {"8400",        CARD_NVIDIA_GEFORCE_8400GS},    /* Geforce 8 - mid-lowend */
1551             {"8300",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1552             {"8200",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1553             {"8100",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1554         };
1555
1556         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1557         {
1558             if (strstr(gl_renderer, cards[i].renderer))
1559                 return cards[i].id;
1560         }
1561
1562         /* Geforce8-compatible fall back if the GPU is not in the list yet */
1563         return CARD_NVIDIA_GEFORCE_8300GS;
1564     }
1565
1566     /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1567      * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1568      */
1569     if (d3d_level >= 9 && gl_info->supported[NV_VERTEX_PROGRAM3])
1570     {
1571         static const struct
1572         {
1573             const char *renderer;
1574             enum wined3d_pci_device id;
1575         }
1576         cards[] =
1577         {
1578             {"Quadro FX 5", CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1579             {"Quadro FX 4", CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1580             {"7950",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1581             {"7900",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1582             {"7800",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1583             {"7700",        CARD_NVIDIA_GEFORCE_7600},      /* Geforce 7 - midend */
1584             {"7600",        CARD_NVIDIA_GEFORCE_7600},      /* Geforce 7 - midend */
1585             {"7400",        CARD_NVIDIA_GEFORCE_7400},      /* Geforce 7 - lower medium */
1586             {"7300",        CARD_NVIDIA_GEFORCE_7300},      /* Geforce 7 - lowend */
1587             {"6800",        CARD_NVIDIA_GEFORCE_6800},      /* Geforce 6 - highend */
1588             {"6700",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1589             {"6610",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1590             {"6600",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1591         };
1592
1593         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1594         {
1595             if (strstr(gl_renderer, cards[i].renderer))
1596                 return cards[i].id;
1597         }
1598
1599         /* Geforce 6/7 - lowend */
1600         return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1601     }
1602
1603     if (d3d_level >= 9)
1604     {
1605         /* GeforceFX - highend */
1606         if (strstr(gl_renderer, "5800")
1607                 || strstr(gl_renderer, "5900")
1608                 || strstr(gl_renderer, "5950")
1609                 || strstr(gl_renderer, "Quadro FX"))
1610         {
1611             return CARD_NVIDIA_GEFORCEFX_5800;
1612         }
1613
1614         /* GeforceFX - midend */
1615         if (strstr(gl_renderer, "5600")
1616                 || strstr(gl_renderer, "5650")
1617                 || strstr(gl_renderer, "5700")
1618                 || strstr(gl_renderer, "5750"))
1619         {
1620             return CARD_NVIDIA_GEFORCEFX_5600;
1621         }
1622
1623         /* GeforceFX - lowend */
1624         return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1625     }
1626
1627     if (d3d_level >= 8)
1628     {
1629         if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1630         {
1631             return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1632         }
1633
1634         return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1635     }
1636
1637     if (d3d_level >= 7)
1638     {
1639         if (strstr(gl_renderer, "GeForce4 MX"))
1640         {
1641             return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1642         }
1643
1644         if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1645         {
1646             return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1647         }
1648
1649         if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1650         {
1651             return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1652         }
1653
1654         return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1655     }
1656
1657     if (strstr(gl_renderer, "TNT2"))
1658     {
1659         return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1660     }
1661
1662     return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1663 }
1664
1665 static enum wined3d_pci_device select_card_amd_binary(const struct wined3d_gl_info *gl_info,
1666         const char *gl_renderer)
1667 {
1668     UINT d3d_level = d3d_level_from_gl_info(gl_info);
1669
1670     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1671      *
1672      * Beware: renderer string do not match exact card model,
1673      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1674     if (d3d_level >= 10)
1675     {
1676         unsigned int i;
1677
1678         static const struct
1679         {
1680             const char *renderer;
1681             enum wined3d_pci_device id;
1682         }
1683         cards[] =
1684         {
1685             /* Northern Islands */
1686             {"HD 6900", CARD_AMD_RADEON_HD6900},
1687             {"HD 6800", CARD_AMD_RADEON_HD6800},
1688             {"HD 6630M",CARD_AMD_RADEON_HD6600M},
1689             {"HD 6600M",CARD_AMD_RADEON_HD6600M},
1690             {"HD 6600", CARD_AMD_RADEON_HD6600},
1691             {"HD 6500M",CARD_AMD_RADEON_HD6600M},
1692             {"HD 6500", CARD_AMD_RADEON_HD6600},
1693             {"HD 6400", CARD_AMD_RADEON_HD6400},
1694             {"HD 6300", CARD_AMD_RADEON_HD6300},
1695             {"HD 6200", CARD_AMD_RADEON_HD6300},
1696             /* Evergreen */
1697             {"HD 5870", CARD_AMD_RADEON_HD5800},    /* Radeon EG CYPRESS PRO */
1698             {"HD 5850", CARD_AMD_RADEON_HD5800},    /* Radeon EG CYPRESS XT */
1699             {"HD 5800", CARD_AMD_RADEON_HD5800},    /* Radeon EG CYPRESS HD58xx generic renderer string */
1700             {"HD 5770", CARD_AMD_RADEON_HD5700},    /* Radeon EG JUNIPER XT */
1701             {"HD 5750", CARD_AMD_RADEON_HD5700},    /* Radeon EG JUNIPER LE */
1702             {"HD 5700", CARD_AMD_RADEON_HD5700},    /* Radeon EG JUNIPER HD57xx generic renderer string */
1703             {"HD 5670", CARD_AMD_RADEON_HD5600},    /* Radeon EG REDWOOD XT */
1704             {"HD 5570", CARD_AMD_RADEON_HD5600},    /* Radeon EG REDWOOD PRO mapped to HD5600 series */
1705             {"HD 5550", CARD_AMD_RADEON_HD5600},    /* Radeon EG REDWOOD LE mapped to HD5600 series */
1706             {"HD 5450", CARD_AMD_RADEON_HD5400},    /* Radeon EG CEDAR PRO */
1707             /* R700 */
1708             {"HD 4890", CARD_AMD_RADEON_HD4800},    /* Radeon RV790 */
1709             {"HD 4870", CARD_AMD_RADEON_HD4800},    /* Radeon RV770 */
1710             {"HD 4850", CARD_AMD_RADEON_HD4800},    /* Radeon RV770 */
1711             {"HD 4830", CARD_AMD_RADEON_HD4800},    /* Radeon RV770 */
1712             {"HD 4800", CARD_AMD_RADEON_HD4800},    /* Radeon RV7xx HD48xx generic renderer string */
1713             {"HD 4770", CARD_AMD_RADEON_HD4700},    /* Radeon RV740 */
1714             {"HD 4700", CARD_AMD_RADEON_HD4700},    /* Radeon RV7xx HD47xx generic renderer string */
1715             {"HD 4670", CARD_AMD_RADEON_HD4600},    /* Radeon RV730 */
1716             {"HD 4650", CARD_AMD_RADEON_HD4600},    /* Radeon RV730 */
1717             {"HD 4600", CARD_AMD_RADEON_HD4600},    /* Radeon RV730 */
1718             {"HD 4550", CARD_AMD_RADEON_HD4350},    /* Radeon RV710 */
1719             {"HD 4350", CARD_AMD_RADEON_HD4350},    /* Radeon RV710 */
1720             /* R600/R700 integrated */
1721             {"HD 3300", CARD_AMD_RADEON_HD3200},
1722             {"HD 3200", CARD_AMD_RADEON_HD3200},
1723             {"HD 3100", CARD_AMD_RADEON_HD3200},
1724             /* R600 */
1725             {"HD 3870", CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1726             {"HD 3850", CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1727             {"HD 2900", CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1728             {"HD 3830", CARD_AMD_RADEON_HD2600},    /* China-only midend */
1729             {"HD 3690", CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1730             {"HD 3650", CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1731             {"HD 2600", CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1732             {"HD 3470", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1733             {"HD 3450", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1734             {"HD 3430", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1735             {"HD 3400", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1736             {"HD 2400", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1737             {"HD 2350", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1738         };
1739
1740         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1741         {
1742             if (strstr(gl_renderer, cards[i].renderer))
1743                 return cards[i].id;
1744         }
1745
1746         /* Default for when no GPU has been found */
1747         return CARD_AMD_RADEON_HD3200;
1748     }
1749
1750     if (d3d_level >= 9)
1751     {
1752         /* Radeon R5xx */
1753         if (strstr(gl_renderer, "X1600")
1754                 || strstr(gl_renderer, "X1650")
1755                 || strstr(gl_renderer, "X1800")
1756                 || strstr(gl_renderer, "X1900")
1757                 || strstr(gl_renderer, "X1950"))
1758         {
1759             return CARD_AMD_RADEON_X1600;
1760         }
1761
1762         /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1763          * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1764         if (strstr(gl_renderer, "X700")
1765                 || strstr(gl_renderer, "X800")
1766                 || strstr(gl_renderer, "X850")
1767                 || strstr(gl_renderer, "X1300")
1768                 || strstr(gl_renderer, "X1400")
1769                 || strstr(gl_renderer, "X1450")
1770                 || strstr(gl_renderer, "X1550")
1771                 || strstr(gl_renderer, "X2300")
1772                 || strstr(gl_renderer, "X2500")
1773                 || strstr(gl_renderer, "HD 2300")
1774                 )
1775         {
1776             return CARD_AMD_RADEON_X700;
1777         }
1778
1779         /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1780         if (strstr(gl_renderer, "Radeon Xpress"))
1781         {
1782             return CARD_AMD_RADEON_XPRESS_200M;
1783         }
1784
1785         /* Radeon R3xx */
1786         return CARD_AMD_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1787     }
1788
1789     if (d3d_level >= 8)
1790         return CARD_AMD_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1791
1792     if (d3d_level >= 7)
1793         return CARD_AMD_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1794
1795     return CARD_AMD_RAGE_128PRO;
1796 }
1797
1798 static enum wined3d_pci_device select_card_intel(const struct wined3d_gl_info *gl_info,
1799         const char *gl_renderer)
1800 {
1801     if (strstr(gl_renderer, "GM45")) return CARD_INTEL_GM45;
1802     if (strstr(gl_renderer, "X3100") || strstr(gl_renderer, "965GM"))
1803     {
1804         /* MacOS calls the card GMA X3100, otherwise known as GM965/GL960 */
1805         return CARD_INTEL_X3100;
1806     }
1807
1808     if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1809     {
1810         /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1811         return CARD_INTEL_I945GM;
1812     }
1813
1814     if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1815     if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1816     if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1817     if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1818     if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1819     return CARD_INTEL_I915G;
1820
1821 }
1822
1823 static enum wined3d_pci_device select_card_amd_mesa(const struct wined3d_gl_info *gl_info,
1824         const char *gl_renderer)
1825 {
1826     UINT d3d_level;
1827     unsigned int i;
1828
1829     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1830      *
1831      * Beware: renderer string do not match exact card model,
1832      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1833     if (strstr(gl_renderer, "Gallium"))
1834     {
1835         /* 20101109 - These are never returned by current Gallium radeon
1836          * drivers: R700, RV790, R680, RV535, RV516, R410, RS485, RV360, RV351.
1837          *
1838          * These are returned but not handled: RC410, RV380. */
1839         static const struct
1840         {
1841             const char *renderer;
1842             enum wined3d_pci_device id;
1843         }
1844         cards[] =
1845         {
1846             /* Northern Islands */
1847             {"CAYMAN",  CARD_AMD_RADEON_HD6900},
1848             {"BARTS",   CARD_AMD_RADEON_HD6800},
1849             {"TURKS",   CARD_AMD_RADEON_HD6600},
1850             {"SUMO2",   CARD_AMD_RADEON_HD6410D},   /* SUMO2 first, because we do a strstr(). */
1851             {"SUMO",    CARD_AMD_RADEON_HD6550D},
1852             {"CAICOS",  CARD_AMD_RADEON_HD6400},
1853             {"PALM",    CARD_AMD_RADEON_HD6300},
1854             /* Evergreen */
1855             {"HEMLOCK", CARD_AMD_RADEON_HD5900},
1856             {"CYPRESS", CARD_AMD_RADEON_HD5800},
1857             {"JUNIPER", CARD_AMD_RADEON_HD5700},
1858             {"REDWOOD", CARD_AMD_RADEON_HD5600},
1859             {"CEDAR",   CARD_AMD_RADEON_HD5400},
1860             /* R700 */
1861             {"R700",    CARD_AMD_RADEON_HD4800},    /* HD4800 - highend */
1862             {"RV790",   CARD_AMD_RADEON_HD4800},
1863             {"RV770",   CARD_AMD_RADEON_HD4800},
1864             {"RV740",   CARD_AMD_RADEON_HD4700},    /* HD4700 - midend */
1865             {"RV730",   CARD_AMD_RADEON_HD4600},    /* HD4600 - midend */
1866             {"RV710",   CARD_AMD_RADEON_HD4350},    /* HD4500/HD4350 - lowend */
1867             /* R600/R700 integrated */
1868             {"RS880",   CARD_AMD_RADEON_HD3200},
1869             {"RS780",   CARD_AMD_RADEON_HD3200},
1870             /* R600 */
1871             {"R680",    CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1872             {"R600",    CARD_AMD_RADEON_HD2900},
1873             {"RV670",   CARD_AMD_RADEON_HD2900},
1874             {"RV635",   CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1875             {"RV630",   CARD_AMD_RADEON_HD2600},
1876             {"RV620",   CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1877             {"RV610",   CARD_AMD_RADEON_HD2350},
1878             /* R500 */
1879             {"R580",    CARD_AMD_RADEON_X1600},
1880             {"R520",    CARD_AMD_RADEON_X1600},
1881             {"RV570",   CARD_AMD_RADEON_X1600},
1882             {"RV560",   CARD_AMD_RADEON_X1600},
1883             {"RV535",   CARD_AMD_RADEON_X1600},
1884             {"RV530",   CARD_AMD_RADEON_X1600},
1885             {"RV516",   CARD_AMD_RADEON_X700},      /* X700 is actually R400. */
1886             {"RV515",   CARD_AMD_RADEON_X700},
1887             /* R400 */
1888             {"R481",    CARD_AMD_RADEON_X700},
1889             {"R480",    CARD_AMD_RADEON_X700},
1890             {"R430",    CARD_AMD_RADEON_X700},
1891             {"R423",    CARD_AMD_RADEON_X700},
1892             {"R420",    CARD_AMD_RADEON_X700},
1893             {"R410",    CARD_AMD_RADEON_X700},
1894             {"RV410",   CARD_AMD_RADEON_X700},
1895             /* Radeon Xpress - onboard, DX9b, Shader 2.0, 300-400MHz */
1896             {"RS740",   CARD_AMD_RADEON_XPRESS_200M},
1897             {"RS690",   CARD_AMD_RADEON_XPRESS_200M},
1898             {"RS600",   CARD_AMD_RADEON_XPRESS_200M},
1899             {"RS485",   CARD_AMD_RADEON_XPRESS_200M},
1900             {"RS482",   CARD_AMD_RADEON_XPRESS_200M},
1901             {"RS480",   CARD_AMD_RADEON_XPRESS_200M},
1902             {"RS400",   CARD_AMD_RADEON_XPRESS_200M},
1903             /* R300 */
1904             {"R360",    CARD_AMD_RADEON_9500},
1905             {"R350",    CARD_AMD_RADEON_9500},
1906             {"R300",    CARD_AMD_RADEON_9500},
1907             {"RV370",   CARD_AMD_RADEON_9500},
1908             {"RV360",   CARD_AMD_RADEON_9500},
1909             {"RV351",   CARD_AMD_RADEON_9500},
1910             {"RV350",   CARD_AMD_RADEON_9500},
1911         };
1912
1913         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1914         {
1915             if (strstr(gl_renderer, cards[i].renderer))
1916                 return cards[i].id;
1917         }
1918     }
1919
1920     d3d_level = d3d_level_from_gl_info(gl_info);
1921     if (d3d_level >= 10)
1922         return CARD_AMD_RADEON_HD2600;
1923
1924     if (d3d_level >= 9)
1925     {
1926         static const struct
1927         {
1928             const char *renderer;
1929             enum wined3d_pci_device id;
1930         }
1931         cards[] =
1932         {
1933             /* R700 */
1934             {"(R700",   CARD_AMD_RADEON_HD4800},    /* HD4800 - highend */
1935             {"(RV790",  CARD_AMD_RADEON_HD4800},
1936             {"(RV770",  CARD_AMD_RADEON_HD4800},
1937             {"(RV740",  CARD_AMD_RADEON_HD4700},    /* HD4700 - midend */
1938             {"(RV730",  CARD_AMD_RADEON_HD4600},    /* HD4600 - midend */
1939             {"(RV710",  CARD_AMD_RADEON_HD4350},    /* HD4500/HD4350 - lowend */
1940             /* R600/R700 integrated */
1941             {"RS880",   CARD_AMD_RADEON_HD3200},
1942             {"RS780",   CARD_AMD_RADEON_HD3200},
1943             /* R600 */
1944             {"(R680",   CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1945             {"(R600",   CARD_AMD_RADEON_HD2900},
1946             {"(RV670",  CARD_AMD_RADEON_HD2900},
1947             {"(RV635",  CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1948             {"(RV630",  CARD_AMD_RADEON_HD2600},
1949             {"(RV620",  CARD_AMD_RADEON_HD2350},    /* HD2300/HD2400/HD3400 - lowend */
1950             {"(RV610",  CARD_AMD_RADEON_HD2350},
1951         };
1952
1953         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1954         {
1955             if (strstr(gl_renderer, cards[i].renderer))
1956                 return cards[i].id;
1957         }
1958
1959         return CARD_AMD_RADEON_9500;
1960     }
1961
1962     if (d3d_level >= 8)
1963         return CARD_AMD_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1964
1965     if (d3d_level >= 7)
1966         return CARD_AMD_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1967
1968     return CARD_AMD_RAGE_128PRO;
1969 }
1970
1971 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
1972         const char *gl_renderer)
1973 {
1974     UINT d3d_level;
1975
1976     if (strstr(gl_renderer, "Gallium"))
1977     {
1978         unsigned int i;
1979
1980         static const struct
1981         {
1982             const char *renderer;
1983             enum wined3d_pci_device id;
1984         }
1985         cards[] =
1986         {
1987             {"NVC8",    CARD_NVIDIA_GEFORCE_GTX570},
1988             {"NVC4",    CARD_NVIDIA_GEFORCE_GTX460},
1989             {"NVC3",    CARD_NVIDIA_GEFORCE_GT440},
1990             {"NVC0",    CARD_NVIDIA_GEFORCE_GTX480},
1991             {"NVAF",    CARD_NVIDIA_GEFORCE_GT320M},
1992             {"NVAC",    CARD_NVIDIA_GEFORCE_8200},
1993             {"NVAA",    CARD_NVIDIA_GEFORCE_8200},
1994             {"NVA8",    CARD_NVIDIA_GEFORCE_210},
1995             {"NVA5",    CARD_NVIDIA_GEFORCE_GT220},
1996             {"NVA3",    CARD_NVIDIA_GEFORCE_GT240},
1997             {"NVA0",    CARD_NVIDIA_GEFORCE_GTX280},
1998             {"NV98",    CARD_NVIDIA_GEFORCE_9200},
1999             {"NV96",    CARD_NVIDIA_GEFORCE_9400GT},
2000             {"NV94",    CARD_NVIDIA_GEFORCE_9600GT},
2001             {"NV92",    CARD_NVIDIA_GEFORCE_9800GT},
2002             {"NV86",    CARD_NVIDIA_GEFORCE_8500GT},
2003             {"NV84",    CARD_NVIDIA_GEFORCE_8600GT},
2004             {"NV68",    CARD_NVIDIA_GEFORCE_6200},      /* 7050 */
2005             {"NV67",    CARD_NVIDIA_GEFORCE_6200},      /* 7000M */
2006             {"NV63",    CARD_NVIDIA_GEFORCE_6200},      /* 7100 */
2007             {"NV50",    CARD_NVIDIA_GEFORCE_8800GTX},
2008             {"NV4E",    CARD_NVIDIA_GEFORCE_6200},      /* 6100 Go / 6150 Go */
2009             {"NV4C",    CARD_NVIDIA_GEFORCE_6200},      /* 6150SE */
2010             {"NV4B",    CARD_NVIDIA_GEFORCE_7600},
2011             {"NV4A",    CARD_NVIDIA_GEFORCE_6200},
2012             {"NV49",    CARD_NVIDIA_GEFORCE_7800GT},    /* 7900 */
2013             {"NV47",    CARD_NVIDIA_GEFORCE_7800GT},
2014             {"NV46",    CARD_NVIDIA_GEFORCE_7400},
2015             {"NV45",    CARD_NVIDIA_GEFORCE_6800},
2016             {"NV44",    CARD_NVIDIA_GEFORCE_6200},
2017             {"NV43",    CARD_NVIDIA_GEFORCE_6600GT},
2018             {"NV42",    CARD_NVIDIA_GEFORCE_6800},
2019             {"NV41",    CARD_NVIDIA_GEFORCE_6800},
2020             {"NV40",    CARD_NVIDIA_GEFORCE_6800},
2021             {"NV38",    CARD_NVIDIA_GEFORCEFX_5800},    /* FX 5950 Ultra */
2022             {"NV36",    CARD_NVIDIA_GEFORCEFX_5800},    /* FX 5700/5750 */
2023             {"NV35",    CARD_NVIDIA_GEFORCEFX_5800},    /* FX 5900 */
2024             {"NV34",    CARD_NVIDIA_GEFORCEFX_5200},
2025             {"NV31",    CARD_NVIDIA_GEFORCEFX_5600},
2026             {"NV30",    CARD_NVIDIA_GEFORCEFX_5800},
2027             {"NV28",    CARD_NVIDIA_GEFORCE4_TI4200},
2028             {"NV25",    CARD_NVIDIA_GEFORCE4_TI4200},
2029             {"NV20",    CARD_NVIDIA_GEFORCE3},
2030             {"NV1F",    CARD_NVIDIA_GEFORCE4_MX},       /* GF4 MX IGP */
2031             {"NV1A",    CARD_NVIDIA_GEFORCE2},          /* GF2 IGP */
2032             {"NV18",    CARD_NVIDIA_GEFORCE4_MX},
2033             {"NV17",    CARD_NVIDIA_GEFORCE4_MX},
2034             {"NV16",    CARD_NVIDIA_GEFORCE2},
2035             {"NV15",    CARD_NVIDIA_GEFORCE2},
2036             {"NV11",    CARD_NVIDIA_GEFORCE2_MX},
2037             {"NV10",    CARD_NVIDIA_GEFORCE},
2038             {"NV05",    CARD_NVIDIA_RIVA_TNT2},
2039             {"NV04",    CARD_NVIDIA_RIVA_TNT},
2040             {"NV03",    CARD_NVIDIA_RIVA_128},
2041         };
2042
2043         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
2044         {
2045             if (strstr(gl_renderer, cards[i].renderer))
2046                 return cards[i].id;
2047         }
2048     }
2049
2050     FIXME_(d3d_caps)("Unknown renderer %s.\n", debugstr_a(gl_renderer));
2051
2052     d3d_level = d3d_level_from_gl_info(gl_info);
2053     if (d3d_level >= 9)
2054         return CARD_NVIDIA_GEFORCEFX_5600;
2055     if (d3d_level >= 8)
2056         return CARD_NVIDIA_GEFORCE3;
2057     if (d3d_level >= 7)
2058         return CARD_NVIDIA_GEFORCE;
2059     if (d3d_level >= 6)
2060         return CARD_NVIDIA_RIVA_TNT;
2061     return CARD_NVIDIA_RIVA_128;
2062 }
2063
2064
2065 struct vendor_card_selection
2066 {
2067     enum wined3d_gl_vendor gl_vendor;
2068     enum wined3d_pci_vendor card_vendor;
2069     const char *description;        /* Description of the card selector i.e. Apple OS/X Intel */
2070     enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer);
2071 };
2072
2073 static const struct vendor_card_selection vendor_card_select_table[] =
2074 {
2075     {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA,  "Nvidia binary driver",     select_card_nvidia_binary},
2076     {GL_VENDOR_APPLE,  HW_VENDOR_NVIDIA,  "Apple OSX NVidia binary driver",   select_card_nvidia_binary},
2077     {GL_VENDOR_APPLE,  HW_VENDOR_AMD,     "Apple OSX AMD/ATI binary driver",  select_card_amd_binary},
2078     {GL_VENDOR_APPLE,  HW_VENDOR_INTEL,   "Apple OSX Intel binary driver",    select_card_intel},
2079     {GL_VENDOR_FGLRX,  HW_VENDOR_AMD,     "AMD/ATI binary driver",    select_card_amd_binary},
2080     {GL_VENDOR_MESA,   HW_VENDOR_AMD,     "Mesa AMD/ATI driver",      select_card_amd_mesa},
2081     {GL_VENDOR_MESA,   HW_VENDOR_NVIDIA,  "Mesa Nouveau driver",      select_card_nvidia_mesa},
2082     {GL_VENDOR_MESA,   HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel},
2083     {GL_VENDOR_INTEL,  HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel}
2084 };
2085
2086
2087 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
2088         enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor)
2089 {
2090     UINT d3d_level;
2091
2092     /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
2093      * different GPUs with roughly the same features. In most cases GPUs from a
2094      * certain family differ in clockspeeds, the amount of video memory and the
2095      * number of shader pipelines.
2096      *
2097      * A Direct3D device object contains the PCI id (vendor + device) of the
2098      * videocard which is used for rendering. Various applications use this
2099      * information to get a rough estimation of the features of the card and
2100      * some might use it for enabling 3d effects only on certain types of
2101      * videocards. In some cases games might even use it to work around bugs
2102      * which happen on certain videocards/driver combinations. The problem is
2103      * that OpenGL only exposes a rendering string containing the name of the
2104      * videocard and not the PCI id.
2105      *
2106      * Various games depend on the PCI id, so somehow we need to provide one.
2107      * A simple option is to parse the renderer string and translate this to
2108      * the right PCI id. This is a lot of work because there are more than 200
2109      * GPUs just for Nvidia. Various cards share the same renderer string, so
2110      * the amount of code might be 'small' but there are quite a number of
2111      * exceptions which would make this a pain to maintain. Another way would
2112      * be to query the PCI id from the operating system (assuming this is the
2113      * videocard which is used for rendering which is not always the case).
2114      * This would work but it is not very portable. Second it would not work
2115      * well in, let's say, a remote X situation in which the amount of 3d
2116      * features which can be used is limited.
2117      *
2118      * As said most games only use the PCI id to get an indication of the
2119      * capabilities of the card. It doesn't really matter if the given id is
2120      * the correct one if we return the id of a card with similar 3d features.
2121      *
2122      * The code below checks the OpenGL capabilities of a videocard and matches
2123      * that to a certain level of Direct3D functionality. Once a card passes
2124      * the Direct3D9 check, we know that the card (in case of Nvidia) is at
2125      * least a GeforceFX. To give a better estimate we do a basic check on the
2126      * renderer string but if that won't pass we return a default card. This
2127      * way is better than maintaining a full card database as even without a
2128      * full database we can return a card with similar features. Second the
2129      * size of the database can be made quite small because when you know what
2130      * type of 3d functionality a card has, you know to which GPU family the
2131      * GPU must belong. Because of this you only have to check a small part of
2132      * the renderer string to distinguishes between different models from that
2133      * family.
2134      *
2135      * The code also selects a default amount of video memory which we will
2136      * use for an estimation of the amount of free texture memory. In case of
2137      * real D3D the amount of texture memory includes video memory and system
2138      * memory (to be specific AGP memory or in case of PCIE TurboCache /
2139      * HyperMemory). We don't know how much system memory can be addressed by
2140      * the system but we can make a reasonable estimation about the amount of
2141      * video memory. If the value is slightly wrong it doesn't matter as we
2142      * didn't include AGP-like memory which makes the amount of addressable
2143      * memory higher and second OpenGL isn't that critical it moves to system
2144      * memory behind our backs if really needed. Note that the amount of video
2145      * memory can be overruled using a registry setting. */
2146
2147     int i;
2148
2149     for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
2150     {
2151         if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
2152             || (vendor_card_select_table[i].card_vendor != *card_vendor))
2153                 continue;
2154         TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
2155         return vendor_card_select_table[i].select_card(gl_info, gl_renderer);
2156     }
2157
2158     FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
2159                      *gl_vendor, *card_vendor);
2160
2161     /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
2162      * for Nvidia was because the hardware and drivers they make are of good quality. This makes
2163      * them a good generic choice. */
2164     *card_vendor = HW_VENDOR_NVIDIA;
2165     d3d_level = d3d_level_from_gl_info(gl_info);
2166     if (d3d_level >= 9)
2167         return CARD_NVIDIA_GEFORCEFX_5600;
2168     if (d3d_level >= 8)
2169         return CARD_NVIDIA_GEFORCE3;
2170     if (d3d_level >= 7)
2171         return CARD_NVIDIA_GEFORCE;
2172     if (d3d_level >= 6)
2173         return CARD_NVIDIA_RIVA_TNT;
2174     return CARD_NVIDIA_RIVA_128;
2175 }
2176
2177 static const struct fragment_pipeline *select_fragment_implementation(const struct wined3d_gl_info *gl_info)
2178 {
2179     int vs_selected_mode, ps_selected_mode;
2180
2181     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2182     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2183             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
2184     else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
2185     else if (gl_info->supported[NV_REGISTER_COMBINERS]
2186             && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
2187     else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
2188     else return &ffp_fragment_pipeline;
2189 }
2190
2191 static const struct wined3d_shader_backend_ops *select_shader_backend(const struct wined3d_gl_info *gl_info)
2192 {
2193     int vs_selected_mode, ps_selected_mode;
2194
2195     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2196     if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
2197     if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
2198     return &none_shader_backend;
2199 }
2200
2201 static const struct blit_shader *select_blit_implementation(const struct wined3d_gl_info *gl_info)
2202 {
2203     int vs_selected_mode, ps_selected_mode;
2204
2205     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2206     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2207             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2208     else return &ffp_blit;
2209 }
2210
2211 static void load_gl_funcs(struct wined3d_gl_info *gl_info, DWORD gl_version)
2212 {
2213     DWORD ver;
2214
2215 #define USE_GL_FUNC(type, pfn, ext, replace) \
2216     if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2217     else if ((ver = ver_for_ext(ext)) && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2218     else gl_info->pfn = NULL;
2219
2220     GL_EXT_FUNCS_GEN;
2221 #undef USE_GL_FUNC
2222
2223 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2224     WGL_EXT_FUNCS_GEN;
2225 #undef USE_GL_FUNC
2226 }
2227
2228 /* Context activation is done by the caller. */
2229 static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter)
2230 {
2231     struct wined3d_driver_info *driver_info = &adapter->driver_info;
2232     struct wined3d_gl_info *gl_info = &adapter->gl_info;
2233     const char *GL_Extensions    = NULL;
2234     const char *WGL_Extensions   = NULL;
2235     const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2236     struct fragment_caps fragment_caps;
2237     enum wined3d_gl_vendor gl_vendor;
2238     enum wined3d_pci_vendor card_vendor;
2239     enum wined3d_pci_device device;
2240     GLint       gl_max;
2241     GLfloat     gl_floatv[2];
2242     unsigned    i;
2243     HDC         hdc;
2244     DWORD gl_version;
2245     size_t len;
2246
2247     TRACE_(d3d_caps)("(%p)\n", gl_info);
2248
2249     ENTER_GL();
2250
2251     gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2252     TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2253     if (!gl_renderer_str)
2254     {
2255         LEAVE_GL();
2256         ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2257         return FALSE;
2258     }
2259
2260     gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2261     TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2262     if (!gl_vendor_str)
2263     {
2264         LEAVE_GL();
2265         ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2266         return FALSE;
2267     }
2268
2269     /* Parse the GL_VERSION field into major and minor information */
2270     gl_version_str = (const char *)glGetString(GL_VERSION);
2271     TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2272     if (!gl_version_str)
2273     {
2274         LEAVE_GL();
2275         ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2276         return FALSE;
2277     }
2278     gl_version = wined3d_parse_gl_version(gl_version_str);
2279
2280     /*
2281      * Initialize openGL extension related variables
2282      *  with Default values
2283      */
2284     memset(gl_info->supported, 0, sizeof(gl_info->supported));
2285     gl_info->limits.blends = 1;
2286     gl_info->limits.buffers = 1;
2287     gl_info->limits.textures = 1;
2288     gl_info->limits.texture_coords = 1;
2289     gl_info->limits.fragment_samplers = 1;
2290     gl_info->limits.vertex_samplers = 0;
2291     gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2292     gl_info->limits.sampler_stages = 1;
2293     gl_info->limits.vertex_attribs = 16;
2294     gl_info->limits.glsl_vs_float_constants = 0;
2295     gl_info->limits.glsl_ps_float_constants = 0;
2296     gl_info->limits.arb_vs_float_constants = 0;
2297     gl_info->limits.arb_vs_native_constants = 0;
2298     gl_info->limits.arb_vs_instructions = 0;
2299     gl_info->limits.arb_vs_temps = 0;
2300     gl_info->limits.arb_ps_float_constants = 0;
2301     gl_info->limits.arb_ps_local_constants = 0;
2302     gl_info->limits.arb_ps_instructions = 0;
2303     gl_info->limits.arb_ps_temps = 0;
2304
2305     /* Retrieve opengl defaults */
2306     glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2307     gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2308     TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2309
2310     glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2311     gl_info->limits.lights = gl_max;
2312     TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2313
2314     glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2315     gl_info->limits.texture_size = gl_max;
2316     TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2317
2318     glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2319     gl_info->limits.pointsize_min = gl_floatv[0];
2320     gl_info->limits.pointsize_max = gl_floatv[1];
2321     TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2322
2323     /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2324     GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2325     if (!GL_Extensions)
2326     {
2327         LEAVE_GL();
2328         ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2329         return FALSE;
2330     }
2331
2332     LEAVE_GL();
2333
2334     TRACE_(d3d_caps)("GL_Extensions reported:\n");
2335
2336     gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2337
2338     while (*GL_Extensions)
2339     {
2340         const char *start;
2341
2342         while (isspace(*GL_Extensions)) ++GL_Extensions;
2343         start = GL_Extensions;
2344         while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2345
2346         len = GL_Extensions - start;
2347         if (!len) continue;
2348
2349         TRACE_(d3d_caps)("- %s\n", debugstr_an(start, len));
2350
2351         for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2352         {
2353             if (len == strlen(EXTENSION_MAP[i].extension_string)
2354                     && !memcmp(start, EXTENSION_MAP[i].extension_string, len))
2355             {
2356                 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2357                 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2358                 break;
2359             }
2360         }
2361     }
2362
2363     /* Now work out what GL support this card really has */
2364     load_gl_funcs( gl_info, gl_version );
2365
2366     ENTER_GL();
2367
2368     /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2369      * loading the functions, otherwise the code above will load the extension entry points instead of the
2370      * core functions, which may not work. */
2371     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2372     {
2373         if (!gl_info->supported[EXTENSION_MAP[i].extension]
2374                 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2375         {
2376             TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2377             gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2378         }
2379     }
2380
2381     if (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
2382
2383     if (gl_info->supported[APPLE_FENCE])
2384     {
2385         /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2386          * The apple extension interacts with some other apple exts. Disable the NV
2387          * extension if the apple one is support to prevent confusion in other parts
2388          * of the code. */
2389         gl_info->supported[NV_FENCE] = FALSE;
2390     }
2391     if (gl_info->supported[APPLE_FLOAT_PIXELS])
2392     {
2393         /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2394          *
2395          * The enums are the same:
2396          * GL_RGBA16F_ARB     = GL_RGBA_FLOAT16_APPLE = 0x881A
2397          * GL_RGB16F_ARB      = GL_RGB_FLOAT16_APPLE  = 0x881B
2398          * GL_RGBA32F_ARB     = GL_RGBA_FLOAT32_APPLE = 0x8814
2399          * GL_RGB32F_ARB      = GL_RGB_FLOAT32_APPLE  = 0x8815
2400          * GL_HALF_FLOAT_ARB  = GL_HALF_APPLE         = 0x140B
2401          */
2402         if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2403         {
2404             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2405             gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2406         }
2407         if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2408         {
2409             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2410             gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2411         }
2412     }
2413     if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2414     {
2415         /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2416          * functionality. Prefer the ARB extension */
2417         gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2418     }
2419     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2420     {
2421         TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2422         gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2423     }
2424     if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2425     {
2426         TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2427         gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2428     }
2429     if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2430     {
2431         TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2432         gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2433     }
2434     if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
2435     {
2436         TRACE_(d3d_caps)(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
2437         gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
2438     }
2439     if (gl_info->supported[NV_TEXTURE_SHADER2])
2440     {
2441         if (gl_info->supported[NV_REGISTER_COMBINERS])
2442         {
2443             /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2444              * are supported. The nv extensions provide the same functionality as the
2445              * ATI one, and a bit more(signed pixelformats). */
2446             gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2447         }
2448     }
2449
2450     if (gl_info->supported[ARB_MAP_BUFFER_ALIGNMENT])
2451     {
2452         glGetIntegerv(GL_MIN_MAP_BUFFER_ALIGNMENT, &gl_max);
2453         TRACE_(d3d_caps)("Minimum buffer map alignment: %d.\n", gl_max);
2454     }
2455     else
2456     {
2457         WARN_(d3d_caps)("Driver doesn't guarantee a minimum buffer map alignment.\n");
2458     }
2459     if (gl_info->supported[NV_REGISTER_COMBINERS])
2460     {
2461         glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2462         gl_info->limits.general_combiners = gl_max;
2463         TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2464     }
2465     if (gl_info->supported[ARB_DRAW_BUFFERS])
2466     {
2467         glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2468         gl_info->limits.buffers = gl_max;
2469         TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2470     }
2471     if (gl_info->supported[ARB_MULTITEXTURE])
2472     {
2473         glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2474         gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2475         TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2476         glGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, &gl_max);
2477         gl_info->limits.texture_coords = min(MAX_TEXTURES, gl_max);
2478         TRACE_(d3d_caps)("Max texture coords: %d.\n", gl_info->limits.texture_coords);
2479
2480         if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2481         {
2482             GLint tmp;
2483             glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2484             gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2485         }
2486         else
2487         {
2488             gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2489         }
2490         TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2491
2492         if (gl_info->supported[ARB_VERTEX_SHADER])
2493         {
2494             GLint tmp;
2495             glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2496             gl_info->limits.vertex_samplers = tmp;
2497             glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2498             gl_info->limits.combined_samplers = tmp;
2499             glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &tmp);
2500             gl_info->limits.vertex_attribs = tmp;
2501
2502             /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2503              * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2504              * an issue because then the sampler setup only depends on the two shaders. If a pixel
2505              * shader is used with fixed function vertex processing we're fine too because fixed function
2506              * vertex processing doesn't use any samplers. If fixed function fragment processing is
2507              * used we have to make sure that all vertex sampler setups are valid together with all
2508              * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2509              * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2510              * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2511              * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2512              * a fixed function pipeline anymore.
2513              *
2514              * So this is just a check to check that our assumption holds true. If not, write a warning
2515              * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2516             if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2517                     && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2518             {
2519                 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2520                         gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2521                 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2522                 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2523                     gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2524                 else
2525                     gl_info->limits.vertex_samplers = 0;
2526             }
2527         }
2528         else
2529         {
2530             gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2531         }
2532         TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2533         TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2534     }
2535     if (gl_info->supported[ARB_VERTEX_BLEND])
2536     {
2537         glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2538         gl_info->limits.blends = gl_max;
2539         TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2540     }
2541     if (gl_info->supported[EXT_TEXTURE3D])
2542     {
2543         glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2544         gl_info->limits.texture3d_size = gl_max;
2545         TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2546     }
2547     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2548     {
2549         glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2550         gl_info->limits.anisotropy = gl_max;
2551         TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2552     }
2553     if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2554     {
2555         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2556         gl_info->limits.arb_ps_float_constants = gl_max;
2557         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2558         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2559         gl_info->limits.arb_ps_native_constants = gl_max;
2560         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2561                 gl_info->limits.arb_ps_native_constants);
2562         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2563         gl_info->limits.arb_ps_temps = gl_max;
2564         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2565         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2566         gl_info->limits.arb_ps_instructions = gl_max;
2567         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2568         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2569         gl_info->limits.arb_ps_local_constants = gl_max;
2570         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2571     }
2572     if (gl_info->supported[ARB_VERTEX_PROGRAM])
2573     {
2574         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2575         gl_info->limits.arb_vs_float_constants = gl_max;
2576         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2577         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2578         gl_info->limits.arb_vs_native_constants = gl_max;
2579         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2580                 gl_info->limits.arb_vs_native_constants);
2581         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2582         gl_info->limits.arb_vs_temps = gl_max;
2583         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2584         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2585         gl_info->limits.arb_vs_instructions = gl_max;
2586         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2587
2588         if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2589     }
2590     if (gl_info->supported[ARB_VERTEX_SHADER])
2591     {
2592         glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2593         gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2594         TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2595     }
2596     if (gl_info->supported[ARB_FRAGMENT_SHADER])
2597     {
2598         glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2599         gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2600         TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2601         glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2602         gl_info->limits.glsl_varyings = gl_max;
2603         TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2604     }
2605     if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2606     {
2607         const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2608         unsigned int major, minor;
2609
2610         TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2611
2612         /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2613         sscanf(str, "%u.%u", &major, &minor);
2614         gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2615     }
2616     if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2617     {
2618         glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2619     }
2620     else
2621     {
2622         gl_info->limits.shininess = 128.0f;
2623     }
2624     if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2625     {
2626         /* If we have full NP2 texture support, disable
2627          * GL_ARB_texture_rectangle because we will never use it.
2628          * This saves a few redundant glDisable calls. */
2629         gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2630     }
2631     if (gl_info->supported[ATI_FRAGMENT_SHADER])
2632     {
2633         /* Disable NV_register_combiners and fragment shader if this is supported.
2634          * generally the NV extensions are preferred over the ATI ones, and this
2635          * extension is disabled if register_combiners and texture_shader2 are both
2636          * supported. So we reach this place only if we have incomplete NV dxlevel 8
2637          * fragment processing support. */
2638         gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2639         gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2640         gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2641         gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2642     }
2643     if (gl_info->supported[NV_HALF_FLOAT])
2644     {
2645         /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2646         gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2647     }
2648     checkGLcall("extension detection");
2649
2650     LEAVE_GL();
2651
2652     adapter->fragment_pipe = select_fragment_implementation(gl_info);
2653     adapter->shader_backend = select_shader_backend(gl_info);
2654     adapter->blitter = select_blit_implementation(gl_info);
2655
2656     adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2657     gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2658     TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2659
2660     /* In some cases the number of texture stages can be larger than the number
2661      * of samplers. The GF4 for example can use only 2 samplers (no fragment
2662      * shaders), but 8 texture stages (register combiners). */
2663     gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2664
2665     if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2666     {
2667         gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2668         gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2669         gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2670         gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2671         gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2672         gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2673         gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2674         gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2675         gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2676         gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2677         gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2678         gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2679         gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2680         gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2681         gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2682         gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2683         gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2684         gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2685         gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2686         if (wined3d_settings.allow_multisampling)
2687         {
2688             glGetIntegerv(GL_MAX_SAMPLES, &gl_max);
2689             gl_info->limits.samples = gl_max;
2690         }
2691     }
2692     else
2693     {
2694         if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2695         {
2696             gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2697             gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2698             gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2699             gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2700             gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2701             gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2702             gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2703             gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2704             gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2705             gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2706             gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2707             gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2708             gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2709             gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2710             gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2711             gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2712             gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2713         }
2714         else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2715         {
2716             WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2717             wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2718         }
2719         if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2720         {
2721             gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2722         }
2723         if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2724         {
2725             gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2726             if (wined3d_settings.allow_multisampling)
2727             {
2728                 glGetIntegerv(GL_MAX_SAMPLES, &gl_max);
2729                 gl_info->limits.samples = gl_max;
2730             }
2731         }
2732     }
2733
2734     /* MRTs are currently only supported when FBOs are used. */
2735     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2736     {
2737         gl_info->limits.buffers = 1;
2738     }
2739
2740     gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2741     card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2742     TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2743
2744     device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor);
2745     TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2746
2747     gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2748     gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2749             gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2750     gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2751     gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2752             gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2753     gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2754             gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2755
2756     /* Make sure there's an active HDC else the WGL extensions will fail */
2757     hdc = pwglGetCurrentDC();
2758     if (hdc) {
2759         /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2760         if(GL_EXTCALL(wglGetExtensionsStringARB))
2761             WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2762
2763         if (!WGL_Extensions)
2764         {
2765             ERR("   WGL_Extensions returns NULL\n");
2766         }
2767         else
2768         {
2769             TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2770             while (*WGL_Extensions)
2771             {
2772                 const char *Start;
2773                 char ThisExtn[256];
2774
2775                 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2776                 Start = WGL_Extensions;
2777                 while (!isspace(*WGL_Extensions) && *WGL_Extensions) ++WGL_Extensions;
2778
2779                 len = WGL_Extensions - Start;
2780                 if (!len || len >= sizeof(ThisExtn))
2781                     continue;
2782
2783                 memcpy(ThisExtn, Start, len);
2784                 ThisExtn[len] = '\0';
2785                 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2786
2787                 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2788                     gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2789                     TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2790                 }
2791                 if (!strcmp(ThisExtn, "WGL_EXT_swap_control")) {
2792                     gl_info->supported[WGL_EXT_SWAP_CONTROL] = TRUE;
2793                     TRACE_(d3d_caps)("FOUND: WGL_EXT_swap_control support\n");
2794                 }
2795                 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2796                     gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2797                     TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2798                 }
2799             }
2800         }
2801     }
2802
2803     fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2804     init_driver_info(driver_info, card_vendor, device);
2805     add_gl_compat_wrappers(gl_info);
2806
2807     return TRUE;
2808 }
2809
2810 UINT CDECL wined3d_get_adapter_count(const struct wined3d *wined3d)
2811 {
2812     TRACE_(d3d_caps)("wined3d %p, reporting %u adapters.\n",
2813             wined3d, wined3d->adapter_count);
2814
2815     return wined3d->adapter_count;
2816 }
2817
2818 HRESULT CDECL wined3d_register_software_device(struct wined3d *wined3d, void *init_function)
2819 {
2820     FIXME("wined3d %p, init_function %p stub!\n", wined3d, init_function);
2821
2822     return WINED3D_OK;
2823 }
2824
2825 HMONITOR CDECL wined3d_get_adapter_monitor(const struct wined3d *wined3d, UINT adapter_idx)
2826 {
2827     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u.\n", wined3d, adapter_idx);
2828
2829     if (adapter_idx >= wined3d->adapter_count)
2830         return NULL;
2831
2832     return MonitorFromPoint(wined3d->adapters[adapter_idx].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2833 }
2834
2835 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2836      of the same bpp but different resolutions                                  */
2837
2838 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2839 UINT CDECL wined3d_get_adapter_mode_count(const struct wined3d *wined3d, UINT adapter_idx,
2840         enum wined3d_format_id format_id)
2841 {
2842     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, format %s.\n", wined3d, adapter_idx, debug_d3dformat(format_id));
2843
2844     if (adapter_idx >= wined3d->adapter_count)
2845         return 0;
2846
2847     /* TODO: Store modes per adapter and read it from the adapter structure */
2848     if (!adapter_idx)
2849     {
2850         const struct wined3d_format *format = wined3d_get_format(&wined3d->adapters[adapter_idx].gl_info, format_id);
2851         UINT format_bits = format->byte_count * CHAR_BIT;
2852         unsigned int i = 0;
2853         unsigned int j = 0;
2854         DEVMODEW mode;
2855
2856         memset(&mode, 0, sizeof(mode));
2857         mode.dmSize = sizeof(mode);
2858
2859         while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2860         {
2861             ++j;
2862
2863             if (format_id == WINED3DFMT_UNKNOWN)
2864             {
2865                 /* This is for D3D8, do not enumerate P8 here */
2866                 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2867             }
2868             else if (mode.dmBitsPerPel == format_bits)
2869             {
2870                 ++i;
2871             }
2872         }
2873
2874         TRACE_(d3d_caps)("Returning %u matching modes (out of %u total) for adapter %u.\n", i, j, adapter_idx);
2875
2876         return i;
2877     }
2878     else
2879     {
2880         FIXME_(d3d_caps)("Adapter not primary display.\n");
2881     }
2882
2883     return 0;
2884 }
2885
2886 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2887 HRESULT CDECL wined3d_enum_adapter_modes(const struct wined3d *wined3d, UINT adapter_idx,
2888         enum wined3d_format_id format_id, UINT mode_idx, struct wined3d_display_mode *mode)
2889 {
2890     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, format %s, mode_idx %u, mode %p.\n",
2891             wined3d, adapter_idx, debug_d3dformat(format_id), mode_idx, mode);
2892
2893     /* Validate the parameters as much as possible */
2894     if (!mode || adapter_idx >= wined3d->adapter_count
2895             || mode_idx >= wined3d_get_adapter_mode_count(wined3d, adapter_idx, format_id))
2896     {
2897         return WINED3DERR_INVALIDCALL;
2898     }
2899
2900     /* TODO: Store modes per adapter and read it from the adapter structure */
2901     if (!adapter_idx)
2902     {
2903         const struct wined3d_format *format = wined3d_get_format(&wined3d->adapters[adapter_idx].gl_info, format_id);
2904         UINT format_bits = format->byte_count * CHAR_BIT;
2905         DEVMODEW DevModeW;
2906         int ModeIdx = 0;
2907         UINT i = 0;
2908         int j = 0;
2909
2910         ZeroMemory(&DevModeW, sizeof(DevModeW));
2911         DevModeW.dmSize = sizeof(DevModeW);
2912
2913         /* If we are filtering to a specific format (D3D9), then need to skip
2914            all unrelated modes, but if mode is irrelevant (D3D8), then we can
2915            just count through the ones with valid bit depths */
2916         while (i <= mode_idx && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2917         {
2918             if (format_id == WINED3DFMT_UNKNOWN)
2919             {
2920                 /* This is for D3D8, do not enumerate P8 here */
2921                 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2922             }
2923             else if (DevModeW.dmBitsPerPel == format_bits)
2924             {
2925                 ++i;
2926             }
2927         }
2928
2929         if (!i)
2930         {
2931             TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", format_id, debug_d3dformat(format_id));
2932             return WINED3DERR_INVALIDCALL;
2933         }
2934         ModeIdx = j - 1;
2935
2936         /* Now get the display mode via the calculated index */
2937         if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0))
2938         {
2939             mode->width = DevModeW.dmPelsWidth;
2940             mode->height = DevModeW.dmPelsHeight;
2941             mode->refresh_rate = DEFAULT_REFRESH_RATE;
2942             if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2943                 mode->refresh_rate = DevModeW.dmDisplayFrequency;
2944
2945             if (format_id == WINED3DFMT_UNKNOWN)
2946                 mode->format_id = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2947             else
2948                 mode->format_id = format_id;
2949         }
2950         else
2951         {
2952             TRACE_(d3d_caps)("Requested mode %u out of range.\n", mode_idx);
2953             return WINED3DERR_INVALIDCALL;
2954         }
2955
2956         TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n",
2957                 mode->width, mode->height, mode->refresh_rate, mode->format_id,
2958                 debug_d3dformat(mode->format_id), DevModeW.dmBitsPerPel);
2959     }
2960     else
2961     {
2962         FIXME_(d3d_caps)("Adapter not primary display\n");
2963     }
2964
2965     return WINED3D_OK;
2966 }
2967
2968 HRESULT CDECL wined3d_get_adapter_display_mode(const struct wined3d *wined3d, UINT adapter_idx,
2969         struct wined3d_display_mode *mode)
2970 {
2971     TRACE("wined3d %p, adapter_idx %u, display_mode %p.\n", wined3d, adapter_idx, mode);
2972
2973     if (!mode || adapter_idx >= wined3d->adapter_count)
2974         return WINED3DERR_INVALIDCALL;
2975
2976     if (!adapter_idx)
2977     {
2978         DEVMODEW DevModeW;
2979         unsigned int bpp;
2980
2981         ZeroMemory(&DevModeW, sizeof(DevModeW));
2982         DevModeW.dmSize = sizeof(DevModeW);
2983
2984         EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2985         mode->width = DevModeW.dmPelsWidth;
2986         mode->height = DevModeW.dmPelsHeight;
2987         bpp = DevModeW.dmBitsPerPel;
2988         mode->refresh_rate = DEFAULT_REFRESH_RATE;
2989         if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2990             mode->refresh_rate = DevModeW.dmDisplayFrequency;
2991         mode->format_id = pixelformat_for_depth(bpp);
2992     }
2993     else
2994     {
2995         FIXME_(d3d_caps)("Adapter not primary display\n");
2996     }
2997
2998     TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", mode->width,
2999           mode->height, mode->refresh_rate, debug_d3dformat(mode->format_id));
3000     return WINED3D_OK;
3001 }
3002
3003 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
3004    and fields being inserted in the middle, a new structure is used in place    */
3005 HRESULT CDECL wined3d_get_adapter_identifier(const struct wined3d *wined3d,
3006         UINT adapter_idx, DWORD flags, struct wined3d_adapter_identifier *identifier)
3007 {
3008     const struct wined3d_adapter *adapter;
3009     size_t len;
3010
3011     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, flags %#x, indentifier %p.\n",
3012             wined3d, adapter_idx, flags, identifier);
3013
3014     if (adapter_idx >= wined3d->adapter_count)
3015         return WINED3DERR_INVALIDCALL;
3016
3017     adapter = &wined3d->adapters[adapter_idx];
3018
3019     /* Return the information requested */
3020     TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
3021
3022     if (identifier->driver_size)
3023     {
3024         const char *name = adapter->driver_info.name;
3025         len = min(strlen(name), identifier->driver_size - 1);
3026         memcpy(identifier->driver, name, len);
3027         identifier->driver[len] = '\0';
3028     }
3029
3030     if (identifier->description_size)
3031     {
3032         const char *description = adapter->driver_info.description;
3033         len = min(strlen(description), identifier->description_size - 1);
3034         memcpy(identifier->description, description, len);
3035         identifier->description[len] = '\0';
3036     }
3037
3038     /* Note that d3d8 doesn't supply a device name. */
3039     if (identifier->device_name_size)
3040     {
3041         static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
3042
3043         len = strlen(device_name);
3044         if (len >= identifier->device_name_size)
3045         {
3046             ERR("Device name size too small.\n");
3047             return WINED3DERR_INVALIDCALL;
3048         }
3049
3050         memcpy(identifier->device_name, device_name, len);
3051         identifier->device_name[len] = '\0';
3052     }
3053
3054     identifier->driver_version.u.HighPart = adapter->driver_info.version_high;
3055     identifier->driver_version.u.LowPart = adapter->driver_info.version_low;
3056     identifier->vendor_id = adapter->driver_info.vendor;
3057     identifier->device_id = adapter->driver_info.device;
3058     identifier->subsystem_id = 0;
3059     identifier->revision = 0;
3060     memcpy(&identifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(identifier->device_identifier));
3061     identifier->whql_level = (flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
3062     memcpy(&identifier->adapter_luid, &adapter->luid, sizeof(identifier->adapter_luid));
3063     identifier->video_memory = adapter->TextureRam;
3064
3065     return WINED3D_OK;
3066 }
3067
3068 static BOOL wined3d_check_pixel_format_color(const struct wined3d_gl_info *gl_info,
3069         const struct wined3d_pixel_format *cfg, const struct wined3d_format *format)
3070 {
3071     BYTE redSize, greenSize, blueSize, alphaSize, colorBits;
3072
3073     /* Float formats need FBOs. If FBOs are used this function isn't called */
3074     if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3075
3076     if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
3077         if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3078         {
3079             ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3080             return FALSE;
3081         }
3082
3083         if(cfg->redSize < redSize)
3084             return FALSE;
3085
3086         if(cfg->greenSize < greenSize)
3087             return FALSE;
3088
3089         if(cfg->blueSize < blueSize)
3090             return FALSE;
3091
3092         if(cfg->alphaSize < alphaSize)
3093             return FALSE;
3094
3095         return TRUE;
3096     }
3097
3098     /* Probably a RGBA_float or color index mode */
3099     return FALSE;
3100 }
3101
3102 static BOOL wined3d_check_pixel_format_depth(const struct wined3d_gl_info *gl_info,
3103         const struct wined3d_pixel_format *cfg, const struct wined3d_format *format)
3104 {
3105     BYTE depthSize, stencilSize;
3106     BOOL lockable = FALSE;
3107
3108     if (!getDepthStencilBits(format, &depthSize, &stencilSize))
3109     {
3110         ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3111         return FALSE;
3112     }
3113
3114     /* Float formats need FBOs. If FBOs are used this function isn't called */
3115     if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3116
3117     if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
3118         lockable = TRUE;
3119
3120     /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
3121      * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
3122      * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
3123     if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
3124         return FALSE;
3125
3126     /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
3127      * allow more stencil bits than requested. */
3128     if(cfg->stencilSize < stencilSize)
3129         return FALSE;
3130
3131     return TRUE;
3132 }
3133
3134 HRESULT CDECL wined3d_check_depth_stencil_match(const struct wined3d *wined3d,
3135         UINT adapter_idx, WINED3DDEVTYPE device_type, enum wined3d_format_id adapter_format_id,
3136         enum wined3d_format_id render_target_format_id, enum wined3d_format_id depth_stencil_format_id)
3137 {
3138     const struct wined3d_format *rt_format;
3139     const struct wined3d_format *ds_format;
3140     const struct wined3d_adapter *adapter;
3141
3142     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s,\n"
3143             "adapter_format %s, render_target_format %s, depth_stencil_format %s.\n",
3144             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(adapter_format_id),
3145             debug_d3dformat(render_target_format_id), debug_d3dformat(depth_stencil_format_id));
3146
3147     if (adapter_idx >= wined3d->adapter_count)
3148         return WINED3DERR_INVALIDCALL;
3149
3150     adapter = &wined3d->adapters[adapter_idx];
3151     rt_format = wined3d_get_format(&adapter->gl_info, render_target_format_id);
3152     ds_format = wined3d_get_format(&adapter->gl_info, depth_stencil_format_id);
3153     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3154     {
3155         if ((rt_format->flags & WINED3DFMT_FLAG_RENDERTARGET)
3156                 && (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
3157         {
3158             TRACE_(d3d_caps)("Formats match.\n");
3159             return WINED3D_OK;
3160         }
3161     }
3162     else
3163     {
3164         const struct wined3d_pixel_format *cfgs;
3165         unsigned int cfg_count;
3166         unsigned int i;
3167
3168         cfgs = adapter->cfgs;
3169         cfg_count = adapter->cfg_count;
3170         for (i = 0; i < cfg_count; ++i)
3171         {
3172             if (wined3d_check_pixel_format_color(&adapter->gl_info, &cfgs[i], rt_format)
3173                     && wined3d_check_pixel_format_depth(&adapter->gl_info, &cfgs[i], ds_format))
3174             {
3175                 TRACE_(d3d_caps)("Formats match.\n");
3176                 return WINED3D_OK;
3177             }
3178         }
3179     }
3180
3181     TRACE_(d3d_caps)("Unsupported format pair: %s and %s.\n",
3182             debug_d3dformat(render_target_format_id),
3183             debug_d3dformat(depth_stencil_format_id));
3184
3185     return WINED3DERR_NOTAVAILABLE;
3186 }
3187
3188 HRESULT CDECL wined3d_check_device_multisample_type(const struct wined3d *wined3d, UINT adapter_idx,
3189         WINED3DDEVTYPE device_type, enum wined3d_format_id surface_format_id, BOOL windowed,
3190         WINED3DMULTISAMPLE_TYPE multisample_type, DWORD *quality_levels)
3191 {
3192     const struct wined3d_gl_info *gl_info;
3193
3194     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, surface_format %s,\n"
3195             "windowed %#x, multisample_type %#x, quality_levels %p.\n",
3196             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(surface_format_id),
3197             windowed, multisample_type, quality_levels);
3198
3199     if (adapter_idx >= wined3d->adapter_count)
3200         return WINED3DERR_INVALIDCALL;
3201
3202     gl_info = &wined3d->adapters[adapter_idx].gl_info;
3203
3204     if (multisample_type > gl_info->limits.samples)
3205     {
3206         TRACE("Returning not supported.\n");
3207         if (quality_levels)
3208             *quality_levels = 0;
3209
3210         return WINED3DERR_NOTAVAILABLE;
3211     }
3212
3213     if (quality_levels)
3214     {
3215         if (multisample_type == WINED3DMULTISAMPLE_NONMASKABLE)
3216             /* FIXME: This is probably wrong. */
3217             *quality_levels = gl_info->limits.samples;
3218         else
3219             *quality_levels = 1;
3220     }
3221
3222     return WINED3D_OK;
3223 }
3224
3225 /* Check if we support bumpmapping for a format */
3226 static BOOL CheckBumpMapCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3227 {
3228     /* Ask the fixed function pipeline implementation if it can deal
3229      * with the conversion. If we've got a GL extension giving native
3230      * support this will be an identity conversion. */
3231     return (format->flags & WINED3DFMT_FLAG_BUMPMAP)
3232             && adapter->fragment_pipe->color_fixup_supported(format->color_fixup);
3233 }
3234
3235 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3236 static BOOL CheckDepthStencilCapability(const struct wined3d_adapter *adapter,
3237         const struct wined3d_format *display_format, const struct wined3d_format *ds_format)
3238 {
3239     /* Only allow depth/stencil formats */
3240     if (!(ds_format->depth_size || ds_format->stencil_size)) return FALSE;
3241
3242     /* Blacklist formats not supported on Windows */
3243     switch (ds_format->id)
3244     {
3245         case WINED3DFMT_S1_UINT_D15_UNORM: /* Breaks the shadowvol2 dx7 sdk sample */
3246         case WINED3DFMT_S4X4_UINT_D24_UNORM:
3247             TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3248             return FALSE;
3249
3250         default:
3251             break;
3252     }
3253
3254     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3255     {
3256         /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3257         if (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3258     }
3259     else
3260     {
3261         unsigned int i;
3262
3263         /* Walk through all WGL pixel formats to find a match */
3264         for (i = 0; i < adapter->cfg_count; ++i)
3265         {
3266             const struct wined3d_pixel_format *cfg = &adapter->cfgs[i];
3267             if (wined3d_check_pixel_format_color(&adapter->gl_info, cfg, display_format)
3268                     && wined3d_check_pixel_format_depth(&adapter->gl_info, cfg, ds_format))
3269                 return TRUE;
3270         }
3271     }
3272
3273     return FALSE;
3274 }
3275
3276 static BOOL CheckFilterCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3277 {
3278     /* The flags entry of a format contains the filtering capability */
3279     if ((format->flags & WINED3DFMT_FLAG_FILTERING)
3280             || !(adapter->gl_info.quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING))
3281         return TRUE;
3282
3283     return FALSE;
3284 }
3285
3286 /* Check the render target capabilities of a format */
3287 static BOOL CheckRenderTargetCapability(const struct wined3d_adapter *adapter,
3288         const struct wined3d_format *adapter_format, const struct wined3d_format *check_format)
3289 {
3290     /* Filter out non-RT formats */
3291     if (!(check_format->flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3292     if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
3293     {
3294         BYTE AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3295         BYTE CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3296         const struct wined3d_pixel_format *cfgs = adapter->cfgs;
3297         unsigned int i;
3298
3299         getColorBits(adapter_format, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3300         getColorBits(check_format, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3301
3302         /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3303          * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3304         if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3305             TRACE_(d3d_caps)("[FAILED]\n");
3306             return FALSE;
3307         }
3308
3309         /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3310          * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3311         for (i = 0; i < adapter->cfg_count; ++i)
3312         {
3313             if (cfgs[i].windowDrawable
3314                     && wined3d_check_pixel_format_color(&adapter->gl_info, &cfgs[i], check_format))
3315             {
3316                 TRACE_(d3d_caps)("Pixel format %d is compatible with format %s.\n",
3317                         cfgs[i].iPixelFormat, debug_d3dformat(check_format->id));
3318                 return TRUE;
3319             }
3320         }
3321     }
3322     else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3323     {
3324         /* For now return TRUE for FBOs until we have some proper checks.
3325          * Note that this function will only be called when the format is around for texturing. */
3326         return TRUE;
3327     }
3328     return FALSE;
3329 }
3330
3331 static BOOL CheckSrgbReadCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3332 {
3333     return format->flags & WINED3DFMT_FLAG_SRGB_READ;
3334 }
3335
3336 static BOOL CheckSrgbWriteCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3337 {
3338     /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3339      * doing the color fixup in shaders.
3340      * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3341     if (format->flags & WINED3DFMT_FLAG_SRGB_WRITE)
3342     {
3343         int vs_selected_mode;
3344         int ps_selected_mode;
3345         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3346
3347         if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3348             TRACE_(d3d_caps)("[OK]\n");
3349             return TRUE;
3350         }
3351     }
3352
3353     TRACE_(d3d_caps)("[FAILED] - sRGB writes not supported by format %s.\n", debug_d3dformat(format->id));
3354     return FALSE;
3355 }
3356
3357 /* Check if a format support blending in combination with pixel shaders */
3358 static BOOL CheckPostPixelShaderBlendingCapability(const struct wined3d_adapter *adapter,
3359         const struct wined3d_format *format)
3360 {
3361     /* The flags entry of a format contains the post pixel shader blending capability */
3362     if (format->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3363
3364     return FALSE;
3365 }
3366
3367 static BOOL CheckWrapAndMipCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3368 {
3369     /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3370      * but we have to report mipmapping so we cannot reject this flag. Tests show that
3371      * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3372      * that wrapping is supported. The lack of filtering will sort out the mipmapping
3373      * capability anyway.
3374      *
3375      * For now lets report this on all formats, but in the future we may want to
3376      * restrict it to some should games need that
3377      */
3378     return TRUE;
3379 }
3380
3381 /* Check if a texture format is supported on the given adapter */
3382 static BOOL CheckTextureCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3383 {
3384     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3385
3386     switch (format->id)
3387     {
3388         /*****
3389          *  supported: RGB(A) formats
3390          */
3391         case WINED3DFMT_B8G8R8_UNORM:
3392             TRACE_(d3d_caps)("[FAILED] - Not enumerated on Windows\n");
3393             return FALSE;
3394         case WINED3DFMT_B8G8R8A8_UNORM:
3395         case WINED3DFMT_B8G8R8X8_UNORM:
3396         case WINED3DFMT_B5G6R5_UNORM:
3397         case WINED3DFMT_B5G5R5X1_UNORM:
3398         case WINED3DFMT_B5G5R5A1_UNORM:
3399         case WINED3DFMT_B4G4R4A4_UNORM:
3400         case WINED3DFMT_A8_UNORM:
3401         case WINED3DFMT_B4G4R4X4_UNORM:
3402         case WINED3DFMT_R8G8B8A8_UNORM:
3403         case WINED3DFMT_R8G8B8X8_UNORM:
3404         case WINED3DFMT_B10G10R10A2_UNORM:
3405         case WINED3DFMT_R10G10B10A2_UNORM:
3406         case WINED3DFMT_R16G16_UNORM:
3407             TRACE_(d3d_caps)("[OK]\n");
3408             return TRUE;
3409
3410         case WINED3DFMT_B2G3R3_UNORM:
3411             TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3412             return FALSE;
3413
3414         /*****
3415          *  Not supported: Palettized
3416          *  Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3417          *  Since it is not widely available, don't offer it. Further no Windows driver offers
3418          *  WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3419          */
3420         case WINED3DFMT_P8_UINT:
3421         case WINED3DFMT_P8_UINT_A8_UNORM:
3422             return FALSE;
3423
3424         /*****
3425          *  Supported: (Alpha)-Luminance
3426          */
3427         case WINED3DFMT_L8_UNORM:
3428         case WINED3DFMT_L8A8_UNORM:
3429         case WINED3DFMT_L16_UNORM:
3430             TRACE_(d3d_caps)("[OK]\n");
3431             return TRUE;
3432
3433         /* Not supported on Windows, thus disabled */
3434         case WINED3DFMT_L4A4_UNORM:
3435             TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3436             return FALSE;
3437
3438         /*****
3439          *  Supported: Depth/Stencil formats
3440          */
3441         case WINED3DFMT_D16_LOCKABLE:
3442         case WINED3DFMT_D16_UNORM:
3443         case WINED3DFMT_X8D24_UNORM:
3444         case WINED3DFMT_D24_UNORM_S8_UINT:
3445         case WINED3DFMT_S8_UINT_D24_FLOAT:
3446         case WINED3DFMT_D32_UNORM:
3447         case WINED3DFMT_D32_FLOAT:
3448             return TRUE;
3449
3450         case WINED3DFMT_INTZ:
3451             if (gl_info->supported[EXT_PACKED_DEPTH_STENCIL]
3452                     || gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3453                 return TRUE;
3454             return FALSE;
3455
3456         /* Not supported on Windows */
3457         case WINED3DFMT_S1_UINT_D15_UNORM:
3458         case WINED3DFMT_S4X4_UINT_D24_UNORM:
3459             TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3460             return FALSE;
3461
3462         /*****
3463          *  Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3464          *  GL_NV_texture_shader). Emulated by shaders
3465          */
3466         case WINED3DFMT_R8G8_SNORM:
3467         case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3468         case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3469         case WINED3DFMT_R8G8B8A8_SNORM:
3470         case WINED3DFMT_R16G16_SNORM:
3471             /* Ask the shader backend if it can deal with the conversion. If
3472              * we've got a GL extension giving native support this will be an
3473              * identity conversion. */
3474             if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup))
3475             {
3476                 TRACE_(d3d_caps)("[OK]\n");
3477                 return TRUE;
3478             }
3479             TRACE_(d3d_caps)("[FAILED]\n");
3480             return FALSE;
3481
3482         case WINED3DFMT_DXT1:
3483         case WINED3DFMT_DXT2:
3484         case WINED3DFMT_DXT3:
3485         case WINED3DFMT_DXT4:
3486         case WINED3DFMT_DXT5:
3487             if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3488             {
3489                 TRACE_(d3d_caps)("[OK]\n");
3490                 return TRUE;
3491             }
3492             TRACE_(d3d_caps)("[FAILED]\n");
3493             return FALSE;
3494
3495
3496         /*****
3497          *  Odd formats - not supported
3498          */
3499         case WINED3DFMT_VERTEXDATA:
3500         case WINED3DFMT_R16_UINT:
3501         case WINED3DFMT_R32_UINT:
3502         case WINED3DFMT_R16G16B16A16_SNORM:
3503         case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3504         case WINED3DFMT_R10G11B11_SNORM:
3505         case WINED3DFMT_R16:
3506         case WINED3DFMT_AL16:
3507             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3508             return FALSE;
3509
3510         /*****
3511          *  WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3512          */
3513         case WINED3DFMT_R8G8_SNORM_Cx:
3514             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3515             return FALSE;
3516
3517         /* YUV formats */
3518         case WINED3DFMT_UYVY:
3519         case WINED3DFMT_YUY2:
3520             if (gl_info->supported[APPLE_YCBCR_422])
3521             {
3522                 TRACE_(d3d_caps)("[OK]\n");
3523                 return TRUE;
3524             }
3525             TRACE_(d3d_caps)("[FAILED]\n");
3526             return FALSE;
3527         case WINED3DFMT_YV12:
3528             TRACE_(d3d_caps)("[FAILED]\n");
3529             return FALSE;
3530
3531         case WINED3DFMT_R16G16B16A16_UNORM:
3532             if (gl_info->quirks & WINED3D_QUIRK_BROKEN_RGBA16)
3533             {
3534                 TRACE_(d3d_caps)("[FAILED]\n");
3535                 return FALSE;
3536             }
3537             TRACE_(d3d_caps)("[OK]\n");
3538             return TRUE;
3539
3540             /* Not supported */
3541         case WINED3DFMT_B2G3R3A8_UNORM:
3542             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3543             return FALSE;
3544
3545             /* Floating point formats */
3546         case WINED3DFMT_R16_FLOAT:
3547         case WINED3DFMT_R16G16_FLOAT:
3548         case WINED3DFMT_R16G16B16A16_FLOAT:
3549             if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3550             {
3551                 TRACE_(d3d_caps)("[OK]\n");
3552                 return TRUE;
3553             }
3554             TRACE_(d3d_caps)("[FAILED]\n");
3555             return FALSE;
3556
3557         case WINED3DFMT_R32_FLOAT:
3558         case WINED3DFMT_R32G32_FLOAT:
3559         case WINED3DFMT_R32G32B32A32_FLOAT:
3560             if (gl_info->supported[ARB_TEXTURE_FLOAT])
3561             {
3562                 TRACE_(d3d_caps)("[OK]\n");
3563                 return TRUE;
3564             }
3565             TRACE_(d3d_caps)("[FAILED]\n");
3566             return FALSE;
3567
3568         /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3569          * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3570          * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3571          * We can do instancing with all shader versions, but we need vertex shaders.
3572          *
3573          * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3574          * to enable instancing. WineD3D doesn't need that and just ignores it.
3575          *
3576          * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3577          */
3578         case WINED3DFMT_INST:
3579             TRACE("ATI Instancing check hack\n");
3580             if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3581             {
3582                 TRACE_(d3d_caps)("[OK]\n");
3583                 return TRUE;
3584             }
3585             TRACE_(d3d_caps)("[FAILED]\n");
3586             return FALSE;
3587
3588         /* Some weird FOURCC formats */
3589         case WINED3DFMT_R8G8_B8G8:
3590         case WINED3DFMT_G8R8_G8B8:
3591         case WINED3DFMT_MULTI2_ARGB8:
3592             TRACE_(d3d_caps)("[FAILED]\n");
3593             return FALSE;
3594
3595         /* Vendor specific formats */
3596         case WINED3DFMT_ATI2N:
3597             if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3598                     || gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
3599             {
3600                 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3601                         && adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3602                 {
3603                     TRACE_(d3d_caps)("[OK]\n");
3604                     return TRUE;
3605                 }
3606
3607                 TRACE_(d3d_caps)("[OK]\n");
3608                 return TRUE;
3609             }
3610             TRACE_(d3d_caps)("[FAILED]\n");
3611             return FALSE;
3612
3613         /* Depth bound test. To query if the card supports it CheckDeviceFormat with the special
3614          * format MAKEFOURCC('N','V','D','B') is used.
3615          * It is enabled by setting D3DRS_ADAPTIVETESS_X render state to MAKEFOURCC('N','V','D','B') and
3616          * then controlled by setting D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax)
3617          * to test value.
3618          */
3619         case WINED3DFMT_NVDB:
3620             if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
3621             {
3622                 TRACE_(d3d_caps)("[OK]\n");
3623                 return TRUE;
3624             }
3625             TRACE_(d3d_caps)("[FAILED]\n");
3626             return FALSE;
3627
3628         case WINED3DFMT_NVHU:
3629         case WINED3DFMT_NVHS:
3630             /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3631              * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3632              * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3633              * ATI refused to support formats which can easily be emulated with pixel shaders, so
3634              * Applications have to deal with not having NVHS and NVHU.
3635              */
3636             TRACE_(d3d_caps)("[FAILED]\n");
3637             return FALSE;
3638
3639         case WINED3DFMT_NULL:
3640             if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3641                 return TRUE;
3642             return FALSE;
3643
3644         case WINED3DFMT_UNKNOWN:
3645             return FALSE;
3646
3647         default:
3648             ERR("Unhandled format %s.\n", debug_d3dformat(format->id));
3649             break;
3650     }
3651     return FALSE;
3652 }
3653
3654 static BOOL CheckSurfaceCapability(const struct wined3d_adapter *adapter,
3655         const struct wined3d_format *adapter_format,
3656         const struct wined3d_format *check_format,
3657         WINED3DSURFTYPE SurfaceType)
3658 {
3659     if (SurfaceType == SURFACE_GDI)
3660     {
3661         switch (check_format->id)
3662         {
3663             case WINED3DFMT_B8G8R8_UNORM:
3664                 TRACE_(d3d_caps)("[FAILED] - Not enumerated on Windows\n");
3665                 return FALSE;
3666             case WINED3DFMT_B8G8R8A8_UNORM:
3667             case WINED3DFMT_B8G8R8X8_UNORM:
3668             case WINED3DFMT_B5G6R5_UNORM:
3669             case WINED3DFMT_B5G5R5X1_UNORM:
3670             case WINED3DFMT_B5G5R5A1_UNORM:
3671             case WINED3DFMT_B4G4R4A4_UNORM:
3672             case WINED3DFMT_B2G3R3_UNORM:
3673             case WINED3DFMT_A8_UNORM:
3674             case WINED3DFMT_B2G3R3A8_UNORM:
3675             case WINED3DFMT_B4G4R4X4_UNORM:
3676             case WINED3DFMT_R10G10B10A2_UNORM:
3677             case WINED3DFMT_R8G8B8A8_UNORM:
3678             case WINED3DFMT_R8G8B8X8_UNORM:
3679             case WINED3DFMT_R16G16_UNORM:
3680             case WINED3DFMT_B10G10R10A2_UNORM:
3681             case WINED3DFMT_R16G16B16A16_UNORM:
3682             case WINED3DFMT_P8_UINT:
3683                 TRACE_(d3d_caps)("[OK]\n");
3684                 return TRUE;
3685             default:
3686                 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3687                 return FALSE;
3688         }
3689     }
3690
3691     /* All format that are supported for textures are supported for surfaces as well */
3692     if (CheckTextureCapability(adapter, check_format)) return TRUE;
3693     /* All depth stencil formats are supported on surfaces */
3694     if (CheckDepthStencilCapability(adapter, adapter_format, check_format)) return TRUE;
3695
3696     /* If opengl can't process the format natively, the blitter may be able to convert it */
3697     if (adapter->blitter->blit_supported(&adapter->gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
3698             NULL, WINED3DPOOL_DEFAULT, 0, check_format,
3699             NULL, WINED3DPOOL_DEFAULT, 0, adapter_format))
3700     {
3701         TRACE_(d3d_caps)("[OK]\n");
3702         return TRUE;
3703     }
3704
3705     /* Reject other formats */
3706     TRACE_(d3d_caps)("[FAILED]\n");
3707     return FALSE;
3708 }
3709
3710 static BOOL CheckVertexTextureCapability(const struct wined3d_adapter *adapter,
3711         const struct wined3d_format *format)
3712 {
3713     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3714
3715     if (!gl_info->limits.vertex_samplers || !(format->flags & WINED3DFMT_FLAG_VTF))
3716         return FALSE;
3717
3718     switch (format->id)
3719     {
3720         case WINED3DFMT_R32G32B32A32_FLOAT:
3721         case WINED3DFMT_R32_FLOAT:
3722             return TRUE;
3723         default:
3724             return !(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING);
3725     }
3726 }
3727
3728 HRESULT CDECL wined3d_check_device_format(const struct wined3d *wined3d, UINT adapter_idx,
3729         WINED3DDEVTYPE device_type, enum wined3d_format_id adapter_format_id, DWORD usage,
3730         WINED3DRESOURCETYPE resource_type, enum wined3d_format_id check_format_id, WINED3DSURFTYPE surface_type)
3731 {
3732     const struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
3733     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3734     const struct wined3d_format *adapter_format = wined3d_get_format(gl_info, adapter_format_id);
3735     const struct wined3d_format *format = wined3d_get_format(gl_info, check_format_id);
3736     DWORD usage_caps = 0;
3737
3738     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, adapter_format %s, usage %s, %s,\n"
3739             "resource_type %s, check_format %s, surface_type %#x.\n",
3740             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(adapter_format_id),
3741             debug_d3dusage(usage), debug_d3dusagequery(usage), debug_d3dresourcetype(resource_type),
3742             debug_d3dformat(check_format_id), surface_type);
3743
3744     if (adapter_idx >= wined3d->adapter_count)
3745         return WINED3DERR_INVALIDCALL;
3746
3747     switch (resource_type)
3748     {
3749         case WINED3DRTYPE_CUBETEXTURE:
3750             /* Cubetexture allows:
3751              *      - WINED3DUSAGE_AUTOGENMIPMAP
3752              *      - WINED3DUSAGE_DEPTHSTENCIL
3753              *      - WINED3DUSAGE_DYNAMIC
3754              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3755              *      - WINED3DUSAGE_RENDERTARGET
3756              *      - WINED3DUSAGE_SOFTWAREPROCESSING
3757              *      - WINED3DUSAGE_QUERY_WRAPANDMIP
3758              */
3759             if (surface_type != SURFACE_OPENGL)
3760             {
3761                 TRACE_(d3d_caps)("[FAILED]\n");
3762                 return WINED3DERR_NOTAVAILABLE;
3763             }
3764
3765             if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3766             {
3767                 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3768                 return WINED3DERR_NOTAVAILABLE;
3769             }
3770
3771             if (!CheckTextureCapability(adapter, format))
3772             {
3773                 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3774                 return WINED3DERR_NOTAVAILABLE;
3775             }
3776
3777             if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
3778             {
3779                 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3780                     /* When autogenmipmap isn't around continue and return
3781                      * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3782                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3783                 else
3784                     usage_caps |= WINED3DUSAGE_AUTOGENMIPMAP;
3785             }
3786
3787             /* Always report dynamic locking. */
3788             if (usage & WINED3DUSAGE_DYNAMIC)
3789                 usage_caps |= WINED3DUSAGE_DYNAMIC;
3790
3791             if (usage & WINED3DUSAGE_RENDERTARGET)
3792             {
3793                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3794                 {
3795                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3796                     return WINED3DERR_NOTAVAILABLE;
3797                 }
3798                 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3799             }
3800
3801             /* Always report software processing. */
3802             if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3803                 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3804
3805             if (usage & WINED3DUSAGE_QUERY_FILTER)
3806             {
3807                 if (!CheckFilterCapability(adapter, format))
3808                 {
3809                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3810                     return WINED3DERR_NOTAVAILABLE;
3811                 }
3812                 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
3813             }
3814
3815             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3816             {
3817                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3818                 {
3819                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3820                     return WINED3DERR_NOTAVAILABLE;
3821                 }
3822                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3823             }
3824
3825             if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
3826             {
3827                 if (!CheckSrgbReadCapability(adapter, format))
3828                 {
3829                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3830                     return WINED3DERR_NOTAVAILABLE;
3831                 }
3832                 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
3833             }
3834
3835             if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3836             {
3837                 if (!CheckSrgbWriteCapability(adapter, format))
3838                 {
3839                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3840                     return WINED3DERR_NOTAVAILABLE;
3841                 }
3842                 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3843             }
3844
3845             if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3846             {
3847                 if (!CheckVertexTextureCapability(adapter, format))
3848                 {
3849                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3850                     return WINED3DERR_NOTAVAILABLE;
3851                 }
3852                 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3853             }
3854
3855             if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3856             {
3857                 if (!CheckWrapAndMipCapability(adapter, format))
3858                 {
3859                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3860                     return WINED3DERR_NOTAVAILABLE;
3861                 }
3862                 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3863             }
3864             break;
3865
3866         case WINED3DRTYPE_SURFACE:
3867             /* Surface allows:
3868              *      - WINED3DUSAGE_DEPTHSTENCIL
3869              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3870              *      - WINED3DUSAGE_RENDERTARGET
3871              */
3872             if (!CheckSurfaceCapability(adapter, adapter_format, format, surface_type))
3873             {
3874                 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3875                 return WINED3DERR_NOTAVAILABLE;
3876             }
3877
3878             if (usage & WINED3DUSAGE_DEPTHSTENCIL)
3879             {
3880                 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3881                 {
3882                     TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3883                     return WINED3DERR_NOTAVAILABLE;
3884                 }
3885                 usage_caps |= WINED3DUSAGE_DEPTHSTENCIL;
3886             }
3887
3888             if (usage & WINED3DUSAGE_RENDERTARGET)
3889             {
3890                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3891                 {
3892                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3893                     return WINED3DERR_NOTAVAILABLE;
3894                 }
3895                 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3896             }
3897
3898             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3899             {
3900                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3901                 {
3902                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3903                     return WINED3DERR_NOTAVAILABLE;
3904                 }
3905                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3906             }
3907             break;
3908
3909         case WINED3DRTYPE_TEXTURE:
3910             /* Texture allows:
3911              *      - WINED3DUSAGE_AUTOGENMIPMAP
3912              *      - WINED3DUSAGE_DEPTHSTENCIL
3913              *      - WINED3DUSAGE_DMAP
3914              *      - WINED3DUSAGE_DYNAMIC
3915              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3916              *      - WINED3DUSAGE_RENDERTARGET
3917              *      - WINED3DUSAGE_SOFTWAREPROCESSING
3918              *      - WINED3DUSAGE_TEXTAPI (d3d9ex)
3919              *      - WINED3DUSAGE_QUERY_WRAPANDMIP
3920              */
3921             if (surface_type != SURFACE_OPENGL)
3922             {
3923                 TRACE_(d3d_caps)("[FAILED]\n");
3924                 return WINED3DERR_NOTAVAILABLE;
3925             }
3926
3927             if (!CheckTextureCapability(adapter, format))
3928             {
3929                 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3930                 return WINED3DERR_NOTAVAILABLE;
3931             }
3932
3933             if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
3934             {
3935                 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3936                     /* When autogenmipmap isn't around continue and return
3937                      * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3938                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3939                 else
3940                     usage_caps |= WINED3DUSAGE_AUTOGENMIPMAP;
3941             }
3942
3943             /* Always report dynamic locking. */
3944             if (usage & WINED3DUSAGE_DYNAMIC)
3945                 usage_caps |= WINED3DUSAGE_DYNAMIC;
3946
3947             if (usage & WINED3DUSAGE_RENDERTARGET)
3948             {
3949                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3950                 {
3951                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3952                     return WINED3DERR_NOTAVAILABLE;
3953                 }
3954                 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3955             }
3956
3957             /* Always report software processing. */
3958             if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3959                 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3960
3961             if (usage & WINED3DUSAGE_QUERY_FILTER)
3962             {
3963                 if (!CheckFilterCapability(adapter, format))
3964                 {
3965                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3966                     return WINED3DERR_NOTAVAILABLE;
3967                 }
3968                 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
3969             }
3970
3971             if (usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
3972             {
3973                 if (!CheckBumpMapCapability(adapter, format))
3974                 {
3975                     TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3976                     return WINED3DERR_NOTAVAILABLE;
3977                 }
3978                 usage_caps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3979             }
3980
3981             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3982             {
3983                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3984                 {
3985                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3986                     return WINED3DERR_NOTAVAILABLE;
3987                 }
3988                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3989             }
3990
3991             if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
3992             {
3993                 if (!CheckSrgbReadCapability(adapter, format))
3994                 {
3995                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3996                     return WINED3DERR_NOTAVAILABLE;
3997                 }
3998                 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
3999             }
4000
4001             if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4002             {
4003                 if (!CheckSrgbWriteCapability(adapter, format))
4004                 {
4005                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4006                     return WINED3DERR_NOTAVAILABLE;
4007                 }
4008                 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4009             }
4010
4011             if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4012             {
4013                 if (!CheckVertexTextureCapability(adapter, format))
4014                 {
4015                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4016                     return WINED3DERR_NOTAVAILABLE;
4017                 }
4018                 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4019             }
4020
4021             if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4022             {
4023                 if (!CheckWrapAndMipCapability(adapter, format))
4024                 {
4025                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4026                     return WINED3DERR_NOTAVAILABLE;
4027                 }
4028                 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4029             }
4030
4031             if (usage & WINED3DUSAGE_DEPTHSTENCIL)
4032             {
4033                 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
4034                 {
4035                     TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
4036                     return WINED3DERR_NOTAVAILABLE;
4037                 }
4038                 if ((format->flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
4039                 {
4040                     TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
4041                     return WINED3DERR_NOTAVAILABLE;
4042                 }
4043                 usage_caps |= WINED3DUSAGE_DEPTHSTENCIL;
4044             }
4045             break;
4046
4047         case WINED3DRTYPE_VOLUMETEXTURE:
4048         case WINED3DRTYPE_VOLUME:
4049             /* Volume is to VolumeTexture what Surface is to Texture, but its
4050              * usage caps are not documented. Most driver seem to offer
4051              * (nearly) the same on Volume and VolumeTexture, so do that too.
4052              *
4053              * Volumetexture allows:
4054              *      - D3DUSAGE_DYNAMIC
4055              *      - D3DUSAGE_NONSECURE (d3d9ex)
4056              *      - D3DUSAGE_SOFTWAREPROCESSING
4057              *      - D3DUSAGE_QUERY_WRAPANDMIP
4058              */
4059             if (surface_type != SURFACE_OPENGL)
4060             {
4061                 TRACE_(d3d_caps)("[FAILED]\n");
4062                 return WINED3DERR_NOTAVAILABLE;
4063             }
4064
4065             if (!gl_info->supported[EXT_TEXTURE3D])
4066             {
4067                 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
4068                 return WINED3DERR_NOTAVAILABLE;
4069             }
4070
4071             if (!CheckTextureCapability(adapter, format))
4072             {
4073                 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
4074                 return WINED3DERR_NOTAVAILABLE;
4075             }
4076
4077             /* Filter formats that need conversion; For one part, this
4078              * conversion is unimplemented, and volume textures are huge, so
4079              * it would be a big performance hit. Unless we hit an application
4080              * needing one of those formats, don't advertize them to avoid
4081              * leading applications into temptation. The windows drivers don't
4082              * support most of those formats on volumes anyway, except for
4083              * WINED3DFMT_R32_FLOAT. */
4084             switch (check_format_id)
4085             {
4086                 case WINED3DFMT_P8_UINT:
4087                 case WINED3DFMT_L4A4_UNORM:
4088                 case WINED3DFMT_R32_FLOAT:
4089                 case WINED3DFMT_R16_FLOAT:
4090                 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
4091                 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
4092                 case WINED3DFMT_R16G16_UNORM:
4093                     TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4094                     return WINED3DERR_NOTAVAILABLE;
4095
4096                 case WINED3DFMT_R8G8B8A8_SNORM:
4097                 case WINED3DFMT_R16G16_SNORM:
4098                     if (!gl_info->supported[NV_TEXTURE_SHADER])
4099                     {
4100                         TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4101                         return WINED3DERR_NOTAVAILABLE;
4102                     }
4103                     break;
4104
4105                 case WINED3DFMT_R8G8_SNORM:
4106                     if (!gl_info->supported[NV_TEXTURE_SHADER])
4107                     {
4108                         TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4109                         return WINED3DERR_NOTAVAILABLE;
4110                     }
4111                     break;
4112
4113                 case WINED3DFMT_DXT1:
4114                 case WINED3DFMT_DXT2:
4115                 case WINED3DFMT_DXT3:
4116                 case WINED3DFMT_DXT4:
4117                 case WINED3DFMT_DXT5:
4118                     /* The GL_EXT_texture_compression_s3tc spec requires that
4119                      * loading an s3tc compressed texture results in an error.
4120                      * While the D3D refrast does support s3tc volumes, at
4121                      * least the nvidia windows driver does not, so we're free
4122                      * not to support this format. */
4123                     TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4124                     return WINED3DERR_NOTAVAILABLE;
4125
4126                 default:
4127                     /* Do nothing, continue with checking the format below */
4128                     break;
4129             }
4130
4131             /* Always report dynamic locking. */
4132             if (usage & WINED3DUSAGE_DYNAMIC)
4133                 usage_caps |= WINED3DUSAGE_DYNAMIC;
4134
4135             /* Always report software processing. */
4136             if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4137                 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4138
4139             if (usage & WINED3DUSAGE_QUERY_FILTER)
4140             {
4141                 if (!CheckFilterCapability(adapter, format))
4142                 {
4143                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
4144                     return WINED3DERR_NOTAVAILABLE;
4145                 }
4146                 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
4147             }
4148
4149             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
4150             {
4151                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
4152                 {
4153                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4154                     return WINED3DERR_NOTAVAILABLE;
4155                 }
4156                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4157             }
4158
4159             if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
4160             {
4161                 if (!CheckSrgbReadCapability(adapter, format))
4162                 {
4163                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4164                     return WINED3DERR_NOTAVAILABLE;
4165                 }
4166                 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
4167             }
4168
4169             if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4170             {
4171                 if (!CheckSrgbWriteCapability(adapter, format))
4172                 {
4173                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4174                     return WINED3DERR_NOTAVAILABLE;
4175                 }
4176                 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4177             }
4178
4179             if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4180             {
4181                 if (!CheckVertexTextureCapability(adapter, format))
4182                 {
4183                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4184                     return WINED3DERR_NOTAVAILABLE;
4185                 }
4186                 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4187             }
4188
4189             if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4190             {
4191                 if (!CheckWrapAndMipCapability(adapter, format))
4192                 {
4193                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4194                     return WINED3DERR_NOTAVAILABLE;
4195                 }
4196                 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4197             }
4198             break;
4199
4200         default:
4201             FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(resource_type));
4202             return WINED3DERR_NOTAVAILABLE;
4203     }
4204
4205     /* When the usage_caps exactly matches usage return WINED3D_OK except for
4206      * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4207      * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4208     if (usage_caps == usage)
4209         return WINED3D_OK;
4210     if (usage_caps == (usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4211         return WINED3DOK_NOAUTOGEN;
4212
4213     TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for format %s and resource_type %s but only %#x is available.\n",
4214             usage, debug_d3dformat(check_format_id), debug_d3dresourcetype(resource_type), usage_caps);
4215
4216     return WINED3DERR_NOTAVAILABLE;
4217 }
4218
4219 HRESULT CDECL wined3d_check_device_format_conversion(const struct wined3d *wined3d, UINT adapter_idx,
4220         WINED3DDEVTYPE device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format)
4221 {
4222     FIXME("wined3d %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4223             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4224             debug_d3dformat(dst_format));
4225
4226     return WINED3D_OK;
4227 }
4228
4229 HRESULT CDECL wined3d_check_device_type(const struct wined3d *wined3d, UINT adapter_idx, WINED3DDEVTYPE device_type,
4230         enum wined3d_format_id display_format, enum wined3d_format_id backbuffer_format, BOOL windowed)
4231 {
4232     UINT mode_count;
4233     HRESULT hr;
4234
4235     TRACE("wined3d %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
4236             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(display_format),
4237             debug_d3dformat(backbuffer_format), windowed);
4238
4239     if (adapter_idx >= wined3d->adapter_count)
4240         return WINED3DERR_INVALIDCALL;
4241
4242     /* The task of this function is to check whether a certain display / backbuffer format
4243      * combination is available on the given adapter. In fullscreen mode microsoft specified
4244      * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
4245      * and display format should match exactly.
4246      * In windowed mode format conversion can occur and this depends on the driver. When format
4247      * conversion is done, this function should nevertheless fail and applications need to use
4248      * CheckDeviceFormatConversion.
4249      * At the moment we assume that fullscreen and windowed have the same capabilities. */
4250
4251     /* There are only 4 display formats. */
4252     if (!(display_format == WINED3DFMT_B5G6R5_UNORM
4253             || display_format == WINED3DFMT_B5G5R5X1_UNORM
4254             || display_format == WINED3DFMT_B8G8R8X8_UNORM
4255             || display_format == WINED3DFMT_B10G10R10A2_UNORM))
4256     {
4257         TRACE_(d3d_caps)("Format %s is not supported as display format.\n", debug_d3dformat(display_format));
4258         return WINED3DERR_NOTAVAILABLE;
4259     }
4260
4261     /* If the requested display format is not available, don't continue. */
4262     mode_count = wined3d_get_adapter_mode_count(wined3d, adapter_idx, display_format);
4263     if (!mode_count)
4264     {
4265         TRACE_(d3d_caps)("No available modes for display format %s.\n", debug_d3dformat(display_format));
4266         return WINED3DERR_NOTAVAILABLE;
4267     }
4268
4269     /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbuffer format,
4270      * it means 'reuse' the display format for the backbuffer. */
4271     if (!windowed && backbuffer_format == WINED3DFMT_UNKNOWN)
4272     {
4273         TRACE_(d3d_caps)("backbuffer_format WINED3FMT_UNKNOWN only available in windowed mode.\n");
4274         return WINED3DERR_NOTAVAILABLE;
4275     }
4276
4277     /* In FULLSCREEN mode WINED3DFMT_B5G6R5_UNORM can only be mixed with
4278      * backbuffer format WINED3DFMT_B5G6R5_UNORM. */
4279     if (display_format == WINED3DFMT_B5G6R5_UNORM && backbuffer_format != WINED3DFMT_B5G6R5_UNORM)
4280     {
4281         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4282                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4283         return WINED3DERR_NOTAVAILABLE;
4284     }
4285
4286     /* In FULLSCREEN mode WINED3DFMT_B5G5R5X1_UNORM can only be mixed with
4287      * backbuffer formats WINED3DFMT_B5G5R5X1_UNORM and
4288      * WINED3DFMT_B5G5R5A1_UNORM. */
4289     if (display_format == WINED3DFMT_B5G5R5X1_UNORM
4290             && !(backbuffer_format == WINED3DFMT_B5G5R5X1_UNORM || backbuffer_format == WINED3DFMT_B5G5R5A1_UNORM))
4291     {
4292         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4293                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4294         return WINED3DERR_NOTAVAILABLE;
4295     }
4296
4297     /* In FULLSCREEN mode WINED3DFMT_B8G8R8X8_UNORM can only be mixed with
4298      * backbuffer formats WINED3DFMT_B8G8R8X8_UNORM and
4299      * WINED3DFMT_B8G8R8A8_UNORM. */
4300     if (display_format == WINED3DFMT_B8G8R8X8_UNORM
4301             && !(backbuffer_format == WINED3DFMT_B8G8R8X8_UNORM || backbuffer_format == WINED3DFMT_B8G8R8A8_UNORM))
4302     {
4303         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4304                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4305         return WINED3DERR_NOTAVAILABLE;
4306     }
4307
4308     /* WINED3DFMT_B10G10R10A2_UNORM is only allowed in fullscreen mode and it
4309      * can only be mixed with backbuffer format WINED3DFMT_B10G10R10A2_UNORM. */
4310     if (display_format == WINED3DFMT_B10G10R10A2_UNORM
4311             && (backbuffer_format != WINED3DFMT_B10G10R10A2_UNORM || windowed))
4312     {
4313         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4314                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4315         return WINED3DERR_NOTAVAILABLE;
4316     }
4317
4318     /* Use CheckDeviceFormat to see if the backbuffer_format is usable with the given display_format */
4319     hr = wined3d_check_device_format(wined3d, adapter_idx, device_type, display_format,
4320             WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, backbuffer_format, SURFACE_OPENGL);
4321     if (FAILED(hr))
4322         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4323                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4324
4325     return hr;
4326 }
4327
4328 HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapter_idx,
4329         WINED3DDEVTYPE device_type, WINED3DCAPS *caps)
4330 {
4331     const struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
4332     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4333     int vs_selected_mode;
4334     int ps_selected_mode;
4335     struct shader_caps shader_caps;
4336     struct fragment_caps fragment_caps;
4337     DWORD ckey_caps, blit_caps, fx_caps, pal_caps;
4338
4339     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, caps %p.\n",
4340             wined3d, adapter_idx, debug_d3ddevicetype(device_type), caps);
4341
4342     if (adapter_idx >= wined3d->adapter_count)
4343         return WINED3DERR_INVALIDCALL;
4344
4345     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4346
4347     /* ------------------------------------------------
4348        The following fields apply to both d3d8 and d3d9
4349        ------------------------------------------------ */
4350     /* Not quite true, but use h/w supported by opengl I suppose */
4351     caps->DeviceType               = (device_type == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF;
4352     caps->AdapterOrdinal           = adapter_idx;
4353
4354     caps->Caps                     = 0;
4355     caps->Caps2                    = WINED3DCAPS2_CANRENDERWINDOWED |
4356                                      WINED3DCAPS2_FULLSCREENGAMMA |
4357                                      WINED3DCAPS2_DYNAMICTEXTURES;
4358     if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4359         caps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4360
4361     caps->Caps3                    = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4362                                      WINED3DCAPS3_COPY_TO_VIDMEM                   |
4363                                      WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4364
4365     caps->PresentationIntervals    = WINED3DPRESENT_INTERVAL_IMMEDIATE  |
4366                                      WINED3DPRESENT_INTERVAL_ONE;
4367
4368     caps->CursorCaps               = WINED3DCURSORCAPS_COLOR            |
4369                                      WINED3DCURSORCAPS_LOWRES;
4370
4371     caps->DevCaps                  = WINED3DDEVCAPS_FLOATTLVERTEX       |
4372                                      WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4373                                      WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4374                                      WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4375                                      WINED3DDEVCAPS_DRAWPRIMTLVERTEX    |
4376                                      WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4377                                      WINED3DDEVCAPS_EXECUTEVIDEOMEMORY  |
4378                                      WINED3DDEVCAPS_PUREDEVICE          |
4379                                      WINED3DDEVCAPS_HWRASTERIZATION     |
4380                                      WINED3DDEVCAPS_TEXTUREVIDEOMEMORY  |
4381                                      WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4382                                      WINED3DDEVCAPS_CANRENDERAFTERFLIP  |
4383                                      WINED3DDEVCAPS_DRAWPRIMITIVES2     |
4384                                      WINED3DDEVCAPS_DRAWPRIMITIVES2EX   |
4385                                      WINED3DDEVCAPS_RTPATCHES;
4386
4387     caps->PrimitiveMiscCaps        = WINED3DPMISCCAPS_CULLNONE              |
4388                                      WINED3DPMISCCAPS_CULLCCW               |
4389                                      WINED3DPMISCCAPS_CULLCW                |
4390                                      WINED3DPMISCCAPS_COLORWRITEENABLE      |
4391                                      WINED3DPMISCCAPS_CLIPTLVERTS           |
4392                                      WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4393                                      WINED3DPMISCCAPS_MASKZ                 |
4394                                      WINED3DPMISCCAPS_BLENDOP               |
4395                                      WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4396                                     /* TODO:
4397                                         WINED3DPMISCCAPS_NULLREFERENCE
4398                                         WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4399                                         WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4400                                         WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4401
4402     if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4403         caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4404     if (gl_info->supported[EXT_DRAW_BUFFERS2])
4405         caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4406
4407     caps->RasterCaps               = WINED3DPRASTERCAPS_DITHER    |
4408                                      WINED3DPRASTERCAPS_PAT       |
4409                                      WINED3DPRASTERCAPS_WFOG      |
4410                                      WINED3DPRASTERCAPS_ZFOG      |
4411                                      WINED3DPRASTERCAPS_FOGVERTEX |
4412                                      WINED3DPRASTERCAPS_FOGTABLE  |
4413                                      WINED3DPRASTERCAPS_STIPPLE   |
4414                                      WINED3DPRASTERCAPS_SUBPIXEL  |
4415                                      WINED3DPRASTERCAPS_ZTEST     |
4416                                      WINED3DPRASTERCAPS_SCISSORTEST   |
4417                                      WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4418                                      WINED3DPRASTERCAPS_DEPTHBIAS;
4419
4420     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4421     {
4422         caps->RasterCaps  |= WINED3DPRASTERCAPS_ANISOTROPY    |
4423                              WINED3DPRASTERCAPS_ZBIAS         |
4424                              WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4425     }
4426     if (gl_info->supported[NV_FOG_DISTANCE])
4427     {
4428         caps->RasterCaps          |= WINED3DPRASTERCAPS_FOGRANGE;
4429     }
4430                         /* FIXME Add:
4431                            WINED3DPRASTERCAPS_COLORPERSPECTIVE
4432                            WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4433                            WINED3DPRASTERCAPS_ANTIALIASEDGES
4434                            WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4435                            WINED3DPRASTERCAPS_WBUFFER */
4436
4437     caps->ZCmpCaps =  WINED3DPCMPCAPS_ALWAYS       |
4438                       WINED3DPCMPCAPS_EQUAL        |
4439                       WINED3DPCMPCAPS_GREATER      |
4440                       WINED3DPCMPCAPS_GREATEREQUAL |
4441                       WINED3DPCMPCAPS_LESS         |
4442                       WINED3DPCMPCAPS_LESSEQUAL    |
4443                       WINED3DPCMPCAPS_NEVER        |
4444                       WINED3DPCMPCAPS_NOTEQUAL;
4445
4446     caps->SrcBlendCaps  =  WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4447                            WINED3DPBLENDCAPS_BOTHSRCALPHA    |
4448                            WINED3DPBLENDCAPS_DESTALPHA       |
4449                            WINED3DPBLENDCAPS_DESTCOLOR       |
4450                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4451                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4452                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4453                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4454                            WINED3DPBLENDCAPS_ONE             |
4455                            WINED3DPBLENDCAPS_SRCALPHA        |
4456                            WINED3DPBLENDCAPS_SRCALPHASAT     |
4457                            WINED3DPBLENDCAPS_SRCCOLOR        |
4458                            WINED3DPBLENDCAPS_ZERO;
4459
4460     caps->DestBlendCaps =  WINED3DPBLENDCAPS_DESTALPHA       |
4461                            WINED3DPBLENDCAPS_DESTCOLOR       |
4462                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4463                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4464                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4465                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4466                            WINED3DPBLENDCAPS_ONE             |
4467                            WINED3DPBLENDCAPS_SRCALPHA        |
4468                            WINED3DPBLENDCAPS_SRCCOLOR        |
4469                            WINED3DPBLENDCAPS_ZERO;
4470     /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4471      * according to the glBlendFunc manpage
4472      *
4473      * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4474      * legacy settings for srcblend only
4475      */
4476
4477     if (gl_info->supported[EXT_BLEND_COLOR])
4478     {
4479         caps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4480         caps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4481     }
4482
4483
4484     caps->AlphaCmpCaps  = WINED3DPCMPCAPS_ALWAYS       |
4485                           WINED3DPCMPCAPS_EQUAL        |
4486                           WINED3DPCMPCAPS_GREATER      |
4487                           WINED3DPCMPCAPS_GREATEREQUAL |
4488                           WINED3DPCMPCAPS_LESS         |
4489                           WINED3DPCMPCAPS_LESSEQUAL    |
4490                           WINED3DPCMPCAPS_NEVER        |
4491                           WINED3DPCMPCAPS_NOTEQUAL;
4492
4493     caps->ShadeCaps      = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4494                            WINED3DPSHADECAPS_COLORGOURAUDRGB    |
4495                            WINED3DPSHADECAPS_ALPHAFLATBLEND     |
4496                            WINED3DPSHADECAPS_ALPHAGOURAUDBLEND  |
4497                            WINED3DPSHADECAPS_COLORFLATRGB       |
4498                            WINED3DPSHADECAPS_FOGFLAT            |
4499                            WINED3DPSHADECAPS_FOGGOURAUD         |
4500                            WINED3DPSHADECAPS_SPECULARFLATRGB;
4501
4502     caps->TextureCaps   = WINED3DPTEXTURECAPS_ALPHA              |
4503                           WINED3DPTEXTURECAPS_ALPHAPALETTE       |
4504                           WINED3DPTEXTURECAPS_TRANSPARENCY       |
4505                           WINED3DPTEXTURECAPS_BORDER             |
4506                           WINED3DPTEXTURECAPS_MIPMAP             |
4507                           WINED3DPTEXTURECAPS_PROJECTED          |
4508                           WINED3DPTEXTURECAPS_PERSPECTIVE;
4509
4510     if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4511     {
4512         caps->TextureCaps  |= WINED3DPTEXTURECAPS_POW2 |
4513                               WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4514     }
4515
4516     if (gl_info->supported[EXT_TEXTURE3D])
4517     {
4518         caps->TextureCaps  |=  WINED3DPTEXTURECAPS_VOLUMEMAP      |
4519                                WINED3DPTEXTURECAPS_MIPVOLUMEMAP;
4520         if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4521         {
4522             caps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4523         }
4524     }
4525
4526     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4527     {
4528         caps->TextureCaps  |= WINED3DPTEXTURECAPS_CUBEMAP     |
4529                               WINED3DPTEXTURECAPS_MIPCUBEMAP;
4530         if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4531         {
4532             caps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4533         }
4534     }
4535
4536     caps->TextureFilterCaps =  WINED3DPTFILTERCAPS_MAGFLINEAR       |
4537                                WINED3DPTFILTERCAPS_MAGFPOINT        |
4538                                WINED3DPTFILTERCAPS_MINFLINEAR       |
4539                                WINED3DPTFILTERCAPS_MINFPOINT        |
4540                                WINED3DPTFILTERCAPS_MIPFLINEAR       |
4541                                WINED3DPTFILTERCAPS_MIPFPOINT        |
4542                                WINED3DPTFILTERCAPS_LINEAR           |
4543                                WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4544                                WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4545                                WINED3DPTFILTERCAPS_MIPLINEAR        |
4546                                WINED3DPTFILTERCAPS_MIPNEAREST       |
4547                                WINED3DPTFILTERCAPS_NEAREST;
4548
4549     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4550     {
4551         caps->TextureFilterCaps  |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4552                                     WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4553     }
4554
4555     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4556     {
4557         caps->CubeTextureFilterCaps =  WINED3DPTFILTERCAPS_MAGFLINEAR       |
4558                                        WINED3DPTFILTERCAPS_MAGFPOINT        |
4559                                        WINED3DPTFILTERCAPS_MINFLINEAR       |
4560                                        WINED3DPTFILTERCAPS_MINFPOINT        |
4561                                        WINED3DPTFILTERCAPS_MIPFLINEAR       |
4562                                        WINED3DPTFILTERCAPS_MIPFPOINT        |
4563                                        WINED3DPTFILTERCAPS_LINEAR           |
4564                                        WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4565                                        WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4566                                        WINED3DPTFILTERCAPS_MIPLINEAR        |
4567                                        WINED3DPTFILTERCAPS_MIPNEAREST       |
4568                                        WINED3DPTFILTERCAPS_NEAREST;
4569
4570         if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4571         {
4572             caps->CubeTextureFilterCaps  |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4573                                             WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4574         }
4575     }
4576     else
4577     {
4578         caps->CubeTextureFilterCaps = 0;
4579     }
4580
4581     if (gl_info->supported[EXT_TEXTURE3D])
4582     {
4583         caps->VolumeTextureFilterCaps  = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4584                                          WINED3DPTFILTERCAPS_MAGFPOINT        |
4585                                          WINED3DPTFILTERCAPS_MINFLINEAR       |
4586                                          WINED3DPTFILTERCAPS_MINFPOINT        |
4587                                          WINED3DPTFILTERCAPS_MIPFLINEAR       |
4588                                          WINED3DPTFILTERCAPS_MIPFPOINT        |
4589                                          WINED3DPTFILTERCAPS_LINEAR           |
4590                                          WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4591                                          WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4592                                          WINED3DPTFILTERCAPS_MIPLINEAR        |
4593                                          WINED3DPTFILTERCAPS_MIPNEAREST       |
4594                                          WINED3DPTFILTERCAPS_NEAREST;
4595     }
4596     else
4597     {
4598         caps->VolumeTextureFilterCaps = 0;
4599     }
4600
4601     caps->TextureAddressCaps  =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4602                                  WINED3DPTADDRESSCAPS_CLAMP  |
4603                                  WINED3DPTADDRESSCAPS_WRAP;
4604
4605     if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4606     {
4607         caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4608     }
4609     if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4610     {
4611         caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4612     }
4613     if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4614     {
4615         caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4616     }
4617
4618     if (gl_info->supported[EXT_TEXTURE3D])
4619     {
4620         caps->VolumeTextureAddressCaps =   WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4621                                            WINED3DPTADDRESSCAPS_CLAMP  |
4622                                            WINED3DPTADDRESSCAPS_WRAP;
4623         if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4624         {
4625             caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4626         }
4627         if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4628         {
4629             caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4630         }
4631         if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4632         {
4633             caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4634         }
4635     }
4636     else
4637     {
4638         caps->VolumeTextureAddressCaps = 0;
4639     }
4640
4641     caps->LineCaps  = WINED3DLINECAPS_TEXTURE       |
4642                       WINED3DLINECAPS_ZTEST         |
4643                       WINED3DLINECAPS_BLEND         |
4644                       WINED3DLINECAPS_ALPHACMP      |
4645                       WINED3DLINECAPS_FOG;
4646     /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4647      * idea how generating the smoothing alpha values works; the result is different
4648      */
4649
4650     caps->MaxTextureWidth = gl_info->limits.texture_size;
4651     caps->MaxTextureHeight = gl_info->limits.texture_size;
4652
4653     if (gl_info->supported[EXT_TEXTURE3D])
4654         caps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4655     else
4656         caps->MaxVolumeExtent = 0;
4657
4658     caps->MaxTextureRepeat = 32768;
4659     caps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4660     caps->MaxVertexW = 1.0f;
4661
4662     caps->GuardBandLeft = 0.0f;
4663     caps->GuardBandTop = 0.0f;
4664     caps->GuardBandRight = 0.0f;
4665     caps->GuardBandBottom = 0.0f;
4666
4667     caps->ExtentsAdjust = 0.0f;
4668
4669     caps->StencilCaps   = WINED3DSTENCILCAPS_DECRSAT |
4670                           WINED3DSTENCILCAPS_INCRSAT |
4671                           WINED3DSTENCILCAPS_INVERT  |
4672                           WINED3DSTENCILCAPS_KEEP    |
4673                           WINED3DSTENCILCAPS_REPLACE |
4674                           WINED3DSTENCILCAPS_ZERO;
4675     if (gl_info->supported[EXT_STENCIL_WRAP])
4676     {
4677         caps->StencilCaps |= WINED3DSTENCILCAPS_DECR  |
4678                               WINED3DSTENCILCAPS_INCR;
4679     }
4680     if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4681     {
4682         caps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4683     }
4684
4685     caps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4686
4687     caps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4688     caps->MaxActiveLights = gl_info->limits.lights;
4689
4690     caps->MaxVertexBlendMatrices = gl_info->limits.blends;
4691     caps->MaxVertexBlendMatrixIndex   = 0;
4692
4693     caps->MaxAnisotropy = gl_info->limits.anisotropy;
4694     caps->MaxPointSize = gl_info->limits.pointsize_max;
4695
4696
4697     /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4698     caps->VertexProcessingCaps  = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4699                                   WINED3DVTXPCAPS_MATERIALSOURCE7   |
4700                                   WINED3DVTXPCAPS_POSITIONALLIGHTS  |
4701                                   WINED3DVTXPCAPS_LOCALVIEWER       |
4702                                   WINED3DVTXPCAPS_VERTEXFOG         |
4703                                   WINED3DVTXPCAPS_TEXGEN;
4704
4705     caps->MaxPrimitiveCount   = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4706     caps->MaxVertexIndex      = 0xFFFFF;
4707     caps->MaxStreams          = MAX_STREAMS;
4708     caps->MaxStreamStride     = 1024;
4709
4710     /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4711     caps->DevCaps2                          = WINED3DDEVCAPS2_STREAMOFFSET |
4712                                               WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4713     caps->MaxNpatchTessellationLevel        = 0;
4714     caps->MasterAdapterOrdinal              = 0;
4715     caps->AdapterOrdinalInGroup             = 0;
4716     caps->NumberOfAdaptersInGroup           = 1;
4717
4718     caps->NumSimultaneousRTs = gl_info->limits.buffers;
4719
4720     caps->StretchRectFilterCaps               = WINED3DPTFILTERCAPS_MINFPOINT  |
4721                                                 WINED3DPTFILTERCAPS_MAGFPOINT  |
4722                                                 WINED3DPTFILTERCAPS_MINFLINEAR |
4723                                                 WINED3DPTFILTERCAPS_MAGFLINEAR;
4724     caps->VertexTextureFilterCaps             = 0;
4725
4726     adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4727     adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4728
4729     /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4730     caps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4731
4732     /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4733      * Ignore shader model capabilities if disabled in config
4734      */
4735     if (vs_selected_mode == SHADER_NONE)
4736     {
4737         TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4738         caps->VertexShaderVersion          = 0;
4739         caps->MaxVertexShaderConst         = 0;
4740     }
4741     else
4742     {
4743         caps->VertexShaderVersion          = shader_caps.VertexShaderVersion;
4744         caps->MaxVertexShaderConst         = shader_caps.MaxVertexShaderConst;
4745     }
4746
4747     if (ps_selected_mode == SHADER_NONE)
4748     {
4749         TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4750         caps->PixelShaderVersion           = 0;
4751         caps->PixelShader1xMaxValue        = 0.0f;
4752     } else {
4753         caps->PixelShaderVersion           = shader_caps.PixelShaderVersion;
4754         caps->PixelShader1xMaxValue        = shader_caps.PixelShader1xMaxValue;
4755     }
4756
4757     caps->TextureOpCaps                    = fragment_caps.TextureOpCaps;
4758     caps->MaxTextureBlendStages            = fragment_caps.MaxTextureBlendStages;
4759     caps->MaxSimultaneousTextures          = fragment_caps.MaxSimultaneousTextures;
4760
4761     /* The following caps are shader specific, but they are things we cannot detect, or which
4762      * are the same among all shader models. So to avoid code duplication set the shader version
4763      * specific, but otherwise constant caps here
4764      */
4765     if (caps->VertexShaderVersion >= 3)
4766     {
4767         /* Where possible set the caps based on OpenGL extensions and if they
4768          * aren't set (in case of software rendering) use the VS 3.0 from
4769          * MSDN or else if there's OpenGL spec use a hardcoded value minimum
4770          * VS3.0 value. */
4771         caps->VS20Caps.Caps                     = WINED3DVS20CAPS_PREDICATION;
4772         /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4773         caps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH;
4774         caps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4775         /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4776         caps->VS20Caps.StaticFlowControlDepth   = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH;
4777
4778         caps->MaxVShaderInstructionsExecuted    = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4779         caps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4780     }
4781     else if (caps->VertexShaderVersion == 2)
4782     {
4783         caps->VS20Caps.Caps                     = 0;
4784         caps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4785         caps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4786         caps->VS20Caps.StaticFlowControlDepth   = 1;
4787
4788         caps->MaxVShaderInstructionsExecuted    = 65535;
4789         caps->MaxVertexShader30InstructionSlots = 0;
4790     }
4791     else
4792     { /* VS 1.x */
4793         caps->VS20Caps.Caps                     = 0;
4794         caps->VS20Caps.DynamicFlowControlDepth  = 0;
4795         caps->VS20Caps.NumTemps                 = 0;
4796         caps->VS20Caps.StaticFlowControlDepth   = 0;
4797
4798         caps->MaxVShaderInstructionsExecuted    = 0;
4799         caps->MaxVertexShader30InstructionSlots = 0;
4800     }
4801
4802     if (caps->PixelShaderVersion >= 3)
4803     {
4804         /* Where possible set the caps based on OpenGL extensions and if they
4805          * aren't set (in case of software rendering) use the PS 3.0 from
4806          * MSDN or else if there's OpenGL spec use a hardcoded value minimum
4807          * PS 3.0 value. */
4808
4809         /* Caps is more or less undocumented on MSDN but it appears to be
4810          * used for PS20Caps based on results from R9600/FX5900/Geforce6800
4811          * cards from Windows */
4812         caps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4813                 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4814                 WINED3DPS20CAPS_PREDICATION          |
4815                 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4816                 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4817         /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4818         caps->PS20Caps.DynamicFlowControlDepth  = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH;
4819         caps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4820         /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4821         caps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH;
4822         /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4823         caps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS;
4824
4825         caps->MaxPShaderInstructionsExecuted = 65535;
4826         caps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4827                 adapter->gl_info.limits.arb_ps_instructions);
4828     }
4829     else if(caps->PixelShaderVersion == 2)
4830     {
4831         /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4832         caps->PS20Caps.Caps                     = 0;
4833         caps->PS20Caps.DynamicFlowControlDepth  = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4834         caps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4835         caps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4836         /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4837         caps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS;
4838
4839         caps->MaxPShaderInstructionsExecuted    = 512; /* Minimum value, a GeforceFX uses 1024 */
4840         caps->MaxPixelShader30InstructionSlots  = 0;
4841     }
4842     else /* PS 1.x */
4843     {
4844         caps->PS20Caps.Caps                     = 0;
4845         caps->PS20Caps.DynamicFlowControlDepth  = 0;
4846         caps->PS20Caps.NumTemps                 = 0;
4847         caps->PS20Caps.StaticFlowControlDepth   = 0;
4848         caps->PS20Caps.NumInstructionSlots      = 0;
4849
4850         caps->MaxPShaderInstructionsExecuted    = 0;
4851         caps->MaxPixelShader30InstructionSlots  = 0;
4852     }
4853
4854     if (caps->VertexShaderVersion >= 2)
4855     {
4856         /* OpenGL supports all the formats below, perhaps not always
4857          * without conversion, but it supports them.
4858          * Further GLSL doesn't seem to have an official unsigned type so
4859          * don't advertise it yet as I'm not sure how we handle it.
4860          * We might need to add some clamping in the shader engine to
4861          * support it.
4862          * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4863         caps->DeclTypes = WINED3DDTCAPS_UBYTE4    |
4864                           WINED3DDTCAPS_UBYTE4N   |
4865                           WINED3DDTCAPS_SHORT2N   |
4866                           WINED3DDTCAPS_SHORT4N;
4867         if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4868         {
4869             caps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4870                                WINED3DDTCAPS_FLOAT16_4;
4871         }
4872     }
4873     else
4874     {
4875         caps->DeclTypes = 0;
4876     }
4877
4878     /* Set DirectDraw helper Caps */
4879     ckey_caps =                         WINEDDCKEYCAPS_DESTBLT              |
4880                                         WINEDDCKEYCAPS_SRCBLT;
4881     fx_caps =                           WINEDDFXCAPS_BLTALPHA               |
4882                                         WINEDDFXCAPS_BLTMIRRORLEFTRIGHT     |
4883                                         WINEDDFXCAPS_BLTMIRRORUPDOWN        |
4884                                         WINEDDFXCAPS_BLTROTATION90          |
4885                                         WINEDDFXCAPS_BLTSHRINKX             |
4886                                         WINEDDFXCAPS_BLTSHRINKXN            |
4887                                         WINEDDFXCAPS_BLTSHRINKY             |
4888                                         WINEDDFXCAPS_BLTSHRINKXN            |
4889                                         WINEDDFXCAPS_BLTSTRETCHX            |
4890                                         WINEDDFXCAPS_BLTSTRETCHXN           |
4891                                         WINEDDFXCAPS_BLTSTRETCHY            |
4892                                         WINEDDFXCAPS_BLTSTRETCHYN;
4893     blit_caps =                         WINEDDCAPS_BLT                      |
4894                                         WINEDDCAPS_BLTCOLORFILL             |
4895                                         WINEDDCAPS_BLTDEPTHFILL             |
4896                                         WINEDDCAPS_BLTSTRETCH               |
4897                                         WINEDDCAPS_CANBLTSYSMEM             |
4898                                         WINEDDCAPS_CANCLIP                  |
4899                                         WINEDDCAPS_CANCLIPSTRETCHED         |
4900                                         WINEDDCAPS_COLORKEY                 |
4901                                         WINEDDCAPS_COLORKEYHWASSIST         |
4902                                         WINEDDCAPS_ALIGNBOUNDARYSRC;
4903     pal_caps =                          WINEDDPCAPS_8BIT                    |
4904                                         WINEDDPCAPS_PRIMARYSURFACE;
4905
4906     /* Fill the ddraw caps structure */
4907     caps->DirectDrawCaps.Caps =         WINEDDCAPS_GDI                      |
4908                                         WINEDDCAPS_PALETTE                  |
4909                                         blit_caps;
4910     caps->DirectDrawCaps.Caps2 =        WINEDDCAPS2_CERTIFIED                |
4911                                         WINEDDCAPS2_NOPAGELOCKREQUIRED       |
4912                                         WINEDDCAPS2_PRIMARYGAMMA             |
4913                                         WINEDDCAPS2_WIDESURFACES             |
4914                                         WINEDDCAPS2_CANRENDERWINDOWED;
4915     caps->DirectDrawCaps.CKeyCaps =     ckey_caps;
4916     caps->DirectDrawCaps.FXCaps =       fx_caps;
4917     caps->DirectDrawCaps.PalCaps =      pal_caps;
4918     caps->DirectDrawCaps.SVBCaps =      blit_caps;
4919     caps->DirectDrawCaps.SVBCKeyCaps =  ckey_caps;
4920     caps->DirectDrawCaps.SVBFXCaps =    fx_caps;
4921     caps->DirectDrawCaps.VSBCaps =      blit_caps;
4922     caps->DirectDrawCaps.VSBCKeyCaps =  ckey_caps;
4923     caps->DirectDrawCaps.VSBFXCaps =    fx_caps;
4924     caps->DirectDrawCaps.SSBCaps =      blit_caps;
4925     caps->DirectDrawCaps.SSBCKeyCaps =  ckey_caps;
4926     caps->DirectDrawCaps.SSBFXCaps =    fx_caps;
4927
4928     caps->DirectDrawCaps.ddsCaps =      WINEDDSCAPS_ALPHA                   |
4929                                         WINEDDSCAPS_BACKBUFFER              |
4930                                         WINEDDSCAPS_FLIP                    |
4931                                         WINEDDSCAPS_FRONTBUFFER             |
4932                                         WINEDDSCAPS_OFFSCREENPLAIN          |
4933                                         WINEDDSCAPS_PALETTE                 |
4934                                         WINEDDSCAPS_PRIMARYSURFACE          |
4935                                         WINEDDSCAPS_SYSTEMMEMORY            |
4936                                         WINEDDSCAPS_VIDEOMEMORY             |
4937                                         WINEDDSCAPS_VISIBLE;
4938     caps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4939
4940     /* Set D3D caps if OpenGL is available. */
4941     if (adapter->opengl)
4942     {
4943         caps->DirectDrawCaps.ddsCaps |= WINEDDSCAPS_3DDEVICE                |
4944                                         WINEDDSCAPS_MIPMAP                  |
4945                                         WINEDDSCAPS_TEXTURE                 |
4946                                         WINEDDSCAPS_ZBUFFER;
4947         caps->DirectDrawCaps.Caps |=    WINEDDCAPS_3D;
4948     }
4949
4950     return WINED3D_OK;
4951 }
4952
4953 HRESULT CDECL wined3d_device_create(struct wined3d *wined3d, UINT adapter_idx, WINED3DDEVTYPE device_type,
4954         HWND focus_window, DWORD flags, BYTE surface_alignment, struct wined3d_device_parent *device_parent,
4955         struct wined3d_device **device)
4956 {
4957     struct wined3d_device *object;
4958     HRESULT hr;
4959
4960     TRACE("wined3d %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, device_parent %p, device %p.\n",
4961             wined3d, adapter_idx, device_type, focus_window, flags, device_parent, device);
4962
4963     /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4964      * number and create a device without a 3D adapter for 2D only operation. */
4965     if (wined3d->adapter_count && adapter_idx >= wined3d->adapter_count)
4966         return WINED3DERR_INVALIDCALL;
4967
4968     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4969     if (!object)
4970     {
4971         ERR("Failed to allocate device memory.\n");
4972         return E_OUTOFMEMORY;
4973     }
4974
4975     hr = device_init(object, wined3d, adapter_idx, device_type,
4976             focus_window, flags, surface_alignment, device_parent);
4977     if (FAILED(hr))
4978     {
4979         WARN("Failed to initialize device, hr %#x.\n", hr);
4980         HeapFree(GetProcessHeap(), 0, object);
4981         return hr;
4982     }
4983
4984     TRACE("Created device %p.\n", object);
4985     *device = object;
4986
4987     device_parent->ops->wined3d_device_created(device_parent, *device);
4988
4989     return WINED3D_OK;
4990 }
4991
4992 void * CDECL wined3d_get_parent(const struct wined3d *wined3d)
4993 {
4994     TRACE("wined3d %p.\n", wined3d);
4995
4996     return wined3d->parent;
4997 }
4998
4999 static void WINE_GLAPI invalid_func(const void *data)
5000 {
5001     ERR("Invalid vertex attribute function called\n");
5002     DebugBreak();
5003 }
5004
5005 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
5006 {
5007     ERR("Invalid texcoord function called\n");
5008     DebugBreak();
5009 }
5010
5011 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
5012  * the extension detection and are used in drawStridedSlow
5013  */
5014 static void WINE_GLAPI position_d3dcolor(const void *data)
5015 {
5016     DWORD pos = *((const DWORD *)data);
5017
5018     FIXME("Add a test for fixed function position from d3dcolor type\n");
5019     glVertex4s(D3DCOLOR_B_R(pos),
5020                D3DCOLOR_B_G(pos),
5021                D3DCOLOR_B_B(pos),
5022                D3DCOLOR_B_A(pos));
5023 }
5024
5025 static void WINE_GLAPI position_float4(const void *data)
5026 {
5027     const GLfloat *pos = data;
5028
5029     if (pos[3] != 0.0f && pos[3] != 1.0f)
5030     {
5031         float w = 1.0f / pos[3];
5032
5033         glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
5034     }
5035     else
5036     {
5037         glVertex3fv(pos);
5038     }
5039 }
5040
5041 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
5042 {
5043     DWORD diffuseColor = *((const DWORD *)data);
5044
5045     glColor4ub(D3DCOLOR_B_R(diffuseColor),
5046                D3DCOLOR_B_G(diffuseColor),
5047                D3DCOLOR_B_B(diffuseColor),
5048                D3DCOLOR_B_A(diffuseColor));
5049 }
5050
5051 static void WINE_GLAPI specular_d3dcolor(const void *data)
5052 {
5053     DWORD specularColor = *((const DWORD *)data);
5054     GLbyte d[] = {D3DCOLOR_B_R(specularColor),
5055             D3DCOLOR_B_G(specularColor),
5056             D3DCOLOR_B_B(specularColor)};
5057
5058     specular_func_3ubv(d);
5059 }
5060
5061 static void WINE_GLAPI warn_no_specular_func(const void *data)
5062 {
5063     WARN("GL_EXT_secondary_color not supported\n");
5064 }
5065
5066 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
5067 {
5068     position_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
5069     position_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
5070     position_funcs[WINED3D_FFP_EMIT_FLOAT3]      = (glAttribFunc)glVertex3fv;
5071     position_funcs[WINED3D_FFP_EMIT_FLOAT4]      = position_float4;
5072     position_funcs[WINED3D_FFP_EMIT_D3DCOLOR]    = position_d3dcolor;
5073     position_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
5074     position_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
5075     position_funcs[WINED3D_FFP_EMIT_SHORT4]      = (glAttribFunc)glVertex2sv;
5076     position_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
5077     position_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
5078     position_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
5079     position_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
5080     position_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
5081     position_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
5082     position_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
5083     position_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
5084     position_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
5085
5086     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1]       = invalid_func;
5087     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2]       = invalid_func;
5088     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3]       = (glAttribFunc)glColor3fv;
5089     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4]       = (glAttribFunc)glColor4fv;
5090     diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR]     = diffuse_d3dcolor;
5091     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4]       = invalid_func;
5092     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2]       = invalid_func;
5093     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4]       = invalid_func;
5094     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N]      = (glAttribFunc)glColor4ubv;
5095     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N]      = invalid_func;
5096     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N]      = (glAttribFunc)glColor4sv;
5097     diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N]     = invalid_func;
5098     diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N]     = (glAttribFunc)glColor4usv;
5099     diffuse_funcs[WINED3D_FFP_EMIT_UDEC3]        = invalid_func;
5100     diffuse_funcs[WINED3D_FFP_EMIT_DEC3N]        = invalid_func;
5101     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2]    = invalid_func;
5102     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4]    = invalid_func;
5103
5104     /* No 4 component entry points here */
5105     specular_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
5106     specular_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
5107     if (gl_info->supported[EXT_SECONDARY_COLOR])
5108     {
5109         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
5110     }
5111     else
5112     {
5113         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = warn_no_specular_func;
5114     }
5115     specular_funcs[WINED3D_FFP_EMIT_FLOAT4]      = invalid_func;
5116     if (gl_info->supported[EXT_SECONDARY_COLOR])
5117     {
5118         specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
5119         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
5120     }
5121     else
5122     {
5123         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
5124     }
5125     specular_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
5126     specular_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
5127     specular_funcs[WINED3D_FFP_EMIT_SHORT4]      = invalid_func;
5128     specular_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
5129     specular_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
5130     specular_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
5131     specular_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
5132     specular_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
5133     specular_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
5134     specular_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
5135     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
5136     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
5137
5138     /* Only 3 component entry points here. Test how others behave. Float4 normals are used
5139      * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
5140      */
5141     normal_funcs[WINED3D_FFP_EMIT_FLOAT1]         = invalid_func;
5142     normal_funcs[WINED3D_FFP_EMIT_FLOAT2]         = invalid_func;
5143     normal_funcs[WINED3D_FFP_EMIT_FLOAT3]         = (glAttribFunc)glNormal3fv;
5144     normal_funcs[WINED3D_FFP_EMIT_FLOAT4]         = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
5145     normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR]       = invalid_func;
5146     normal_funcs[WINED3D_FFP_EMIT_UBYTE4]         = invalid_func;
5147     normal_funcs[WINED3D_FFP_EMIT_SHORT2]         = invalid_func;
5148     normal_funcs[WINED3D_FFP_EMIT_SHORT4]         = invalid_func;
5149     normal_funcs[WINED3D_FFP_EMIT_UBYTE4N]        = invalid_func;
5150     normal_funcs[WINED3D_FFP_EMIT_SHORT2N]        = invalid_func;
5151     normal_funcs[WINED3D_FFP_EMIT_SHORT4N]        = invalid_func;
5152     normal_funcs[WINED3D_FFP_EMIT_USHORT2N]       = invalid_func;
5153     normal_funcs[WINED3D_FFP_EMIT_USHORT4N]       = invalid_func;
5154     normal_funcs[WINED3D_FFP_EMIT_UDEC3]          = invalid_func;
5155     normal_funcs[WINED3D_FFP_EMIT_DEC3N]          = invalid_func;
5156     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2]      = invalid_func;
5157     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4]      = invalid_func;
5158
5159     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
5160     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
5161     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
5162     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
5163     multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR]  = invalid_texcoord_func;
5164     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4]    = invalid_texcoord_func;
5165     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
5166     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
5167     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N]   = invalid_texcoord_func;
5168     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N]   = invalid_texcoord_func;
5169     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N]   = invalid_texcoord_func;
5170     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N]  = invalid_texcoord_func;
5171     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N]  = invalid_texcoord_func;
5172     multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3]     = invalid_texcoord_func;
5173     multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N]     = invalid_texcoord_func;
5174     if (gl_info->supported[NV_HALF_FLOAT])
5175     {
5176         /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
5177         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
5178         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
5179     } else {
5180         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
5181         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
5182     }
5183 }
5184
5185 /* Do not call while under the GL lock. */
5186 static BOOL InitAdapters(struct wined3d *wined3d)
5187 {
5188     static HMODULE mod_gl;
5189     BOOL ret;
5190     int ps_selected_mode, vs_selected_mode;
5191
5192     /* No need to hold any lock. The calling library makes sure only one thread calls
5193      * wined3d simultaneously
5194      */
5195
5196     TRACE("Initializing adapters\n");
5197
5198     if(!mod_gl) {
5199 #ifdef USE_WIN32_OPENGL
5200 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
5201         mod_gl = LoadLibraryA("opengl32.dll");
5202         if(!mod_gl) {
5203             ERR("Can't load opengl32.dll!\n");
5204             goto nogl_adapter;
5205         }
5206 #else
5207 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
5208         /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
5209         mod_gl = GetModuleHandleA("gdi32.dll");
5210 #endif
5211     }
5212
5213 /* Load WGL core functions from opengl32.dll */
5214 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5215     WGL_FUNCS_GEN;
5216 #undef USE_WGL_FUNC
5217
5218     if(!pwglGetProcAddress) {
5219         ERR("Unable to load wglGetProcAddress!\n");
5220         goto nogl_adapter;
5221     }
5222
5223 /* Dynamically load all GL core functions */
5224     GL_FUNCS_GEN;
5225 #undef USE_GL_FUNC
5226
5227     /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5228      * otherwise because we have to use winex11.drv's override
5229      */
5230 #ifdef USE_WIN32_OPENGL
5231     wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5232     wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5233 #else
5234     wglFinish = (void*)pwglGetProcAddress("wglFinish");
5235     wglFlush = (void*)pwglGetProcAddress("wglFlush");
5236 #endif
5237
5238     glEnableWINE = glEnable;
5239     glDisableWINE = glDisable;
5240
5241     /* For now only one default adapter */
5242     {
5243         struct wined3d_adapter *adapter = &wined3d->adapters[0];
5244         const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5245         struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5246         struct wined3d_pixel_format *cfgs;
5247         int iPixelFormat;
5248         int res;
5249         DISPLAY_DEVICEW DisplayDevice;
5250         HDC hdc;
5251
5252         TRACE("Initializing default adapter\n");
5253         adapter->ordinal = 0;
5254         adapter->monitorPoint.x = -1;
5255         adapter->monitorPoint.y = -1;
5256
5257         if (!AllocateLocallyUniqueId(&adapter->luid))
5258         {
5259             DWORD err = GetLastError();
5260             ERR("Failed to set adapter LUID (%#x).\n", err);
5261             goto nogl_adapter;
5262         }
5263         TRACE("Allocated LUID %08x:%08x for adapter.\n",
5264                 adapter->luid.HighPart, adapter->luid.LowPart);
5265
5266         if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5267         {
5268             ERR("Failed to get a gl context for default adapter\n");
5269             goto nogl_adapter;
5270         }
5271
5272         ret = wined3d_adapter_init_gl_caps(adapter);
5273         if(!ret) {
5274             ERR("Failed to initialize gl caps for default adapter\n");
5275             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5276             goto nogl_adapter;
5277         }
5278         ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5279         if(!ret) {
5280             ERR("Failed to init gl formats\n");
5281             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5282             goto nogl_adapter;
5283         }
5284
5285         hdc = fake_gl_ctx.dc;
5286
5287         adapter->TextureRam = adapter->driver_info.vidmem;
5288         adapter->UsedTextureRam = 0;
5289         TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5290
5291         /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5292         DisplayDevice.cb = sizeof(DisplayDevice);
5293         EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5294         TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5295         strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5296
5297         if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5298         {
5299             GLint cfg_count;
5300             int attribute;
5301             int attribs[11];
5302             int values[11];
5303             int nAttribs = 0;
5304
5305             attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5306             GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &cfg_count));
5307             adapter->cfg_count = cfg_count;
5308
5309             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->cfg_count * sizeof(*adapter->cfgs));
5310             cfgs = adapter->cfgs;
5311             attribs[nAttribs++] = WGL_RED_BITS_ARB;
5312             attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5313             attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5314             attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5315             attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5316             attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5317             attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5318             attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5319             attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5320             attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5321             attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5322
5323             for (iPixelFormat=1; iPixelFormat <= adapter->cfg_count; ++iPixelFormat)
5324             {
5325                 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5326
5327                 if(!res)
5328                     continue;
5329
5330                 /* Cache the pixel format */
5331                 cfgs->iPixelFormat = iPixelFormat;
5332                 cfgs->redSize = values[0];
5333                 cfgs->greenSize = values[1];
5334                 cfgs->blueSize = values[2];
5335                 cfgs->alphaSize = values[3];
5336                 cfgs->colorSize = values[4];
5337                 cfgs->depthSize = values[5];
5338                 cfgs->stencilSize = values[6];
5339                 cfgs->windowDrawable = values[7];
5340                 cfgs->iPixelType = values[8];
5341                 cfgs->doubleBuffer = values[9];
5342                 cfgs->auxBuffers = values[10];
5343
5344                 cfgs->numSamples = 0;
5345                 /* Check multisample support */
5346                 if (gl_info->supported[ARB_MULTISAMPLE])
5347                 {
5348                     int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5349                     int value[2];
5350                     if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5351                         /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5352                         * value[1] = number of multi sample buffers*/
5353                         if(value[0])
5354                             cfgs->numSamples = value[1];
5355                     }
5356                 }
5357
5358                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5359                         "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5360                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5361                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5362                         cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5363                 cfgs++;
5364             }
5365         }
5366         else
5367         {
5368             int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5369             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs * sizeof(*adapter->cfgs));
5370             adapter->cfg_count = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5371
5372             cfgs = adapter->cfgs;
5373             for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5374             {
5375                 PIXELFORMATDESCRIPTOR ppfd;
5376
5377                 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5378                 if(!res)
5379                     continue;
5380
5381                 /* We only want HW acceleration using an OpenGL ICD driver.
5382                  * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5383                  * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5384                  */
5385                 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5386                 {
5387                     TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5388                     continue;
5389                 }
5390
5391                 cfgs->iPixelFormat = iPixelFormat;
5392                 cfgs->redSize = ppfd.cRedBits;
5393                 cfgs->greenSize = ppfd.cGreenBits;
5394                 cfgs->blueSize = ppfd.cBlueBits;
5395                 cfgs->alphaSize = ppfd.cAlphaBits;
5396                 cfgs->colorSize = ppfd.cColorBits;
5397                 cfgs->depthSize = ppfd.cDepthBits;
5398                 cfgs->stencilSize = ppfd.cStencilBits;
5399                 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5400                 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5401                 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5402                 cfgs->auxBuffers = ppfd.cAuxBuffers;
5403                 cfgs->numSamples = 0;
5404
5405                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5406                         "depth=%d, stencil=%d, windowDrawable=%d\n",
5407                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5408                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5409                         cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5410                 cfgs++;
5411                 adapter->cfg_count++;
5412             }
5413
5414             /* We haven't found any suitable formats. This should only happen
5415              * in case of GDI software rendering, which is pretty useless
5416              * anyway. */
5417             if (!adapter->cfg_count)
5418             {
5419                 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5420
5421                 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5422                 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5423                 goto nogl_adapter;
5424             }
5425         }
5426
5427         WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5428
5429         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5430         fillGLAttribFuncs(&adapter->gl_info);
5431         adapter->opengl = TRUE;
5432     }
5433     wined3d->adapter_count = 1;
5434     TRACE("%u adapters successfully initialized.\n", wined3d->adapter_count);
5435
5436     return TRUE;
5437
5438 nogl_adapter:
5439     /* Initialize an adapter for ddraw-only memory counting */
5440     memset(wined3d->adapters, 0, sizeof(wined3d->adapters));
5441     wined3d->adapters[0].ordinal = 0;
5442     wined3d->adapters[0].opengl = FALSE;
5443     wined3d->adapters[0].monitorPoint.x = -1;
5444     wined3d->adapters[0].monitorPoint.y = -1;
5445
5446     wined3d->adapters[0].driver_info.name = "Display";
5447     wined3d->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5448     if (wined3d_settings.emulated_textureram)
5449         wined3d->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5450     else
5451         wined3d->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5452
5453     initPixelFormatsNoGL(&wined3d->adapters[0].gl_info);
5454
5455     wined3d->adapter_count = 1;
5456     return FALSE;
5457 }
5458
5459 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5460
5461 const struct wined3d_parent_ops wined3d_null_parent_ops =
5462 {
5463     wined3d_null_wined3d_object_destroyed,
5464 };
5465
5466 /* Do not call while under the GL lock. */
5467 HRESULT wined3d_init(struct wined3d *wined3d, UINT version, DWORD flags, void *parent)
5468 {
5469     wined3d->dxVersion = version;
5470     wined3d->ref = 1;
5471     wined3d->parent = parent;
5472     wined3d->flags = flags;
5473
5474     if (!InitAdapters(wined3d))
5475     {
5476         WARN("Failed to initialize adapters.\n");
5477         if (version > 7)
5478         {
5479             MESSAGE("Direct3D%u is not available without OpenGL.\n", version);
5480             return E_FAIL;
5481         }
5482     }
5483
5484     return WINED3D_OK;
5485 }