wined3d: Introduce quirk for proper RGBA16 support.
[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 2009-2010 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_range",             ARB_MAP_BUFFER_RANGE,           0                           },
105     {"GL_ARB_multisample",                  ARB_MULTISAMPLE,                0                           }, /* needs GLX_ARB_MULTISAMPLE as well */
106     {"GL_ARB_multitexture",                 ARB_MULTITEXTURE,               0                           },
107     {"GL_ARB_occlusion_query",              ARB_OCCLUSION_QUERY,            0                           },
108     {"GL_ARB_pixel_buffer_object",          ARB_PIXEL_BUFFER_OBJECT,        0                           },
109     {"GL_ARB_point_parameters",             ARB_POINT_PARAMETERS,           0                           },
110     {"GL_ARB_point_sprite",                 ARB_POINT_SPRITE,               0                           },
111     {"GL_ARB_provoking_vertex",             ARB_PROVOKING_VERTEX,           0                           },
112     {"GL_ARB_shader_objects",               ARB_SHADER_OBJECTS,             0                           },
113     {"GL_ARB_shader_texture_lod",           ARB_SHADER_TEXTURE_LOD,         0                           },
114     {"GL_ARB_shading_language_100",         ARB_SHADING_LANGUAGE_100,       0                           },
115     {"GL_ARB_shadow",                       ARB_SHADOW,                     0                           },
116     {"GL_ARB_sync",                         ARB_SYNC,                       0                           },
117     {"GL_ARB_texture_border_clamp",         ARB_TEXTURE_BORDER_CLAMP,       0                           },
118     {"GL_ARB_texture_compression",          ARB_TEXTURE_COMPRESSION,        0                           },
119     {"GL_ARB_texture_compression_rgtc",     ARB_TEXTURE_COMPRESSION_RGTC,   0                           },
120     {"GL_ARB_texture_cube_map",             ARB_TEXTURE_CUBE_MAP,           0                           },
121     {"GL_ARB_texture_env_add",              ARB_TEXTURE_ENV_ADD,            0                           },
122     {"GL_ARB_texture_env_combine",          ARB_TEXTURE_ENV_COMBINE,        0                           },
123     {"GL_ARB_texture_env_dot3",             ARB_TEXTURE_ENV_DOT3,           0                           },
124     {"GL_ARB_texture_float",                ARB_TEXTURE_FLOAT,              0                           },
125     {"GL_ARB_texture_mirrored_repeat",      ARB_TEXTURE_MIRRORED_REPEAT,    0                           },
126     {"GL_ARB_texture_non_power_of_two",     ARB_TEXTURE_NON_POWER_OF_TWO,   MAKEDWORD_VERSION(2, 0)     },
127     {"GL_ARB_texture_rectangle",            ARB_TEXTURE_RECTANGLE,          0                           },
128     {"GL_ARB_texture_rg",                   ARB_TEXTURE_RG,                 0                           },
129     {"GL_ARB_vertex_array_bgra",            ARB_VERTEX_ARRAY_BGRA,          0                           },
130     {"GL_ARB_vertex_blend",                 ARB_VERTEX_BLEND,               0                           },
131     {"GL_ARB_vertex_buffer_object",         ARB_VERTEX_BUFFER_OBJECT,       0                           },
132     {"GL_ARB_vertex_program",               ARB_VERTEX_PROGRAM,             0                           },
133     {"GL_ARB_vertex_shader",                ARB_VERTEX_SHADER,              0                           },
134
135     /* ATI */
136     {"GL_ATI_fragment_shader",              ATI_FRAGMENT_SHADER,            0                           },
137     {"GL_ATI_separate_stencil",             ATI_SEPARATE_STENCIL,           0                           },
138     {"GL_ATI_texture_compression_3dc",      ATI_TEXTURE_COMPRESSION_3DC,    0                           },
139     {"GL_ATI_texture_env_combine3",         ATI_TEXTURE_ENV_COMBINE3,       0                           },
140     {"GL_ATI_texture_mirror_once",          ATI_TEXTURE_MIRROR_ONCE,        0                           },
141
142     /* EXT */
143     {"GL_EXT_blend_color",                  EXT_BLEND_COLOR,                0                           },
144     {"GL_EXT_blend_equation_separate",      EXT_BLEND_EQUATION_SEPARATE,    0                           },
145     {"GL_EXT_blend_func_separate",          EXT_BLEND_FUNC_SEPARATE,        0                           },
146     {"GL_EXT_blend_minmax",                 EXT_BLEND_MINMAX,               0                           },
147     {"GL_EXT_blend_subtract",               EXT_BLEND_SUBTRACT,             0                           },
148     {"GL_EXT_depth_bounds_test",            EXT_DEPTH_BOUNDS_TEST,          0                           },
149     {"GL_EXT_draw_buffers2",                EXT_DRAW_BUFFERS2,              0                           },
150     {"GL_EXT_fog_coord",                    EXT_FOG_COORD,                  0                           },
151     {"GL_EXT_framebuffer_blit",             EXT_FRAMEBUFFER_BLIT,           0                           },
152     {"GL_EXT_framebuffer_multisample",      EXT_FRAMEBUFFER_MULTISAMPLE,    0                           },
153     {"GL_EXT_framebuffer_object",           EXT_FRAMEBUFFER_OBJECT,         0                           },
154     {"GL_EXT_gpu_program_parameters",       EXT_GPU_PROGRAM_PARAMETERS,     0                           },
155     {"GL_EXT_gpu_shader4",                  EXT_GPU_SHADER4,                0                           },
156     {"GL_EXT_packed_depth_stencil",         EXT_PACKED_DEPTH_STENCIL,       0                           },
157     {"GL_EXT_paletted_texture",             EXT_PALETTED_TEXTURE,           0                           },
158     {"GL_EXT_point_parameters",             EXT_POINT_PARAMETERS,           0                           },
159     {"GL_EXT_provoking_vertex",             EXT_PROVOKING_VERTEX,           0                           },
160     {"GL_EXT_secondary_color",              EXT_SECONDARY_COLOR,            0                           },
161     {"GL_EXT_stencil_two_side",             EXT_STENCIL_TWO_SIDE,           0                           },
162     {"GL_EXT_stencil_wrap",                 EXT_STENCIL_WRAP,               0                           },
163     {"GL_EXT_texture3D",                    EXT_TEXTURE3D,                  MAKEDWORD_VERSION(1, 2)     },
164     {"GL_EXT_texture_compression_rgtc",     EXT_TEXTURE_COMPRESSION_RGTC,   0                           },
165     {"GL_EXT_texture_compression_s3tc",     EXT_TEXTURE_COMPRESSION_S3TC,   0                           },
166     {"GL_EXT_texture_env_add",              EXT_TEXTURE_ENV_ADD,            0                           },
167     {"GL_EXT_texture_env_combine",          EXT_TEXTURE_ENV_COMBINE,        0                           },
168     {"GL_EXT_texture_env_dot3",             EXT_TEXTURE_ENV_DOT3,           0                           },
169     {"GL_EXT_texture_filter_anisotropic",   EXT_TEXTURE_FILTER_ANISOTROPIC, 0                           },
170     {"GL_EXT_texture_lod_bias",             EXT_TEXTURE_LOD_BIAS,           0                           },
171     {"GL_EXT_texture_sRGB",                 EXT_TEXTURE_SRGB,               0                           },
172     {"GL_EXT_texture_sRGB_decode",          EXT_TEXTURE_SRGB_DECODE,        0                           },
173     {"GL_EXT_vertex_array_bgra",            EXT_VERTEX_ARRAY_BGRA,          0                           },
174
175     /* NV */
176     {"GL_NV_depth_clamp",                   NV_DEPTH_CLAMP,                 0                           },
177     {"GL_NV_fence",                         NV_FENCE,                       0                           },
178     {"GL_NV_fog_distance",                  NV_FOG_DISTANCE,                0                           },
179     {"GL_NV_fragment_program",              NV_FRAGMENT_PROGRAM,            0                           },
180     {"GL_NV_fragment_program2",             NV_FRAGMENT_PROGRAM2,           0                           },
181     {"GL_NV_fragment_program_option",       NV_FRAGMENT_PROGRAM_OPTION,     0                           },
182     {"GL_NV_half_float",                    NV_HALF_FLOAT,                  0                           },
183     {"GL_NV_light_max_exponent",            NV_LIGHT_MAX_EXPONENT,          0                           },
184     {"GL_NV_point_sprite",                  NV_POINT_SPRITE,                0                           },
185     {"GL_NV_register_combiners",            NV_REGISTER_COMBINERS,          0                           },
186     {"GL_NV_register_combiners2",           NV_REGISTER_COMBINERS2,         0                           },
187     {"GL_NV_texgen_reflection",             NV_TEXGEN_REFLECTION,           0                           },
188     {"GL_NV_texture_env_combine4",          NV_TEXTURE_ENV_COMBINE4,        0                           },
189     {"GL_NV_texture_shader",                NV_TEXTURE_SHADER,              0                           },
190     {"GL_NV_texture_shader2",               NV_TEXTURE_SHADER2,             0                           },
191     {"GL_NV_vertex_program",                NV_VERTEX_PROGRAM,              0                           },
192     {"GL_NV_vertex_program1_1",             NV_VERTEX_PROGRAM1_1,           0                           },
193     {"GL_NV_vertex_program2",               NV_VERTEX_PROGRAM2,             0                           },
194     {"GL_NV_vertex_program2_option",        NV_VERTEX_PROGRAM2_OPTION,      0                           },
195     {"GL_NV_vertex_program3",               NV_VERTEX_PROGRAM3,             0                           },
196
197     /* SGI */
198     {"GL_SGIS_generate_mipmap",             SGIS_GENERATE_MIPMAP,           0                           },
199 };
200
201 /**********************************************************
202  * Utility functions follow
203  **********************************************************/
204
205 const struct min_lookup minMipLookup[] =
206 {
207     /* NONE         POINT                       LINEAR */
208     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
209     {{GL_NEAREST,   GL_NEAREST_MIPMAP_NEAREST,  GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
210     {{GL_LINEAR,    GL_LINEAR_MIPMAP_NEAREST,   GL_LINEAR_MIPMAP_LINEAR}},  /* LINEAR */
211 };
212
213 const struct min_lookup minMipLookup_noFilter[] =
214 {
215     /* NONE         POINT                       LINEAR */
216     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
217     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
218     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* LINEAR */
219 };
220
221 const struct min_lookup minMipLookup_noMip[] =
222 {
223     /* NONE         POINT                       LINEAR */
224     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
225     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
226     {{GL_LINEAR,    GL_LINEAR,                  GL_LINEAR }},               /* LINEAR */
227 };
228
229 const GLenum magLookup[] =
230 {
231     /* NONE     POINT       LINEAR */
232     GL_NEAREST, GL_NEAREST, GL_LINEAR,
233 };
234
235 const GLenum magLookup_noFilter[] =
236 {
237     /* NONE     POINT       LINEAR */
238     GL_NEAREST, GL_NEAREST, GL_NEAREST,
239 };
240
241 /* drawStridedSlow attributes */
242 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
243 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
244 glAttribFunc specular_func_3ubv;
245 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
246 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
247 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
248
249 /**
250  * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
251  * i.e., there is no GL Context - Get a default rendering context to enable the
252  * function query some info from GL.
253  */
254
255 struct wined3d_fake_gl_ctx
256 {
257     HDC dc;
258     HWND wnd;
259     HGLRC gl_ctx;
260     HDC restore_dc;
261     HGLRC restore_gl_ctx;
262 };
263
264 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
265 {
266     TRACE_(d3d_caps)("Destroying fake GL context.\n");
267
268     if (!pwglMakeCurrent(NULL, NULL))
269     {
270         ERR_(d3d_caps)("Failed to disable fake GL context.\n");
271     }
272
273     if (!pwglDeleteContext(ctx->gl_ctx))
274     {
275         DWORD err = GetLastError();
276         ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
277     }
278
279     ReleaseDC(ctx->wnd, ctx->dc);
280     DestroyWindow(ctx->wnd);
281
282     if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
283     {
284         ERR_(d3d_caps)("Failed to restore previous GL context.\n");
285     }
286 }
287
288 /* Do not call while under the GL lock. */
289 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
290 {
291     PIXELFORMATDESCRIPTOR pfd;
292     int iPixelFormat;
293
294     TRACE("getting context...\n");
295
296     ctx->restore_dc = pwglGetCurrentDC();
297     ctx->restore_gl_ctx = pwglGetCurrentContext();
298
299     /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
300     ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
301             WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
302     if (!ctx->wnd)
303     {
304         ERR_(d3d_caps)("Failed to create a window.\n");
305         goto fail;
306     }
307
308     ctx->dc = GetDC(ctx->wnd);
309     if (!ctx->dc)
310     {
311         ERR_(d3d_caps)("Failed to get a DC.\n");
312         goto fail;
313     }
314
315     /* PixelFormat selection */
316     ZeroMemory(&pfd, sizeof(pfd));
317     pfd.nSize = sizeof(pfd);
318     pfd.nVersion = 1;
319     pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
320     pfd.iPixelType = PFD_TYPE_RGBA;
321     pfd.cColorBits = 32;
322     pfd.iLayerType = PFD_MAIN_PLANE;
323
324     iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
325     if (!iPixelFormat)
326     {
327         /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
328         ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
329         goto fail;
330     }
331     DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
332     SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
333
334     /* Create a GL context. */
335     ctx->gl_ctx = pwglCreateContext(ctx->dc);
336     if (!ctx->gl_ctx)
337     {
338         WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
339         goto fail;
340     }
341
342     /* Make it the current GL context. */
343     if (!context_set_current(NULL))
344     {
345         ERR_(d3d_caps)("Failed to clear current D3D context.\n");
346     }
347
348     if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
349     {
350         ERR_(d3d_caps)("Failed to make fake GL context current.\n");
351         goto fail;
352     }
353
354     return TRUE;
355
356 fail:
357     if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
358     ctx->gl_ctx = NULL;
359     if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
360     ctx->dc = NULL;
361     if (ctx->wnd) DestroyWindow(ctx->wnd);
362     ctx->wnd = NULL;
363     if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
364     {
365         ERR_(d3d_caps)("Failed to restore previous GL context.\n");
366     }
367
368     return FALSE;
369 }
370
371 /* Adjust the amount of used texture memory */
372 unsigned int WineD3DAdapterChangeGLRam(struct wined3d_device *device, int glram)
373 {
374     struct wined3d_adapter *adapter = device->adapter;
375
376     adapter->UsedTextureRam += glram;
377     TRACE("Adjusted gl ram by %d to %d\n", glram, adapter->UsedTextureRam);
378     return adapter->UsedTextureRam;
379 }
380
381 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
382 {
383     HeapFree(GetProcessHeap(), 0, adapter->gl_info.formats);
384     HeapFree(GetProcessHeap(), 0, adapter->cfgs);
385 }
386
387 ULONG CDECL wined3d_incref(struct wined3d *wined3d)
388 {
389     ULONG refcount = InterlockedIncrement(&wined3d->ref);
390
391     TRACE("%p increasing refcount to %u.\n", wined3d, refcount);
392
393     return refcount;
394 }
395
396 ULONG CDECL wined3d_decref(struct wined3d *wined3d)
397 {
398     ULONG refcount = InterlockedDecrement(&wined3d->ref);
399
400     TRACE("%p decreasing refcount to %u.\n", wined3d, refcount);
401
402     if (!refcount)
403     {
404         unsigned int i;
405
406         for (i = 0; i < wined3d->adapter_count; ++i)
407         {
408             wined3d_adapter_cleanup(&wined3d->adapters[i]);
409         }
410         HeapFree(GetProcessHeap(), 0, wined3d);
411     }
412
413     return refcount;
414 }
415
416 /* GL locking is done by the caller */
417 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
418 {
419     GLuint prog;
420     BOOL ret = FALSE;
421     const char *testcode =
422         "!!ARBvp1.0\n"
423         "PARAM C[66] = { program.env[0..65] };\n"
424         "ADDRESS A0;"
425         "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
426         "ARL A0.x, zero.x;\n"
427         "MOV result.position, C[A0.x + 65];\n"
428         "END\n";
429
430     while(glGetError());
431     GL_EXTCALL(glGenProgramsARB(1, &prog));
432     if(!prog) {
433         ERR("Failed to create an ARB offset limit test program\n");
434     }
435     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
436     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
437                                   strlen(testcode), testcode));
438     if (glGetError())
439     {
440         TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
441         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
442         ret = TRUE;
443     } else TRACE("OpenGL implementation allows offsets > 63\n");
444
445     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
446     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
447     checkGLcall("ARB vp offset limit test cleanup");
448
449     return ret;
450 }
451
452 static DWORD ver_for_ext(enum wined3d_gl_extension ext)
453 {
454     unsigned int i;
455     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
456         if(EXTENSION_MAP[i].extension == ext) {
457             return EXTENSION_MAP[i].version;
458         }
459     }
460     return 0;
461 }
462
463 static BOOL match_amd_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
464         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
465 {
466     if (card_vendor != HW_VENDOR_AMD) return FALSE;
467     if (device == CARD_AMD_RADEON_9500) return TRUE;
468     if (device == CARD_AMD_RADEON_X700) return TRUE;
469     if (device == CARD_AMD_RADEON_X1600) return TRUE;
470     return FALSE;
471 }
472
473 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
474         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
475 {
476     if (card_vendor == HW_VENDOR_NVIDIA)
477     {
478         if (device == CARD_NVIDIA_GEFORCEFX_5200 ||
479             device == CARD_NVIDIA_GEFORCEFX_5600 ||
480             device == CARD_NVIDIA_GEFORCEFX_5800)
481         {
482             return TRUE;
483         }
484     }
485     return FALSE;
486 }
487
488 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
489         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
490 {
491     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
492      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
493      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
494      *
495      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
496      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
497      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
498      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
499      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
500      * the chance that other implementations support them is rather small since Win32 QuickTime uses
501      * DirectDraw, not OpenGL.
502      *
503      * This test has been moved into wined3d_guess_gl_vendor()
504      */
505     if (gl_vendor == GL_VENDOR_APPLE)
506     {
507         return TRUE;
508     }
509     return FALSE;
510 }
511
512 /* Context activation is done by the caller. */
513 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
514 {
515     /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
516      * but glTexSubImage from a PBO fails miserably, with the first line repeated over
517      * all the texture. This function detects this bug by its symptom and disables PBOs
518      * if the test fails.
519      *
520      * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
521      * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
522      * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
523      * read back is compared to the original. If they are equal PBOs are assumed to work,
524      * otherwise the PBO extension is disabled. */
525     GLuint texture, pbo;
526     static const unsigned int pattern[] =
527     {
528         0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
529         0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
530         0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
531         0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
532     };
533     unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
534
535     /* No PBO -> No point in testing them. */
536     if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
537
538     ENTER_GL();
539
540     while (glGetError());
541     glGenTextures(1, &texture);
542     glBindTexture(GL_TEXTURE_2D, texture);
543
544     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
545     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
546     checkGLcall("Specifying the PBO test texture");
547
548     GL_EXTCALL(glGenBuffersARB(1, &pbo));
549     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
550     GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
551     checkGLcall("Specifying the PBO test pbo");
552
553     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
554     checkGLcall("Loading the PBO test texture");
555
556     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
557     LEAVE_GL();
558
559     wglFinish(); /* just to be sure */
560
561     memset(check, 0, sizeof(check));
562     ENTER_GL();
563     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
564     checkGLcall("Reading back the PBO test texture");
565
566     glDeleteTextures(1, &texture);
567     GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
568     checkGLcall("PBO test cleanup");
569
570     LEAVE_GL();
571
572     if (memcmp(check, pattern, sizeof(check)))
573     {
574         WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
575         WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
576         gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
577     }
578     else
579     {
580         TRACE_(d3d_caps)("PBO test successful.\n");
581     }
582 }
583
584 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
585         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
586 {
587     return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
588 }
589
590 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
591         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
592 {
593     if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
594     if (card_vendor != HW_VENDOR_AMD) return FALSE;
595     if (device == CARD_AMD_RADEON_X1600) return FALSE;
596     return TRUE;
597 }
598
599 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
600         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
601 {
602     return gl_vendor == GL_VENDOR_FGLRX;
603
604 }
605
606 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
607         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
608 {
609     /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
610      * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
611      * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
612      * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
613      * hardcoded
614      *
615      * dx10 cards usually have 64 varyings */
616     return gl_info->limits.glsl_varyings > 44;
617 }
618
619 /* A GL context is provided by the caller */
620 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
621         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
622 {
623     GLenum error;
624     DWORD data[16];
625
626     if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
627
628     ENTER_GL();
629     while(glGetError());
630     GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
631     error = glGetError();
632     LEAVE_GL();
633
634     if(error == GL_NO_ERROR)
635     {
636         TRACE("GL Implementation accepts 4 component specular color pointers\n");
637         return TRUE;
638     }
639     else
640     {
641         TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
642               debug_glerror(error));
643         return FALSE;
644     }
645 }
646
647 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
648         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
649 {
650     if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
651     return gl_info->supported[NV_TEXTURE_SHADER];
652 }
653
654 /* A GL context is provided by the caller */
655 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
656         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
657 {
658     GLuint prog;
659     BOOL ret = FALSE;
660     GLint pos;
661     const char *testcode =
662         "!!ARBvp1.0\n"
663         "OPTION NV_vertex_program2;\n"
664         "MOV result.clip[0], 0.0;\n"
665         "MOV result.position, 0.0;\n"
666         "END\n";
667
668     if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
669
670     ENTER_GL();
671     while(glGetError());
672
673     GL_EXTCALL(glGenProgramsARB(1, &prog));
674     if(!prog)
675     {
676         ERR("Failed to create the NVvp clip test program\n");
677         LEAVE_GL();
678         return FALSE;
679     }
680     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
681     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
682                                   strlen(testcode), testcode));
683     glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
684     if(pos != -1)
685     {
686         WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
687         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
688         ret = TRUE;
689         while(glGetError());
690     }
691     else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
692
693     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
694     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
695     checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
696
697     LEAVE_GL();
698     return ret;
699 }
700
701 /* Context activation is done by the caller. */
702 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
703         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
704 {
705     char data[4 * 4 * 4];
706     GLuint tex, fbo;
707     GLenum status;
708
709     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
710
711     memset(data, 0xcc, sizeof(data));
712
713     ENTER_GL();
714
715     glGenTextures(1, &tex);
716     glBindTexture(GL_TEXTURE_2D, tex);
717     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
718     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
719     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
720     checkGLcall("glTexImage2D");
721
722     gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
723     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
724     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
725     checkGLcall("glFramebufferTexture2D");
726
727     status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
728     if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
729     checkGLcall("glCheckFramebufferStatus");
730
731     memset(data, 0x11, sizeof(data));
732     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
733     checkGLcall("glTexSubImage2D");
734
735     glClearColor(0.996f, 0.729f, 0.745f, 0.792f);
736     glClear(GL_COLOR_BUFFER_BIT);
737     checkGLcall("glClear");
738
739     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
740     checkGLcall("glGetTexImage");
741
742     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
743     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
744     glBindTexture(GL_TEXTURE_2D, 0);
745     checkGLcall("glBindTexture");
746
747     gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
748     glDeleteTextures(1, &tex);
749     checkGLcall("glDeleteTextures");
750
751     LEAVE_GL();
752
753     return *(DWORD *)data == 0x11111111;
754 }
755
756 /* Context activation is done by the caller. */
757 static BOOL match_broken_rgba16(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
758         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
759 {
760     /* GL_RGBA16 uses GL_RGBA8 internally on Geforce 7 and older cards.
761      * This leads to graphical bugs in Half Life 2 and Unreal engine games. */
762     GLuint tex;
763     GLint size;
764
765     ENTER_GL();
766
767     glGenTextures(1, &tex);
768     glBindTexture(GL_TEXTURE_2D, tex);
769     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16, 4, 4, 0, GL_RGBA, GL_UNSIGNED_SHORT, NULL);
770     checkGLcall("glTexImage2D");
771
772     glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_RED_SIZE, &size);
773     checkGLcall("glGetTexLevelParameteriv");
774     TRACE("Real color depth is %d\n", size);
775
776     glBindTexture(GL_TEXTURE_2D, 0);
777     checkGLcall("glBindTexture");
778     glDeleteTextures(1, &tex);
779     checkGLcall("glDeleteTextures");
780
781     LEAVE_GL();
782
783     return size < 16;
784 }
785
786 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
787 {
788     TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
789     gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
790     TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
791     gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
792 }
793
794 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
795 {
796     quirk_arb_constants(gl_info);
797     /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
798      * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
799      * allow 48 different offsets or other helper immediate values. */
800     TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
801     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
802 }
803
804 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
805  * on more than one texture unit. This means that the d3d9 visual point size test will cause a
806  * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
807  * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
808  * most games, but avoids the crash
809  *
810  * A more sophisticated way would be to find all units that need texture coordinates and enable
811  * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
812  * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
813  *
814  * Note that disabling the extension entirely does not gain predictability because there is no point
815  * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
816 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
817 {
818     if (gl_info->supported[ARB_POINT_SPRITE])
819     {
820         TRACE("Limiting point sprites to one texture unit.\n");
821         gl_info->limits.point_sprite_units = 1;
822     }
823 }
824
825 static void quirk_amd_dx9(struct wined3d_gl_info *gl_info)
826 {
827     quirk_arb_constants(gl_info);
828
829     /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
830      * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
831      * If real NP2 textures are used, the driver falls back to software. We could just remove the
832      * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
833      * due to the non-normalized texture coordinates. Thus set an internal extension flag,
834      * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
835      * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
836      *
837      * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
838      * has this extension promoted to core. The extension loading code sets this extension supported
839      * due to that, so this code works on fglrx as well. */
840     if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
841     {
842         TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
843         gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
844         gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] = TRUE;
845     }
846
847     /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
848      * it is generally more efficient. Reserve just 8 constants. */
849     TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
850     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
851 }
852
853 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
854 {
855     /*  The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
856      *  doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
857      *  This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
858      *  within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
859      *  FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
860      *  We therefore completely remove ARB_tex_npot from the list of supported extensions.
861      *
862      *  Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
863      *  triggering the software fallback. There is not much we can do here apart from disabling the
864      *  software-emulated extension and reenable ARB_tex_rect (which was previously disabled
865      *  in wined3d_adapter_init_gl_caps).
866      *  This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
867      *  post-processing effects in the game "Max Payne 2").
868      *  The behaviour can be verified through a simple test app attached in bugreport #14724. */
869     TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
870     gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
871     gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
872 }
873
874 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
875 {
876     /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
877      * with fixed function fragment processing. Ideally this flag should be detected with a test shader
878      * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
879      * do not like vertex shaders in feedback mode and return an error, even though it should be valid
880      * according to the spec.
881      *
882      * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
883      * makes the shader slower and eats instruction slots which should be available to the d3d app.
884      *
885      * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
886      * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
887      * this workaround is activated on cards that do not need it, it won't break things, just affect
888      * performance negatively. */
889     TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
890     gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
891 }
892
893 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
894 {
895     gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
896 }
897
898 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
899 {
900     gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
901 }
902
903 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
904 {
905     gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
906     gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
907 }
908
909 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
910 {
911     gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
912 }
913
914 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
915 {
916     gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
917 }
918
919 static void quirk_broken_rgba16(struct wined3d_gl_info *gl_info)
920 {
921     gl_info->quirks |= WINED3D_QUIRK_BROKEN_RGBA16;
922 }
923
924 struct driver_quirk
925 {
926     BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
927             enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
928     void (*apply)(struct wined3d_gl_info *gl_info);
929     const char *description;
930 };
931
932 static const struct driver_quirk quirk_table[] =
933 {
934     {
935         match_amd_r300_to_500,
936         quirk_amd_dx9,
937         "AMD GLSL constant and normalized texrect quirk"
938     },
939     /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
940      * used it falls back to software. While the compiler can detect if the shader uses all declared
941      * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
942      * using relative addressing falls back to software.
943      *
944      * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
945     {
946         match_apple,
947         quirk_apple_glsl_constants,
948         "Apple GLSL uniform override"
949     },
950     {
951         match_geforce5,
952         quirk_no_np2,
953         "Geforce 5 NP2 disable"
954     },
955     {
956         match_apple_intel,
957         quirk_texcoord_w,
958         "Init texcoord .w for Apple Intel GPU driver"
959     },
960     {
961         match_apple_nonr500ati,
962         quirk_texcoord_w,
963         "Init texcoord .w for Apple ATI >= r600 GPU driver"
964     },
965     {
966         match_fglrx,
967         quirk_one_point_sprite,
968         "Fglrx point sprite crash workaround"
969     },
970     {
971         match_dx10_capable,
972         quirk_clip_varying,
973         "Reserved varying for gl_ClipPos"
974     },
975     {
976         /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
977          * GL implementations accept it. The Mac GL is the only implementation known to
978          * reject it.
979          *
980          * If we can pass 4 component specular colors, do it, because (a) we don't have
981          * to screw around with the data, and (b) the D3D fixed function vertex pipeline
982          * passes specular alpha to the pixel shader if any is used. Otherwise the
983          * specular alpha is used to pass the fog coordinate, which we pass to opengl
984          * via GL_EXT_fog_coord.
985          */
986         match_allows_spec_alpha,
987         quirk_allows_specular_alpha,
988         "Allow specular alpha quirk"
989     },
990     {
991         /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
992          * (rdar://5682521).
993          */
994         match_apple_nvts,
995         quirk_apple_nvts,
996         "Apple NV_texture_shader disable"
997     },
998     {
999         match_broken_nv_clip,
1000         quirk_disable_nvvp_clip,
1001         "Apple NV_vertex_program clip bug quirk"
1002     },
1003     {
1004         match_fbo_tex_update,
1005         quirk_fbo_tex_update,
1006         "FBO rebind for attachment updates"
1007     },
1008     {
1009         match_broken_rgba16,
1010         quirk_broken_rgba16,
1011         "True RGBA16 is not available"
1012     },
1013 };
1014
1015 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
1016  * reporting a driver version is moot because we are not the Windows driver, and we have different
1017  * bugs, features, etc.
1018  *
1019  * The driver version has the form "x.y.z.w".
1020  *
1021  * "x" is the Windows version the driver is meant for:
1022  * 4 -> 95/98/NT4
1023  * 5 -> 2000
1024  * 6 -> 2000/XP
1025  * 7 -> Vista
1026  * 8 -> Win 7
1027  *
1028  * "y" is the maximum Direct3D version the driver supports.
1029  * y  -> d3d version mapping:
1030  * 11 -> d3d6
1031  * 12 -> d3d7
1032  * 13 -> d3d8
1033  * 14 -> d3d9
1034  * 15 -> d3d10
1035  * 16 -> d3d10.1
1036  * 17 -> d3d11
1037  *
1038  * "z" is the subversion number.
1039  *
1040  * "w" is the vendor specific driver build number.
1041  */
1042
1043 struct driver_version_information
1044 {
1045     enum wined3d_display_driver driver;
1046     enum wined3d_driver_model driver_model;
1047     const char *driver_name;            /* name of Windows driver */
1048     WORD version;                       /* version word ('y'), contained in low word of DriverVersion.HighPart */
1049     WORD subversion;                    /* subversion word ('z'), contained in high word of DriverVersion.LowPart */
1050     WORD build;                         /* build number ('w'), contained in low word of DriverVersion.LowPart */
1051 };
1052
1053 /* The driver version table contains driver information for different devices on several OS versions. */
1054 static const struct driver_version_information driver_version_table[] =
1055 {
1056     /* AMD
1057      * - Radeon HD2x00 (R600) and up supported by current drivers.
1058      * - Radeon 9500 (R300) - X1*00 (R5xx) supported up to Catalyst 9.3 (Linux) and 10.2 (XP/Vista/Win7)
1059      * - Radeon 7xxx (R100) - 9250 (RV250) supported up to Catalyst 6.11 (XP)
1060      * - Rage 128 supported up to XP, latest official build 6.13.3279 dated October 2001 */
1061     {DRIVER_AMD_RAGE_128PRO,    DRIVER_MODEL_NT5X,  "ati2dvaa.dll", 13, 3279,  0},
1062     {DRIVER_AMD_R100,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 6614},
1063     {DRIVER_AMD_R300,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 6764},
1064     {DRIVER_AMD_R600,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 8681},
1065     {DRIVER_AMD_R300,           DRIVER_MODEL_NT6X,  "atiumdag.dll", 14, 10, 741 },
1066     {DRIVER_AMD_R600,           DRIVER_MODEL_NT6X,  "atiumdag.dll", 14, 10, 741 },
1067
1068     /* Intel
1069      * The drivers are unified but not all versions support all GPUs. At some point the 2k/xp
1070      * drivers used ialmrnt5.dll for GMA800/GMA900 but at some point the file was renamed to
1071      * igxprd32.dll but the GMA800 driver was never updated. */
1072     {DRIVER_INTEL_GMA800,       DRIVER_MODEL_NT5X,  "ialmrnt5.dll", 14, 10, 3889},
1073     {DRIVER_INTEL_GMA900,       DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 4764},
1074     {DRIVER_INTEL_GMA950,       DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 4926},
1075     {DRIVER_INTEL_GMA3000,      DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 5218},
1076     {DRIVER_INTEL_GMA950,       DRIVER_MODEL_NT6X,  "igdumd32.dll", 14, 10, 1504},
1077     {DRIVER_INTEL_GMA3000,      DRIVER_MODEL_NT6X,  "igdumd32.dll", 15, 10, 1666},
1078
1079     /* Nvidia
1080      * - Geforce6 and newer cards are supported by the current driver (197.x) on XP-Win7
1081      * - GeforceFX support is up to 173.x on <= XP
1082      * - Geforce2MX/3/4 up to 96.x on <= XP
1083      * - TNT/Geforce1/2 up to 71.x on <= XP
1084      * All version numbers used below are from the Linux nvidia drivers. */
1085     {DRIVER_NVIDIA_TNT,         DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 10, 7186},
1086     {DRIVER_NVIDIA_GEFORCE2MX,  DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 10, 9371},
1087     {DRIVER_NVIDIA_GEFORCEFX,   DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 11, 7516},
1088     {DRIVER_NVIDIA_GEFORCE6,    DRIVER_MODEL_NT5X,  "nv4_disp.dll", 15, 12, 6658},
1089     {DRIVER_NVIDIA_GEFORCE6,    DRIVER_MODEL_NT6X,  "nvd3dum.dll",  15, 12, 6658},
1090 };
1091
1092 struct gpu_description
1093 {
1094     WORD vendor;                    /* reported PCI card vendor ID  */
1095     WORD card;                      /* reported PCI card device ID  */
1096     const char *description;        /* Description of the card e.g. NVIDIA RIVA TNT */
1097     enum wined3d_display_driver driver;
1098     unsigned int vidmem;
1099 };
1100
1101 /* The amount of video memory stored in the gpu description table is the minimum amount of video memory
1102  * found on a board containing a specific GPU. */
1103 static const struct gpu_description gpu_description_table[] =
1104 {
1105     /* Nvidia cards */
1106     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT,           "NVIDIA RIVA TNT",                  DRIVER_NVIDIA_TNT,       16  },
1107     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT2,          "NVIDIA RIVA TNT2/TNT2 Pro",        DRIVER_NVIDIA_TNT,       32  },
1108     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE,            "NVIDIA GeForce 256",               DRIVER_NVIDIA_TNT,       32  },
1109     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2,           "NVIDIA GeForce2 GTS/GeForce2 Pro", DRIVER_NVIDIA_TNT,       32  },
1110     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2_MX,        "NVIDIA GeForce2 MX/MX 400",        DRIVER_NVIDIA_GEFORCE2MX,32  },
1111     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE3,           "NVIDIA GeForce3",                  DRIVER_NVIDIA_GEFORCE2MX,64  },
1112     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_MX,        "NVIDIA GeForce4 MX 460",           DRIVER_NVIDIA_GEFORCE2MX,64  },
1113     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_TI4200,    "NVIDIA GeForce4 Ti 4200",          DRIVER_NVIDIA_GEFORCE2MX,64, },
1114     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5200,     "NVIDIA GeForce FX 5200",           DRIVER_NVIDIA_GEFORCEFX, 64  },
1115     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5600,     "NVIDIA GeForce FX 5600",           DRIVER_NVIDIA_GEFORCEFX, 128 },
1116     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5800,     "NVIDIA GeForce FX 5800",           DRIVER_NVIDIA_GEFORCEFX, 256 },
1117     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6200,       "NVIDIA GeForce 6200",              DRIVER_NVIDIA_GEFORCE6,  64  },
1118     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6600GT,     "NVIDIA GeForce 6600 GT",           DRIVER_NVIDIA_GEFORCE6,  128 },
1119     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6800,       "NVIDIA GeForce 6800",              DRIVER_NVIDIA_GEFORCE6,  128 },
1120     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7300,       "NVIDIA GeForce Go 7300",           DRIVER_NVIDIA_GEFORCE6,  256 },
1121     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7400,       "NVIDIA GeForce Go 7400",           DRIVER_NVIDIA_GEFORCE6,  256 },
1122     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7600,       "NVIDIA GeForce 7600 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1123     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7800GT,     "NVIDIA GeForce 7800 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1124     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8300GS,     "NVIDIA GeForce 8300 GS",           DRIVER_NVIDIA_GEFORCE6,  128 },
1125     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8400GS,     "NVIDIA GeForce 8400 GS",           DRIVER_NVIDIA_GEFORCE6,  128 },
1126     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600GT,     "NVIDIA GeForce 8600 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1127     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600MGT,    "NVIDIA GeForce 8600M GT",          DRIVER_NVIDIA_GEFORCE6,  512 },
1128     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTS,    "NVIDIA GeForce 8800 GTS",          DRIVER_NVIDIA_GEFORCE6,  320 },
1129     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTX,    "NVIDIA GeForce 8800 GTX",          DRIVER_NVIDIA_GEFORCE6,  768 },
1130     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9200,       "NVIDIA GeForce 9200",              DRIVER_NVIDIA_GEFORCE6,  256 },
1131     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9400GT,     "NVIDIA GeForce 9400 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1132     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9500GT,     "NVIDIA GeForce 9500 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1133     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9600GT,     "NVIDIA GeForce 9600 GT",           DRIVER_NVIDIA_GEFORCE6,  384 },
1134     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9800GT,     "NVIDIA GeForce 9800 GT",           DRIVER_NVIDIA_GEFORCE6,  512 },
1135     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_210,        "NVIDIA GeForce 210",               DRIVER_NVIDIA_GEFORCE6,  512 },
1136     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT220,      "NVIDIA GeForce GT 220",            DRIVER_NVIDIA_GEFORCE6,  512 },
1137     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT240,      "NVIDIA GeForce GT 240",            DRIVER_NVIDIA_GEFORCE6,  512 },
1138     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX260,     "NVIDIA GeForce GTX 260",           DRIVER_NVIDIA_GEFORCE6,  1024},
1139     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX275,     "NVIDIA GeForce GTX 275",           DRIVER_NVIDIA_GEFORCE6,  896 },
1140     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX280,     "NVIDIA GeForce GTX 280",           DRIVER_NVIDIA_GEFORCE6,  1024},
1141     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT320M,     "NVIDIA GeForce GT 320M",           DRIVER_NVIDIA_GEFORCE6,  1024},
1142     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT325M,     "NVIDIA GeForce GT 325M",           DRIVER_NVIDIA_GEFORCE6,  1024},
1143     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT330,      "NVIDIA GeForce GT 330",            DRIVER_NVIDIA_GEFORCE6,  1024},
1144     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTS350M,    "NVIDIA GeForce GTS 350M",          DRIVER_NVIDIA_GEFORCE6,  1024},
1145     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT420,      "NVIDIA GeForce GT 420",            DRIVER_NVIDIA_GEFORCE6,  2048},
1146     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT430,      "NVIDIA GeForce GT 430",            DRIVER_NVIDIA_GEFORCE6,  1024},
1147     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT440,      "NVIDIA GeForce GT 440",            DRIVER_NVIDIA_GEFORCE6,  1024},
1148     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTS450,     "NVIDIA GeForce GTS 450",           DRIVER_NVIDIA_GEFORCE6,  1024},
1149     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX460,     "NVIDIA GeForce GTX 460",           DRIVER_NVIDIA_GEFORCE6,  768 },
1150     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX465,     "NVIDIA GeForce GTX 465",           DRIVER_NVIDIA_GEFORCE6,  1024},
1151     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX470,     "NVIDIA GeForce GTX 470",           DRIVER_NVIDIA_GEFORCE6,  1280},
1152     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX480,     "NVIDIA GeForce GTX 480",           DRIVER_NVIDIA_GEFORCE6,  1536},
1153     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX560,     "NVIDIA GeForce GTX 560 TI",        DRIVER_NVIDIA_GEFORCE6,  1024},
1154     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX570,     "NVIDIA GeForce GTX 570",           DRIVER_NVIDIA_GEFORCE6,  1280},
1155     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX580,     "NVIDIA GeForce GTX 580",           DRIVER_NVIDIA_GEFORCE6,  1536},
1156
1157     /* AMD cards */
1158     {HW_VENDOR_AMD,        CARD_AMD_RAGE_128PRO,           "ATI Rage Fury",                    DRIVER_AMD_RAGE_128PRO,  16  },
1159     {HW_VENDOR_AMD,        CARD_AMD_RADEON_7200,           "ATI RADEON 7200 SERIES",           DRIVER_AMD_R100,         32  },
1160     {HW_VENDOR_AMD,        CARD_AMD_RADEON_8500,           "ATI RADEON 8500 SERIES",           DRIVER_AMD_R100,         64  },
1161     {HW_VENDOR_AMD,        CARD_AMD_RADEON_9500,           "ATI Radeon 9500",                  DRIVER_AMD_R300,         64  },
1162     {HW_VENDOR_AMD,        CARD_AMD_RADEON_XPRESS_200M,    "ATI RADEON XPRESS 200M Series",    DRIVER_AMD_R300,         64  },
1163     {HW_VENDOR_AMD,        CARD_AMD_RADEON_X700,           "ATI Radeon X700 SE",               DRIVER_AMD_R300,         128 },
1164     {HW_VENDOR_AMD,        CARD_AMD_RADEON_X1600,          "ATI Radeon X1600 Series",          DRIVER_AMD_R300,         128 },
1165     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD2350,         "ATI Mobility Radeon HD 2350",      DRIVER_AMD_R600,         256 },
1166     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD2600,         "ATI Mobility Radeon HD 2600",      DRIVER_AMD_R600,         256 },
1167     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD2900,         "ATI Radeon HD 2900 XT",            DRIVER_AMD_R600,         512 },
1168     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD3200,         "ATI Radeon HD 3200 Graphics",      DRIVER_AMD_R600,         128 },
1169     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4350,         "ATI Radeon HD 4350",               DRIVER_AMD_R600,         256 },
1170     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4600,         "ATI Radeon HD 4600 Series",        DRIVER_AMD_R600,         512 },
1171     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4700,         "ATI Radeon HD 4700 Series",        DRIVER_AMD_R600,         512 },
1172     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4800,         "ATI Radeon HD 4800 Series",        DRIVER_AMD_R600,         512 },
1173     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5400,         "ATI Radeon HD 5400 Series",        DRIVER_AMD_R600,         512 },
1174     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5600,         "ATI Radeon HD 5600 Series",        DRIVER_AMD_R600,         512 },
1175     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5700,         "ATI Radeon HD 5700 Series",        DRIVER_AMD_R600,         512 },
1176     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5800,         "ATI Radeon HD 5800 Series",        DRIVER_AMD_R600,         1024},
1177     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5900,         "ATI Radeon HD 5900 Series",        DRIVER_AMD_R600,         1024},
1178     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6310,         "AMD Radeon HD 6310 Graphics",      DRIVER_AMD_R600,         1024},
1179     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6800,         "AMD Radeon HD 6800 Series",        DRIVER_AMD_R600,         1024},
1180     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6900,         "AMD Radeon HD 6900 Series",        DRIVER_AMD_R600,         2048},
1181     /* Intel cards */
1182     {HW_VENDOR_INTEL,      CARD_INTEL_I830G,               "Intel(R) 82830M Graphics Controller",                       DRIVER_INTEL_GMA800,  32 },
1183     {HW_VENDOR_INTEL,      CARD_INTEL_I855G,               "Intel(R) 82852/82855 GM/GME Graphics Controller",           DRIVER_INTEL_GMA800,  32 },
1184     {HW_VENDOR_INTEL,      CARD_INTEL_I865G,               "Intel(R) 82865G Graphics Controller",                       DRIVER_INTEL_GMA800,  32 },
1185     {HW_VENDOR_INTEL,      CARD_INTEL_I915G,               "Intel(R) 82915G/GV/910GL Express Chipset Family",           DRIVER_INTEL_GMA900,  64 },
1186     {HW_VENDOR_INTEL,      CARD_INTEL_I915GM,              "Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family",   DRIVER_INTEL_GMA900,  64 },
1187     {HW_VENDOR_INTEL,      CARD_INTEL_I945GM,              "Mobile Intel(R) 945GM Express Chipset Family",              DRIVER_INTEL_GMA950,  64 },
1188     {HW_VENDOR_INTEL,      CARD_INTEL_X3100,               "Mobile Intel(R) 965 Express Chipset Family",                DRIVER_INTEL_GMA3000, 128},
1189     {HW_VENDOR_INTEL,      CARD_INTEL_GM45,                "Mobile Intel(R) GM45 Express Chipset Family",               DRIVER_INTEL_GMA3000, 512}
1190 };
1191
1192 static const struct driver_version_information *get_driver_version_info(enum wined3d_display_driver driver,
1193         enum wined3d_driver_model driver_model)
1194 {
1195     unsigned int i;
1196
1197     TRACE("Looking up version info for driver=%d driver_model=%d\n", driver, driver_model);
1198     for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++)
1199     {
1200         const struct driver_version_information *entry = &driver_version_table[i];
1201
1202         if (entry->driver == driver && entry->driver_model == driver_model)
1203         {
1204             TRACE_(d3d_caps)("Found driver '%s' version=%d subversion=%d build=%d\n",
1205                 entry->driver_name, entry->version, entry->subversion, entry->build);
1206
1207             return entry;
1208         }
1209     }
1210     return NULL;
1211 }
1212
1213 static void init_driver_info(struct wined3d_driver_info *driver_info,
1214         enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1215 {
1216     OSVERSIONINFOW os_version;
1217     WORD driver_os_version;
1218     unsigned int i;
1219     enum wined3d_display_driver driver = DRIVER_UNKNOWN;
1220     enum wined3d_driver_model driver_model;
1221     const struct driver_version_information *version_info;
1222
1223     if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1224     {
1225         TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1226         vendor = wined3d_settings.pci_vendor_id;
1227     }
1228     driver_info->vendor = vendor;
1229
1230     if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1231     {
1232         TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1233         device = wined3d_settings.pci_device_id;
1234     }
1235     driver_info->device = device;
1236
1237     /* Set a default amount of video memory (64MB). In general this code isn't used unless the user
1238      * overrides the pci ids to a card which is not in our database. */
1239     driver_info->vidmem = WINE_DEFAULT_VIDMEM;
1240
1241     memset(&os_version, 0, sizeof(os_version));
1242     os_version.dwOSVersionInfoSize = sizeof(os_version);
1243     if (!GetVersionExW(&os_version))
1244     {
1245         ERR("Failed to get OS version, reporting 2000/XP.\n");
1246         driver_os_version = 6;
1247         driver_model = DRIVER_MODEL_NT5X;
1248     }
1249     else
1250     {
1251         TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1252         switch (os_version.dwMajorVersion)
1253         {
1254             case 4:
1255                 /* If needed we could distinguish between 9x and NT4, but this code won't make
1256                  * sense for NT4 since it had no way to obtain this info through DirectDraw 3.0.
1257                  */
1258                 driver_os_version = 4;
1259                 driver_model = DRIVER_MODEL_WIN9X;
1260                 break;
1261
1262             case 5:
1263                 driver_os_version = 6;
1264                 driver_model = DRIVER_MODEL_NT5X;
1265                 break;
1266
1267             case 6:
1268                 if (os_version.dwMinorVersion == 0)
1269                 {
1270                     driver_os_version = 7;
1271                     driver_model = DRIVER_MODEL_NT6X;
1272                 }
1273                 else
1274                 {
1275                     if (os_version.dwMinorVersion > 1)
1276                     {
1277                         FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1278                                 os_version.dwMajorVersion, os_version.dwMinorVersion);
1279                     }
1280                     driver_os_version = 8;
1281                     driver_model = DRIVER_MODEL_NT6X;
1282                 }
1283                 break;
1284
1285             default:
1286                 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1287                         os_version.dwMajorVersion, os_version.dwMinorVersion);
1288                 driver_os_version = 6;
1289                 driver_model = DRIVER_MODEL_NT5X;
1290                 break;
1291         }
1292     }
1293
1294     /* When we reach this stage we always have a vendor or device id (it can be a default one).
1295      * This means that unless the ids are overriden, we will always find a GPU description. */
1296     for (i = 0; i < (sizeof(gpu_description_table) / sizeof(gpu_description_table[0])); i++)
1297     {
1298         if (vendor == gpu_description_table[i].vendor && device == gpu_description_table[i].card)
1299         {
1300             TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1301
1302             driver_info->description = gpu_description_table[i].description;
1303             driver_info->vidmem = gpu_description_table[i].vidmem * 1024*1024;
1304             driver = gpu_description_table[i].driver;
1305             break;
1306         }
1307     }
1308
1309     if (wined3d_settings.emulated_textureram)
1310     {
1311         TRACE_(d3d_caps)("Overriding amount of video memory with: %d byte\n", wined3d_settings.emulated_textureram);
1312         driver_info->vidmem = wined3d_settings.emulated_textureram;
1313     }
1314
1315     /* Try to obtain driver version information for the current Windows version. This fails in
1316      * some cases:
1317      * - the gpu is not available on the currently selected OS version:
1318      *   - Geforce GTX480 on Win98. When running applications in compatibility mode on Windows,
1319      *     version information for the current Windows version is returned instead of faked info.
1320      *     We do the same and assume the default Windows version to emulate is WinXP.
1321      *
1322      *   - Videocard is a Riva TNT but winver is set to win7 (there are no drivers for this beast)
1323      *     For now return the XP driver info. Perhaps later on we should return VESA.
1324      *
1325      * - the gpu is not in our database (can happen when the user overrides the vendor_id / device_id)
1326      *   This could be an indication that our database is not up to date, so this should be fixed.
1327      */
1328     version_info = get_driver_version_info(driver, driver_model);
1329     if (version_info)
1330     {
1331         driver_info->name = version_info->driver_name;
1332         driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1333         driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1334     }
1335     else
1336     {
1337         version_info = get_driver_version_info(driver, DRIVER_MODEL_NT5X);
1338         if (version_info)
1339         {
1340             driver_info->name = version_info->driver_name;
1341             driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1342             driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1343         }
1344         else
1345         {
1346             driver_info->description = "Direct3D HAL";
1347             driver_info->name = "Display";
1348             driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1349             driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1350
1351             FIXME("Unable to find a driver/device info for vendor_id=%#x device_id=%#x for driver_model=%d\n",
1352                     vendor, device, driver_model);
1353         }
1354     }
1355
1356     TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1357             driver_info->version_high, driver_info->version_low);
1358 }
1359
1360 /* Context activation is done by the caller. */
1361 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1362         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1363 {
1364     unsigned int i;
1365
1366     for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1367     {
1368         if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1369         TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1370         quirk_table[i].apply(gl_info);
1371     }
1372
1373     /* Find out if PBOs work as they are supposed to. */
1374     test_pbo_functionality(gl_info);
1375 }
1376
1377 static DWORD wined3d_parse_gl_version(const char *gl_version)
1378 {
1379     const char *ptr = gl_version;
1380     int major, minor;
1381
1382     major = atoi(ptr);
1383     if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1384
1385     while (isdigit(*ptr)) ++ptr;
1386     if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1387
1388     minor = atoi(ptr);
1389
1390     TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1391
1392     return MAKEDWORD_VERSION(major, minor);
1393 }
1394
1395 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1396 {
1397
1398     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1399      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1400      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1401      *
1402      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1403      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1404      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1405      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1406      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1407      * the chance that other implementations support them is rather small since Win32 QuickTime uses
1408      * DirectDraw, not OpenGL. */
1409     if (gl_info->supported[APPLE_FENCE]
1410             && gl_info->supported[APPLE_CLIENT_STORAGE]
1411             && gl_info->supported[APPLE_FLUSH_RENDER]
1412             && gl_info->supported[APPLE_YCBCR_422])
1413         return GL_VENDOR_APPLE;
1414
1415     if (strstr(gl_vendor_string, "NVIDIA"))
1416         return GL_VENDOR_NVIDIA;
1417
1418     if (strstr(gl_vendor_string, "ATI"))
1419         return GL_VENDOR_FGLRX;
1420
1421     if (strstr(gl_vendor_string, "Intel(R)")
1422             /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1423             || strstr(gl_renderer, "Intel")
1424             || strstr(gl_vendor_string, "Intel Inc."))
1425         return GL_VENDOR_INTEL;
1426
1427     if (strstr(gl_vendor_string, "Mesa")
1428             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1429             || strstr(gl_vendor_string, "DRI R300 Project")
1430             || strstr(gl_vendor_string, "X.Org R300 Project")
1431             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1432             || strstr(gl_vendor_string, "VMware, Inc.")
1433             || strstr(gl_renderer, "Mesa")
1434             || strstr(gl_renderer, "Gallium"))
1435         return GL_VENDOR_MESA;
1436
1437     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1438             debugstr_a(gl_vendor_string));
1439
1440     return GL_VENDOR_UNKNOWN;
1441 }
1442
1443 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1444 {
1445     if (strstr(gl_vendor_string, "NVIDIA")
1446             || strstr(gl_vendor_string, "nouveau"))
1447         return HW_VENDOR_NVIDIA;
1448
1449     if (strstr(gl_vendor_string, "ATI")
1450             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1451             || strstr(gl_vendor_string, "X.Org R300 Project")
1452             || strstr(gl_renderer, "AMD")
1453             || strstr(gl_renderer, "R100")
1454             || strstr(gl_renderer, "R200")
1455             || strstr(gl_renderer, "R300")
1456             || strstr(gl_renderer, "R600")
1457             || strstr(gl_renderer, "R700"))
1458         return HW_VENDOR_AMD;
1459
1460     if (strstr(gl_vendor_string, "Intel(R)")
1461             /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1462             || strstr(gl_renderer, "Intel")
1463             || strstr(gl_vendor_string, "Intel Inc."))
1464         return HW_VENDOR_INTEL;
1465
1466     if (strstr(gl_vendor_string, "Mesa")
1467             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1468             || strstr(gl_vendor_string, "VMware, Inc."))
1469         return HW_VENDOR_SOFTWARE;
1470
1471     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1472
1473     return HW_VENDOR_NVIDIA;
1474 }
1475
1476 static UINT d3d_level_from_gl_info(const struct wined3d_gl_info *gl_info)
1477 {
1478     UINT level = 0;
1479
1480     if (gl_info->supported[ARB_MULTITEXTURE])
1481         level = 6;
1482     if (gl_info->supported[ARB_TEXTURE_COMPRESSION]
1483             && gl_info->supported[ARB_TEXTURE_CUBE_MAP]
1484             && gl_info->supported[ARB_TEXTURE_ENV_DOT3])
1485         level = 7;
1486     if (level == 7 && gl_info->supported[ARB_MULTISAMPLE]
1487             && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1488         level = 8;
1489     if (level == 8 && gl_info->supported[ARB_FRAGMENT_PROGRAM]
1490             && gl_info->supported[ARB_VERTEX_SHADER])
1491         level = 9;
1492     if (level == 9 && gl_info->supported[EXT_GPU_SHADER4])
1493         level = 10;
1494
1495     return level;
1496 }
1497
1498 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1499         const char *gl_renderer)
1500 {
1501     UINT d3d_level = d3d_level_from_gl_info(gl_info);
1502     unsigned int i;
1503
1504     if (d3d_level >= 10)
1505     {
1506         static const struct
1507         {
1508             const char *renderer;
1509             enum wined3d_pci_device id;
1510         }
1511         cards[] =
1512         {
1513             {"GTX 580",     CARD_NVIDIA_GEFORCE_GTX580},    /* Geforce 500 - highend */
1514             {"GTX 570",     CARD_NVIDIA_GEFORCE_GTX570},    /* Geforce 500 - midend high */
1515             {"GTX 560 TI",  CARD_NVIDIA_GEFORCE_GTX560},    /* Geforce 500 - midend */
1516             {"GTX 480",     CARD_NVIDIA_GEFORCE_GTX480},    /* Geforce 400 - highend */
1517             {"GTX 470",     CARD_NVIDIA_GEFORCE_GTX470},    /* Geforce 400 - midend high */
1518             {"GTX 465",     CARD_NVIDIA_GEFORCE_GTX465},    /* Geforce 400 - midend */
1519             {"GTX 460",     CARD_NVIDIA_GEFORCE_GTX460},    /* Geforce 400 - midend */
1520             {"GTS 450",     CARD_NVIDIA_GEFORCE_GTS450},    /* Geforce 400 - midend low */
1521             {"GT 440",      CARD_NVIDIA_GEFORCE_GT440},     /* Geforce 400 - lowend */
1522             {"GT 430",      CARD_NVIDIA_GEFORCE_GT430},     /* Geforce 400 - lowend */
1523             {"GT 420",      CARD_NVIDIA_GEFORCE_GT420},     /* Geforce 400 - lowend */
1524             {"GT 330",      CARD_NVIDIA_GEFORCE_GT330},     /* Geforce 300 - highend */
1525             {"GTS 360M",    CARD_NVIDIA_GEFORCE_GTS350M},   /* Geforce 300 - highend mobile */
1526             {"GTS 350M",    CARD_NVIDIA_GEFORCE_GTS350M},   /* Geforce 300 - highend mobile */
1527             {"GT 330M",     CARD_NVIDIA_GEFORCE_GT325M},    /* Geforce 300 - midend mobile */
1528             {"GT 325M",     CARD_NVIDIA_GEFORCE_GT325M},    /* Geforce 300 - midend mobile */
1529             {"GT 320M",     CARD_NVIDIA_GEFORCE_GT320M},    /* Geforce 300 - midend mobile */
1530             {"GTX 295",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1531             {"GTX 285",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1532             {"GTX 280",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1533             {"GTX 275",     CARD_NVIDIA_GEFORCE_GTX275},    /* Geforce 200 - midend high */
1534             {"GTX 260",     CARD_NVIDIA_GEFORCE_GTX260},    /* Geforce 200 - midend */
1535             {"GT 240",      CARD_NVIDIA_GEFORCE_GT240},     /* Geforce 200 - midend */
1536             {"GT 220",      CARD_NVIDIA_GEFORCE_GT220},     /* Geforce 200 - lowend */
1537             {"Geforce 310", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1538             {"Geforce 305", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1539             {"Geforce 210", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1540             {"G 210",       CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1541             {"GTS 250",     CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1542             {"GTS 150",     CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1543             {"9800",        CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1544             {"GT 140",      CARD_NVIDIA_GEFORCE_9600GT},    /* Geforce 9 - midend */
1545             {"9600",        CARD_NVIDIA_GEFORCE_9600GT},    /* Geforce 9 - midend */
1546             {"GT 130",      CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1547             {"GT 120",      CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1548             {"9500",        CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1549             {"9400",        CARD_NVIDIA_GEFORCE_9400GT},    /* Geforce 9 - lowend */
1550             {"9300",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1551             {"9200",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1552             {"9100",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1553             {"G 100",       CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1554             {"8800 GTX",    CARD_NVIDIA_GEFORCE_8800GTX},   /* Geforce 8 - highend high */
1555             {"8800",        CARD_NVIDIA_GEFORCE_8800GTS},   /* Geforce 8 - highend */
1556             {"8600 M",      CARD_NVIDIA_GEFORCE_8600MGT},   /* Geforce 8 - midend mobile */
1557             {"8700",        CARD_NVIDIA_GEFORCE_8600GT},    /* Geforce 8 - midend */
1558             {"8600",        CARD_NVIDIA_GEFORCE_8600GT},    /* Geforce 8 - midend */
1559             {"8500",        CARD_NVIDIA_GEFORCE_8400GS},    /* Geforce 8 - mid-lowend */
1560             {"8400",        CARD_NVIDIA_GEFORCE_8400GS},    /* Geforce 8 - mid-lowend */
1561             {"8300",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1562             {"8200",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1563             {"8100",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1564         };
1565
1566         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1567         {
1568             if (strstr(gl_renderer, cards[i].renderer))
1569                 return cards[i].id;
1570         }
1571
1572         /* Geforce8-compatible fall back if the GPU is not in the list yet */
1573         return CARD_NVIDIA_GEFORCE_8300GS;
1574     }
1575
1576     /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1577      * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1578      */
1579     if (d3d_level >= 9 && gl_info->supported[NV_VERTEX_PROGRAM3])
1580     {
1581         static const struct
1582         {
1583             const char *renderer;
1584             enum wined3d_pci_device id;
1585         }
1586         cards[] =
1587         {
1588             {"Quadro FX 5", CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1589             {"Quadro FX 4", CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1590             {"7950",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1591             {"7900",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1592             {"7800",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1593             {"7700",        CARD_NVIDIA_GEFORCE_7600},      /* Geforce 7 - midend */
1594             {"7600",        CARD_NVIDIA_GEFORCE_7600},      /* Geforce 7 - midend */
1595             {"7400",        CARD_NVIDIA_GEFORCE_7400},      /* Geforce 7 - lower medium */
1596             {"7300",        CARD_NVIDIA_GEFORCE_7300},      /* Geforce 7 - lowend */
1597             {"6800",        CARD_NVIDIA_GEFORCE_6800},      /* Geforce 6 - highend */
1598             {"6700",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1599             {"6610",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1600             {"6600",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1601         };
1602
1603         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1604         {
1605             if (strstr(gl_renderer, cards[i].renderer))
1606                 return cards[i].id;
1607         }
1608
1609         /* Geforce 6/7 - lowend */
1610         return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1611     }
1612
1613     if (d3d_level >= 9)
1614     {
1615         /* GeforceFX - highend */
1616         if (strstr(gl_renderer, "5800")
1617                 || strstr(gl_renderer, "5900")
1618                 || strstr(gl_renderer, "5950")
1619                 || strstr(gl_renderer, "Quadro FX"))
1620         {
1621             return CARD_NVIDIA_GEFORCEFX_5800;
1622         }
1623
1624         /* GeforceFX - midend */
1625         if (strstr(gl_renderer, "5600")
1626                 || strstr(gl_renderer, "5650")
1627                 || strstr(gl_renderer, "5700")
1628                 || strstr(gl_renderer, "5750"))
1629         {
1630             return CARD_NVIDIA_GEFORCEFX_5600;
1631         }
1632
1633         /* GeforceFX - lowend */
1634         return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1635     }
1636
1637     if (d3d_level >= 8)
1638     {
1639         if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1640         {
1641             return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1642         }
1643
1644         return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1645     }
1646
1647     if (d3d_level >= 7)
1648     {
1649         if (strstr(gl_renderer, "GeForce4 MX"))
1650         {
1651             return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1652         }
1653
1654         if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1655         {
1656             return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1657         }
1658
1659         if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1660         {
1661             return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1662         }
1663
1664         return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1665     }
1666
1667     if (strstr(gl_renderer, "TNT2"))
1668     {
1669         return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1670     }
1671
1672     return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1673 }
1674
1675 static enum wined3d_pci_device select_card_amd_binary(const struct wined3d_gl_info *gl_info,
1676         const char *gl_renderer)
1677 {
1678     UINT d3d_level = d3d_level_from_gl_info(gl_info);
1679
1680     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1681      *
1682      * Beware: renderer string do not match exact card model,
1683      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1684     if (d3d_level >= 10)
1685     {
1686         unsigned int i;
1687
1688         static const struct
1689         {
1690             const char *renderer;
1691             enum wined3d_pci_device id;
1692         }
1693         cards[] =
1694         {
1695             /* Evergreen */
1696             {"HD 5870", CARD_AMD_RADEON_HD5800},    /* Radeon EG CYPRESS PRO */
1697             {"HD 5850", CARD_AMD_RADEON_HD5800},    /* Radeon EG CYPRESS XT */
1698             {"HD 5800", CARD_AMD_RADEON_HD5800},    /* Radeon EG CYPRESS HD58xx generic renderer string */
1699             {"HD 5770", CARD_AMD_RADEON_HD5700},    /* Radeon EG JUNIPER XT */
1700             {"HD 5750", CARD_AMD_RADEON_HD5700},    /* Radeon EG JUNIPER LE */
1701             {"HD 5700", CARD_AMD_RADEON_HD5700},    /* Radeon EG JUNIPER HD57xx generic renderer string */
1702             {"HD 5670", CARD_AMD_RADEON_HD5600},    /* Radeon EG REDWOOD XT */
1703             {"HD 5570", CARD_AMD_RADEON_HD5600},    /* Radeon EG REDWOOD PRO mapped to HD5600 series */
1704             {"HD 5550", CARD_AMD_RADEON_HD5600},    /* Radeon EG REDWOOD LE mapped to HD5600 series */
1705             {"HD 5450", CARD_AMD_RADEON_HD5400},    /* Radeon EG CEDAR PRO */
1706             /* R700 */
1707             {"HD 4890", CARD_AMD_RADEON_HD4800},    /* Radeon RV790 */
1708             {"HD 4870", CARD_AMD_RADEON_HD4800},    /* Radeon RV770 */
1709             {"HD 4850", CARD_AMD_RADEON_HD4800},    /* Radeon RV770 */
1710             {"HD 4830", CARD_AMD_RADEON_HD4800},    /* Radeon RV770 */
1711             {"HD 4800", CARD_AMD_RADEON_HD4800},    /* Radeon RV7xx HD48xx generic renderer string */
1712             {"HD 4770", CARD_AMD_RADEON_HD4700},    /* Radeon RV740 */
1713             {"HD 4700", CARD_AMD_RADEON_HD4700},    /* Radeon RV7xx HD47xx generic renderer string */
1714             {"HD 4670", CARD_AMD_RADEON_HD4600},    /* Radeon RV730 */
1715             {"HD 4650", CARD_AMD_RADEON_HD4600},    /* Radeon RV730 */
1716             {"HD 4600", CARD_AMD_RADEON_HD4600},    /* Radeon RV730 */
1717             {"HD 4550", CARD_AMD_RADEON_HD4350},    /* Radeon RV710 */
1718             {"HD 4350", CARD_AMD_RADEON_HD4350},    /* Radeon RV710 */
1719             /* R600/R700 integrated */
1720             {"HD 3300", CARD_AMD_RADEON_HD3200},
1721             {"HD 3200", CARD_AMD_RADEON_HD3200},
1722             {"HD 3100", CARD_AMD_RADEON_HD3200},
1723             /* R600 */
1724             {"HD 3870", CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1725             {"HD 3850", CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1726             {"HD 2900", CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1727             {"HD 3830", CARD_AMD_RADEON_HD2600},    /* China-only midend */
1728             {"HD 3690", CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1729             {"HD 3650", CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1730             {"HD 2600", CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1731             {"HD 3470", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1732             {"HD 3450", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1733             {"HD 3430", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1734             {"HD 3400", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1735             {"HD 2400", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1736             {"HD 2350", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1737         };
1738
1739         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1740         {
1741             if (strstr(gl_renderer, cards[i].renderer))
1742                 return cards[i].id;
1743         }
1744
1745         /* Default for when no GPU has been found */
1746         return CARD_AMD_RADEON_HD3200;
1747     }
1748
1749     if (d3d_level >= 9)
1750     {
1751         /* Radeon R5xx */
1752         if (strstr(gl_renderer, "X1600")
1753                 || strstr(gl_renderer, "X1650")
1754                 || strstr(gl_renderer, "X1800")
1755                 || strstr(gl_renderer, "X1900")
1756                 || strstr(gl_renderer, "X1950"))
1757         {
1758             return CARD_AMD_RADEON_X1600;
1759         }
1760
1761         /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1762          * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1763         if (strstr(gl_renderer, "X700")
1764                 || strstr(gl_renderer, "X800")
1765                 || strstr(gl_renderer, "X850")
1766                 || strstr(gl_renderer, "X1300")
1767                 || strstr(gl_renderer, "X1400")
1768                 || strstr(gl_renderer, "X1450")
1769                 || strstr(gl_renderer, "X1550")
1770                 || strstr(gl_renderer, "X2300")
1771                 || strstr(gl_renderer, "X2500")
1772                 || strstr(gl_renderer, "HD 2300")
1773                 )
1774         {
1775             return CARD_AMD_RADEON_X700;
1776         }
1777
1778         /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1779         if (strstr(gl_renderer, "Radeon Xpress"))
1780         {
1781             return CARD_AMD_RADEON_XPRESS_200M;
1782         }
1783
1784         /* Radeon R3xx */
1785         return CARD_AMD_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1786     }
1787
1788     if (d3d_level >= 8)
1789         return CARD_AMD_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1790
1791     if (d3d_level >= 7)
1792         return CARD_AMD_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1793
1794     return CARD_AMD_RAGE_128PRO;
1795 }
1796
1797 static enum wined3d_pci_device select_card_intel(const struct wined3d_gl_info *gl_info,
1798         const char *gl_renderer)
1799 {
1800     if (strstr(gl_renderer, "GM45")) return CARD_INTEL_GM45;
1801     if (strstr(gl_renderer, "X3100") || strstr(gl_renderer, "965GM"))
1802     {
1803         /* MacOS calls the card GMA X3100, otherwise known as GM965/GL960 */
1804         return CARD_INTEL_X3100;
1805     }
1806
1807     if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1808     {
1809         /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1810         return CARD_INTEL_I945GM;
1811     }
1812
1813     if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1814     if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1815     if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1816     if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1817     if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1818     return CARD_INTEL_I915G;
1819
1820 }
1821
1822 static enum wined3d_pci_device select_card_amd_mesa(const struct wined3d_gl_info *gl_info,
1823         const char *gl_renderer)
1824 {
1825     UINT d3d_level;
1826     unsigned int i;
1827
1828     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1829      *
1830      * Beware: renderer string do not match exact card model,
1831      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1832     if (strstr(gl_renderer, "Gallium"))
1833     {
1834         /* 20101109 - These are never returned by current Gallium radeon
1835          * drivers: R700, RV790, R680, RV535, RV516, R410, RS485, RV360, RV351.
1836          *
1837          * These are returned but not handled: RC410, RV380. */
1838         static const struct
1839         {
1840             const char *renderer;
1841             enum wined3d_pci_device id;
1842         }
1843         cards[] =
1844         {
1845             /* Northern Islands */
1846             {"CAYMAN",  CARD_AMD_RADEON_HD6900},
1847             {"BARTS",   CARD_AMD_RADEON_HD6800},
1848             {"PALM",    CARD_AMD_RADEON_HD6310},
1849             /* Evergreen */
1850             {"HEMLOCK", CARD_AMD_RADEON_HD5900},
1851             {"CYPRESS", CARD_AMD_RADEON_HD5800},
1852             {"JUNIPER", CARD_AMD_RADEON_HD5700},
1853             {"REDWOOD", CARD_AMD_RADEON_HD5600},
1854             {"CEDAR",   CARD_AMD_RADEON_HD5400},
1855             /* R700 */
1856             {"R700",    CARD_AMD_RADEON_HD4800},    /* HD4800 - highend */
1857             {"RV790",   CARD_AMD_RADEON_HD4800},
1858             {"RV770",   CARD_AMD_RADEON_HD4800},
1859             {"RV740",   CARD_AMD_RADEON_HD4700},    /* HD4700 - midend */
1860             {"RV730",   CARD_AMD_RADEON_HD4600},    /* HD4600 - midend */
1861             {"RV710",   CARD_AMD_RADEON_HD4350},    /* HD4500/HD4350 - lowend */
1862             /* R600/R700 integrated */
1863             {"RS880",   CARD_AMD_RADEON_HD3200},
1864             {"RS780",   CARD_AMD_RADEON_HD3200},
1865             /* R600 */
1866             {"R680",    CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1867             {"R600",    CARD_AMD_RADEON_HD2900},
1868             {"RV670",   CARD_AMD_RADEON_HD2900},
1869             {"RV635",   CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1870             {"RV630",   CARD_AMD_RADEON_HD2600},
1871             {"RV620",   CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1872             {"RV610",   CARD_AMD_RADEON_HD2350},
1873             /* R500 */
1874             {"R580",    CARD_AMD_RADEON_X1600},
1875             {"R520",    CARD_AMD_RADEON_X1600},
1876             {"RV570",   CARD_AMD_RADEON_X1600},
1877             {"RV560",   CARD_AMD_RADEON_X1600},
1878             {"RV535",   CARD_AMD_RADEON_X1600},
1879             {"RV530",   CARD_AMD_RADEON_X1600},
1880             {"RV516",   CARD_AMD_RADEON_X700},      /* X700 is actually R400. */
1881             {"RV515",   CARD_AMD_RADEON_X700},
1882             /* R400 */
1883             {"R481",    CARD_AMD_RADEON_X700},
1884             {"R480",    CARD_AMD_RADEON_X700},
1885             {"R430",    CARD_AMD_RADEON_X700},
1886             {"R423",    CARD_AMD_RADEON_X700},
1887             {"R420",    CARD_AMD_RADEON_X700},
1888             {"R410",    CARD_AMD_RADEON_X700},
1889             {"RV410",   CARD_AMD_RADEON_X700},
1890             /* Radeon Xpress - onboard, DX9b, Shader 2.0, 300-400MHz */
1891             {"RS740",   CARD_AMD_RADEON_XPRESS_200M},
1892             {"RS690",   CARD_AMD_RADEON_XPRESS_200M},
1893             {"RS600",   CARD_AMD_RADEON_XPRESS_200M},
1894             {"RS485",   CARD_AMD_RADEON_XPRESS_200M},
1895             {"RS482",   CARD_AMD_RADEON_XPRESS_200M},
1896             {"RS480",   CARD_AMD_RADEON_XPRESS_200M},
1897             {"RS400",   CARD_AMD_RADEON_XPRESS_200M},
1898             /* R300 */
1899             {"R360",    CARD_AMD_RADEON_9500},
1900             {"R350",    CARD_AMD_RADEON_9500},
1901             {"R300",    CARD_AMD_RADEON_9500},
1902             {"RV370",   CARD_AMD_RADEON_9500},
1903             {"RV360",   CARD_AMD_RADEON_9500},
1904             {"RV351",   CARD_AMD_RADEON_9500},
1905             {"RV350",   CARD_AMD_RADEON_9500},
1906         };
1907
1908         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1909         {
1910             if (strstr(gl_renderer, cards[i].renderer))
1911                 return cards[i].id;
1912         }
1913     }
1914
1915     d3d_level = d3d_level_from_gl_info(gl_info);
1916     if (d3d_level >= 9)
1917     {
1918         static const struct
1919         {
1920             const char *renderer;
1921             enum wined3d_pci_device id;
1922         }
1923         cards[] =
1924         {
1925             /* R700 */
1926             {"(R700",   CARD_AMD_RADEON_HD4800},    /* HD4800 - highend */
1927             {"(RV790",  CARD_AMD_RADEON_HD4800},
1928             {"(RV770",  CARD_AMD_RADEON_HD4800},
1929             {"(RV740",  CARD_AMD_RADEON_HD4700},    /* HD4700 - midend */
1930             {"(RV730",  CARD_AMD_RADEON_HD4600},    /* HD4600 - midend */
1931             {"(RV710",  CARD_AMD_RADEON_HD4350},    /* HD4500/HD4350 - lowend */
1932             /* R600/R700 integrated */
1933             {"RS880",   CARD_AMD_RADEON_HD3200},
1934             {"RS780",   CARD_AMD_RADEON_HD3200},
1935             /* R600 */
1936             {"(R680",   CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1937             {"(R600",   CARD_AMD_RADEON_HD2900},
1938             {"(RV670",  CARD_AMD_RADEON_HD2900},
1939             {"(RV635",  CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1940             {"(RV630",  CARD_AMD_RADEON_HD2600},
1941             {"(RV620",  CARD_AMD_RADEON_HD2350},    /* HD2300/HD2400/HD3400 - lowend */
1942             {"(RV610",  CARD_AMD_RADEON_HD2350},
1943         };
1944
1945         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1946         {
1947             if (strstr(gl_renderer, cards[i].renderer))
1948                 return cards[i].id;
1949         }
1950     }
1951
1952     if (d3d_level >= 8)
1953         return CARD_AMD_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1954
1955     if (d3d_level >= 7)
1956         return CARD_AMD_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1957
1958     return CARD_AMD_RAGE_128PRO;
1959 }
1960
1961 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
1962         const char *gl_renderer)
1963 {
1964     UINT d3d_level;
1965
1966     if (strstr(gl_renderer, "Gallium"))
1967     {
1968         unsigned int i;
1969
1970         static const struct
1971         {
1972             const char *renderer;
1973             enum wined3d_pci_device id;
1974         }
1975         cards[] =
1976         {
1977             {"NVC8",    CARD_NVIDIA_GEFORCE_GTX570},
1978             {"NVC4",    CARD_NVIDIA_GEFORCE_GTX460},
1979             {"NVC3",    CARD_NVIDIA_GEFORCE_GT440},
1980             {"NVC0",    CARD_NVIDIA_GEFORCE_GTX480},
1981             {"NVAF",    CARD_NVIDIA_GEFORCE_GT320M},
1982             {"NVAC",    CARD_NVIDIA_GEFORCE_8200},
1983             {"NVAA",    CARD_NVIDIA_GEFORCE_8200},
1984             {"NVA8",    CARD_NVIDIA_GEFORCE_210},
1985             {"NVA5",    CARD_NVIDIA_GEFORCE_GT220},
1986             {"NVA3",    CARD_NVIDIA_GEFORCE_GT240},
1987             {"NVA0",    CARD_NVIDIA_GEFORCE_GTX280},
1988             {"NV98",    CARD_NVIDIA_GEFORCE_9200},
1989             {"NV96",    CARD_NVIDIA_GEFORCE_9400GT},
1990             {"NV94",    CARD_NVIDIA_GEFORCE_9600GT},
1991             {"NV92",    CARD_NVIDIA_GEFORCE_9800GT},
1992             {"NV86",    CARD_NVIDIA_GEFORCE_8500GT},
1993             {"NV84",    CARD_NVIDIA_GEFORCE_8600GT},
1994             {"NV68",    CARD_NVIDIA_GEFORCE_6200},      /* 7050 */
1995             {"NV67",    CARD_NVIDIA_GEFORCE_6200},      /* 7000M */
1996             {"NV63",    CARD_NVIDIA_GEFORCE_6200},      /* 7100 */
1997             {"NV50",    CARD_NVIDIA_GEFORCE_8800GTX},
1998             {"NV4E",    CARD_NVIDIA_GEFORCE_6200},      /* 6100 Go / 6150 Go */
1999             {"NV4C",    CARD_NVIDIA_GEFORCE_6200},      /* 6150SE */
2000             {"NV4B",    CARD_NVIDIA_GEFORCE_7600},
2001             {"NV4A",    CARD_NVIDIA_GEFORCE_6200},
2002             {"NV49",    CARD_NVIDIA_GEFORCE_7800GT},    /* 7900 */
2003             {"NV47",    CARD_NVIDIA_GEFORCE_7800GT},
2004             {"NV46",    CARD_NVIDIA_GEFORCE_7400},
2005             {"NV45",    CARD_NVIDIA_GEFORCE_6800},
2006             {"NV44",    CARD_NVIDIA_GEFORCE_6200},
2007             {"NV43",    CARD_NVIDIA_GEFORCE_6600GT},
2008             {"NV42",    CARD_NVIDIA_GEFORCE_6800},
2009             {"NV41",    CARD_NVIDIA_GEFORCE_6800},
2010             {"NV40",    CARD_NVIDIA_GEFORCE_6800},
2011             {"NV38",    CARD_NVIDIA_GEFORCEFX_5800},    /* FX 5950 Ultra */
2012             {"NV36",    CARD_NVIDIA_GEFORCEFX_5800},    /* FX 5700/5750 */
2013             {"NV35",    CARD_NVIDIA_GEFORCEFX_5800},    /* FX 5900 */
2014             {"NV34",    CARD_NVIDIA_GEFORCEFX_5200},
2015             {"NV31",    CARD_NVIDIA_GEFORCEFX_5600},
2016             {"NV30",    CARD_NVIDIA_GEFORCEFX_5800},
2017             {"NV28",    CARD_NVIDIA_GEFORCE4_TI4200},
2018             {"NV25",    CARD_NVIDIA_GEFORCE4_TI4200},
2019             {"NV20",    CARD_NVIDIA_GEFORCE3},
2020             {"NV1F",    CARD_NVIDIA_GEFORCE4_MX},       /* GF4 MX IGP */
2021             {"NV1A",    CARD_NVIDIA_GEFORCE2},          /* GF2 IGP */
2022             {"NV18",    CARD_NVIDIA_GEFORCE4_MX},
2023             {"NV17",    CARD_NVIDIA_GEFORCE4_MX},
2024             {"NV16",    CARD_NVIDIA_GEFORCE2},
2025             {"NV15",    CARD_NVIDIA_GEFORCE2},
2026             {"NV11",    CARD_NVIDIA_GEFORCE2_MX},
2027             {"NV10",    CARD_NVIDIA_GEFORCE},
2028             {"NV05",    CARD_NVIDIA_RIVA_TNT2},
2029             {"NV04",    CARD_NVIDIA_RIVA_TNT},
2030             {"NV03",    CARD_NVIDIA_RIVA_128},
2031         };
2032
2033         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
2034         {
2035             if (strstr(gl_renderer, cards[i].renderer))
2036                 return cards[i].id;
2037         }
2038     }
2039
2040     FIXME_(d3d_caps)("Unknown renderer %s.\n", debugstr_a(gl_renderer));
2041
2042     d3d_level = d3d_level_from_gl_info(gl_info);
2043     if (d3d_level >= 9)
2044         return CARD_NVIDIA_GEFORCEFX_5600;
2045     if (d3d_level >= 8)
2046         return CARD_NVIDIA_GEFORCE3;
2047     if (d3d_level >= 7)
2048         return CARD_NVIDIA_GEFORCE;
2049     if (d3d_level >= 6)
2050         return CARD_NVIDIA_RIVA_TNT;
2051     return CARD_NVIDIA_RIVA_128;
2052 }
2053
2054
2055 struct vendor_card_selection
2056 {
2057     enum wined3d_gl_vendor gl_vendor;
2058     enum wined3d_pci_vendor card_vendor;
2059     const char *description;        /* Description of the card selector i.e. Apple OS/X Intel */
2060     enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer);
2061 };
2062
2063 static const struct vendor_card_selection vendor_card_select_table[] =
2064 {
2065     {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA,  "Nvidia binary driver",     select_card_nvidia_binary},
2066     {GL_VENDOR_APPLE,  HW_VENDOR_NVIDIA,  "Apple OSX NVidia binary driver",   select_card_nvidia_binary},
2067     {GL_VENDOR_APPLE,  HW_VENDOR_AMD,     "Apple OSX AMD/ATI binary driver",  select_card_amd_binary},
2068     {GL_VENDOR_APPLE,  HW_VENDOR_INTEL,   "Apple OSX Intel binary driver",    select_card_intel},
2069     {GL_VENDOR_FGLRX,  HW_VENDOR_AMD,     "AMD/ATI binary driver",    select_card_amd_binary},
2070     {GL_VENDOR_MESA,   HW_VENDOR_AMD,     "Mesa AMD/ATI driver",      select_card_amd_mesa},
2071     {GL_VENDOR_MESA,   HW_VENDOR_NVIDIA,  "Mesa Nouveau driver",      select_card_nvidia_mesa},
2072     {GL_VENDOR_MESA,   HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel},
2073     {GL_VENDOR_INTEL,  HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel}
2074 };
2075
2076
2077 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
2078         enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor)
2079 {
2080     UINT d3d_level;
2081
2082     /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
2083      * different GPUs with roughly the same features. In most cases GPUs from a
2084      * certain family differ in clockspeeds, the amount of video memory and the
2085      * number of shader pipelines.
2086      *
2087      * A Direct3D device object contains the PCI id (vendor + device) of the
2088      * videocard which is used for rendering. Various applications use this
2089      * information to get a rough estimation of the features of the card and
2090      * some might use it for enabling 3d effects only on certain types of
2091      * videocards. In some cases games might even use it to work around bugs
2092      * which happen on certain videocards/driver combinations. The problem is
2093      * that OpenGL only exposes a rendering string containing the name of the
2094      * videocard and not the PCI id.
2095      *
2096      * Various games depend on the PCI id, so somehow we need to provide one.
2097      * A simple option is to parse the renderer string and translate this to
2098      * the right PCI id. This is a lot of work because there are more than 200
2099      * GPUs just for Nvidia. Various cards share the same renderer string, so
2100      * the amount of code might be 'small' but there are quite a number of
2101      * exceptions which would make this a pain to maintain. Another way would
2102      * be to query the PCI id from the operating system (assuming this is the
2103      * videocard which is used for rendering which is not always the case).
2104      * This would work but it is not very portable. Second it would not work
2105      * well in, let's say, a remote X situation in which the amount of 3d
2106      * features which can be used is limited.
2107      *
2108      * As said most games only use the PCI id to get an indication of the
2109      * capabilities of the card. It doesn't really matter if the given id is
2110      * the correct one if we return the id of a card with similar 3d features.
2111      *
2112      * The code below checks the OpenGL capabilities of a videocard and matches
2113      * that to a certain level of Direct3D functionality. Once a card passes
2114      * the Direct3D9 check, we know that the card (in case of Nvidia) is at
2115      * least a GeforceFX. To give a better estimate we do a basic check on the
2116      * renderer string but if that won't pass we return a default card. This
2117      * way is better than maintaining a full card database as even without a
2118      * full database we can return a card with similar features. Second the
2119      * size of the database can be made quite small because when you know what
2120      * type of 3d functionality a card has, you know to which GPU family the
2121      * GPU must belong. Because of this you only have to check a small part of
2122      * the renderer string to distinguishes between different models from that
2123      * family.
2124      *
2125      * The code also selects a default amount of video memory which we will
2126      * use for an estimation of the amount of free texture memory. In case of
2127      * real D3D the amount of texture memory includes video memory and system
2128      * memory (to be specific AGP memory or in case of PCIE TurboCache /
2129      * HyperMemory). We don't know how much system memory can be addressed by
2130      * the system but we can make a reasonable estimation about the amount of
2131      * video memory. If the value is slightly wrong it doesn't matter as we
2132      * didn't include AGP-like memory which makes the amount of addressable
2133      * memory higher and second OpenGL isn't that critical it moves to system
2134      * memory behind our backs if really needed. Note that the amount of video
2135      * memory can be overruled using a registry setting. */
2136
2137     int i;
2138
2139     for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
2140     {
2141         if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
2142             || (vendor_card_select_table[i].card_vendor != *card_vendor))
2143                 continue;
2144         TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
2145         return vendor_card_select_table[i].select_card(gl_info, gl_renderer);
2146     }
2147
2148     FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
2149                      *gl_vendor, *card_vendor);
2150
2151     /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
2152      * for Nvidia was because the hardware and drivers they make are of good quality. This makes
2153      * them a good generic choice. */
2154     *card_vendor = HW_VENDOR_NVIDIA;
2155     d3d_level = d3d_level_from_gl_info(gl_info);
2156     if (d3d_level >= 9)
2157         return CARD_NVIDIA_GEFORCEFX_5600;
2158     if (d3d_level >= 8)
2159         return CARD_NVIDIA_GEFORCE3;
2160     if (d3d_level >= 7)
2161         return CARD_NVIDIA_GEFORCE;
2162     if (d3d_level >= 6)
2163         return CARD_NVIDIA_RIVA_TNT;
2164     return CARD_NVIDIA_RIVA_128;
2165 }
2166
2167 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
2168 {
2169     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2170     int vs_selected_mode, ps_selected_mode;
2171
2172     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2173     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2174             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
2175     else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
2176     else if (gl_info->supported[NV_REGISTER_COMBINERS]
2177             && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
2178     else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
2179     else return &ffp_fragment_pipeline;
2180 }
2181
2182 static const struct wined3d_shader_backend_ops *select_shader_backend(struct wined3d_adapter *adapter)
2183 {
2184     int vs_selected_mode, ps_selected_mode;
2185
2186     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2187     if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
2188     if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
2189     return &none_shader_backend;
2190 }
2191
2192 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
2193 {
2194     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2195     int vs_selected_mode, ps_selected_mode;
2196
2197     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2198     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2199             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2200     else return &ffp_blit;
2201 }
2202
2203 static void load_gl_funcs(struct wined3d_gl_info *gl_info, DWORD gl_version)
2204 {
2205     DWORD ver;
2206
2207 #define USE_GL_FUNC(type, pfn, ext, replace) \
2208     if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2209     else if ((ver = ver_for_ext(ext)) && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2210     else gl_info->pfn = NULL;
2211
2212     GL_EXT_FUNCS_GEN;
2213 #undef USE_GL_FUNC
2214
2215 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2216     WGL_EXT_FUNCS_GEN;
2217 #undef USE_GL_FUNC
2218 }
2219
2220 /* Context activation is done by the caller. */
2221 static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter)
2222 {
2223     struct wined3d_driver_info *driver_info = &adapter->driver_info;
2224     struct wined3d_gl_info *gl_info = &adapter->gl_info;
2225     const char *GL_Extensions    = NULL;
2226     const char *WGL_Extensions   = NULL;
2227     const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2228     struct fragment_caps fragment_caps;
2229     enum wined3d_gl_vendor gl_vendor;
2230     enum wined3d_pci_vendor card_vendor;
2231     enum wined3d_pci_device device;
2232     GLint       gl_max;
2233     GLfloat     gl_floatv[2];
2234     unsigned    i;
2235     HDC         hdc;
2236     DWORD gl_version;
2237     size_t len;
2238
2239     TRACE_(d3d_caps)("(%p)\n", gl_info);
2240
2241     ENTER_GL();
2242
2243     gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2244     TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2245     if (!gl_renderer_str)
2246     {
2247         LEAVE_GL();
2248         ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2249         return FALSE;
2250     }
2251
2252     gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2253     TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2254     if (!gl_vendor_str)
2255     {
2256         LEAVE_GL();
2257         ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2258         return FALSE;
2259     }
2260
2261     /* Parse the GL_VERSION field into major and minor information */
2262     gl_version_str = (const char *)glGetString(GL_VERSION);
2263     TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2264     if (!gl_version_str)
2265     {
2266         LEAVE_GL();
2267         ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2268         return FALSE;
2269     }
2270     gl_version = wined3d_parse_gl_version(gl_version_str);
2271
2272     /*
2273      * Initialize openGL extension related variables
2274      *  with Default values
2275      */
2276     memset(gl_info->supported, 0, sizeof(gl_info->supported));
2277     gl_info->limits.blends = 1;
2278     gl_info->limits.buffers = 1;
2279     gl_info->limits.textures = 1;
2280     gl_info->limits.fragment_samplers = 1;
2281     gl_info->limits.vertex_samplers = 0;
2282     gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2283     gl_info->limits.sampler_stages = 1;
2284     gl_info->limits.glsl_vs_float_constants = 0;
2285     gl_info->limits.glsl_ps_float_constants = 0;
2286     gl_info->limits.arb_vs_float_constants = 0;
2287     gl_info->limits.arb_vs_native_constants = 0;
2288     gl_info->limits.arb_vs_instructions = 0;
2289     gl_info->limits.arb_vs_temps = 0;
2290     gl_info->limits.arb_ps_float_constants = 0;
2291     gl_info->limits.arb_ps_local_constants = 0;
2292     gl_info->limits.arb_ps_instructions = 0;
2293     gl_info->limits.arb_ps_temps = 0;
2294
2295     /* Retrieve opengl defaults */
2296     glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2297     gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2298     TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2299
2300     glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2301     gl_info->limits.lights = gl_max;
2302     TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2303
2304     glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2305     gl_info->limits.texture_size = gl_max;
2306     TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2307
2308     glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2309     gl_info->limits.pointsize_min = gl_floatv[0];
2310     gl_info->limits.pointsize_max = gl_floatv[1];
2311     TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2312
2313     /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2314     GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2315     if (!GL_Extensions)
2316     {
2317         LEAVE_GL();
2318         ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2319         return FALSE;
2320     }
2321
2322     LEAVE_GL();
2323
2324     TRACE_(d3d_caps)("GL_Extensions reported:\n");
2325
2326     gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2327
2328     while (*GL_Extensions)
2329     {
2330         const char *start;
2331
2332         while (isspace(*GL_Extensions)) ++GL_Extensions;
2333         start = GL_Extensions;
2334         while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2335
2336         len = GL_Extensions - start;
2337         if (!len) continue;
2338
2339         TRACE_(d3d_caps)("- %s\n", debugstr_an(start, len));
2340
2341         for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2342         {
2343             if (len == strlen(EXTENSION_MAP[i].extension_string)
2344                     && !memcmp(start, EXTENSION_MAP[i].extension_string, len))
2345             {
2346                 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2347                 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2348                 break;
2349             }
2350         }
2351     }
2352
2353     /* Now work out what GL support this card really has */
2354     load_gl_funcs( gl_info, gl_version );
2355
2356     ENTER_GL();
2357
2358     /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2359      * loading the functions, otherwise the code above will load the extension entry points instead of the
2360      * core functions, which may not work. */
2361     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2362     {
2363         if (!gl_info->supported[EXTENSION_MAP[i].extension]
2364                 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2365         {
2366             TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2367             gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2368         }
2369     }
2370
2371     if (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
2372
2373     if (gl_info->supported[APPLE_FENCE])
2374     {
2375         /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2376          * The apple extension interacts with some other apple exts. Disable the NV
2377          * extension if the apple one is support to prevent confusion in other parts
2378          * of the code. */
2379         gl_info->supported[NV_FENCE] = FALSE;
2380     }
2381     if (gl_info->supported[APPLE_FLOAT_PIXELS])
2382     {
2383         /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2384          *
2385          * The enums are the same:
2386          * GL_RGBA16F_ARB     = GL_RGBA_FLOAT16_APPLE = 0x881A
2387          * GL_RGB16F_ARB      = GL_RGB_FLOAT16_APPLE  = 0x881B
2388          * GL_RGBA32F_ARB     = GL_RGBA_FLOAT32_APPLE = 0x8814
2389          * GL_RGB32F_ARB      = GL_RGB_FLOAT32_APPLE  = 0x8815
2390          * GL_HALF_FLOAT_ARB  = GL_HALF_APPLE         = 0x140B
2391          */
2392         if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2393         {
2394             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2395             gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2396         }
2397         if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2398         {
2399             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2400             gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2401         }
2402     }
2403     if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2404     {
2405         /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2406          * functionality. Prefer the ARB extension */
2407         gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2408     }
2409     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2410     {
2411         TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2412         gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2413     }
2414     if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2415     {
2416         TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2417         gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2418     }
2419     if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2420     {
2421         TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2422         gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2423     }
2424     if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
2425     {
2426         TRACE_(d3d_caps)(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
2427         gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
2428     }
2429     if (gl_info->supported[NV_TEXTURE_SHADER2])
2430     {
2431         if (gl_info->supported[NV_REGISTER_COMBINERS])
2432         {
2433             /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2434              * are supported. The nv extensions provide the same functionality as the
2435              * ATI one, and a bit more(signed pixelformats). */
2436             gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2437         }
2438     }
2439
2440     if (gl_info->supported[NV_REGISTER_COMBINERS])
2441     {
2442         glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2443         gl_info->limits.general_combiners = gl_max;
2444         TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2445     }
2446     if (gl_info->supported[ARB_DRAW_BUFFERS])
2447     {
2448         glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2449         gl_info->limits.buffers = gl_max;
2450         TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2451     }
2452     if (gl_info->supported[ARB_MULTITEXTURE])
2453     {
2454         glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2455         gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2456         TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2457
2458         if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2459         {
2460             GLint tmp;
2461             glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2462             gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2463         }
2464         else
2465         {
2466             gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2467         }
2468         TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2469
2470         if (gl_info->supported[ARB_VERTEX_SHADER])
2471         {
2472             GLint tmp;
2473             glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2474             gl_info->limits.vertex_samplers = tmp;
2475             glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2476             gl_info->limits.combined_samplers = tmp;
2477
2478             /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2479              * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2480              * an issue because then the sampler setup only depends on the two shaders. If a pixel
2481              * shader is used with fixed function vertex processing we're fine too because fixed function
2482              * vertex processing doesn't use any samplers. If fixed function fragment processing is
2483              * used we have to make sure that all vertex sampler setups are valid together with all
2484              * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2485              * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2486              * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2487              * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2488              * a fixed function pipeline anymore.
2489              *
2490              * So this is just a check to check that our assumption holds true. If not, write a warning
2491              * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2492             if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2493                     && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2494             {
2495                 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2496                         gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2497                 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2498                 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2499                     gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2500                 else
2501                     gl_info->limits.vertex_samplers = 0;
2502             }
2503         }
2504         else
2505         {
2506             gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2507         }
2508         TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2509         TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2510     }
2511     if (gl_info->supported[ARB_VERTEX_BLEND])
2512     {
2513         glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2514         gl_info->limits.blends = gl_max;
2515         TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2516     }
2517     if (gl_info->supported[EXT_TEXTURE3D])
2518     {
2519         glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2520         gl_info->limits.texture3d_size = gl_max;
2521         TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2522     }
2523     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2524     {
2525         glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2526         gl_info->limits.anisotropy = gl_max;
2527         TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2528     }
2529     if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2530     {
2531         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2532         gl_info->limits.arb_ps_float_constants = gl_max;
2533         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2534         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2535         gl_info->limits.arb_ps_native_constants = gl_max;
2536         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2537                 gl_info->limits.arb_ps_native_constants);
2538         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2539         gl_info->limits.arb_ps_temps = gl_max;
2540         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2541         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2542         gl_info->limits.arb_ps_instructions = gl_max;
2543         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2544         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2545         gl_info->limits.arb_ps_local_constants = gl_max;
2546         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2547     }
2548     if (gl_info->supported[ARB_VERTEX_PROGRAM])
2549     {
2550         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2551         gl_info->limits.arb_vs_float_constants = gl_max;
2552         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2553         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2554         gl_info->limits.arb_vs_native_constants = gl_max;
2555         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2556                 gl_info->limits.arb_vs_native_constants);
2557         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2558         gl_info->limits.arb_vs_temps = gl_max;
2559         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2560         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2561         gl_info->limits.arb_vs_instructions = gl_max;
2562         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2563
2564         if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2565     }
2566     if (gl_info->supported[ARB_VERTEX_SHADER])
2567     {
2568         glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2569         gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2570         TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2571     }
2572     if (gl_info->supported[ARB_FRAGMENT_SHADER])
2573     {
2574         glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2575         gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2576         TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2577         glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2578         gl_info->limits.glsl_varyings = gl_max;
2579         TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2580     }
2581     if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2582     {
2583         const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2584         unsigned int major, minor;
2585
2586         TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2587
2588         /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2589         sscanf(str, "%u.%u", &major, &minor);
2590         gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2591     }
2592     if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2593     {
2594         glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2595     }
2596     else
2597     {
2598         gl_info->limits.shininess = 128.0f;
2599     }
2600     if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2601     {
2602         /* If we have full NP2 texture support, disable
2603          * GL_ARB_texture_rectangle because we will never use it.
2604          * This saves a few redundant glDisable calls. */
2605         gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2606     }
2607     if (gl_info->supported[ATI_FRAGMENT_SHADER])
2608     {
2609         /* Disable NV_register_combiners and fragment shader if this is supported.
2610          * generally the NV extensions are preferred over the ATI ones, and this
2611          * extension is disabled if register_combiners and texture_shader2 are both
2612          * supported. So we reach this place only if we have incomplete NV dxlevel 8
2613          * fragment processing support. */
2614         gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2615         gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2616         gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2617         gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2618     }
2619     if (gl_info->supported[NV_HALF_FLOAT])
2620     {
2621         /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2622         gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2623     }
2624     if (gl_info->supported[ARB_POINT_SPRITE])
2625     {
2626         gl_info->limits.point_sprite_units = gl_info->limits.textures;
2627     }
2628     else
2629     {
2630         gl_info->limits.point_sprite_units = 0;
2631     }
2632     checkGLcall("extension detection");
2633
2634     LEAVE_GL();
2635
2636     adapter->fragment_pipe = select_fragment_implementation(adapter);
2637     adapter->shader_backend = select_shader_backend(adapter);
2638     adapter->blitter = select_blit_implementation(adapter);
2639
2640     adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2641     gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2642     TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2643
2644     /* In some cases the number of texture stages can be larger than the number
2645      * of samplers. The GF4 for example can use only 2 samplers (no fragment
2646      * shaders), but 8 texture stages (register combiners). */
2647     gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2648
2649     if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2650     {
2651         gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2652         gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2653         gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2654         gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2655         gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2656         gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2657         gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2658         gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2659         gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2660         gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2661         gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2662         gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2663         gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2664         gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2665         gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2666         gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2667         gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2668         gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2669         gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2670     }
2671     else
2672     {
2673         if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2674         {
2675             gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2676             gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2677             gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2678             gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2679             gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2680             gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2681             gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2682             gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2683             gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2684             gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2685             gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2686             gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2687             gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2688             gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2689             gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2690             gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2691             gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2692         }
2693         else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2694         {
2695             WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2696             wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2697         }
2698         if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2699         {
2700             gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2701         }
2702         if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2703         {
2704             gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2705         }
2706     }
2707
2708     /* MRTs are currently only supported when FBOs are used. */
2709     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2710     {
2711         gl_info->limits.buffers = 1;
2712     }
2713
2714     gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2715     card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2716     TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2717
2718     device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor);
2719     TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2720
2721     gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2722     gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2723             gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2724     gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2725     gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2726             gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2727     gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2728             gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2729
2730     /* Make sure there's an active HDC else the WGL extensions will fail */
2731     hdc = pwglGetCurrentDC();
2732     if (hdc) {
2733         /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2734         if(GL_EXTCALL(wglGetExtensionsStringARB))
2735             WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2736
2737         if (!WGL_Extensions)
2738         {
2739             ERR("   WGL_Extensions returns NULL\n");
2740         }
2741         else
2742         {
2743             TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2744             while (*WGL_Extensions)
2745             {
2746                 const char *Start;
2747                 char ThisExtn[256];
2748
2749                 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2750                 Start = WGL_Extensions;
2751                 while (!isspace(*WGL_Extensions) && *WGL_Extensions) ++WGL_Extensions;
2752
2753                 len = WGL_Extensions - Start;
2754                 if (!len || len >= sizeof(ThisExtn))
2755                     continue;
2756
2757                 memcpy(ThisExtn, Start, len);
2758                 ThisExtn[len] = '\0';
2759                 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2760
2761                 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2762                     gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2763                     TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2764                 }
2765                 if (!strcmp(ThisExtn, "WGL_EXT_swap_control")) {
2766                     gl_info->supported[WGL_EXT_SWAP_CONTROL] = TRUE;
2767                     TRACE_(d3d_caps)("FOUND: WGL_EXT_swap_control support\n");
2768                 }
2769                 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2770                     gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2771                     TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2772                 }
2773             }
2774         }
2775     }
2776
2777     fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2778     init_driver_info(driver_info, card_vendor, device);
2779     add_gl_compat_wrappers(gl_info);
2780
2781     return TRUE;
2782 }
2783
2784 UINT CDECL wined3d_get_adapter_count(const struct wined3d *wined3d)
2785 {
2786     TRACE_(d3d_caps)("wined3d %p, reporting %u adapters.\n",
2787             wined3d, wined3d->adapter_count);
2788
2789     return wined3d->adapter_count;
2790 }
2791
2792 HRESULT CDECL wined3d_register_software_device(struct wined3d *wined3d, void *init_function)
2793 {
2794     FIXME("wined3d %p, init_function %p stub!\n", wined3d, init_function);
2795
2796     return WINED3D_OK;
2797 }
2798
2799 HMONITOR CDECL wined3d_get_adapter_monitor(const struct wined3d *wined3d, UINT adapter_idx)
2800 {
2801     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u.\n", wined3d, adapter_idx);
2802
2803     if (adapter_idx >= wined3d->adapter_count)
2804         return NULL;
2805
2806     return MonitorFromPoint(wined3d->adapters[adapter_idx].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2807 }
2808
2809 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2810      of the same bpp but different resolutions                                  */
2811
2812 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2813 UINT CDECL wined3d_get_adapter_mode_count(const struct wined3d *wined3d, UINT adapter_idx,
2814         enum wined3d_format_id format_id)
2815 {
2816     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, format %s.\n", wined3d, adapter_idx, debug_d3dformat(format_id));
2817
2818     if (adapter_idx >= wined3d->adapter_count)
2819         return 0;
2820
2821     /* TODO: Store modes per adapter and read it from the adapter structure */
2822     if (!adapter_idx)
2823     {
2824         const struct wined3d_format *format = wined3d_get_format(&wined3d->adapters[adapter_idx].gl_info, format_id);
2825         UINT format_bits = format->byte_count * CHAR_BIT;
2826         unsigned int i = 0;
2827         unsigned int j = 0;
2828         DEVMODEW mode;
2829
2830         memset(&mode, 0, sizeof(mode));
2831         mode.dmSize = sizeof(mode);
2832
2833         while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2834         {
2835             ++j;
2836
2837             if (format_id == WINED3DFMT_UNKNOWN)
2838             {
2839                 /* This is for D3D8, do not enumerate P8 here */
2840                 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2841             }
2842             else if (mode.dmBitsPerPel == format_bits)
2843             {
2844                 ++i;
2845             }
2846         }
2847
2848         TRACE_(d3d_caps)("Returning %u matching modes (out of %u total) for adapter %u.\n", i, j, adapter_idx);
2849
2850         return i;
2851     }
2852     else
2853     {
2854         FIXME_(d3d_caps)("Adapter not primary display.\n");
2855     }
2856
2857     return 0;
2858 }
2859
2860 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2861 HRESULT CDECL wined3d_enum_adapter_modes(const struct wined3d *wined3d, UINT adapter_idx,
2862         enum wined3d_format_id format_id, UINT mode_idx, WINED3DDISPLAYMODE *mode)
2863 {
2864     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, format %s, mode_idx %u, mode %p.\n",
2865             wined3d, adapter_idx, debug_d3dformat(format_id), mode_idx, mode);
2866
2867     /* Validate the parameters as much as possible */
2868     if (!mode || adapter_idx >= wined3d->adapter_count
2869             || mode_idx >= wined3d_get_adapter_mode_count(wined3d, adapter_idx, format_id))
2870     {
2871         return WINED3DERR_INVALIDCALL;
2872     }
2873
2874     /* TODO: Store modes per adapter and read it from the adapter structure */
2875     if (!adapter_idx)
2876     {
2877         const struct wined3d_format *format = wined3d_get_format(&wined3d->adapters[adapter_idx].gl_info, format_id);
2878         UINT format_bits = format->byte_count * CHAR_BIT;
2879         DEVMODEW DevModeW;
2880         int ModeIdx = 0;
2881         UINT i = 0;
2882         int j = 0;
2883
2884         ZeroMemory(&DevModeW, sizeof(DevModeW));
2885         DevModeW.dmSize = sizeof(DevModeW);
2886
2887         /* If we are filtering to a specific format (D3D9), then need to skip
2888            all unrelated modes, but if mode is irrelevant (D3D8), then we can
2889            just count through the ones with valid bit depths */
2890         while (i <= mode_idx && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2891         {
2892             if (format_id == WINED3DFMT_UNKNOWN)
2893             {
2894                 /* This is for D3D8, do not enumerate P8 here */
2895                 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2896             }
2897             else if (DevModeW.dmBitsPerPel == format_bits)
2898             {
2899                 ++i;
2900             }
2901         }
2902
2903         if (!i)
2904         {
2905             TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", format_id, debug_d3dformat(format_id));
2906             return WINED3DERR_INVALIDCALL;
2907         }
2908         ModeIdx = j - 1;
2909
2910         /* Now get the display mode via the calculated index */
2911         if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0))
2912         {
2913             mode->Width = DevModeW.dmPelsWidth;
2914             mode->Height = DevModeW.dmPelsHeight;
2915             mode->RefreshRate = DEFAULT_REFRESH_RATE;
2916             if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2917                 mode->RefreshRate = DevModeW.dmDisplayFrequency;
2918
2919             if (format_id == WINED3DFMT_UNKNOWN)
2920                 mode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2921             else
2922                 mode->Format = format_id;
2923         }
2924         else
2925         {
2926             TRACE_(d3d_caps)("Requested mode %u out of range.\n", mode_idx);
2927             return WINED3DERR_INVALIDCALL;
2928         }
2929
2930         TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n",
2931                 mode->Width, mode->Height, mode->RefreshRate, mode->Format,
2932                 debug_d3dformat(mode->Format), DevModeW.dmBitsPerPel);
2933     }
2934     else
2935     {
2936         FIXME_(d3d_caps)("Adapter not primary display\n");
2937     }
2938
2939     return WINED3D_OK;
2940 }
2941
2942 HRESULT CDECL wined3d_get_adapter_display_mode(const struct wined3d *wined3d, UINT adapter_idx,
2943         WINED3DDISPLAYMODE *mode)
2944 {
2945     TRACE("wined3d %p, adapter_idx %u, display_mode %p.\n", wined3d, adapter_idx, mode);
2946
2947     if (!mode || adapter_idx >= wined3d->adapter_count)
2948         return WINED3DERR_INVALIDCALL;
2949
2950     if (!adapter_idx)
2951     {
2952         DEVMODEW DevModeW;
2953         unsigned int bpp;
2954
2955         ZeroMemory(&DevModeW, sizeof(DevModeW));
2956         DevModeW.dmSize = sizeof(DevModeW);
2957
2958         EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2959         mode->Width = DevModeW.dmPelsWidth;
2960         mode->Height = DevModeW.dmPelsHeight;
2961         bpp = DevModeW.dmBitsPerPel;
2962         mode->RefreshRate = DEFAULT_REFRESH_RATE;
2963         if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2964             mode->RefreshRate = DevModeW.dmDisplayFrequency;
2965         mode->Format = pixelformat_for_depth(bpp);
2966     }
2967     else
2968     {
2969         FIXME_(d3d_caps)("Adapter not primary display\n");
2970     }
2971
2972     TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", mode->Width,
2973           mode->Height, mode->RefreshRate, debug_d3dformat(mode->Format));
2974     return WINED3D_OK;
2975 }
2976
2977 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2978    and fields being inserted in the middle, a new structure is used in place    */
2979 HRESULT CDECL wined3d_get_adapter_identifier(const struct wined3d *wined3d,
2980         UINT adapter_idx, DWORD flags, WINED3DADAPTER_IDENTIFIER *identifier)
2981 {
2982     const struct wined3d_adapter *adapter;
2983     size_t len;
2984
2985     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, flags %#x, indentifier %p.\n",
2986             wined3d, adapter_idx, flags, identifier);
2987
2988     if (adapter_idx >= wined3d->adapter_count)
2989         return WINED3DERR_INVALIDCALL;
2990
2991     adapter = &wined3d->adapters[adapter_idx];
2992
2993     /* Return the information requested */
2994     TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2995
2996     if (identifier->driver_size)
2997     {
2998         const char *name = adapter->driver_info.name;
2999         len = min(strlen(name), identifier->driver_size - 1);
3000         memcpy(identifier->driver, name, len);
3001         identifier->driver[len] = '\0';
3002     }
3003
3004     if (identifier->description_size)
3005     {
3006         const char *description = adapter->driver_info.description;
3007         len = min(strlen(description), identifier->description_size - 1);
3008         memcpy(identifier->description, description, len);
3009         identifier->description[len] = '\0';
3010     }
3011
3012     /* Note that d3d8 doesn't supply a device name. */
3013     if (identifier->device_name_size)
3014     {
3015         static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
3016
3017         len = strlen(device_name);
3018         if (len >= identifier->device_name_size)
3019         {
3020             ERR("Device name size too small.\n");
3021             return WINED3DERR_INVALIDCALL;
3022         }
3023
3024         memcpy(identifier->device_name, device_name, len);
3025         identifier->device_name[len] = '\0';
3026     }
3027
3028     identifier->driver_version.u.HighPart = adapter->driver_info.version_high;
3029     identifier->driver_version.u.LowPart = adapter->driver_info.version_low;
3030     identifier->vendor_id = adapter->driver_info.vendor;
3031     identifier->device_id = adapter->driver_info.device;
3032     identifier->subsystem_id = 0;
3033     identifier->revision = 0;
3034     memcpy(&identifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(identifier->device_identifier));
3035     identifier->whql_level = (flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
3036     memcpy(&identifier->adapter_luid, &adapter->luid, sizeof(identifier->adapter_luid));
3037     identifier->video_memory = adapter->TextureRam;
3038
3039     return WINED3D_OK;
3040 }
3041
3042 static BOOL wined3d_check_pixel_format_color(const struct wined3d_gl_info *gl_info,
3043         const struct wined3d_pixel_format *cfg, const struct wined3d_format *format)
3044 {
3045     BYTE redSize, greenSize, blueSize, alphaSize, colorBits;
3046
3047     /* Float formats need FBOs. If FBOs are used this function isn't called */
3048     if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3049
3050     if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
3051         if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3052         {
3053             ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3054             return FALSE;
3055         }
3056
3057         if(cfg->redSize < redSize)
3058             return FALSE;
3059
3060         if(cfg->greenSize < greenSize)
3061             return FALSE;
3062
3063         if(cfg->blueSize < blueSize)
3064             return FALSE;
3065
3066         if(cfg->alphaSize < alphaSize)
3067             return FALSE;
3068
3069         return TRUE;
3070     }
3071
3072     /* Probably a RGBA_float or color index mode */
3073     return FALSE;
3074 }
3075
3076 static BOOL wined3d_check_pixel_format_depth(const struct wined3d_gl_info *gl_info,
3077         const struct wined3d_pixel_format *cfg, const struct wined3d_format *format)
3078 {
3079     BYTE depthSize, stencilSize;
3080     BOOL lockable = FALSE;
3081
3082     if (!getDepthStencilBits(format, &depthSize, &stencilSize))
3083     {
3084         ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3085         return FALSE;
3086     }
3087
3088     /* Float formats need FBOs. If FBOs are used this function isn't called */
3089     if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3090
3091     if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
3092         lockable = TRUE;
3093
3094     /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
3095      * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
3096      * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
3097     if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
3098         return FALSE;
3099
3100     /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
3101      * allow more stencil bits than requested. */
3102     if(cfg->stencilSize < stencilSize)
3103         return FALSE;
3104
3105     return TRUE;
3106 }
3107
3108 HRESULT CDECL wined3d_check_depth_stencil_match(const struct wined3d *wined3d,
3109         UINT adapter_idx, WINED3DDEVTYPE device_type, enum wined3d_format_id adapter_format_id,
3110         enum wined3d_format_id render_target_format_id, enum wined3d_format_id depth_stencil_format_id)
3111 {
3112     const struct wined3d_format *rt_format;
3113     const struct wined3d_format *ds_format;
3114     const struct wined3d_adapter *adapter;
3115
3116     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s,\n"
3117             "adapter_format %s, render_target_format %s, depth_stencil_format %s.\n",
3118             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(adapter_format_id),
3119             debug_d3dformat(render_target_format_id), debug_d3dformat(depth_stencil_format_id));
3120
3121     if (adapter_idx >= wined3d->adapter_count)
3122         return WINED3DERR_INVALIDCALL;
3123
3124     adapter = &wined3d->adapters[adapter_idx];
3125     rt_format = wined3d_get_format(&adapter->gl_info, render_target_format_id);
3126     ds_format = wined3d_get_format(&adapter->gl_info, depth_stencil_format_id);
3127     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3128     {
3129         if ((rt_format->flags & WINED3DFMT_FLAG_RENDERTARGET)
3130                 && (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
3131         {
3132             TRACE_(d3d_caps)("Formats match.\n");
3133             return WINED3D_OK;
3134         }
3135     }
3136     else
3137     {
3138         const struct wined3d_pixel_format *cfgs;
3139         unsigned int cfg_count;
3140         unsigned int i;
3141
3142         cfgs = adapter->cfgs;
3143         cfg_count = adapter->nCfgs;
3144         for (i = 0; i < cfg_count; ++i)
3145         {
3146             if (wined3d_check_pixel_format_color(&adapter->gl_info, &cfgs[i], rt_format)
3147                     && wined3d_check_pixel_format_depth(&adapter->gl_info, &cfgs[i], ds_format))
3148             {
3149                 TRACE_(d3d_caps)("Formats match.\n");
3150                 return WINED3D_OK;
3151             }
3152         }
3153     }
3154
3155     TRACE_(d3d_caps)("Unsupported format pair: %s and %s.\n",
3156             debug_d3dformat(render_target_format_id),
3157             debug_d3dformat(depth_stencil_format_id));
3158
3159     return WINED3DERR_NOTAVAILABLE;
3160 }
3161
3162 HRESULT CDECL wined3d_check_device_multisample_type(const struct wined3d *wined3d, UINT adapter_idx,
3163         WINED3DDEVTYPE device_type, enum wined3d_format_id surface_format_id, BOOL windowed,
3164         WINED3DMULTISAMPLE_TYPE multisample_type, DWORD *quality_levels)
3165 {
3166     const struct wined3d_adapter *adapter;
3167     const struct wined3d_format *format;
3168
3169     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, surface_format %s,\n"
3170             "windowed %#x, multisample_type %#x, quality_levels %p.\n",
3171             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(surface_format_id),
3172             windowed, multisample_type, quality_levels);
3173
3174     if (adapter_idx >= wined3d->adapter_count)
3175         return WINED3DERR_INVALIDCALL;
3176
3177     /* TODO: Handle windowed, add more quality levels. */
3178
3179     if (WINED3DMULTISAMPLE_NONE == multisample_type)
3180     {
3181         if (quality_levels) *quality_levels = 1;
3182         return WINED3D_OK;
3183     }
3184
3185     /* By default multisampling is disabled right now as it causes issues
3186      * on some Nvidia driver versions and it doesn't work well in combination
3187      * with FBOs yet. */
3188     if (!wined3d_settings.allow_multisampling)
3189         return WINED3DERR_NOTAVAILABLE;
3190
3191     adapter = &wined3d->adapters[adapter_idx];
3192     format = wined3d_get_format(&adapter->gl_info, surface_format_id);
3193     if (!format) return WINED3DERR_INVALIDCALL;
3194
3195     if (format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
3196     {
3197         const struct wined3d_pixel_format *cfgs;
3198         unsigned int i, cfg_count;
3199
3200         cfgs = adapter->cfgs;
3201         cfg_count = adapter->nCfgs;
3202         for (i = 0; i < cfg_count; ++i)
3203         {
3204             if(cfgs[i].numSamples != multisample_type)
3205                 continue;
3206
3207             if (!wined3d_check_pixel_format_depth(&adapter->gl_info, &cfgs[i], format))
3208                 continue;
3209
3210             TRACE("Found pixel format %u to support multisample_type %#x for format %s.\n",
3211                     cfgs[i].iPixelFormat, multisample_type, debug_d3dformat(surface_format_id));
3212
3213             if (quality_levels) *quality_levels = 1;
3214
3215             return WINED3D_OK;
3216         }
3217     }
3218     else if (format->flags & WINED3DFMT_FLAG_RENDERTARGET)
3219     {
3220         BYTE redSize, greenSize, blueSize, alphaSize, colorBits;
3221         const struct wined3d_pixel_format *cfgs;
3222         unsigned int i, cfg_count;
3223
3224         if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3225         {
3226             ERR("Unable to get color bits for format %s, can't check multisampling capability.\n",
3227                     debug_d3dformat(surface_format_id));
3228             return WINED3DERR_NOTAVAILABLE;
3229         }
3230
3231         cfgs = adapter->cfgs;
3232         cfg_count = adapter->nCfgs;
3233         for (i = 0; i < cfg_count; ++i)
3234         {
3235             if(cfgs[i].numSamples != multisample_type)
3236                 continue;
3237             if(cfgs[i].redSize != redSize)
3238                 continue;
3239             if(cfgs[i].greenSize != greenSize)
3240                 continue;
3241             if(cfgs[i].blueSize != blueSize)
3242                 continue;
3243             /* Not all drivers report alpha-less formats since they use 32-bit
3244              * anyway, so accept alpha even if we didn't ask for it. */
3245             if(alphaSize && cfgs[i].alphaSize != alphaSize)
3246                 continue;
3247             if (cfgs[i].colorSize != (format->byte_count << 3))
3248                 continue;
3249
3250             TRACE("Found pixel format %u to support multisample_type %#x for format %s.\n",
3251                     cfgs[i].iPixelFormat, multisample_type, debug_d3dformat(surface_format_id));
3252
3253             if (quality_levels) *quality_levels = 1;
3254
3255             return WINED3D_OK;
3256         }
3257     }
3258     return WINED3DERR_NOTAVAILABLE;
3259 }
3260
3261 /* Check if we support bumpmapping for a format */
3262 static BOOL CheckBumpMapCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3263 {
3264     /* Ask the fixed function pipeline implementation if it can deal
3265      * with the conversion. If we've got a GL extension giving native
3266      * support this will be an identity conversion. */
3267     return (format->flags & WINED3DFMT_FLAG_BUMPMAP)
3268             && adapter->fragment_pipe->color_fixup_supported(format->color_fixup);
3269 }
3270
3271 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3272 static BOOL CheckDepthStencilCapability(const struct wined3d_adapter *adapter,
3273         const struct wined3d_format *display_format, const struct wined3d_format *ds_format)
3274 {
3275     int it=0;
3276
3277     /* Only allow depth/stencil formats */
3278     if (!(ds_format->depth_size || ds_format->stencil_size)) return FALSE;
3279
3280     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3281     {
3282         /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3283         if (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3284     }
3285     else
3286     {
3287         /* Walk through all WGL pixel formats to find a match */
3288         for (it = 0; it < adapter->nCfgs; ++it)
3289         {
3290             const struct wined3d_pixel_format *cfg = &adapter->cfgs[it];
3291             if (wined3d_check_pixel_format_color(&adapter->gl_info, cfg, display_format)
3292                     && wined3d_check_pixel_format_depth(&adapter->gl_info, cfg, ds_format))
3293                 return TRUE;
3294         }
3295     }
3296
3297     return FALSE;
3298 }
3299
3300 static BOOL CheckFilterCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3301 {
3302     /* The flags entry of a format contains the filtering capability */
3303     if (format->flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3304
3305     return FALSE;
3306 }
3307
3308 /* Check the render target capabilities of a format */
3309 static BOOL CheckRenderTargetCapability(const struct wined3d_adapter *adapter,
3310         const struct wined3d_format *adapter_format, const struct wined3d_format *check_format)
3311 {
3312     /* Filter out non-RT formats */
3313     if (!(check_format->flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3314     if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
3315     {
3316         BYTE AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3317         BYTE CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3318         const struct wined3d_pixel_format *cfgs = adapter->cfgs;
3319         int it;
3320
3321         getColorBits(adapter_format, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3322         getColorBits(check_format, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3323
3324         /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3325          * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3326         if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3327             TRACE_(d3d_caps)("[FAILED]\n");
3328             return FALSE;
3329         }
3330
3331         /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3332          * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3333         for (it = 0; it < adapter->nCfgs; ++it)
3334         {
3335             if (cfgs[it].windowDrawable
3336                     && wined3d_check_pixel_format_color(&adapter->gl_info, &cfgs[it], check_format))
3337             {
3338                 TRACE_(d3d_caps)("Pixel format %d is compatible with format %s.\n",
3339                         cfgs[it].iPixelFormat, debug_d3dformat(check_format->id));
3340                 return TRUE;
3341             }
3342         }
3343     }
3344     else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3345     {
3346         /* For now return TRUE for FBOs until we have some proper checks.
3347          * Note that this function will only be called when the format is around for texturing. */
3348         return TRUE;
3349     }
3350     return FALSE;
3351 }
3352
3353 static BOOL CheckSrgbReadCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3354 {
3355     return format->flags & WINED3DFMT_FLAG_SRGB_READ;
3356 }
3357
3358 static BOOL CheckSrgbWriteCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3359 {
3360     /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3361      * doing the color fixup in shaders.
3362      * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3363     if (format->flags & WINED3DFMT_FLAG_SRGB_WRITE)
3364     {
3365         int vs_selected_mode;
3366         int ps_selected_mode;
3367         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3368
3369         if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3370             TRACE_(d3d_caps)("[OK]\n");
3371             return TRUE;
3372         }
3373     }
3374
3375     TRACE_(d3d_caps)("[FAILED] - sRGB writes not supported by format %s.\n", debug_d3dformat(format->id));
3376     return FALSE;
3377 }
3378
3379 /* Check if a format support blending in combination with pixel shaders */
3380 static BOOL CheckPostPixelShaderBlendingCapability(const struct wined3d_adapter *adapter,
3381         const struct wined3d_format *format)
3382 {
3383     /* The flags entry of a format contains the post pixel shader blending capability */
3384     if (format->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3385
3386     return FALSE;
3387 }
3388
3389 static BOOL CheckWrapAndMipCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3390 {
3391     /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3392      * but we have to report mipmapping so we cannot reject this flag. Tests show that
3393      * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3394      * that wrapping is supported. The lack of filtering will sort out the mipmapping
3395      * capability anyway.
3396      *
3397      * For now lets report this on all formats, but in the future we may want to
3398      * restrict it to some should games need that
3399      */
3400     return TRUE;
3401 }
3402
3403 /* Check if a texture format is supported on the given adapter */
3404 static BOOL CheckTextureCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3405 {
3406     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3407
3408     switch (format->id)
3409     {
3410         /*****
3411          *  supported: RGB(A) formats
3412          */
3413         case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3414         case WINED3DFMT_B8G8R8A8_UNORM:
3415         case WINED3DFMT_B8G8R8X8_UNORM:
3416         case WINED3DFMT_B5G6R5_UNORM:
3417         case WINED3DFMT_B5G5R5X1_UNORM:
3418         case WINED3DFMT_B5G5R5A1_UNORM:
3419         case WINED3DFMT_B4G4R4A4_UNORM:
3420         case WINED3DFMT_A8_UNORM:
3421         case WINED3DFMT_B4G4R4X4_UNORM:
3422         case WINED3DFMT_R8G8B8A8_UNORM:
3423         case WINED3DFMT_R8G8B8X8_UNORM:
3424         case WINED3DFMT_B10G10R10A2_UNORM:
3425         case WINED3DFMT_R10G10B10A2_UNORM:
3426         case WINED3DFMT_R16G16_UNORM:
3427             TRACE_(d3d_caps)("[OK]\n");
3428             return TRUE;
3429
3430         case WINED3DFMT_B2G3R3_UNORM:
3431             TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3432             return FALSE;
3433
3434         /*****
3435          *  Not supported: Palettized
3436          *  Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3437          *  Since it is not widely available, don't offer it. Further no Windows driver offers
3438          *  WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3439          */
3440         case WINED3DFMT_P8_UINT:
3441         case WINED3DFMT_P8_UINT_A8_UNORM:
3442             return FALSE;
3443
3444         /*****
3445          *  Supported: (Alpha)-Luminance
3446          */
3447         case WINED3DFMT_L8_UNORM:
3448         case WINED3DFMT_L8A8_UNORM:
3449         case WINED3DFMT_L16_UNORM:
3450             TRACE_(d3d_caps)("[OK]\n");
3451             return TRUE;
3452
3453         /* Not supported on Windows, thus disabled */
3454         case WINED3DFMT_L4A4_UNORM:
3455             TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3456             return FALSE;
3457
3458         /*****
3459          *  Supported: Depth/Stencil formats
3460          */
3461         case WINED3DFMT_D16_LOCKABLE:
3462         case WINED3DFMT_D16_UNORM:
3463         case WINED3DFMT_S1_UINT_D15_UNORM:
3464         case WINED3DFMT_X8D24_UNORM:
3465         case WINED3DFMT_S4X4_UINT_D24_UNORM:
3466         case WINED3DFMT_D24_UNORM_S8_UINT:
3467         case WINED3DFMT_S8_UINT_D24_FLOAT:
3468         case WINED3DFMT_D32_UNORM:
3469         case WINED3DFMT_D32_FLOAT:
3470             return TRUE;
3471
3472         case WINED3DFMT_INTZ:
3473             if (gl_info->supported[EXT_PACKED_DEPTH_STENCIL]
3474                     || gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3475                 return TRUE;
3476             return FALSE;
3477
3478         /*****
3479          *  Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3480          *  GL_NV_texture_shader). Emulated by shaders
3481          */
3482         case WINED3DFMT_R8G8_SNORM:
3483         case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3484         case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3485         case WINED3DFMT_R8G8B8A8_SNORM:
3486         case WINED3DFMT_R16G16_SNORM:
3487             /* Ask the shader backend if it can deal with the conversion. If
3488              * we've got a GL extension giving native support this will be an
3489              * identity conversion. */
3490             if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup))
3491             {
3492                 TRACE_(d3d_caps)("[OK]\n");
3493                 return TRUE;
3494             }
3495             TRACE_(d3d_caps)("[FAILED]\n");
3496             return FALSE;
3497
3498         case WINED3DFMT_DXT1:
3499         case WINED3DFMT_DXT2:
3500         case WINED3DFMT_DXT3:
3501         case WINED3DFMT_DXT4:
3502         case WINED3DFMT_DXT5:
3503             if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3504             {
3505                 TRACE_(d3d_caps)("[OK]\n");
3506                 return TRUE;
3507             }
3508             TRACE_(d3d_caps)("[FAILED]\n");
3509             return FALSE;
3510
3511
3512         /*****
3513          *  Odd formats - not supported
3514          */
3515         case WINED3DFMT_VERTEXDATA:
3516         case WINED3DFMT_R16_UINT:
3517         case WINED3DFMT_R32_UINT:
3518         case WINED3DFMT_R16G16B16A16_SNORM:
3519         case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3520         case WINED3DFMT_R10G11B11_SNORM:
3521         case WINED3DFMT_R16:
3522         case WINED3DFMT_AL16:
3523             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3524             return FALSE;
3525
3526         /*****
3527          *  WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3528          */
3529         case WINED3DFMT_R8G8_SNORM_Cx:
3530             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3531             return FALSE;
3532
3533         /* YUV formats */
3534         case WINED3DFMT_UYVY:
3535         case WINED3DFMT_YUY2:
3536             if (gl_info->supported[APPLE_YCBCR_422])
3537             {
3538                 TRACE_(d3d_caps)("[OK]\n");
3539                 return TRUE;
3540             }
3541             TRACE_(d3d_caps)("[FAILED]\n");
3542             return FALSE;
3543         case WINED3DFMT_YV12:
3544             TRACE_(d3d_caps)("[FAILED]\n");
3545             return FALSE;
3546
3547         case WINED3DFMT_R16G16B16A16_UNORM:
3548             if (gl_info->quirks & WINED3D_QUIRK_BROKEN_RGBA16)
3549             {
3550                 TRACE_(d3d_caps)("[FAILED]\n");
3551                 return FALSE;
3552             }
3553             TRACE_(d3d_caps)("[OK]\n");
3554             return TRUE;
3555
3556             /* Not supported */
3557         case WINED3DFMT_B2G3R3A8_UNORM:
3558             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3559             return FALSE;
3560
3561             /* Floating point formats */
3562         case WINED3DFMT_R16_FLOAT:
3563         case WINED3DFMT_R16G16_FLOAT:
3564         case WINED3DFMT_R16G16B16A16_FLOAT:
3565             if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3566             {
3567                 TRACE_(d3d_caps)("[OK]\n");
3568                 return TRUE;
3569             }
3570             TRACE_(d3d_caps)("[FAILED]\n");
3571             return FALSE;
3572
3573         case WINED3DFMT_R32_FLOAT:
3574         case WINED3DFMT_R32G32_FLOAT:
3575         case WINED3DFMT_R32G32B32A32_FLOAT:
3576             if (gl_info->supported[ARB_TEXTURE_FLOAT])
3577             {
3578                 TRACE_(d3d_caps)("[OK]\n");
3579                 return TRUE;
3580             }
3581             TRACE_(d3d_caps)("[FAILED]\n");
3582             return FALSE;
3583
3584         /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3585          * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3586          * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3587          * We can do instancing with all shader versions, but we need vertex shaders.
3588          *
3589          * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3590          * to enable instancing. WineD3D doesn't need that and just ignores it.
3591          *
3592          * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3593          */
3594         case WINED3DFMT_INST:
3595             TRACE("ATI Instancing check hack\n");
3596             if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3597             {
3598                 TRACE_(d3d_caps)("[OK]\n");
3599                 return TRUE;
3600             }
3601             TRACE_(d3d_caps)("[FAILED]\n");
3602             return FALSE;
3603
3604         /* Some weird FOURCC formats */
3605         case WINED3DFMT_R8G8_B8G8:
3606         case WINED3DFMT_G8R8_G8B8:
3607         case WINED3DFMT_MULTI2_ARGB8:
3608             TRACE_(d3d_caps)("[FAILED]\n");
3609             return FALSE;
3610
3611         /* Vendor specific formats */
3612         case WINED3DFMT_ATI2N:
3613             if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3614                     || gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
3615             {
3616                 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3617                         && adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3618                 {
3619                     TRACE_(d3d_caps)("[OK]\n");
3620                     return TRUE;
3621                 }
3622
3623                 TRACE_(d3d_caps)("[OK]\n");
3624                 return TRUE;
3625             }
3626             TRACE_(d3d_caps)("[FAILED]\n");
3627             return FALSE;
3628
3629         /* Depth bound test. To query if the card supports it CheckDeviceFormat with the special
3630          * format MAKEFOURCC('N','V','D','B') is used.
3631          * It is enabled by setting D3DRS_ADAPTIVETESS_X render state to MAKEFOURCC('N','V','D','B') and
3632          * then controlled by setting D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax)
3633          * to test value.
3634          */
3635         case WINED3DFMT_NVDB:
3636             if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
3637             {
3638                 TRACE_(d3d_caps)("[OK]\n");
3639                 return TRUE;
3640             }
3641             TRACE_(d3d_caps)("[FAILED]\n");
3642             return FALSE;
3643
3644         case WINED3DFMT_NVHU:
3645         case WINED3DFMT_NVHS:
3646             /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3647              * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3648              * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3649              * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3650              * Applications have to deal with not having NVHS and NVHU.
3651              */
3652             TRACE_(d3d_caps)("[FAILED]\n");
3653             return FALSE;
3654
3655         case WINED3DFMT_NULL:
3656             if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3657                 return TRUE;
3658             return FALSE;
3659
3660         case WINED3DFMT_UNKNOWN:
3661             return FALSE;
3662
3663         default:
3664             ERR("Unhandled format %s.\n", debug_d3dformat(format->id));
3665             break;
3666     }
3667     return FALSE;
3668 }
3669
3670 static BOOL CheckSurfaceCapability(const struct wined3d_adapter *adapter,
3671         const struct wined3d_format *adapter_format,
3672         const struct wined3d_format *check_format,
3673         WINED3DSURFTYPE SurfaceType)
3674 {
3675     if (SurfaceType == SURFACE_GDI)
3676     {
3677         switch (check_format->id)
3678         {
3679             case WINED3DFMT_B8G8R8_UNORM:
3680             case WINED3DFMT_B8G8R8A8_UNORM:
3681             case WINED3DFMT_B8G8R8X8_UNORM:
3682             case WINED3DFMT_B5G6R5_UNORM:
3683             case WINED3DFMT_B5G5R5X1_UNORM:
3684             case WINED3DFMT_B5G5R5A1_UNORM:
3685             case WINED3DFMT_B4G4R4A4_UNORM:
3686             case WINED3DFMT_B2G3R3_UNORM:
3687             case WINED3DFMT_A8_UNORM:
3688             case WINED3DFMT_B2G3R3A8_UNORM:
3689             case WINED3DFMT_B4G4R4X4_UNORM:
3690             case WINED3DFMT_R10G10B10A2_UNORM:
3691             case WINED3DFMT_R8G8B8A8_UNORM:
3692             case WINED3DFMT_R8G8B8X8_UNORM:
3693             case WINED3DFMT_R16G16_UNORM:
3694             case WINED3DFMT_B10G10R10A2_UNORM:
3695             case WINED3DFMT_R16G16B16A16_UNORM:
3696             case WINED3DFMT_P8_UINT:
3697                 TRACE_(d3d_caps)("[OK]\n");
3698                 return TRUE;
3699             default:
3700                 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3701                 return FALSE;
3702         }
3703     }
3704
3705     /* All format that are supported for textures are supported for surfaces as well */
3706     if (CheckTextureCapability(adapter, check_format)) return TRUE;
3707     /* All depth stencil formats are supported on surfaces */
3708     if (CheckDepthStencilCapability(adapter, adapter_format, check_format)) return TRUE;
3709
3710     /* If opengl can't process the format natively, the blitter may be able to convert it */
3711     if (adapter->blitter->blit_supported(&adapter->gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
3712             NULL, WINED3DPOOL_DEFAULT, 0, check_format,
3713             NULL, WINED3DPOOL_DEFAULT, 0, adapter_format))
3714     {
3715         TRACE_(d3d_caps)("[OK]\n");
3716         return TRUE;
3717     }
3718
3719     /* Reject other formats */
3720     TRACE_(d3d_caps)("[FAILED]\n");
3721     return FALSE;
3722 }
3723
3724 static BOOL CheckVertexTextureCapability(const struct wined3d_adapter *adapter,
3725         const struct wined3d_format *format)
3726 {
3727     return adapter->gl_info.limits.vertex_samplers && (format->flags & WINED3DFMT_FLAG_VTF);
3728 }
3729
3730 HRESULT CDECL wined3d_check_device_format(const struct wined3d *wined3d, UINT adapter_idx,
3731         WINED3DDEVTYPE device_type, enum wined3d_format_id adapter_format_id, DWORD usage,
3732         WINED3DRESOURCETYPE resource_type, enum wined3d_format_id check_format_id, WINED3DSURFTYPE surface_type)
3733 {
3734     const struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
3735     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3736     const struct wined3d_format *adapter_format = wined3d_get_format(gl_info, adapter_format_id);
3737     const struct wined3d_format *format = wined3d_get_format(gl_info, check_format_id);
3738     DWORD usage_caps = 0;
3739
3740     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, adapter_format %s, usage %s, %s,\n"
3741             "resource_type %s, check_format %s, surface_type %#x.\n",
3742             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(adapter_format_id),
3743             debug_d3dusage(usage), debug_d3dusagequery(usage), debug_d3dresourcetype(resource_type),
3744             debug_d3dformat(check_format_id), surface_type);
3745
3746     if (adapter_idx >= wined3d->adapter_count)
3747         return WINED3DERR_INVALIDCALL;
3748
3749     switch (resource_type)
3750     {
3751         case WINED3DRTYPE_CUBETEXTURE:
3752             /* Cubetexture allows:
3753              *      - WINED3DUSAGE_AUTOGENMIPMAP
3754              *      - WINED3DUSAGE_DEPTHSTENCIL
3755              *      - WINED3DUSAGE_DYNAMIC
3756              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3757              *      - WINED3DUSAGE_RENDERTARGET
3758              *      - WINED3DUSAGE_SOFTWAREPROCESSING
3759              *      - WINED3DUSAGE_QUERY_WRAPANDMIP
3760              */
3761             if (surface_type != SURFACE_OPENGL)
3762             {
3763                 TRACE_(d3d_caps)("[FAILED]\n");
3764                 return WINED3DERR_NOTAVAILABLE;
3765             }
3766
3767             if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3768             {
3769                 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3770                 return WINED3DERR_NOTAVAILABLE;
3771             }
3772
3773             if (!CheckTextureCapability(adapter, format))
3774             {
3775                 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3776                 return WINED3DERR_NOTAVAILABLE;
3777             }
3778
3779             if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
3780             {
3781                 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3782                     /* When autogenmipmap isn't around continue and return
3783                      * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3784                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3785                 else
3786                     usage_caps |= WINED3DUSAGE_AUTOGENMIPMAP;
3787             }
3788
3789             /* Always report dynamic locking. */
3790             if (usage & WINED3DUSAGE_DYNAMIC)
3791                 usage_caps |= WINED3DUSAGE_DYNAMIC;
3792
3793             if (usage & WINED3DUSAGE_RENDERTARGET)
3794             {
3795                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3796                 {
3797                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3798                     return WINED3DERR_NOTAVAILABLE;
3799                 }
3800                 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3801             }
3802
3803             /* Always report software processing. */
3804             if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3805                 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3806
3807             if (usage & WINED3DUSAGE_QUERY_FILTER)
3808             {
3809                 if (!CheckFilterCapability(adapter, format))
3810                 {
3811                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3812                     return WINED3DERR_NOTAVAILABLE;
3813                 }
3814                 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
3815             }
3816
3817             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3818             {
3819                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3820                 {
3821                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3822                     return WINED3DERR_NOTAVAILABLE;
3823                 }
3824                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3825             }
3826
3827             if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
3828             {
3829                 if (!CheckSrgbReadCapability(adapter, format))
3830                 {
3831                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3832                     return WINED3DERR_NOTAVAILABLE;
3833                 }
3834                 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
3835             }
3836
3837             if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3838             {
3839                 if (!CheckSrgbWriteCapability(adapter, format))
3840                 {
3841                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3842                     return WINED3DERR_NOTAVAILABLE;
3843                 }
3844                 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3845             }
3846
3847             if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3848             {
3849                 if (!CheckVertexTextureCapability(adapter, format))
3850                 {
3851                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3852                     return WINED3DERR_NOTAVAILABLE;
3853                 }
3854                 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3855             }
3856
3857             if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3858             {
3859                 if (!CheckWrapAndMipCapability(adapter, format))
3860                 {
3861                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3862                     return WINED3DERR_NOTAVAILABLE;
3863                 }
3864                 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3865             }
3866             break;
3867
3868         case WINED3DRTYPE_SURFACE:
3869             /* Surface allows:
3870              *      - WINED3DUSAGE_DEPTHSTENCIL
3871              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3872              *      - WINED3DUSAGE_RENDERTARGET
3873              */
3874             if (!CheckSurfaceCapability(adapter, adapter_format, format, surface_type))
3875             {
3876                 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3877                 return WINED3DERR_NOTAVAILABLE;
3878             }
3879
3880             if (usage & WINED3DUSAGE_DEPTHSTENCIL)
3881             {
3882                 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3883                 {
3884                     TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3885                     return WINED3DERR_NOTAVAILABLE;
3886                 }
3887                 usage_caps |= WINED3DUSAGE_DEPTHSTENCIL;
3888             }
3889
3890             if (usage & WINED3DUSAGE_RENDERTARGET)
3891             {
3892                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3893                 {
3894                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3895                     return WINED3DERR_NOTAVAILABLE;
3896                 }
3897                 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3898             }
3899
3900             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3901             {
3902                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3903                 {
3904                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3905                     return WINED3DERR_NOTAVAILABLE;
3906                 }
3907                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3908             }
3909             break;
3910
3911         case WINED3DRTYPE_TEXTURE:
3912             /* Texture allows:
3913              *      - WINED3DUSAGE_AUTOGENMIPMAP
3914              *      - WINED3DUSAGE_DEPTHSTENCIL
3915              *      - WINED3DUSAGE_DMAP
3916              *      - WINED3DUSAGE_DYNAMIC
3917              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3918              *      - WINED3DUSAGE_RENDERTARGET
3919              *      - WINED3DUSAGE_SOFTWAREPROCESSING
3920              *      - WINED3DUSAGE_TEXTAPI (d3d9ex)
3921              *      - WINED3DUSAGE_QUERY_WRAPANDMIP
3922              */
3923             if (surface_type != SURFACE_OPENGL)
3924             {
3925                 TRACE_(d3d_caps)("[FAILED]\n");
3926                 return WINED3DERR_NOTAVAILABLE;
3927             }
3928
3929             if (!CheckTextureCapability(adapter, format))
3930             {
3931                 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3932                 return WINED3DERR_NOTAVAILABLE;
3933             }
3934
3935             if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
3936             {
3937                 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3938                     /* When autogenmipmap isn't around continue and return
3939                      * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3940                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3941                 else
3942                     usage_caps |= WINED3DUSAGE_AUTOGENMIPMAP;
3943             }
3944
3945             /* Always report dynamic locking. */
3946             if (usage & WINED3DUSAGE_DYNAMIC)
3947                 usage_caps |= WINED3DUSAGE_DYNAMIC;
3948
3949             if (usage & WINED3DUSAGE_RENDERTARGET)
3950             {
3951                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3952                 {
3953                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3954                     return WINED3DERR_NOTAVAILABLE;
3955                 }
3956                 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3957             }
3958
3959             /* Always report software processing. */
3960             if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3961                 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3962
3963             if (usage & WINED3DUSAGE_QUERY_FILTER)
3964             {
3965                 if (!CheckFilterCapability(adapter, format))
3966                 {
3967                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3968                     return WINED3DERR_NOTAVAILABLE;
3969                 }
3970                 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
3971             }
3972
3973             if (usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
3974             {
3975                 if (!CheckBumpMapCapability(adapter, format))
3976                 {
3977                     TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3978                     return WINED3DERR_NOTAVAILABLE;
3979                 }
3980                 usage_caps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3981             }
3982
3983             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3984             {
3985                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3986                 {
3987                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3988                     return WINED3DERR_NOTAVAILABLE;
3989                 }
3990                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3991             }
3992
3993             if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
3994             {
3995                 if (!CheckSrgbReadCapability(adapter, format))
3996                 {
3997                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3998                     return WINED3DERR_NOTAVAILABLE;
3999                 }
4000                 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
4001             }
4002
4003             if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4004             {
4005                 if (!CheckSrgbWriteCapability(adapter, format))
4006                 {
4007                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4008                     return WINED3DERR_NOTAVAILABLE;
4009                 }
4010                 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4011             }
4012
4013             if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4014             {
4015                 if (!CheckVertexTextureCapability(adapter, format))
4016                 {
4017                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4018                     return WINED3DERR_NOTAVAILABLE;
4019                 }
4020                 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4021             }
4022
4023             if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4024             {
4025                 if (!CheckWrapAndMipCapability(adapter, format))
4026                 {
4027                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4028                     return WINED3DERR_NOTAVAILABLE;
4029                 }
4030                 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4031             }
4032
4033             if (usage & WINED3DUSAGE_DEPTHSTENCIL)
4034             {
4035                 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
4036                 {
4037                     TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
4038                     return WINED3DERR_NOTAVAILABLE;
4039                 }
4040                 if ((format->flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
4041                 {
4042                     TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
4043                     return WINED3DERR_NOTAVAILABLE;
4044                 }
4045                 usage_caps |= WINED3DUSAGE_DEPTHSTENCIL;
4046             }
4047             break;
4048
4049         case WINED3DRTYPE_VOLUMETEXTURE:
4050         case WINED3DRTYPE_VOLUME:
4051             /* Volume is to VolumeTexture what Surface is to Texture, but its
4052              * usage caps are not documented. Most driver seem to offer
4053              * (nearly) the same on Volume and VolumeTexture, so do that too.
4054              *
4055              * Volumetexture allows:
4056              *      - D3DUSAGE_DYNAMIC
4057              *      - D3DUSAGE_NONSECURE (d3d9ex)
4058              *      - D3DUSAGE_SOFTWAREPROCESSING
4059              *      - D3DUSAGE_QUERY_WRAPANDMIP
4060              */
4061             if (surface_type != SURFACE_OPENGL)
4062             {
4063                 TRACE_(d3d_caps)("[FAILED]\n");
4064                 return WINED3DERR_NOTAVAILABLE;
4065             }
4066
4067             if (!gl_info->supported[EXT_TEXTURE3D])
4068             {
4069                 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
4070                 return WINED3DERR_NOTAVAILABLE;
4071             }
4072
4073             if (!CheckTextureCapability(adapter, format))
4074             {
4075                 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
4076                 return WINED3DERR_NOTAVAILABLE;
4077             }
4078
4079             /* Filter formats that need conversion; For one part, this
4080              * conversion is unimplemented, and volume textures are huge, so
4081              * it would be a big performance hit. Unless we hit an application
4082              * needing one of those formats, don't advertize them to avoid
4083              * leading applications into temptation. The windows drivers don't
4084              * support most of those formats on volumes anyway, except for
4085              * WINED3DFMT_R32_FLOAT. */
4086             switch (check_format_id)
4087             {
4088                 case WINED3DFMT_P8_UINT:
4089                 case WINED3DFMT_L4A4_UNORM:
4090                 case WINED3DFMT_R32_FLOAT:
4091                 case WINED3DFMT_R16_FLOAT:
4092                 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
4093                 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
4094                 case WINED3DFMT_R16G16_UNORM:
4095                     TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4096                     return WINED3DERR_NOTAVAILABLE;
4097
4098                 case WINED3DFMT_R8G8B8A8_SNORM:
4099                 case WINED3DFMT_R16G16_SNORM:
4100                     if (!gl_info->supported[NV_TEXTURE_SHADER])
4101                     {
4102                         TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4103                         return WINED3DERR_NOTAVAILABLE;
4104                     }
4105                     break;
4106
4107                 case WINED3DFMT_R8G8_SNORM:
4108                     if (!gl_info->supported[NV_TEXTURE_SHADER])
4109                     {
4110                         TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4111                         return WINED3DERR_NOTAVAILABLE;
4112                     }
4113                     break;
4114
4115                 case WINED3DFMT_DXT1:
4116                 case WINED3DFMT_DXT2:
4117                 case WINED3DFMT_DXT3:
4118                 case WINED3DFMT_DXT4:
4119                 case WINED3DFMT_DXT5:
4120                     /* The GL_EXT_texture_compression_s3tc spec requires that
4121                      * loading an s3tc compressed texture results in an error.
4122                      * While the D3D refrast does support s3tc volumes, at
4123                      * least the nvidia windows driver does not, so we're free
4124                      * not to support this format. */
4125                     TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4126                     return WINED3DERR_NOTAVAILABLE;
4127
4128                 default:
4129                     /* Do nothing, continue with checking the format below */
4130                     break;
4131             }
4132
4133             /* Always report dynamic locking. */
4134             if (usage & WINED3DUSAGE_DYNAMIC)
4135                 usage_caps |= WINED3DUSAGE_DYNAMIC;
4136
4137             /* Always report software processing. */
4138             if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4139                 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4140
4141             if (usage & WINED3DUSAGE_QUERY_FILTER)
4142             {
4143                 if (!CheckFilterCapability(adapter, format))
4144                 {
4145                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
4146                     return WINED3DERR_NOTAVAILABLE;
4147                 }
4148                 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
4149             }
4150
4151             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
4152             {
4153                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
4154                 {
4155                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4156                     return WINED3DERR_NOTAVAILABLE;
4157                 }
4158                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4159             }
4160
4161             if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
4162             {
4163                 if (!CheckSrgbReadCapability(adapter, format))
4164                 {
4165                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4166                     return WINED3DERR_NOTAVAILABLE;
4167                 }
4168                 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
4169             }
4170
4171             if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4172             {
4173                 if (!CheckSrgbWriteCapability(adapter, format))
4174                 {
4175                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4176                     return WINED3DERR_NOTAVAILABLE;
4177                 }
4178                 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4179             }
4180
4181             if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4182             {
4183                 if (!CheckVertexTextureCapability(adapter, format))
4184                 {
4185                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4186                     return WINED3DERR_NOTAVAILABLE;
4187                 }
4188                 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4189             }
4190
4191             if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4192             {
4193                 if (!CheckWrapAndMipCapability(adapter, format))
4194                 {
4195                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4196                     return WINED3DERR_NOTAVAILABLE;
4197                 }
4198                 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4199             }
4200             break;
4201
4202         default:
4203             FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(resource_type));
4204             return WINED3DERR_NOTAVAILABLE;
4205     }
4206
4207     /* When the usage_caps exactly matches usage return WINED3D_OK except for
4208      * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4209      * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4210     if (usage_caps == usage)
4211         return WINED3D_OK;
4212     if (usage_caps == (usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4213         return WINED3DOK_NOAUTOGEN;
4214
4215     TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for format %s and resource_type %s but only %#x is available.\n",
4216             usage, debug_d3dformat(check_format_id), debug_d3dresourcetype(resource_type), usage_caps);
4217
4218     return WINED3DERR_NOTAVAILABLE;
4219 }
4220
4221 HRESULT CDECL wined3d_check_device_format_conversion(const struct wined3d *wined3d, UINT adapter_idx,
4222         WINED3DDEVTYPE device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format)
4223 {
4224     FIXME("wined3d %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4225             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4226             debug_d3dformat(dst_format));
4227
4228     return WINED3D_OK;
4229 }
4230
4231 HRESULT CDECL wined3d_check_device_type(const struct wined3d *wined3d, UINT adapter_idx, WINED3DDEVTYPE device_type,
4232         enum wined3d_format_id display_format, enum wined3d_format_id backbuffer_format, BOOL windowed)
4233 {
4234     UINT mode_count;
4235     HRESULT hr;
4236
4237     TRACE("wined3d %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
4238             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(display_format),
4239             debug_d3dformat(backbuffer_format), windowed);
4240
4241     if (adapter_idx >= wined3d->adapter_count)
4242         return WINED3DERR_INVALIDCALL;
4243
4244     /* The task of this function is to check whether a certain display / backbuffer format
4245      * combination is available on the given adapter. In fullscreen mode microsoft specified
4246      * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
4247      * and display format should match exactly.
4248      * In windowed mode format conversion can occur and this depends on the driver. When format
4249      * conversion is done, this function should nevertheless fail and applications need to use
4250      * CheckDeviceFormatConversion.
4251      * At the moment we assume that fullscreen and windowed have the same capabilities. */
4252
4253     /* There are only 4 display formats. */
4254     if (!(display_format == WINED3DFMT_B5G6R5_UNORM
4255             || display_format == WINED3DFMT_B5G5R5X1_UNORM
4256             || display_format == WINED3DFMT_B8G8R8X8_UNORM
4257             || display_format == WINED3DFMT_B10G10R10A2_UNORM))
4258     {
4259         TRACE_(d3d_caps)("Format %s is not supported as display format.\n", debug_d3dformat(display_format));
4260         return WINED3DERR_NOTAVAILABLE;
4261     }
4262
4263     /* If the requested display format is not available, don't continue. */
4264     mode_count = wined3d_get_adapter_mode_count(wined3d, adapter_idx, display_format);
4265     if (!mode_count)
4266     {
4267         TRACE_(d3d_caps)("No available modes for display format %s.\n", debug_d3dformat(display_format));
4268         return WINED3DERR_NOTAVAILABLE;
4269     }
4270
4271     /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbuffer format,
4272      * it means 'reuse' the display format for the backbuffer. */
4273     if (!windowed && backbuffer_format == WINED3DFMT_UNKNOWN)
4274     {
4275         TRACE_(d3d_caps)("backbuffer_format WINED3FMT_UNKNOWN only available in windowed mode.\n");
4276         return WINED3DERR_NOTAVAILABLE;
4277     }
4278
4279     /* In FULLSCREEN mode WINED3DFMT_B5G6R5_UNORM can only be mixed with
4280      * backbuffer format WINED3DFMT_B5G6R5_UNORM. */
4281     if (display_format == WINED3DFMT_B5G6R5_UNORM && backbuffer_format != WINED3DFMT_B5G6R5_UNORM)
4282     {
4283         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4284                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4285         return WINED3DERR_NOTAVAILABLE;
4286     }
4287
4288     /* In FULLSCREEN mode WINED3DFMT_B5G5R5X1_UNORM can only be mixed with
4289      * backbuffer formats WINED3DFMT_B5G5R5X1_UNORM and
4290      * WINED3DFMT_B5G5R5A1_UNORM. */
4291     if (display_format == WINED3DFMT_B5G5R5X1_UNORM
4292             && !(backbuffer_format == WINED3DFMT_B5G5R5X1_UNORM || backbuffer_format == WINED3DFMT_B5G5R5A1_UNORM))
4293     {
4294         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4295                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4296         return WINED3DERR_NOTAVAILABLE;
4297     }
4298
4299     /* In FULLSCREEN mode WINED3DFMT_B8G8R8X8_UNORM can only be mixed with
4300      * backbuffer formats WINED3DFMT_B8G8R8X8_UNORM and
4301      * WINED3DFMT_B8G8R8A8_UNORM. */
4302     if (display_format == WINED3DFMT_B8G8R8X8_UNORM
4303             && !(backbuffer_format == WINED3DFMT_B8G8R8X8_UNORM || backbuffer_format == WINED3DFMT_B8G8R8A8_UNORM))
4304     {
4305         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4306                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4307         return WINED3DERR_NOTAVAILABLE;
4308     }
4309
4310     /* WINED3DFMT_B10G10R10A2_UNORM is only allowed in fullscreen mode and it
4311      * can only be mixed with backbuffer format WINED3DFMT_B10G10R10A2_UNORM. */
4312     if (display_format == WINED3DFMT_B10G10R10A2_UNORM
4313             && (backbuffer_format != WINED3DFMT_B10G10R10A2_UNORM || windowed))
4314     {
4315         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4316                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4317         return WINED3DERR_NOTAVAILABLE;
4318     }
4319
4320     /* Use CheckDeviceFormat to see if the backbuffer_format is usable with the given display_format */
4321     hr = wined3d_check_device_format(wined3d, adapter_idx, device_type, display_format,
4322             WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, backbuffer_format, SURFACE_OPENGL);
4323     if (FAILED(hr))
4324         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4325                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4326
4327     return hr;
4328 }
4329
4330 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4331       subset of a D3DCAPS9 structure. However, it has to come via a void *
4332       as the d3d8 interface cannot import the d3d9 header                  */
4333 HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapter_idx,
4334         WINED3DDEVTYPE device_type, WINED3DCAPS *caps)
4335 {
4336     const struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
4337     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4338     int vs_selected_mode;
4339     int ps_selected_mode;
4340     struct shader_caps shader_caps;
4341     struct fragment_caps fragment_caps;
4342     DWORD ckey_caps, blit_caps, fx_caps, pal_caps;
4343
4344     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, caps %p.\n",
4345             wined3d, adapter_idx, debug_d3ddevicetype(device_type), caps);
4346
4347     if (adapter_idx >= wined3d->adapter_count)
4348         return WINED3DERR_INVALIDCALL;
4349
4350     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4351
4352     /* ------------------------------------------------
4353        The following fields apply to both d3d8 and d3d9
4354        ------------------------------------------------ */
4355     /* Not quite true, but use h/w supported by opengl I suppose */
4356     caps->DeviceType               = (device_type == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF;
4357     caps->AdapterOrdinal           = adapter_idx;
4358
4359     caps->Caps                     = 0;
4360     caps->Caps2                    = WINED3DCAPS2_CANRENDERWINDOWED |
4361                                      WINED3DCAPS2_FULLSCREENGAMMA |
4362                                      WINED3DCAPS2_DYNAMICTEXTURES;
4363     if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4364         caps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4365
4366     caps->Caps3                    = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4367                                      WINED3DCAPS3_COPY_TO_VIDMEM                   |
4368                                      WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4369
4370     caps->PresentationIntervals    = WINED3DPRESENT_INTERVAL_IMMEDIATE  |
4371                                      WINED3DPRESENT_INTERVAL_ONE;
4372
4373     caps->CursorCaps               = WINED3DCURSORCAPS_COLOR            |
4374                                      WINED3DCURSORCAPS_LOWRES;
4375
4376     caps->DevCaps                  = WINED3DDEVCAPS_FLOATTLVERTEX       |
4377                                      WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4378                                      WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4379                                      WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4380                                      WINED3DDEVCAPS_DRAWPRIMTLVERTEX    |
4381                                      WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4382                                      WINED3DDEVCAPS_EXECUTEVIDEOMEMORY  |
4383                                      WINED3DDEVCAPS_PUREDEVICE          |
4384                                      WINED3DDEVCAPS_HWRASTERIZATION     |
4385                                      WINED3DDEVCAPS_TEXTUREVIDEOMEMORY  |
4386                                      WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4387                                      WINED3DDEVCAPS_CANRENDERAFTERFLIP  |
4388                                      WINED3DDEVCAPS_DRAWPRIMITIVES2     |
4389                                      WINED3DDEVCAPS_DRAWPRIMITIVES2EX   |
4390                                      WINED3DDEVCAPS_RTPATCHES;
4391
4392     caps->PrimitiveMiscCaps        = WINED3DPMISCCAPS_CULLNONE              |
4393                                      WINED3DPMISCCAPS_CULLCCW               |
4394                                      WINED3DPMISCCAPS_CULLCW                |
4395                                      WINED3DPMISCCAPS_COLORWRITEENABLE      |
4396                                      WINED3DPMISCCAPS_CLIPTLVERTS           |
4397                                      WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4398                                      WINED3DPMISCCAPS_MASKZ                 |
4399                                      WINED3DPMISCCAPS_BLENDOP               |
4400                                      WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4401                                     /* TODO:
4402                                         WINED3DPMISCCAPS_NULLREFERENCE
4403                                         WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4404                                         WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4405                                         WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4406
4407     if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4408         caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4409     if (gl_info->supported[EXT_DRAW_BUFFERS2])
4410         caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4411
4412     caps->RasterCaps               = WINED3DPRASTERCAPS_DITHER    |
4413                                      WINED3DPRASTERCAPS_PAT       |
4414                                      WINED3DPRASTERCAPS_WFOG      |
4415                                      WINED3DPRASTERCAPS_ZFOG      |
4416                                      WINED3DPRASTERCAPS_FOGVERTEX |
4417                                      WINED3DPRASTERCAPS_FOGTABLE  |
4418                                      WINED3DPRASTERCAPS_STIPPLE   |
4419                                      WINED3DPRASTERCAPS_SUBPIXEL  |
4420                                      WINED3DPRASTERCAPS_ZTEST     |
4421                                      WINED3DPRASTERCAPS_SCISSORTEST   |
4422                                      WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4423                                      WINED3DPRASTERCAPS_DEPTHBIAS;
4424
4425     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4426     {
4427         caps->RasterCaps  |= WINED3DPRASTERCAPS_ANISOTROPY    |
4428                              WINED3DPRASTERCAPS_ZBIAS         |
4429                              WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4430     }
4431     if (gl_info->supported[NV_FOG_DISTANCE])
4432     {
4433         caps->RasterCaps          |= WINED3DPRASTERCAPS_FOGRANGE;
4434     }
4435                         /* FIXME Add:
4436                            WINED3DPRASTERCAPS_COLORPERSPECTIVE
4437                            WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4438                            WINED3DPRASTERCAPS_ANTIALIASEDGES
4439                            WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4440                            WINED3DPRASTERCAPS_WBUFFER */
4441
4442     caps->ZCmpCaps =  WINED3DPCMPCAPS_ALWAYS       |
4443                       WINED3DPCMPCAPS_EQUAL        |
4444                       WINED3DPCMPCAPS_GREATER      |
4445                       WINED3DPCMPCAPS_GREATEREQUAL |
4446                       WINED3DPCMPCAPS_LESS         |
4447                       WINED3DPCMPCAPS_LESSEQUAL    |
4448                       WINED3DPCMPCAPS_NEVER        |
4449                       WINED3DPCMPCAPS_NOTEQUAL;
4450
4451     caps->SrcBlendCaps  =  WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4452                            WINED3DPBLENDCAPS_BOTHSRCALPHA    |
4453                            WINED3DPBLENDCAPS_DESTALPHA       |
4454                            WINED3DPBLENDCAPS_DESTCOLOR       |
4455                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4456                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4457                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4458                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4459                            WINED3DPBLENDCAPS_ONE             |
4460                            WINED3DPBLENDCAPS_SRCALPHA        |
4461                            WINED3DPBLENDCAPS_SRCALPHASAT     |
4462                            WINED3DPBLENDCAPS_SRCCOLOR        |
4463                            WINED3DPBLENDCAPS_ZERO;
4464
4465     caps->DestBlendCaps =  WINED3DPBLENDCAPS_DESTALPHA       |
4466                            WINED3DPBLENDCAPS_DESTCOLOR       |
4467                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4468                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4469                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4470                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4471                            WINED3DPBLENDCAPS_ONE             |
4472                            WINED3DPBLENDCAPS_SRCALPHA        |
4473                            WINED3DPBLENDCAPS_SRCCOLOR        |
4474                            WINED3DPBLENDCAPS_ZERO;
4475     /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4476      * according to the glBlendFunc manpage
4477      *
4478      * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4479      * legacy settings for srcblend only
4480      */
4481
4482     if (gl_info->supported[EXT_BLEND_COLOR])
4483     {
4484         caps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4485         caps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4486     }
4487
4488
4489     caps->AlphaCmpCaps  = WINED3DPCMPCAPS_ALWAYS       |
4490                           WINED3DPCMPCAPS_EQUAL        |
4491                           WINED3DPCMPCAPS_GREATER      |
4492                           WINED3DPCMPCAPS_GREATEREQUAL |
4493                           WINED3DPCMPCAPS_LESS         |
4494                           WINED3DPCMPCAPS_LESSEQUAL    |
4495                           WINED3DPCMPCAPS_NEVER        |
4496                           WINED3DPCMPCAPS_NOTEQUAL;
4497
4498     caps->ShadeCaps      = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4499                            WINED3DPSHADECAPS_COLORGOURAUDRGB    |
4500                            WINED3DPSHADECAPS_ALPHAFLATBLEND     |
4501                            WINED3DPSHADECAPS_ALPHAGOURAUDBLEND  |
4502                            WINED3DPSHADECAPS_COLORFLATRGB       |
4503                            WINED3DPSHADECAPS_FOGFLAT            |
4504                            WINED3DPSHADECAPS_FOGGOURAUD         |
4505                            WINED3DPSHADECAPS_SPECULARFLATRGB;
4506
4507     caps->TextureCaps   = WINED3DPTEXTURECAPS_ALPHA              |
4508                           WINED3DPTEXTURECAPS_ALPHAPALETTE       |
4509                           WINED3DPTEXTURECAPS_TRANSPARENCY       |
4510                           WINED3DPTEXTURECAPS_BORDER             |
4511                           WINED3DPTEXTURECAPS_MIPMAP             |
4512                           WINED3DPTEXTURECAPS_PROJECTED          |
4513                           WINED3DPTEXTURECAPS_PERSPECTIVE;
4514
4515     if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4516     {
4517         caps->TextureCaps  |= WINED3DPTEXTURECAPS_POW2 |
4518                               WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4519     }
4520
4521     if (gl_info->supported[EXT_TEXTURE3D])
4522     {
4523         caps->TextureCaps  |=  WINED3DPTEXTURECAPS_VOLUMEMAP      |
4524                                WINED3DPTEXTURECAPS_MIPVOLUMEMAP;
4525         if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4526         {
4527             caps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4528         }
4529     }
4530
4531     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4532     {
4533         caps->TextureCaps  |= WINED3DPTEXTURECAPS_CUBEMAP     |
4534                               WINED3DPTEXTURECAPS_MIPCUBEMAP;
4535         if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4536         {
4537             caps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4538         }
4539     }
4540
4541     caps->TextureFilterCaps =  WINED3DPTFILTERCAPS_MAGFLINEAR       |
4542                                WINED3DPTFILTERCAPS_MAGFPOINT        |
4543                                WINED3DPTFILTERCAPS_MINFLINEAR       |
4544                                WINED3DPTFILTERCAPS_MINFPOINT        |
4545                                WINED3DPTFILTERCAPS_MIPFLINEAR       |
4546                                WINED3DPTFILTERCAPS_MIPFPOINT        |
4547                                WINED3DPTFILTERCAPS_LINEAR           |
4548                                WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4549                                WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4550                                WINED3DPTFILTERCAPS_MIPLINEAR        |
4551                                WINED3DPTFILTERCAPS_MIPNEAREST       |
4552                                WINED3DPTFILTERCAPS_NEAREST;
4553
4554     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4555     {
4556         caps->TextureFilterCaps  |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4557                                     WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4558     }
4559
4560     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4561     {
4562         caps->CubeTextureFilterCaps =  WINED3DPTFILTERCAPS_MAGFLINEAR       |
4563                                        WINED3DPTFILTERCAPS_MAGFPOINT        |
4564                                        WINED3DPTFILTERCAPS_MINFLINEAR       |
4565                                        WINED3DPTFILTERCAPS_MINFPOINT        |
4566                                        WINED3DPTFILTERCAPS_MIPFLINEAR       |
4567                                        WINED3DPTFILTERCAPS_MIPFPOINT        |
4568                                        WINED3DPTFILTERCAPS_LINEAR           |
4569                                        WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4570                                        WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4571                                        WINED3DPTFILTERCAPS_MIPLINEAR        |
4572                                        WINED3DPTFILTERCAPS_MIPNEAREST       |
4573                                        WINED3DPTFILTERCAPS_NEAREST;
4574
4575         if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4576         {
4577             caps->CubeTextureFilterCaps  |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4578                                             WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4579         }
4580     }
4581     else
4582     {
4583         caps->CubeTextureFilterCaps = 0;
4584     }
4585
4586     if (gl_info->supported[EXT_TEXTURE3D])
4587     {
4588         caps->VolumeTextureFilterCaps  = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4589                                          WINED3DPTFILTERCAPS_MAGFPOINT        |
4590                                          WINED3DPTFILTERCAPS_MINFLINEAR       |
4591                                          WINED3DPTFILTERCAPS_MINFPOINT        |
4592                                          WINED3DPTFILTERCAPS_MIPFLINEAR       |
4593                                          WINED3DPTFILTERCAPS_MIPFPOINT        |
4594                                          WINED3DPTFILTERCAPS_LINEAR           |
4595                                          WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4596                                          WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4597                                          WINED3DPTFILTERCAPS_MIPLINEAR        |
4598                                          WINED3DPTFILTERCAPS_MIPNEAREST       |
4599                                          WINED3DPTFILTERCAPS_NEAREST;
4600     }
4601     else
4602     {
4603         caps->VolumeTextureFilterCaps = 0;
4604     }
4605
4606     caps->TextureAddressCaps  =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4607                                  WINED3DPTADDRESSCAPS_CLAMP  |
4608                                  WINED3DPTADDRESSCAPS_WRAP;
4609
4610     if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4611     {
4612         caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4613     }
4614     if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4615     {
4616         caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4617     }
4618     if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4619     {
4620         caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4621     }
4622
4623     if (gl_info->supported[EXT_TEXTURE3D])
4624     {
4625         caps->VolumeTextureAddressCaps =   WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4626                                            WINED3DPTADDRESSCAPS_CLAMP  |
4627                                            WINED3DPTADDRESSCAPS_WRAP;
4628         if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4629         {
4630             caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4631         }
4632         if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4633         {
4634             caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4635         }
4636         if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4637         {
4638             caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4639         }
4640     }
4641     else
4642     {
4643         caps->VolumeTextureAddressCaps = 0;
4644     }
4645
4646     caps->LineCaps  = WINED3DLINECAPS_TEXTURE       |
4647                       WINED3DLINECAPS_ZTEST         |
4648                       WINED3DLINECAPS_BLEND         |
4649                       WINED3DLINECAPS_ALPHACMP      |
4650                       WINED3DLINECAPS_FOG;
4651     /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4652      * idea how generating the smoothing alpha values works; the result is different
4653      */
4654
4655     caps->MaxTextureWidth = gl_info->limits.texture_size;
4656     caps->MaxTextureHeight = gl_info->limits.texture_size;
4657
4658     if (gl_info->supported[EXT_TEXTURE3D])
4659         caps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4660     else
4661         caps->MaxVolumeExtent = 0;
4662
4663     caps->MaxTextureRepeat = 32768;
4664     caps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4665     caps->MaxVertexW = 1.0f;
4666
4667     caps->GuardBandLeft = 0.0f;
4668     caps->GuardBandTop = 0.0f;
4669     caps->GuardBandRight = 0.0f;
4670     caps->GuardBandBottom = 0.0f;
4671
4672     caps->ExtentsAdjust = 0.0f;
4673
4674     caps->StencilCaps   = WINED3DSTENCILCAPS_DECRSAT |
4675                           WINED3DSTENCILCAPS_INCRSAT |
4676                           WINED3DSTENCILCAPS_INVERT  |
4677                           WINED3DSTENCILCAPS_KEEP    |
4678                           WINED3DSTENCILCAPS_REPLACE |
4679                           WINED3DSTENCILCAPS_ZERO;
4680     if (gl_info->supported[EXT_STENCIL_WRAP])
4681     {
4682         caps->StencilCaps |= WINED3DSTENCILCAPS_DECR  |
4683                               WINED3DSTENCILCAPS_INCR;
4684     }
4685     if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4686     {
4687         caps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4688     }
4689
4690     caps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4691
4692     caps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4693     caps->MaxActiveLights = gl_info->limits.lights;
4694
4695     caps->MaxVertexBlendMatrices = gl_info->limits.blends;
4696     caps->MaxVertexBlendMatrixIndex   = 0;
4697
4698     caps->MaxAnisotropy = gl_info->limits.anisotropy;
4699     caps->MaxPointSize = gl_info->limits.pointsize_max;
4700
4701
4702     /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4703     caps->VertexProcessingCaps  = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4704                                   WINED3DVTXPCAPS_MATERIALSOURCE7   |
4705                                   WINED3DVTXPCAPS_POSITIONALLIGHTS  |
4706                                   WINED3DVTXPCAPS_LOCALVIEWER       |
4707                                   WINED3DVTXPCAPS_VERTEXFOG         |
4708                                   WINED3DVTXPCAPS_TEXGEN;
4709
4710     caps->MaxPrimitiveCount   = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4711     caps->MaxVertexIndex      = 0xFFFFF;
4712     caps->MaxStreams          = MAX_STREAMS;
4713     caps->MaxStreamStride     = 1024;
4714
4715     /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4716     caps->DevCaps2                          = WINED3DDEVCAPS2_STREAMOFFSET |
4717                                               WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4718     caps->MaxNpatchTessellationLevel        = 0;
4719     caps->MasterAdapterOrdinal              = 0;
4720     caps->AdapterOrdinalInGroup             = 0;
4721     caps->NumberOfAdaptersInGroup           = 1;
4722
4723     caps->NumSimultaneousRTs = gl_info->limits.buffers;
4724
4725     caps->StretchRectFilterCaps               = WINED3DPTFILTERCAPS_MINFPOINT  |
4726                                                 WINED3DPTFILTERCAPS_MAGFPOINT  |
4727                                                 WINED3DPTFILTERCAPS_MINFLINEAR |
4728                                                 WINED3DPTFILTERCAPS_MAGFLINEAR;
4729     caps->VertexTextureFilterCaps             = 0;
4730
4731     adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4732     adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4733
4734     /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4735     caps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4736
4737     /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4738      * Ignore shader model capabilities if disabled in config
4739      */
4740     if (vs_selected_mode == SHADER_NONE)
4741     {
4742         TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4743         caps->VertexShaderVersion          = WINED3DVS_VERSION(0,0);
4744         caps->MaxVertexShaderConst         = 0;
4745     }
4746     else
4747     {
4748         caps->VertexShaderVersion          = shader_caps.VertexShaderVersion;
4749         caps->MaxVertexShaderConst         = shader_caps.MaxVertexShaderConst;
4750     }
4751
4752     if (ps_selected_mode == SHADER_NONE)
4753     {
4754         TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4755         caps->PixelShaderVersion           = WINED3DPS_VERSION(0,0);
4756         caps->PixelShader1xMaxValue        = 0.0f;
4757     } else {
4758         caps->PixelShaderVersion           = shader_caps.PixelShaderVersion;
4759         caps->PixelShader1xMaxValue        = shader_caps.PixelShader1xMaxValue;
4760     }
4761
4762     caps->TextureOpCaps                    = fragment_caps.TextureOpCaps;
4763     caps->MaxTextureBlendStages            = fragment_caps.MaxTextureBlendStages;
4764     caps->MaxSimultaneousTextures          = fragment_caps.MaxSimultaneousTextures;
4765
4766     /* The following caps are shader specific, but they are things we cannot detect, or which
4767      * are the same among all shader models. So to avoid code duplication set the shader version
4768      * specific, but otherwise constant caps here
4769      */
4770     if (caps->VertexShaderVersion == WINED3DVS_VERSION(3,0))
4771     {
4772         /* Where possible set the caps based on OpenGL extensions and if they
4773          * aren't set (in case of software rendering) use the VS 3.0 from
4774          * MSDN or else if there's OpenGL spec use a hardcoded value minimum
4775          * VS3.0 value. */
4776         caps->VS20Caps.Caps                     = WINED3DVS20CAPS_PREDICATION;
4777         /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4778         caps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH;
4779         caps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4780         /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4781         caps->VS20Caps.StaticFlowControlDepth   = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH;
4782
4783         caps->MaxVShaderInstructionsExecuted    = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4784         caps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4785     }
4786     else if (caps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4787     {
4788         caps->VS20Caps.Caps                     = 0;
4789         caps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4790         caps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4791         caps->VS20Caps.StaticFlowControlDepth   = 1;
4792
4793         caps->MaxVShaderInstructionsExecuted    = 65535;
4794         caps->MaxVertexShader30InstructionSlots = 0;
4795     }
4796     else
4797     { /* VS 1.x */
4798         caps->VS20Caps.Caps                     = 0;
4799         caps->VS20Caps.DynamicFlowControlDepth  = 0;
4800         caps->VS20Caps.NumTemps                 = 0;
4801         caps->VS20Caps.StaticFlowControlDepth   = 0;
4802
4803         caps->MaxVShaderInstructionsExecuted    = 0;
4804         caps->MaxVertexShader30InstructionSlots = 0;
4805     }
4806
4807     if (caps->PixelShaderVersion == WINED3DPS_VERSION(3,0))
4808     {
4809         /* Where possible set the caps based on OpenGL extensions and if they
4810          * aren't set (in case of software rendering) use the PS 3.0 from
4811          * MSDN or else if there's OpenGL spec use a hardcoded value minimum
4812          * PS 3.0 value. */
4813
4814         /* Caps is more or less undocumented on MSDN but it appears to be
4815          * used for PS20Caps based on results from R9600/FX5900/Geforce6800
4816          * cards from Windows */
4817         caps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4818                 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4819                 WINED3DPS20CAPS_PREDICATION          |
4820                 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4821                 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4822         /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4823         caps->PS20Caps.DynamicFlowControlDepth  = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH;
4824         caps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4825         /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4826         caps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH;
4827         /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4828         caps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS;
4829
4830         caps->MaxPShaderInstructionsExecuted = 65535;
4831         caps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4832                 adapter->gl_info.limits.arb_ps_instructions);
4833     }
4834     else if(caps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4835     {
4836         /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4837         caps->PS20Caps.Caps                     = 0;
4838         caps->PS20Caps.DynamicFlowControlDepth  = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4839         caps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4840         caps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4841         /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4842         caps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS;
4843
4844         caps->MaxPShaderInstructionsExecuted    = 512; /* Minimum value, a GeforceFX uses 1024 */
4845         caps->MaxPixelShader30InstructionSlots  = 0;
4846     }
4847     else /* PS 1.x */
4848     {
4849         caps->PS20Caps.Caps                     = 0;
4850         caps->PS20Caps.DynamicFlowControlDepth  = 0;
4851         caps->PS20Caps.NumTemps                 = 0;
4852         caps->PS20Caps.StaticFlowControlDepth   = 0;
4853         caps->PS20Caps.NumInstructionSlots      = 0;
4854
4855         caps->MaxPShaderInstructionsExecuted    = 0;
4856         caps->MaxPixelShader30InstructionSlots  = 0;
4857     }
4858
4859     if (caps->VertexShaderVersion >= WINED3DVS_VERSION(2,0))
4860     {
4861         /* OpenGL supports all the formats below, perhaps not always
4862          * without conversion, but it supports them.
4863          * Further GLSL doesn't seem to have an official unsigned type so
4864          * don't advertise it yet as I'm not sure how we handle it.
4865          * We might need to add some clamping in the shader engine to
4866          * support it.
4867          * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4868         caps->DeclTypes = WINED3DDTCAPS_UBYTE4    |
4869                           WINED3DDTCAPS_UBYTE4N   |
4870                           WINED3DDTCAPS_SHORT2N   |
4871                           WINED3DDTCAPS_SHORT4N;
4872         if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4873         {
4874             caps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4875                                WINED3DDTCAPS_FLOAT16_4;
4876         }
4877     }
4878     else
4879     {
4880         caps->DeclTypes = 0;
4881     }
4882
4883     /* Set DirectDraw helper Caps */
4884     ckey_caps =                         WINEDDCKEYCAPS_DESTBLT              |
4885                                         WINEDDCKEYCAPS_SRCBLT;
4886     fx_caps =                           WINEDDFXCAPS_BLTALPHA               |
4887                                         WINEDDFXCAPS_BLTMIRRORLEFTRIGHT     |
4888                                         WINEDDFXCAPS_BLTMIRRORUPDOWN        |
4889                                         WINEDDFXCAPS_BLTROTATION90          |
4890                                         WINEDDFXCAPS_BLTSHRINKX             |
4891                                         WINEDDFXCAPS_BLTSHRINKXN            |
4892                                         WINEDDFXCAPS_BLTSHRINKY             |
4893                                         WINEDDFXCAPS_BLTSHRINKXN            |
4894                                         WINEDDFXCAPS_BLTSTRETCHX            |
4895                                         WINEDDFXCAPS_BLTSTRETCHXN           |
4896                                         WINEDDFXCAPS_BLTSTRETCHY            |
4897                                         WINEDDFXCAPS_BLTSTRETCHYN;
4898     blit_caps =                         WINEDDCAPS_BLT                      |
4899                                         WINEDDCAPS_BLTCOLORFILL             |
4900                                         WINEDDCAPS_BLTDEPTHFILL             |
4901                                         WINEDDCAPS_BLTSTRETCH               |
4902                                         WINEDDCAPS_CANBLTSYSMEM             |
4903                                         WINEDDCAPS_CANCLIP                  |
4904                                         WINEDDCAPS_CANCLIPSTRETCHED         |
4905                                         WINEDDCAPS_COLORKEY                 |
4906                                         WINEDDCAPS_COLORKEYHWASSIST         |
4907                                         WINEDDCAPS_ALIGNBOUNDARYSRC;
4908     pal_caps =                          WINEDDPCAPS_8BIT                    |
4909                                         WINEDDPCAPS_PRIMARYSURFACE;
4910
4911     /* Fill the ddraw caps structure */
4912     caps->DirectDrawCaps.Caps =         WINEDDCAPS_GDI                      |
4913                                         WINEDDCAPS_PALETTE                  |
4914                                         blit_caps;
4915     caps->DirectDrawCaps.Caps2 =        WINEDDCAPS2_CERTIFIED                |
4916                                         WINEDDCAPS2_NOPAGELOCKREQUIRED       |
4917                                         WINEDDCAPS2_PRIMARYGAMMA             |
4918                                         WINEDDCAPS2_WIDESURFACES             |
4919                                         WINEDDCAPS2_CANRENDERWINDOWED;
4920     caps->DirectDrawCaps.CKeyCaps =     ckey_caps;
4921     caps->DirectDrawCaps.FXCaps =       fx_caps;
4922     caps->DirectDrawCaps.PalCaps =      pal_caps;
4923     caps->DirectDrawCaps.SVBCaps =      blit_caps;
4924     caps->DirectDrawCaps.SVBCKeyCaps =  ckey_caps;
4925     caps->DirectDrawCaps.SVBFXCaps =    fx_caps;
4926     caps->DirectDrawCaps.VSBCaps =      blit_caps;
4927     caps->DirectDrawCaps.VSBCKeyCaps =  ckey_caps;
4928     caps->DirectDrawCaps.VSBFXCaps =    fx_caps;
4929     caps->DirectDrawCaps.SSBCaps =      blit_caps;
4930     caps->DirectDrawCaps.SSBCKeyCaps =  ckey_caps;
4931     caps->DirectDrawCaps.SSBFXCaps =    fx_caps;
4932
4933     caps->DirectDrawCaps.ddsCaps =      WINEDDSCAPS_ALPHA                   |
4934                                         WINEDDSCAPS_BACKBUFFER              |
4935                                         WINEDDSCAPS_FLIP                    |
4936                                         WINEDDSCAPS_FRONTBUFFER             |
4937                                         WINEDDSCAPS_OFFSCREENPLAIN          |
4938                                         WINEDDSCAPS_PALETTE                 |
4939                                         WINEDDSCAPS_PRIMARYSURFACE          |
4940                                         WINEDDSCAPS_SYSTEMMEMORY            |
4941                                         WINEDDSCAPS_VIDEOMEMORY             |
4942                                         WINEDDSCAPS_VISIBLE;
4943     caps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4944
4945     /* Set D3D caps if OpenGL is available. */
4946     if (adapter->opengl)
4947     {
4948         caps->DirectDrawCaps.ddsCaps |= WINEDDSCAPS_3DDEVICE                |
4949                                         WINEDDSCAPS_MIPMAP                  |
4950                                         WINEDDSCAPS_TEXTURE                 |
4951                                         WINEDDSCAPS_ZBUFFER;
4952         caps->DirectDrawCaps.Caps |=    WINEDDCAPS_3D;
4953     }
4954
4955     return WINED3D_OK;
4956 }
4957
4958 HRESULT CDECL wined3d_device_create(struct wined3d *wined3d, UINT adapter_idx, WINED3DDEVTYPE device_type,
4959         HWND focus_window, DWORD flags, BYTE surface_alignment, struct wined3d_device_parent *device_parent,
4960         struct wined3d_device **device)
4961 {
4962     struct wined3d_device *object;
4963     HRESULT hr;
4964
4965     TRACE("wined3d %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, device_parent %p, device %p.\n",
4966             wined3d, adapter_idx, device_type, focus_window, flags, device_parent, device);
4967
4968     /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4969      * number and create a device without a 3D adapter for 2D only operation. */
4970     if (wined3d->adapter_count && adapter_idx >= wined3d->adapter_count)
4971         return WINED3DERR_INVALIDCALL;
4972
4973     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4974     if (!object)
4975     {
4976         ERR("Failed to allocate device memory.\n");
4977         return E_OUTOFMEMORY;
4978     }
4979
4980     hr = device_init(object, wined3d, adapter_idx, device_type,
4981             focus_window, flags, surface_alignment, device_parent);
4982     if (FAILED(hr))
4983     {
4984         WARN("Failed to initialize device, hr %#x.\n", hr);
4985         HeapFree(GetProcessHeap(), 0, object);
4986         return hr;
4987     }
4988
4989     TRACE("Created device %p.\n", object);
4990     *device = object;
4991
4992     device_parent->ops->wined3d_device_created(device_parent, *device);
4993
4994     return WINED3D_OK;
4995 }
4996
4997 void * CDECL wined3d_get_parent(const struct wined3d *wined3d)
4998 {
4999     TRACE("wined3d %p.\n", wined3d);
5000
5001     return wined3d->parent;
5002 }
5003
5004 static void WINE_GLAPI invalid_func(const void *data)
5005 {
5006     ERR("Invalid vertex attribute function called\n");
5007     DebugBreak();
5008 }
5009
5010 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
5011 {
5012     ERR("Invalid texcoord function called\n");
5013     DebugBreak();
5014 }
5015
5016 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
5017  * the extension detection and are used in drawStridedSlow
5018  */
5019 static void WINE_GLAPI position_d3dcolor(const void *data)
5020 {
5021     DWORD pos = *((const DWORD *)data);
5022
5023     FIXME("Add a test for fixed function position from d3dcolor type\n");
5024     glVertex4s(D3DCOLOR_B_R(pos),
5025                D3DCOLOR_B_G(pos),
5026                D3DCOLOR_B_B(pos),
5027                D3DCOLOR_B_A(pos));
5028 }
5029
5030 static void WINE_GLAPI position_float4(const void *data)
5031 {
5032     const GLfloat *pos = data;
5033
5034     if (pos[3] != 0.0f && pos[3] != 1.0f)
5035     {
5036         float w = 1.0f / pos[3];
5037
5038         glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
5039     }
5040     else
5041     {
5042         glVertex3fv(pos);
5043     }
5044 }
5045
5046 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
5047 {
5048     DWORD diffuseColor = *((const DWORD *)data);
5049
5050     glColor4ub(D3DCOLOR_B_R(diffuseColor),
5051                D3DCOLOR_B_G(diffuseColor),
5052                D3DCOLOR_B_B(diffuseColor),
5053                D3DCOLOR_B_A(diffuseColor));
5054 }
5055
5056 static void WINE_GLAPI specular_d3dcolor(const void *data)
5057 {
5058     DWORD specularColor = *((const DWORD *)data);
5059     GLbyte d[] = {D3DCOLOR_B_R(specularColor),
5060             D3DCOLOR_B_G(specularColor),
5061             D3DCOLOR_B_B(specularColor)};
5062
5063     specular_func_3ubv(d);
5064 }
5065
5066 static void WINE_GLAPI warn_no_specular_func(const void *data)
5067 {
5068     WARN("GL_EXT_secondary_color not supported\n");
5069 }
5070
5071 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
5072 {
5073     position_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
5074     position_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
5075     position_funcs[WINED3D_FFP_EMIT_FLOAT3]      = (glAttribFunc)glVertex3fv;
5076     position_funcs[WINED3D_FFP_EMIT_FLOAT4]      = position_float4;
5077     position_funcs[WINED3D_FFP_EMIT_D3DCOLOR]    = position_d3dcolor;
5078     position_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
5079     position_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
5080     position_funcs[WINED3D_FFP_EMIT_SHORT4]      = (glAttribFunc)glVertex2sv;
5081     position_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
5082     position_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
5083     position_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
5084     position_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
5085     position_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
5086     position_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
5087     position_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
5088     position_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
5089     position_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
5090
5091     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1]       = invalid_func;
5092     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2]       = invalid_func;
5093     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3]       = (glAttribFunc)glColor3fv;
5094     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4]       = (glAttribFunc)glColor4fv;
5095     diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR]     = diffuse_d3dcolor;
5096     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4]       = invalid_func;
5097     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2]       = invalid_func;
5098     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4]       = invalid_func;
5099     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N]      = (glAttribFunc)glColor4ubv;
5100     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N]      = invalid_func;
5101     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N]      = (glAttribFunc)glColor4sv;
5102     diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N]     = invalid_func;
5103     diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N]     = (glAttribFunc)glColor4usv;
5104     diffuse_funcs[WINED3D_FFP_EMIT_UDEC3]        = invalid_func;
5105     diffuse_funcs[WINED3D_FFP_EMIT_DEC3N]        = invalid_func;
5106     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2]    = invalid_func;
5107     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4]    = invalid_func;
5108
5109     /* No 4 component entry points here */
5110     specular_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
5111     specular_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
5112     if (gl_info->supported[EXT_SECONDARY_COLOR])
5113     {
5114         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
5115     }
5116     else
5117     {
5118         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = warn_no_specular_func;
5119     }
5120     specular_funcs[WINED3D_FFP_EMIT_FLOAT4]      = invalid_func;
5121     if (gl_info->supported[EXT_SECONDARY_COLOR])
5122     {
5123         specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
5124         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
5125     }
5126     else
5127     {
5128         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
5129     }
5130     specular_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
5131     specular_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
5132     specular_funcs[WINED3D_FFP_EMIT_SHORT4]      = invalid_func;
5133     specular_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
5134     specular_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
5135     specular_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
5136     specular_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
5137     specular_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
5138     specular_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
5139     specular_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
5140     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
5141     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
5142
5143     /* Only 3 component entry points here. Test how others behave. Float4 normals are used
5144      * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
5145      */
5146     normal_funcs[WINED3D_FFP_EMIT_FLOAT1]         = invalid_func;
5147     normal_funcs[WINED3D_FFP_EMIT_FLOAT2]         = invalid_func;
5148     normal_funcs[WINED3D_FFP_EMIT_FLOAT3]         = (glAttribFunc)glNormal3fv;
5149     normal_funcs[WINED3D_FFP_EMIT_FLOAT4]         = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
5150     normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR]       = invalid_func;
5151     normal_funcs[WINED3D_FFP_EMIT_UBYTE4]         = invalid_func;
5152     normal_funcs[WINED3D_FFP_EMIT_SHORT2]         = invalid_func;
5153     normal_funcs[WINED3D_FFP_EMIT_SHORT4]         = invalid_func;
5154     normal_funcs[WINED3D_FFP_EMIT_UBYTE4N]        = invalid_func;
5155     normal_funcs[WINED3D_FFP_EMIT_SHORT2N]        = invalid_func;
5156     normal_funcs[WINED3D_FFP_EMIT_SHORT4N]        = invalid_func;
5157     normal_funcs[WINED3D_FFP_EMIT_USHORT2N]       = invalid_func;
5158     normal_funcs[WINED3D_FFP_EMIT_USHORT4N]       = invalid_func;
5159     normal_funcs[WINED3D_FFP_EMIT_UDEC3]          = invalid_func;
5160     normal_funcs[WINED3D_FFP_EMIT_DEC3N]          = invalid_func;
5161     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2]      = invalid_func;
5162     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4]      = invalid_func;
5163
5164     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
5165     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
5166     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
5167     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
5168     multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR]  = invalid_texcoord_func;
5169     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4]    = invalid_texcoord_func;
5170     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
5171     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
5172     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N]   = invalid_texcoord_func;
5173     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N]   = invalid_texcoord_func;
5174     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N]   = invalid_texcoord_func;
5175     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N]  = invalid_texcoord_func;
5176     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N]  = invalid_texcoord_func;
5177     multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3]     = invalid_texcoord_func;
5178     multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N]     = invalid_texcoord_func;
5179     if (gl_info->supported[NV_HALF_FLOAT])
5180     {
5181         /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
5182         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
5183         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
5184     } else {
5185         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
5186         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
5187     }
5188 }
5189
5190 /* Do not call while under the GL lock. */
5191 static BOOL InitAdapters(struct wined3d *wined3d)
5192 {
5193     static HMODULE mod_gl;
5194     BOOL ret;
5195     int ps_selected_mode, vs_selected_mode;
5196
5197     /* No need to hold any lock. The calling library makes sure only one thread calls
5198      * wined3d simultaneously
5199      */
5200
5201     TRACE("Initializing adapters\n");
5202
5203     if(!mod_gl) {
5204 #ifdef USE_WIN32_OPENGL
5205 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
5206         mod_gl = LoadLibraryA("opengl32.dll");
5207         if(!mod_gl) {
5208             ERR("Can't load opengl32.dll!\n");
5209             goto nogl_adapter;
5210         }
5211 #else
5212 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
5213         /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
5214         mod_gl = GetModuleHandleA("gdi32.dll");
5215 #endif
5216     }
5217
5218 /* Load WGL core functions from opengl32.dll */
5219 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5220     WGL_FUNCS_GEN;
5221 #undef USE_WGL_FUNC
5222
5223     if(!pwglGetProcAddress) {
5224         ERR("Unable to load wglGetProcAddress!\n");
5225         goto nogl_adapter;
5226     }
5227
5228 /* Dynamically load all GL core functions */
5229     GL_FUNCS_GEN;
5230 #undef USE_GL_FUNC
5231
5232     /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5233      * otherwise because we have to use winex11.drv's override
5234      */
5235 #ifdef USE_WIN32_OPENGL
5236     wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5237     wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5238 #else
5239     wglFinish = (void*)pwglGetProcAddress("wglFinish");
5240     wglFlush = (void*)pwglGetProcAddress("wglFlush");
5241 #endif
5242
5243     glEnableWINE = glEnable;
5244     glDisableWINE = glDisable;
5245
5246     /* For now only one default adapter */
5247     {
5248         struct wined3d_adapter *adapter = &wined3d->adapters[0];
5249         const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5250         struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5251         struct wined3d_pixel_format *cfgs;
5252         int iPixelFormat;
5253         int res;
5254         int i;
5255         DISPLAY_DEVICEW DisplayDevice;
5256         HDC hdc;
5257
5258         TRACE("Initializing default adapter\n");
5259         adapter->ordinal = 0;
5260         adapter->monitorPoint.x = -1;
5261         adapter->monitorPoint.y = -1;
5262
5263         if (!AllocateLocallyUniqueId(&adapter->luid))
5264         {
5265             DWORD err = GetLastError();
5266             ERR("Failed to set adapter LUID (%#x).\n", err);
5267             goto nogl_adapter;
5268         }
5269         TRACE("Allocated LUID %08x:%08x for adapter.\n",
5270                 adapter->luid.HighPart, adapter->luid.LowPart);
5271
5272         if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5273         {
5274             ERR("Failed to get a gl context for default adapter\n");
5275             goto nogl_adapter;
5276         }
5277
5278         ret = wined3d_adapter_init_gl_caps(adapter);
5279         if(!ret) {
5280             ERR("Failed to initialize gl caps for default adapter\n");
5281             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5282             goto nogl_adapter;
5283         }
5284         ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5285         if(!ret) {
5286             ERR("Failed to init gl formats\n");
5287             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5288             goto nogl_adapter;
5289         }
5290
5291         hdc = fake_gl_ctx.dc;
5292
5293         adapter->TextureRam = adapter->driver_info.vidmem;
5294         adapter->UsedTextureRam = 0;
5295         TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5296
5297         /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5298         DisplayDevice.cb = sizeof(DisplayDevice);
5299         EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5300         TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5301         strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5302
5303         if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5304         {
5305             int attribute;
5306             int attribs[11];
5307             int values[11];
5308             int nAttribs = 0;
5309
5310             attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5311             GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5312
5313             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs * sizeof(*adapter->cfgs));
5314             cfgs = adapter->cfgs;
5315             attribs[nAttribs++] = WGL_RED_BITS_ARB;
5316             attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5317             attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5318             attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5319             attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5320             attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5321             attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5322             attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5323             attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5324             attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5325             attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5326
5327             for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5328             {
5329                 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5330
5331                 if(!res)
5332                     continue;
5333
5334                 /* Cache the pixel format */
5335                 cfgs->iPixelFormat = iPixelFormat;
5336                 cfgs->redSize = values[0];
5337                 cfgs->greenSize = values[1];
5338                 cfgs->blueSize = values[2];
5339                 cfgs->alphaSize = values[3];
5340                 cfgs->colorSize = values[4];
5341                 cfgs->depthSize = values[5];
5342                 cfgs->stencilSize = values[6];
5343                 cfgs->windowDrawable = values[7];
5344                 cfgs->iPixelType = values[8];
5345                 cfgs->doubleBuffer = values[9];
5346                 cfgs->auxBuffers = values[10];
5347
5348                 cfgs->numSamples = 0;
5349                 /* Check multisample support */
5350                 if (gl_info->supported[ARB_MULTISAMPLE])
5351                 {
5352                     int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5353                     int value[2];
5354                     if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5355                         /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5356                         * value[1] = number of multi sample buffers*/
5357                         if(value[0])
5358                             cfgs->numSamples = value[1];
5359                     }
5360                 }
5361
5362                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5363                         "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5364                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5365                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5366                         cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5367                 cfgs++;
5368             }
5369         }
5370         else
5371         {
5372             int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5373             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs * sizeof(*adapter->cfgs));
5374             adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5375
5376             cfgs = adapter->cfgs;
5377             for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5378             {
5379                 PIXELFORMATDESCRIPTOR ppfd;
5380
5381                 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5382                 if(!res)
5383                     continue;
5384
5385                 /* We only want HW acceleration using an OpenGL ICD driver.
5386                  * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5387                  * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5388                  */
5389                 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5390                 {
5391                     TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5392                     continue;
5393                 }
5394
5395                 cfgs->iPixelFormat = iPixelFormat;
5396                 cfgs->redSize = ppfd.cRedBits;
5397                 cfgs->greenSize = ppfd.cGreenBits;
5398                 cfgs->blueSize = ppfd.cBlueBits;
5399                 cfgs->alphaSize = ppfd.cAlphaBits;
5400                 cfgs->colorSize = ppfd.cColorBits;
5401                 cfgs->depthSize = ppfd.cDepthBits;
5402                 cfgs->stencilSize = ppfd.cStencilBits;
5403                 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5404                 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5405                 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5406                 cfgs->auxBuffers = ppfd.cAuxBuffers;
5407                 cfgs->numSamples = 0;
5408
5409                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5410                         "depth=%d, stencil=%d, windowDrawable=%d\n",
5411                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5412                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5413                         cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5414                 cfgs++;
5415                 adapter->nCfgs++;
5416             }
5417
5418             /* Yikes we haven't found any suitable formats. This should only happen in case of GDI software rendering which we can't use anyway as its 3D functionality is very, very limited */
5419             if(!adapter->nCfgs)
5420             {
5421                 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5422
5423                 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5424                 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5425                 goto nogl_adapter;
5426             }
5427         }
5428
5429         /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5430          * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5431          * but just fake it using D24(X8?) which is fine. D3D also allows that.
5432          * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5433          * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5434          * driver is allowed to consume more bits EXCEPT for stencil bits.
5435          *
5436          * Mark an adapter with this broken stencil behavior.
5437          */
5438         adapter->brokenStencil = TRUE;
5439         for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5440         {
5441             /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5442             if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5443                 adapter->brokenStencil = FALSE;
5444                 break;
5445             }
5446         }
5447
5448         WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5449
5450         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5451         fillGLAttribFuncs(&adapter->gl_info);
5452         adapter->opengl = TRUE;
5453     }
5454     wined3d->adapter_count = 1;
5455     TRACE("%u adapters successfully initialized.\n", wined3d->adapter_count);
5456
5457     return TRUE;
5458
5459 nogl_adapter:
5460     /* Initialize an adapter for ddraw-only memory counting */
5461     memset(wined3d->adapters, 0, sizeof(wined3d->adapters));
5462     wined3d->adapters[0].ordinal = 0;
5463     wined3d->adapters[0].opengl = FALSE;
5464     wined3d->adapters[0].monitorPoint.x = -1;
5465     wined3d->adapters[0].monitorPoint.y = -1;
5466
5467     wined3d->adapters[0].driver_info.name = "Display";
5468     wined3d->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5469     if (wined3d_settings.emulated_textureram)
5470         wined3d->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5471     else
5472         wined3d->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5473
5474     initPixelFormatsNoGL(&wined3d->adapters[0].gl_info);
5475
5476     wined3d->adapter_count = 1;
5477     return FALSE;
5478 }
5479
5480 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5481
5482 const struct wined3d_parent_ops wined3d_null_parent_ops =
5483 {
5484     wined3d_null_wined3d_object_destroyed,
5485 };
5486
5487 /* Do not call while under the GL lock. */
5488 HRESULT wined3d_init(struct wined3d *wined3d, UINT version, DWORD flags, void *parent)
5489 {
5490     wined3d->dxVersion = version;
5491     wined3d->ref = 1;
5492     wined3d->parent = parent;
5493     wined3d->flags = flags;
5494
5495     if (!InitAdapters(wined3d))
5496     {
5497         WARN("Failed to initialize adapters.\n");
5498         if (version > 7)
5499         {
5500             MESSAGE("Direct3D%u is not available without OpenGL.\n", version);
5501             return E_FAIL;
5502         }
5503     }
5504
5505     return WINED3D_OK;
5506 }