wined3d: Make glClearColor parameters floats.
[wine] / dlls / wined3d / directx.c
1 /*
2  * IWineD3D implementation
3  *
4  * Copyright 2002-2004 Jason Edmeades
5  * Copyright 2003-2004 Raphael Junqueira
6  * Copyright 2004 Christian Costa
7  * Copyright 2005 Oliver Stieber
8  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
9  * Copyright 2009 Henri Verbeet for CodeWeavers
10  *
11  * This library is free software; you can redistribute it and/or
12  * modify it under the terms of the GNU Lesser General Public
13  * License as published by the Free Software Foundation; either
14  * version 2.1 of the License, or (at your option) any later version.
15  *
16  * This library is distributed in the hope that it will be useful,
17  * but WITHOUT ANY WARRANTY; without even the implied warranty of
18  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
19  * Lesser General Public License for more details.
20  *
21  * You should have received a copy of the GNU Lesser General Public
22  * License along with this library; if not, write to the Free Software
23  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24  */
25
26 #include "config.h"
27 #include <stdio.h>
28 #include "wined3d_private.h"
29
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
32
33 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
34
35 /* The d3d device ID */
36 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
37
38 /* Extension detection */
39 static const struct {
40     const char *extension_string;
41     GL_SupportedExt extension;
42     DWORD version;
43 } EXTENSION_MAP[] = {
44     /* APPLE */
45     {"GL_APPLE_client_storage",             APPLE_CLIENT_STORAGE,           0                           },
46     {"GL_APPLE_fence",                      APPLE_FENCE,                    0                           },
47     {"GL_APPLE_float_pixels",               APPLE_FLOAT_PIXELS,             0                           },
48     {"GL_APPLE_flush_buffer_range",         APPLE_FLUSH_BUFFER_RANGE,       0                           },
49     {"GL_APPLE_flush_render",               APPLE_FLUSH_RENDER,             0                           },
50     {"GL_APPLE_ycbcr_422",                  APPLE_YCBCR_422,                0                           },
51
52     /* ARB */
53     {"GL_ARB_color_buffer_float",           ARB_COLOR_BUFFER_FLOAT,         0                           },
54     {"GL_ARB_depth_buffer_float",           ARB_DEPTH_BUFFER_FLOAT,         0                           },
55     {"GL_ARB_depth_clamp",                  ARB_DEPTH_CLAMP,                0                           },
56     {"GL_ARB_depth_texture",                ARB_DEPTH_TEXTURE,              0                           },
57     {"GL_ARB_draw_buffers",                 ARB_DRAW_BUFFERS,               0                           },
58     {"GL_ARB_fragment_program",             ARB_FRAGMENT_PROGRAM,           0                           },
59     {"GL_ARB_fragment_shader",              ARB_FRAGMENT_SHADER,            0                           },
60     {"GL_ARB_framebuffer_object",           ARB_FRAMEBUFFER_OBJECT,         0                           },
61     {"GL_ARB_geometry_shader4",             ARB_GEOMETRY_SHADER4,           0                           },
62     {"GL_ARB_half_float_pixel",             ARB_HALF_FLOAT_PIXEL,           0                           },
63     {"GL_ARB_half_float_vertex",            ARB_HALF_FLOAT_VERTEX,          0                           },
64     {"GL_ARB_imaging",                      ARB_IMAGING,                    0                           },
65     {"GL_ARB_map_buffer_range",             ARB_MAP_BUFFER_RANGE,           0                           },
66     {"GL_ARB_multisample",                  ARB_MULTISAMPLE,                0                           }, /* needs GLX_ARB_MULTISAMPLE as well */
67     {"GL_ARB_multitexture",                 ARB_MULTITEXTURE,               0                           },
68     {"GL_ARB_occlusion_query",              ARB_OCCLUSION_QUERY,            0                           },
69     {"GL_ARB_pixel_buffer_object",          ARB_PIXEL_BUFFER_OBJECT,        0                           },
70     {"GL_ARB_point_parameters",             ARB_POINT_PARAMETERS,           0                           },
71     {"GL_ARB_point_sprite",                 ARB_POINT_SPRITE,               0                           },
72     {"GL_ARB_provoking_vertex",             ARB_PROVOKING_VERTEX,           0                           },
73     {"GL_ARB_shader_objects",               ARB_SHADER_OBJECTS,             0                           },
74     {"GL_ARB_shader_texture_lod",           ARB_SHADER_TEXTURE_LOD,         0                           },
75     {"GL_ARB_shading_language_100",         ARB_SHADING_LANGUAGE_100,       0                           },
76     {"GL_ARB_shadow",                       ARB_SHADOW,                     0                           },
77     {"GL_ARB_sync",                         ARB_SYNC,                       0                           },
78     {"GL_ARB_texture_border_clamp",         ARB_TEXTURE_BORDER_CLAMP,       0                           },
79     {"GL_ARB_texture_compression",          ARB_TEXTURE_COMPRESSION,        0                           },
80     {"GL_ARB_texture_compression_rgtc",     ARB_TEXTURE_COMPRESSION_RGTC,   0                           },
81     {"GL_ARB_texture_cube_map",             ARB_TEXTURE_CUBE_MAP,           0                           },
82     {"GL_ARB_texture_env_add",              ARB_TEXTURE_ENV_ADD,            0                           },
83     {"GL_ARB_texture_env_combine",          ARB_TEXTURE_ENV_COMBINE,        0                           },
84     {"GL_ARB_texture_env_dot3",             ARB_TEXTURE_ENV_DOT3,           0                           },
85     {"GL_ARB_texture_float",                ARB_TEXTURE_FLOAT,              0                           },
86     {"GL_ARB_texture_mirrored_repeat",      ARB_TEXTURE_MIRRORED_REPEAT,    0                           },
87     {"GL_ARB_texture_non_power_of_two",     ARB_TEXTURE_NON_POWER_OF_TWO,   MAKEDWORD_VERSION(2, 0)     },
88     {"GL_ARB_texture_rectangle",            ARB_TEXTURE_RECTANGLE,          0                           },
89     {"GL_ARB_texture_rg",                   ARB_TEXTURE_RG,                 0                           },
90     {"GL_ARB_vertex_array_bgra",            ARB_VERTEX_ARRAY_BGRA,          0                           },
91     {"GL_ARB_vertex_blend",                 ARB_VERTEX_BLEND,               0                           },
92     {"GL_ARB_vertex_buffer_object",         ARB_VERTEX_BUFFER_OBJECT,       0                           },
93     {"GL_ARB_vertex_program",               ARB_VERTEX_PROGRAM,             0                           },
94     {"GL_ARB_vertex_shader",                ARB_VERTEX_SHADER,              0                           },
95
96     /* ATI */
97     {"GL_ATI_fragment_shader",              ATI_FRAGMENT_SHADER,            0                           },
98     {"GL_ATI_separate_stencil",             ATI_SEPARATE_STENCIL,           0                           },
99     {"GL_ATI_texture_compression_3dc",      ATI_TEXTURE_COMPRESSION_3DC,    0                           },
100     {"GL_ATI_texture_env_combine3",         ATI_TEXTURE_ENV_COMBINE3,       0                           },
101     {"GL_ATI_texture_mirror_once",          ATI_TEXTURE_MIRROR_ONCE,        0                           },
102
103     /* EXT */
104     {"GL_EXT_blend_color",                  EXT_BLEND_COLOR,                0                           },
105     {"GL_EXT_blend_equation_separate",      EXT_BLEND_EQUATION_SEPARATE,    0                           },
106     {"GL_EXT_blend_func_separate",          EXT_BLEND_FUNC_SEPARATE,        0                           },
107     {"GL_EXT_blend_minmax",                 EXT_BLEND_MINMAX,               0                           },
108     {"GL_EXT_draw_buffers2",                EXT_DRAW_BUFFERS2,              0                           },
109     {"GL_EXT_fog_coord",                    EXT_FOG_COORD,                  0                           },
110     {"GL_EXT_framebuffer_blit",             EXT_FRAMEBUFFER_BLIT,           0                           },
111     {"GL_EXT_framebuffer_multisample",      EXT_FRAMEBUFFER_MULTISAMPLE,    0                           },
112     {"GL_EXT_framebuffer_object",           EXT_FRAMEBUFFER_OBJECT,         0                           },
113     {"GL_EXT_gpu_program_parameters",       EXT_GPU_PROGRAM_PARAMETERS,     0                           },
114     {"GL_EXT_gpu_shader4",                  EXT_GPU_SHADER4,                0                           },
115     {"GL_EXT_packed_depth_stencil",         EXT_PACKED_DEPTH_STENCIL,       0                           },
116     {"GL_EXT_paletted_texture",             EXT_PALETTED_TEXTURE,           0                           },
117     {"GL_EXT_point_parameters",             EXT_POINT_PARAMETERS,           0                           },
118     {"GL_EXT_provoking_vertex",             EXT_PROVOKING_VERTEX,           0                           },
119     {"GL_EXT_secondary_color",              EXT_SECONDARY_COLOR,            0                           },
120     {"GL_EXT_stencil_two_side",             EXT_STENCIL_TWO_SIDE,           0                           },
121     {"GL_EXT_stencil_wrap",                 EXT_STENCIL_WRAP,               0                           },
122     {"GL_EXT_texture3D",                    EXT_TEXTURE3D,                  MAKEDWORD_VERSION(1, 2)     },
123     {"GL_EXT_texture_compression_rgtc",     EXT_TEXTURE_COMPRESSION_RGTC,   0                           },
124     {"GL_EXT_texture_compression_s3tc",     EXT_TEXTURE_COMPRESSION_S3TC,   0                           },
125     {"GL_EXT_texture_env_add",              EXT_TEXTURE_ENV_ADD,            0                           },
126     {"GL_EXT_texture_env_combine",          EXT_TEXTURE_ENV_COMBINE,        0                           },
127     {"GL_EXT_texture_env_dot3",             EXT_TEXTURE_ENV_DOT3,           0                           },
128     {"GL_EXT_texture_filter_anisotropic",   EXT_TEXTURE_FILTER_ANISOTROPIC, 0                           },
129     {"GL_EXT_texture_lod_bias",             EXT_TEXTURE_LOD_BIAS,           0                           },
130     {"GL_EXT_texture_sRGB",                 EXT_TEXTURE_SRGB,               0                           },
131     {"GL_EXT_vertex_array_bgra",            EXT_VERTEX_ARRAY_BGRA,          0                           },
132
133     /* NV */
134     {"GL_NV_depth_clamp",                   NV_DEPTH_CLAMP,                 0                           },
135     {"GL_NV_fence",                         NV_FENCE,                       0                           },
136     {"GL_NV_fog_distance",                  NV_FOG_DISTANCE,                0                           },
137     {"GL_NV_fragment_program",              NV_FRAGMENT_PROGRAM,            0                           },
138     {"GL_NV_fragment_program2",             NV_FRAGMENT_PROGRAM2,           0                           },
139     {"GL_NV_fragment_program_option",       NV_FRAGMENT_PROGRAM_OPTION,     0                           },
140     {"GL_NV_half_float",                    NV_HALF_FLOAT,                  0                           },
141     {"GL_NV_light_max_exponent",            NV_LIGHT_MAX_EXPONENT,          0                           },
142     {"GL_NV_point_sprite",                  NV_POINT_SPRITE,                0                           },
143     {"GL_NV_register_combiners",            NV_REGISTER_COMBINERS,          0                           },
144     {"GL_NV_register_combiners2",           NV_REGISTER_COMBINERS2,         0                           },
145     {"GL_NV_texgen_reflection",             NV_TEXGEN_REFLECTION,           0                           },
146     {"GL_NV_texture_env_combine4",          NV_TEXTURE_ENV_COMBINE4,        0                           },
147     {"GL_NV_texture_shader",                NV_TEXTURE_SHADER,              0                           },
148     {"GL_NV_texture_shader2",               NV_TEXTURE_SHADER2,             0                           },
149     {"GL_NV_vertex_program",                NV_VERTEX_PROGRAM,              0                           },
150     {"GL_NV_vertex_program1_1",             NV_VERTEX_PROGRAM1_1,           0                           },
151     {"GL_NV_vertex_program2",               NV_VERTEX_PROGRAM2,             0                           },
152     {"GL_NV_vertex_program2_option",        NV_VERTEX_PROGRAM2_OPTION,      0                           },
153     {"GL_NV_vertex_program3",               NV_VERTEX_PROGRAM3,             0                           },
154
155     /* SGI */
156     {"GL_SGIS_generate_mipmap",             SGIS_GENERATE_MIPMAP,           0                           },
157 };
158
159 /**********************************************************
160  * Utility functions follow
161  **********************************************************/
162
163 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType);
164
165 const struct min_lookup minMipLookup[] =
166 {
167     /* NONE         POINT                       LINEAR */
168     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
169     {{GL_NEAREST,   GL_NEAREST_MIPMAP_NEAREST,  GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
170     {{GL_LINEAR,    GL_LINEAR_MIPMAP_NEAREST,   GL_LINEAR_MIPMAP_LINEAR}},  /* LINEAR */
171 };
172
173 const struct min_lookup minMipLookup_noFilter[] =
174 {
175     /* NONE         POINT                       LINEAR */
176     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
177     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
178     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* LINEAR */
179 };
180
181 const struct min_lookup minMipLookup_noMip[] =
182 {
183     /* NONE         POINT                       LINEAR */
184     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
185     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
186     {{GL_LINEAR,    GL_LINEAR,                  GL_LINEAR }},               /* LINEAR */
187 };
188
189 const GLenum magLookup[] =
190 {
191     /* NONE     POINT       LINEAR */
192     GL_NEAREST, GL_NEAREST, GL_LINEAR,
193 };
194
195 const GLenum magLookup_noFilter[] =
196 {
197     /* NONE     POINT       LINEAR */
198     GL_NEAREST, GL_NEAREST, GL_NEAREST,
199 };
200
201 /* drawStridedSlow attributes */
202 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
203 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
204 glAttribFunc specular_func_3ubv;
205 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
206 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
207 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
208
209 /**
210  * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
211  * i.e., there is no GL Context - Get a default rendering context to enable the
212  * function query some info from GL.
213  */
214
215 struct wined3d_fake_gl_ctx
216 {
217     HDC dc;
218     HWND wnd;
219     HGLRC gl_ctx;
220     HDC restore_dc;
221     HGLRC restore_gl_ctx;
222 };
223
224 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
225 {
226     TRACE_(d3d_caps)("Destroying fake GL context.\n");
227
228     if (!pwglMakeCurrent(NULL, NULL))
229     {
230         ERR_(d3d_caps)("Failed to disable fake GL context.\n");
231     }
232
233     if (!pwglDeleteContext(ctx->gl_ctx))
234     {
235         DWORD err = GetLastError();
236         ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
237     }
238
239     ReleaseDC(ctx->wnd, ctx->dc);
240     DestroyWindow(ctx->wnd);
241
242     if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
243     {
244         ERR_(d3d_caps)("Failed to restore previous GL context.\n");
245     }
246 }
247
248 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
249 {
250     PIXELFORMATDESCRIPTOR pfd;
251     int iPixelFormat;
252
253     TRACE("getting context...\n");
254
255     ctx->restore_dc = pwglGetCurrentDC();
256     ctx->restore_gl_ctx = pwglGetCurrentContext();
257
258     /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
259     ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
260             WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
261     if (!ctx->wnd)
262     {
263         ERR_(d3d_caps)("Failed to create a window.\n");
264         goto fail;
265     }
266
267     ctx->dc = GetDC(ctx->wnd);
268     if (!ctx->dc)
269     {
270         ERR_(d3d_caps)("Failed to get a DC.\n");
271         goto fail;
272     }
273
274     /* PixelFormat selection */
275     ZeroMemory(&pfd, sizeof(pfd));
276     pfd.nSize = sizeof(pfd);
277     pfd.nVersion = 1;
278     pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
279     pfd.iPixelType = PFD_TYPE_RGBA;
280     pfd.cColorBits = 32;
281     pfd.iLayerType = PFD_MAIN_PLANE;
282
283     iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
284     if (!iPixelFormat)
285     {
286         /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
287         ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
288         goto fail;
289     }
290     DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
291     SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
292
293     /* Create a GL context. */
294     ctx->gl_ctx = pwglCreateContext(ctx->dc);
295     if (!ctx->gl_ctx)
296     {
297         WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
298         goto fail;
299     }
300
301     /* Make it the current GL context. */
302     if (!context_set_current(NULL))
303     {
304         ERR_(d3d_caps)("Failed to clear current D3D context.\n");
305     }
306
307     if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
308     {
309         ERR_(d3d_caps)("Failed to make fake GL context current.\n");
310         goto fail;
311     }
312
313     return TRUE;
314
315 fail:
316     if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
317     ctx->gl_ctx = NULL;
318     if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
319     ctx->dc = NULL;
320     if (ctx->wnd) DestroyWindow(ctx->wnd);
321     ctx->wnd = NULL;
322     if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
323     {
324         ERR_(d3d_caps)("Failed to restore previous GL context.\n");
325     }
326
327     return FALSE;
328 }
329
330 /* Adjust the amount of used texture memory */
331 unsigned int WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *device, unsigned int glram)
332 {
333     struct wined3d_adapter *adapter = device->adapter;
334
335     adapter->UsedTextureRam += glram;
336     TRACE("Adjusted gl ram by %d to %d\n", glram, adapter->UsedTextureRam);
337     return adapter->UsedTextureRam;
338 }
339
340 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
341 {
342     HeapFree(GetProcessHeap(), 0, adapter->gl_info.gl_formats);
343     HeapFree(GetProcessHeap(), 0, adapter->cfgs);
344 }
345
346 /**********************************************************
347  * IUnknown parts follows
348  **********************************************************/
349
350 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
351 {
352     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
353
354     TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
355     if (IsEqualGUID(riid, &IID_IUnknown)
356         || IsEqualGUID(riid, &IID_IWineD3DBase)
357         || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
358         IUnknown_AddRef(iface);
359         *ppobj = This;
360         return S_OK;
361     }
362     *ppobj = NULL;
363     return E_NOINTERFACE;
364 }
365
366 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
367     IWineD3DImpl *This = (IWineD3DImpl *)iface;
368     ULONG refCount = InterlockedIncrement(&This->ref);
369
370     TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
371     return refCount;
372 }
373
374 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
375     IWineD3DImpl *This = (IWineD3DImpl *)iface;
376     ULONG ref;
377     TRACE("(%p) : Releasing from %d\n", This, This->ref);
378     ref = InterlockedDecrement(&This->ref);
379     if (ref == 0) {
380         unsigned int i;
381
382         for (i = 0; i < This->adapter_count; ++i)
383         {
384             wined3d_adapter_cleanup(&This->adapters[i]);
385         }
386         HeapFree(GetProcessHeap(), 0, This);
387     }
388
389     return ref;
390 }
391
392 /**********************************************************
393  * IWineD3D parts follows
394  **********************************************************/
395
396 /* GL locking is done by the caller */
397 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
398 {
399     GLuint prog;
400     BOOL ret = FALSE;
401     const char *testcode =
402         "!!ARBvp1.0\n"
403         "PARAM C[66] = { program.env[0..65] };\n"
404         "ADDRESS A0;"
405         "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
406         "ARL A0.x, zero.x;\n"
407         "MOV result.position, C[A0.x + 65];\n"
408         "END\n";
409
410     while(glGetError());
411     GL_EXTCALL(glGenProgramsARB(1, &prog));
412     if(!prog) {
413         ERR("Failed to create an ARB offset limit test program\n");
414     }
415     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
416     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
417                                   strlen(testcode), testcode));
418     if(glGetError() != 0) {
419         TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
420         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
421         ret = TRUE;
422     } else TRACE("OpenGL implementation allows offsets > 63\n");
423
424     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
425     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
426     checkGLcall("ARB vp offset limit test cleanup");
427
428     return ret;
429 }
430
431 static DWORD ver_for_ext(GL_SupportedExt ext)
432 {
433     unsigned int i;
434     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
435         if(EXTENSION_MAP[i].extension == ext) {
436             return EXTENSION_MAP[i].version;
437         }
438     }
439     return 0;
440 }
441
442 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
443         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
444 {
445     if (card_vendor != HW_VENDOR_ATI) return FALSE;
446     if (device == CARD_ATI_RADEON_9500) return TRUE;
447     if (device == CARD_ATI_RADEON_X700) return TRUE;
448     if (device == CARD_ATI_RADEON_X1600) return TRUE;
449     return FALSE;
450 }
451
452 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
453         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
454 {
455     if (card_vendor == HW_VENDOR_NVIDIA)
456     {
457         if (device == CARD_NVIDIA_GEFORCEFX_5200 ||
458             device == CARD_NVIDIA_GEFORCEFX_5600 ||
459             device == CARD_NVIDIA_GEFORCEFX_5800)
460         {
461             return TRUE;
462         }
463     }
464     return FALSE;
465 }
466
467 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
468         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
469 {
470     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
471      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
472      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
473      *
474      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
475      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
476      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
477      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
478      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
479      * the chance that other implementations support them is rather small since Win32 QuickTime uses
480      * DirectDraw, not OpenGL.
481      *
482      * This test has been moved into wined3d_guess_gl_vendor()
483      */
484     if (gl_vendor == GL_VENDOR_APPLE)
485     {
486         return TRUE;
487     }
488     return FALSE;
489 }
490
491 /* Context activation is done by the caller. */
492 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
493 {
494     /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
495      * but glTexSubImage from a PBO fails miserably, with the first line repeated over
496      * all the texture. This function detects this bug by its symptom and disables PBOs
497      * if the test fails.
498      *
499      * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
500      * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
501      * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
502      * read back is compared to the original. If they are equal PBOs are assumed to work,
503      * otherwise the PBO extension is disabled. */
504     GLuint texture, pbo;
505     static const unsigned int pattern[] =
506     {
507         0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
508         0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
509         0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
510         0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
511     };
512     unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
513
514     /* No PBO -> No point in testing them. */
515     if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
516
517     ENTER_GL();
518
519     while (glGetError());
520     glGenTextures(1, &texture);
521     glBindTexture(GL_TEXTURE_2D, texture);
522
523     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
524     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
525     checkGLcall("Specifying the PBO test texture");
526
527     GL_EXTCALL(glGenBuffersARB(1, &pbo));
528     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
529     GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
530     checkGLcall("Specifying the PBO test pbo");
531
532     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
533     checkGLcall("Loading the PBO test texture");
534
535     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
536     LEAVE_GL();
537
538     wglFinish(); /* just to be sure */
539
540     memset(check, 0, sizeof(check));
541     ENTER_GL();
542     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
543     checkGLcall("Reading back the PBO test texture");
544
545     glDeleteTextures(1, &texture);
546     GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
547     checkGLcall("PBO test cleanup");
548
549     LEAVE_GL();
550
551     if (memcmp(check, pattern, sizeof(check)))
552     {
553         WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
554         WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
555         gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
556     }
557     else
558     {
559         TRACE_(d3d_caps)("PBO test successful.\n");
560     }
561 }
562
563 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
564         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
565 {
566     return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
567 }
568
569 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
570         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
571 {
572     if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
573     if (card_vendor != HW_VENDOR_ATI) return FALSE;
574     if (device == CARD_ATI_RADEON_X1600) return FALSE;
575     return TRUE;
576 }
577
578 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
579         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
580 {
581     return gl_vendor == GL_VENDOR_FGLRX;
582
583 }
584
585 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
586         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
587 {
588     /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
589      * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
590      * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
591      * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
592      * hardcoded
593      *
594      * dx10 cards usually have 64 varyings */
595     return gl_info->limits.glsl_varyings > 44;
596 }
597
598 /* A GL context is provided by the caller */
599 static BOOL match_allows_spec_alpha(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     GLenum error;
603     DWORD data[16];
604
605     if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
606
607     ENTER_GL();
608     while(glGetError());
609     GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
610     error = glGetError();
611     LEAVE_GL();
612
613     if(error == GL_NO_ERROR)
614     {
615         TRACE("GL Implementation accepts 4 component specular color pointers\n");
616         return TRUE;
617     }
618     else
619     {
620         TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
621               debug_glerror(error));
622         return FALSE;
623     }
624 }
625
626 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
627         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
628 {
629     if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
630     return gl_info->supported[NV_TEXTURE_SHADER];
631 }
632
633 /* A GL context is provided by the caller */
634 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
635         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
636 {
637     GLuint prog;
638     BOOL ret = FALSE;
639     GLint pos;
640     const char *testcode =
641         "!!ARBvp1.0\n"
642         "OPTION NV_vertex_program2;\n"
643         "MOV result.clip[0], 0.0;\n"
644         "MOV result.position, 0.0;\n"
645         "END\n";
646
647     if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
648
649     ENTER_GL();
650     while(glGetError());
651
652     GL_EXTCALL(glGenProgramsARB(1, &prog));
653     if(!prog)
654     {
655         ERR("Failed to create the NVvp clip test program\n");
656         LEAVE_GL();
657         return FALSE;
658     }
659     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
660     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
661                                   strlen(testcode), testcode));
662     glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
663     if(pos != -1)
664     {
665         WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
666         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
667         ret = TRUE;
668         while(glGetError());
669     }
670     else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
671
672     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
673     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
674     checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
675
676     LEAVE_GL();
677     return ret;
678 }
679
680 /* Context activation is done by the caller. */
681 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
682         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
683 {
684     char data[4 * 4 * 4];
685     GLuint tex, fbo;
686     GLenum status;
687
688     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
689
690     memset(data, 0xcc, sizeof(data));
691
692     ENTER_GL();
693
694     glGenTextures(1, &tex);
695     glBindTexture(GL_TEXTURE_2D, tex);
696     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
697     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
698     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
699     checkGLcall("glTexImage2D");
700
701     gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
702     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
703     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
704     checkGLcall("glFramebufferTexture2D");
705
706     status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
707     if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
708     checkGLcall("glCheckFramebufferStatus");
709
710     memset(data, 0x11, sizeof(data));
711     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
712     checkGLcall("glTexSubImage2D");
713
714     glClearColor(0.996f, 0.729f, 0.745f, 0.792f);
715     glClear(GL_COLOR_BUFFER_BIT);
716     checkGLcall("glClear");
717
718     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
719     checkGLcall("glGetTexImage");
720
721     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
722     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
723     glBindTexture(GL_TEXTURE_2D, 0);
724     checkGLcall("glBindTexture");
725
726     gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
727     glDeleteTextures(1, &tex);
728     checkGLcall("glDeleteTextures");
729
730     LEAVE_GL();
731
732     return *(DWORD *)data == 0x11111111;
733 }
734
735 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
736 {
737     TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
738     gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
739     TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
740     gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
741 }
742
743 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
744 {
745     quirk_arb_constants(gl_info);
746     /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
747      * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
748      * allow 48 different offsets or other helper immediate values. */
749     TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
750     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
751 }
752
753 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
754  * on more than one texture unit. This means that the d3d9 visual point size test will cause a
755  * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
756  * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
757  * most games, but avoids the crash
758  *
759  * A more sophisticated way would be to find all units that need texture coordinates and enable
760  * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
761  * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
762  *
763  * Note that disabling the extension entirely does not gain predictability because there is no point
764  * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
765 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
766 {
767     if (gl_info->supported[ARB_POINT_SPRITE])
768     {
769         TRACE("Limiting point sprites to one texture unit.\n");
770         gl_info->limits.point_sprite_units = 1;
771     }
772 }
773
774 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
775 {
776     quirk_arb_constants(gl_info);
777
778     /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
779      * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
780      * If real NP2 textures are used, the driver falls back to software. We could just remove the
781      * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
782      * due to the non-normalized texture coordinates. Thus set an internal extension flag,
783      * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
784      * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
785      *
786      * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
787      * has this extension promoted to core. The extension loading code sets this extension supported
788      * due to that, so this code works on fglrx as well. */
789     if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
790     {
791         TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
792         gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
793         gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] = TRUE;
794     }
795
796     /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
797      * it is generally more efficient. Reserve just 8 constants. */
798     TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
799     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
800 }
801
802 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
803 {
804     /*  The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
805      *  doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
806      *  This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
807      *  within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
808      *  FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
809      *  We therefore completely remove ARB_tex_npot from the list of supported extensions.
810      *
811      *  Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
812      *  triggering the software fallback. There is not much we can do here apart from disabling the
813      *  software-emulated extension and reenable ARB_tex_rect (which was previously disabled
814      *  in IWineD3DImpl_FillGLCaps).
815      *  This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
816      *  post-processing effects in the game "Max Payne 2").
817      *  The behaviour can be verified through a simple test app attached in bugreport #14724. */
818     TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
819     gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
820     gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
821 }
822
823 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
824 {
825     /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
826      * with fixed function fragment processing. Ideally this flag should be detected with a test shader
827      * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
828      * do not like vertex shaders in feedback mode and return an error, even though it should be valid
829      * according to the spec.
830      *
831      * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
832      * makes the shader slower and eats instruction slots which should be available to the d3d app.
833      *
834      * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
835      * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
836      * this workaround is activated on cards that do not need it, it won't break things, just affect
837      * performance negatively. */
838     TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
839     gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
840 }
841
842 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
843 {
844     gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
845 }
846
847 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
848 {
849     gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
850 }
851
852 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
853 {
854     gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
855     gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
856 }
857
858 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
859 {
860     gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
861 }
862
863 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
864 {
865     gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
866 }
867
868 struct driver_quirk
869 {
870     BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
871             enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
872     void (*apply)(struct wined3d_gl_info *gl_info);
873     const char *description;
874 };
875
876 static const struct driver_quirk quirk_table[] =
877 {
878     {
879         match_ati_r300_to_500,
880         quirk_ati_dx9,
881         "ATI GLSL constant and normalized texrect quirk"
882     },
883     /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
884      * used it falls back to software. While the compiler can detect if the shader uses all declared
885      * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
886      * using relative addressing falls back to software.
887      *
888      * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
889     {
890         match_apple,
891         quirk_apple_glsl_constants,
892         "Apple GLSL uniform override"
893     },
894     {
895         match_geforce5,
896         quirk_no_np2,
897         "Geforce 5 NP2 disable"
898     },
899     {
900         match_apple_intel,
901         quirk_texcoord_w,
902         "Init texcoord .w for Apple Intel GPU driver"
903     },
904     {
905         match_apple_nonr500ati,
906         quirk_texcoord_w,
907         "Init texcoord .w for Apple ATI >= r600 GPU driver"
908     },
909     {
910         match_fglrx,
911         quirk_one_point_sprite,
912         "Fglrx point sprite crash workaround"
913     },
914     {
915         match_dx10_capable,
916         quirk_clip_varying,
917         "Reserved varying for gl_ClipPos"
918     },
919     {
920         /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
921          * GL implementations accept it. The Mac GL is the only implementation known to
922          * reject it.
923          *
924          * If we can pass 4 component specular colors, do it, because (a) we don't have
925          * to screw around with the data, and (b) the D3D fixed function vertex pipeline
926          * passes specular alpha to the pixel shader if any is used. Otherwise the
927          * specular alpha is used to pass the fog coordinate, which we pass to opengl
928          * via GL_EXT_fog_coord.
929          */
930         match_allows_spec_alpha,
931         quirk_allows_specular_alpha,
932         "Allow specular alpha quirk"
933     },
934     {
935         /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
936          * (rdar://5682521).
937          */
938         match_apple_nvts,
939         quirk_apple_nvts,
940         "Apple NV_texture_shader disable"
941     },
942     {
943         match_broken_nv_clip,
944         quirk_disable_nvvp_clip,
945         "Apple NV_vertex_program clip bug quirk"
946     },
947     {
948         match_fbo_tex_update,
949         quirk_fbo_tex_update,
950         "FBO rebind for attachment updates"
951     },
952 };
953
954 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
955  * reporting a driver version is moot because we are not the Windows driver, and we have different
956  * bugs, features, etc.
957  *
958  * The driver version has the form "x.y.z.w".
959  *
960  * "x" is the Windows version the driver is meant for:
961  * 4 -> 95/98/NT4
962  * 5 -> 2000
963  * 6 -> 2000/XP
964  * 7 -> Vista
965  * 8 -> Win 7
966  *
967  * "y" is the Direct3D level the driver supports:
968  * 11 -> d3d6
969  * 12 -> d3d7
970  * 13 -> d3d8
971  * 14 -> d3d9
972  * 15 -> d3d10
973  *
974  * "z" is unknown, possibly vendor specific.
975  *
976  * "w" is the vendor specific driver version.
977  */
978 struct driver_version_information
979 {
980     WORD vendor;                    /* reported PCI card vendor ID  */
981     WORD card;                      /* reported PCI card device ID  */
982     const char *description;        /* Description of the card e.g. NVIDIA RIVA TNT */
983     WORD d3d_level;                 /* driver hiword to report      */
984     WORD lopart_hi, lopart_lo;      /* driver loword to report      */
985 };
986
987 static const struct driver_version_information driver_version_table[] =
988 {
989     /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (180.x)
990      * GeforceFX support is up to 173.x, - driver uses numbering x.y.11.7341 for 173.41 where x is the windows revision (6=2000/xp, 7=vista), y is unknown
991      * Geforce2MX/3/4 up to 96.x - driver uses numbering 9.6.8.9 for 96.89
992      * TNT/Geforce1/2 up to 71.x - driver uses numbering 7.1.8.6 for 71.86
993      *
994      * All version numbers used below are from the Linux nvidia drivers. */
995     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT,           "NVIDIA RIVA TNT",                  1,  8,  6      },
996     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT2,          "NVIDIA RIVA TNT2/TNT2 Pro",        1,  8,  6      },
997     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE,            "NVIDIA GeForce 256",               1,  8,  6      },
998     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2_MX,        "NVIDIA GeForce2 MX/MX 400",        6,  4,  3      },
999     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2,           "NVIDIA GeForce2 GTS/GeForce2 Pro", 1,  8,  6      },
1000     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE3,           "NVIDIA GeForce3",                  6,  10, 9371   },
1001     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_MX,        "NVIDIA GeForce4 MX 460",           6,  10, 9371   },
1002     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_TI4200,    "NVIDIA GeForce4 Ti 4200",          6,  10, 9371   },
1003     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5200,     "NVIDIA GeForce FX 5200",           15, 11, 7516   },
1004     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5600,     "NVIDIA GeForce FX 5600",           15, 11, 7516   },
1005     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5800,     "NVIDIA GeForce FX 5800",           15, 11, 7516   },
1006     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6200,       "NVIDIA GeForce 6200",              15, 11, 9745   },
1007     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6600GT,     "NVIDIA GeForce 6600 GT",           15, 11, 9745   },
1008     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6800,       "NVIDIA GeForce 6800",              15, 11, 9745   },
1009     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7300,       "NVIDIA GeForce Go 7300",           15, 11, 9745   },
1010     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7400,       "NVIDIA GeForce Go 7400",           15, 11, 9745   },
1011     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7600,       "NVIDIA GeForce 7600 GT",           15, 11, 9745   },
1012     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7800GT,     "NVIDIA GeForce 7800 GT",           15, 11, 9745   },
1013     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8300GS,     "NVIDIA GeForce 8300 GS",           15, 11, 9745   },
1014     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8400GS,     "NVIDIA GeForce 8400 GS",           15, 11, 9745   },
1015     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600GT,     "NVIDIA GeForce 8600 GT",           15, 11, 9745   },
1016     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600MGT,    "NVIDIA GeForce 8600M GT",          15, 11, 9745   },
1017     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTS,    "NVIDIA GeForce 8800 GTS",          15, 11, 9745   },
1018     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTX,    "NVIDIA GeForce 8800 GTX",          15, 11, 9745   },
1019     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9200,       "NVIDIA GeForce 9200",              15, 11, 9745   },
1020     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9400GT,     "NVIDIA GeForce 9400 GT",           15, 11, 9745   },
1021     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9500GT,     "NVIDIA GeForce 9500 GT",           15, 11, 9745   },
1022     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9600GT,     "NVIDIA GeForce 9600 GT",           15, 11, 9745   },
1023     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9800GT,     "NVIDIA GeForce 9800 GT",           15, 11, 9745   },
1024     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_210,        "NVIDIA GeForce 210",               15, 11, 9745   },
1025     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT220,      "NVIDIA GeForce GT 220",            15, 11, 9745   },
1026     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT240,      "NVIDIA GeForce GT 240",            15, 11, 9745   },
1027     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX260,     "NVIDIA GeForce GTX 260",           15, 11, 9745   },
1028     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX275,     "NVIDIA GeForce GTX 275",           15, 11, 9745   },
1029     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX280,     "NVIDIA GeForce GTX 280",           15, 11, 9745   },
1030     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT325M,     "NVIDIA GeForce GT 325M",           15, 11, 9745   },
1031     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTS350M,    "NVIDIA GeForce GTS 350M",          15, 11, 9745   },
1032     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX470,     "NVIDIA GeForce GTX 470",           15, 11, 9775   },
1033     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX480,     "NVIDIA GeForce GTX 480",           15, 11, 9775   },
1034     /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode. */
1035     {HW_VENDOR_ATI,        CARD_ATI_RADEON_9500,           "ATI Radeon 9500",                  14, 10, 6764    },
1036     {HW_VENDOR_ATI,        CARD_ATI_RADEON_X700,           "ATI Radeon X700 SE",               14, 10, 6764    },
1037     {HW_VENDOR_ATI,        CARD_ATI_RADEON_X1600,          "ATI Radeon X1600 Series",          14, 10, 6764    },
1038     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD2350,         "ATI Mobility Radeon HD 2350",      14, 10, 6764    },
1039     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD2600,         "ATI Mobility Radeon HD 2600",      14, 10, 6764    },
1040     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD2900,         "ATI Radeon HD 2900 XT",            14, 10, 6764    },
1041     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4350,         "ATI Radeon HD 4350",               14, 10, 6764    },
1042     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4600,         "ATI Radeon HD 4600 Series",        14, 10, 6764    },
1043     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4700,         "ATI Radeon HD 4700 Series",        14, 10, 6764    },
1044     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4800,         "ATI Radeon HD 4800 Series",        14, 10, 6764    },
1045     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD5700,         "ATI Radeon HD 5700 Series",        14, 10, 8681    },
1046     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD5800,         "ATI Radeon HD 5800 Series",        14, 10, 8681    },
1047
1048     /* TODO: Add information about legacy ATI hardware, Intel and other cards. */
1049 };
1050
1051 static void init_driver_info(struct wined3d_driver_info *driver_info,
1052         enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1053 {
1054     OSVERSIONINFOW os_version;
1055     WORD driver_os_version;
1056     unsigned int i;
1057
1058     if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1059     {
1060         TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1061         vendor = wined3d_settings.pci_vendor_id;
1062     }
1063     driver_info->vendor = vendor;
1064
1065     if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1066     {
1067         TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1068         device = wined3d_settings.pci_device_id;
1069     }
1070     driver_info->device = device;
1071
1072     switch (vendor)
1073     {
1074         case HW_VENDOR_ATI:
1075             driver_info->name = "ati2dvag.dll";
1076             break;
1077
1078         case HW_VENDOR_NVIDIA:
1079             driver_info->name = "nv4_disp.dll";
1080             break;
1081
1082         case HW_VENDOR_INTEL:
1083         default:
1084             FIXME_(d3d_caps)("Unhandled vendor %04x.\n", vendor);
1085             driver_info->name = "Display";
1086             break;
1087     }
1088
1089     memset(&os_version, 0, sizeof(os_version));
1090     os_version.dwOSVersionInfoSize = sizeof(os_version);
1091     if (!GetVersionExW(&os_version))
1092     {
1093         ERR("Failed to get OS version, reporting 2000/XP.\n");
1094         driver_os_version = 6;
1095     }
1096     else
1097     {
1098         TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1099         switch (os_version.dwMajorVersion)
1100         {
1101             case 4:
1102                 driver_os_version = 4;
1103                 break;
1104
1105             case 5:
1106                 driver_os_version = 6;
1107                 break;
1108
1109             case 6:
1110                 if (os_version.dwMinorVersion == 0)
1111                 {
1112                     driver_os_version = 7;
1113                 }
1114                 else
1115                 {
1116                     if (os_version.dwMinorVersion > 1)
1117                     {
1118                         FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1119                                 os_version.dwMajorVersion, os_version.dwMinorVersion);
1120                     }
1121                     driver_os_version = 8;
1122                 }
1123                 break;
1124
1125             default:
1126                 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1127                         os_version.dwMajorVersion, os_version.dwMinorVersion);
1128                 driver_os_version = 6;
1129                 break;
1130         }
1131     }
1132
1133     driver_info->description = "Direct3D HAL";
1134     driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1135     driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1136
1137     for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); ++i)
1138     {
1139         if (vendor == driver_version_table[i].vendor && device == driver_version_table[i].card)
1140         {
1141             TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1142
1143             driver_info->description = driver_version_table[i].description;
1144             driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, driver_version_table[i].d3d_level);
1145             driver_info->version_low = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
1146                     driver_version_table[i].lopart_lo);
1147             break;
1148         }
1149     }
1150
1151     TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1152             driver_info->version_high, driver_info->version_low);
1153 }
1154
1155 /* Context activation is done by the caller. */
1156 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1157         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1158 {
1159     unsigned int i;
1160
1161     for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1162     {
1163         if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1164         TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1165         quirk_table[i].apply(gl_info);
1166     }
1167
1168     /* Find out if PBOs work as they are supposed to. */
1169     test_pbo_functionality(gl_info);
1170 }
1171
1172 static DWORD wined3d_parse_gl_version(const char *gl_version)
1173 {
1174     const char *ptr = gl_version;
1175     int major, minor;
1176
1177     major = atoi(ptr);
1178     if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1179
1180     while (isdigit(*ptr)) ++ptr;
1181     if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1182
1183     minor = atoi(ptr);
1184
1185     TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1186
1187     return MAKEDWORD_VERSION(major, minor);
1188 }
1189
1190 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1191 {
1192
1193     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1194      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1195      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1196      *
1197      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1198      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1199      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1200      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1201      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1202      * the chance that other implementations support them is rather small since Win32 QuickTime uses
1203      * DirectDraw, not OpenGL. */
1204     if (gl_info->supported[APPLE_FENCE]
1205             && gl_info->supported[APPLE_CLIENT_STORAGE]
1206             && gl_info->supported[APPLE_FLUSH_RENDER]
1207             && gl_info->supported[APPLE_YCBCR_422])
1208         return GL_VENDOR_APPLE;
1209
1210     if (strstr(gl_vendor_string, "NVIDIA"))
1211         return GL_VENDOR_NVIDIA;
1212
1213     if (strstr(gl_vendor_string, "ATI"))
1214         return GL_VENDOR_FGLRX;
1215
1216     if (strstr(gl_vendor_string, "Intel(R)")
1217             /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1218             || strstr(gl_renderer, "Intel")
1219             || strstr(gl_vendor_string, "Intel Inc."))
1220         return GL_VENDOR_INTEL;
1221
1222     if (strstr(gl_vendor_string, "Mesa")
1223             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1224             || strstr(gl_vendor_string, "DRI R300 Project")
1225             || strstr(gl_vendor_string, "X.Org R300 Project")
1226             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1227             || strstr(gl_vendor_string, "VMware, Inc.")
1228             || strstr(gl_renderer, "Mesa")
1229             || strstr(gl_renderer, "Gallium"))
1230         return GL_VENDOR_MESA;
1231
1232     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1233             debugstr_a(gl_vendor_string));
1234
1235     return GL_VENDOR_UNKNOWN;
1236 }
1237
1238 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1239 {
1240     if (strstr(gl_vendor_string, "NVIDIA"))
1241         return HW_VENDOR_NVIDIA;
1242
1243     if (strstr(gl_vendor_string, "ATI")
1244             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1245             || strstr(gl_vendor_string, "X.Org R300 Project")
1246             || strstr(gl_vendor_string, "DRI R300 Project"))
1247         return HW_VENDOR_ATI;
1248
1249     if (strstr(gl_vendor_string, "Intel(R)")
1250             /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1251             || strstr(gl_renderer, "Intel")
1252             || strstr(gl_vendor_string, "Intel Inc."))
1253         return HW_VENDOR_INTEL;
1254
1255     if (strstr(gl_vendor_string, "Mesa")
1256             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1257             || strstr(gl_vendor_string, "VMware, Inc."))
1258         return HW_VENDOR_SOFTWARE;
1259
1260     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1261
1262     return HW_VENDOR_NVIDIA;
1263 }
1264
1265
1266
1267 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1268         const char *gl_renderer, unsigned int *vidmem)
1269 {
1270     if (WINE_D3D10_CAPABLE(gl_info))
1271     {
1272         /* Geforce 400 - highend */
1273         if (strstr(gl_renderer, "GTX 480"))
1274         {
1275             *vidmem = 1536;
1276             return CARD_NVIDIA_GEFORCE_GTX480;
1277         }
1278
1279         /* Geforce 400 - midend high */
1280         if (strstr(gl_renderer, "GTX 470"))
1281         {
1282             *vidmem = 1280;
1283             return CARD_NVIDIA_GEFORCE_GTX470;
1284         }
1285
1286         /* Geforce 300 highend mobile */
1287         if (strstr(gl_renderer, "GTS 350M")
1288                 || strstr(gl_renderer, "GTS 360M"))
1289         {
1290            *vidmem = 1024;
1291            return CARD_NVIDIA_GEFORCE_GTS350M;
1292         }
1293
1294         /* Geforce 300 midend mobile (Geforce GT 325M/330M use the same core) */
1295         if (strstr(gl_renderer, "GT 325M")
1296                 || strstr(gl_renderer, "GT 330M"))
1297         {
1298            *vidmem = 1024;
1299            return CARD_NVIDIA_GEFORCE_GT325M;
1300         }
1301
1302         /* Geforce 200 - highend */
1303         if (strstr(gl_renderer, "GTX 280")
1304                 || strstr(gl_renderer, "GTX 285")
1305                 || strstr(gl_renderer, "GTX 295"))
1306         {
1307             *vidmem = 1024;
1308             return CARD_NVIDIA_GEFORCE_GTX280;
1309         }
1310
1311         /* Geforce 200 - midend high */
1312         if (strstr(gl_renderer, "GTX 275"))
1313         {
1314             *vidmem = 896;
1315             return CARD_NVIDIA_GEFORCE_GTX275;
1316         }
1317
1318         /* Geforce 200 - midend */
1319         if (strstr(gl_renderer, "GTX 260"))
1320         {
1321             *vidmem = 1024;
1322             return CARD_NVIDIA_GEFORCE_GTX260;
1323         }
1324         /* Geforce 200 - midend */
1325         if (strstr(gl_renderer, "GT 240"))
1326         {
1327            *vidmem = 512;
1328            return CARD_NVIDIA_GEFORCE_GT240;
1329         }
1330
1331         /* Geforce 200 lowend */
1332         if (strstr(gl_renderer, "GT 220"))
1333         {
1334            *vidmem = 512; /* The GT 220 has 512-1024MB */
1335            return CARD_NVIDIA_GEFORCE_GT220;
1336         }
1337         /* Geforce 200 lowend (Geforce 305/310 use the same core) */
1338         if (strstr(gl_renderer, "Geforce 210")
1339                 || strstr(gl_renderer, "G 210")
1340                 || strstr(gl_renderer, "Geforce 305")
1341                 || strstr(gl_renderer, "Geforce 310"))
1342         {
1343            *vidmem = 512;
1344            return CARD_NVIDIA_GEFORCE_210;
1345         }
1346
1347         /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1348         if (strstr(gl_renderer, "9800")
1349                 || strstr(gl_renderer, "GTS 150")
1350                 || strstr(gl_renderer, "GTS 250"))
1351         {
1352             *vidmem = 512;
1353             return CARD_NVIDIA_GEFORCE_9800GT;
1354         }
1355
1356         /* Geforce9 - midend (GT 140 uses the same core as the 9600GT) */
1357         if (strstr(gl_renderer, "9600")
1358                 || strstr(gl_renderer, "GT 140"))
1359         {
1360             *vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1361             return CARD_NVIDIA_GEFORCE_9600GT;
1362         }
1363
1364         /* Geforce9 - midend low / Geforce 200 - low */
1365         if (strstr(gl_renderer, "9500")
1366                 || strstr(gl_renderer, "GT 120")
1367                 || strstr(gl_renderer, "GT 130"))
1368         {
1369             *vidmem = 256; /* The 9500GT has 256-1024MB */
1370             return CARD_NVIDIA_GEFORCE_9500GT;
1371         }
1372
1373         /* Geforce9 - lowend */
1374         if (strstr(gl_renderer, "9400"))
1375         {
1376             *vidmem = 256; /* The 9400GT has 256-1024MB */
1377             return CARD_NVIDIA_GEFORCE_9400GT;
1378         }
1379
1380         /* Geforce9 - lowend low */
1381         if (strstr(gl_renderer, "9100")
1382                 || strstr(gl_renderer, "9200")
1383                 || strstr(gl_renderer, "9300")
1384                 || strstr(gl_renderer, "G 100"))
1385         {
1386             *vidmem = 256; /* The 9100-9300 cards have 256MB */
1387             return CARD_NVIDIA_GEFORCE_9200;
1388         }
1389
1390         /* Geforce8 - highend high*/
1391         if (strstr(gl_renderer, "8800 GTX"))
1392         {
1393             *vidmem = 768;
1394             return CARD_NVIDIA_GEFORCE_8800GTX;
1395         }
1396
1397         /* Geforce8 - highend */
1398         if (strstr(gl_renderer, "8800"))
1399         {
1400             *vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1401             return CARD_NVIDIA_GEFORCE_8800GTS;
1402         }
1403
1404         /* Geforce8 - midend mobile */
1405         if (strstr(gl_renderer, "8600 M"))
1406         {
1407             *vidmem = 512;
1408             return CARD_NVIDIA_GEFORCE_8600MGT;
1409         }
1410
1411         /* Geforce8 - midend */
1412         if (strstr(gl_renderer, "8600")
1413                 || strstr(gl_renderer, "8700"))
1414         {
1415             *vidmem = 256;
1416             return CARD_NVIDIA_GEFORCE_8600GT;
1417         }
1418
1419         /* Geforce8 - mid-lowend */
1420         if (strstr(gl_renderer, "8400")
1421                 || strstr(gl_renderer, "8500"))
1422         {
1423             *vidmem = 128; /* 128-256MB for a 8400, 256-512MB for a 8500 */
1424             return CARD_NVIDIA_GEFORCE_8400GS;
1425         }
1426
1427         /* Geforce8 - lowend */
1428         if (strstr(gl_renderer, "8100")
1429                 || strstr(gl_renderer, "8200")
1430                 || strstr(gl_renderer, "8300"))
1431         {
1432             *vidmem = 128; /* 128-256MB for a 8300 */
1433             return CARD_NVIDIA_GEFORCE_8300GS;
1434         }
1435
1436         /* Geforce8-compatible fall back if the GPU is not in the list yet */
1437         *vidmem = 128;
1438         return CARD_NVIDIA_GEFORCE_8300GS;
1439     }
1440
1441     /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1442      * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1443      */
1444     if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1445     {
1446         /* Geforce7 - highend */
1447         if (strstr(gl_renderer, "7800")
1448                 || strstr(gl_renderer, "7900")
1449                 || strstr(gl_renderer, "7950")
1450                 || strstr(gl_renderer, "Quadro FX 4")
1451                 || strstr(gl_renderer, "Quadro FX 5"))
1452         {
1453             *vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1454             return CARD_NVIDIA_GEFORCE_7800GT;
1455         }
1456
1457         /* Geforce7 midend */
1458         if (strstr(gl_renderer, "7600")
1459                 || strstr(gl_renderer, "7700"))
1460         {
1461             *vidmem = 256; /* The 7600 uses 256-512MB */
1462             return CARD_NVIDIA_GEFORCE_7600;
1463         }
1464
1465         /* Geforce7 lower medium */
1466         if (strstr(gl_renderer, "7400"))
1467         {
1468             *vidmem = 256; /* The 7400 uses 256-512MB */
1469             return CARD_NVIDIA_GEFORCE_7400;
1470         }
1471
1472         /* Geforce7 lowend */
1473         if (strstr(gl_renderer, "7300"))
1474         {
1475             *vidmem = 256; /* Mac Pros with this card have 256 MB */
1476             return CARD_NVIDIA_GEFORCE_7300;
1477         }
1478
1479         /* Geforce6 highend */
1480         if (strstr(gl_renderer, "6800"))
1481         {
1482             *vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1483             return CARD_NVIDIA_GEFORCE_6800;
1484         }
1485
1486         /* Geforce6 - midend */
1487         if (strstr(gl_renderer, "6600")
1488                 || strstr(gl_renderer, "6610")
1489                 || strstr(gl_renderer, "6700"))
1490         {
1491             *vidmem = 128; /* A 6600GT has 128-256MB */
1492             return CARD_NVIDIA_GEFORCE_6600GT;
1493         }
1494
1495         /* Geforce6/7 lowend */
1496         *vidmem = 64; /* */
1497         return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1498     }
1499
1500     if (WINE_D3D9_CAPABLE(gl_info))
1501     {
1502         /* GeforceFX - highend */
1503         if (strstr(gl_renderer, "5800")
1504                 || strstr(gl_renderer, "5900")
1505                 || strstr(gl_renderer, "5950")
1506                 || strstr(gl_renderer, "Quadro FX"))
1507         {
1508             *vidmem = 256; /* 5800-5900 cards use 256MB */
1509             return CARD_NVIDIA_GEFORCEFX_5800;
1510         }
1511
1512         /* GeforceFX - midend */
1513         if (strstr(gl_renderer, "5600")
1514                 || strstr(gl_renderer, "5650")
1515                 || strstr(gl_renderer, "5700")
1516                 || strstr(gl_renderer, "5750"))
1517         {
1518             *vidmem = 128; /* A 5600 uses 128-256MB */
1519             return CARD_NVIDIA_GEFORCEFX_5600;
1520         }
1521
1522         /* GeforceFX - lowend */
1523         *vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1524         return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1525     }
1526
1527     if (WINE_D3D8_CAPABLE(gl_info))
1528     {
1529         if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1530         {
1531             *vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1532             return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1533         }
1534
1535         *vidmem = 64; /* Geforce3 cards have 64-128MB */
1536         return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1537     }
1538
1539     if (WINE_D3D7_CAPABLE(gl_info))
1540     {
1541         if (strstr(gl_renderer, "GeForce4 MX"))
1542         {
1543             /* Most Geforce4MX GPUs have at least 64MB of memory, some
1544              * early models had 32MB but most have 64MB or even 128MB. */
1545             *vidmem = 64;
1546             return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1547         }
1548
1549         if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1550         {
1551             *vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1552             return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1553         }
1554
1555         if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1556         {
1557             *vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1558             return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1559         }
1560
1561         /* Most Geforce1 cards have 32MB, there are also some rare 16
1562          * and 64MB (Dell) models. */
1563         *vidmem = 32;
1564         return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1565     }
1566
1567     if (strstr(gl_renderer, "TNT2"))
1568     {
1569         *vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1570         return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1571     }
1572
1573     *vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1574     return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1575
1576 }
1577
1578 static enum wined3d_pci_device select_card_ati_binary(const struct wined3d_gl_info *gl_info,
1579         const char *gl_renderer, unsigned int *vidmem)
1580 {
1581     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1582      *
1583      * Beware: renderer string do not match exact card model,
1584      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1585     if (WINE_D3D10_CAPABLE(gl_info))
1586     {
1587         /* Radeon EG CYPRESS XT / PRO HD5800 - highend */
1588         if (strstr(gl_renderer, "HD 5800")          /* Radeon EG CYPRESS HD58xx generic renderer string */
1589                 || strstr(gl_renderer, "HD 5850")   /* Radeon EG CYPRESS XT */
1590                 || strstr(gl_renderer, "HD 5870"))  /* Radeon EG CYPRESS PRO */
1591         {
1592             *vidmem = 1024; /* note: HD58xx cards use 1024MB  */
1593             return CARD_ATI_RADEON_HD5800;
1594         }
1595
1596         /* Radeon EG JUNIPER XT / LE HD5700 - midend */
1597         if (strstr(gl_renderer, "HD 5700")          /* Radeon EG JUNIPER HD57xx generic renderer string */
1598                 || strstr(gl_renderer, "HD 5750")   /* Radeon EG JUNIPER LE */
1599                 || strstr(gl_renderer, "HD 5770"))  /* Radeon EG JUNIPER XT */
1600         {
1601             *vidmem = 512; /* note: HD5770 cards use 1024MB and HD5750 cards use 512MB or 1024MB  */
1602             return CARD_ATI_RADEON_HD5700;
1603         }
1604
1605         /* Radeon R7xx HD4800 - highend */
1606         if (strstr(gl_renderer, "HD 4800")          /* Radeon RV7xx HD48xx generic renderer string */
1607                 || strstr(gl_renderer, "HD 4830")   /* Radeon RV770 */
1608                 || strstr(gl_renderer, "HD 4850")   /* Radeon RV770 */
1609                 || strstr(gl_renderer, "HD 4870")   /* Radeon RV770 */
1610                 || strstr(gl_renderer, "HD 4890"))  /* Radeon RV790 */
1611         {
1612             *vidmem = 512; /* note: HD4890 cards use 1024MB */
1613             return CARD_ATI_RADEON_HD4800;
1614         }
1615
1616         /* Radeon R740 HD4700 - midend */
1617         if (strstr(gl_renderer, "HD 4700")          /* Radeon RV770 */
1618                 || strstr(gl_renderer, "HD 4770"))  /* Radeon RV740 */
1619         {
1620             *vidmem = 512;
1621             return CARD_ATI_RADEON_HD4700;
1622         }
1623
1624         /* Radeon R730 HD4600 - midend */
1625         if (strstr(gl_renderer, "HD 4600")          /* Radeon RV730 */
1626                 || strstr(gl_renderer, "HD 4650")   /* Radeon RV730 */
1627                 || strstr(gl_renderer, "HD 4670"))  /* Radeon RV730 */
1628         {
1629             *vidmem = 512;
1630             return CARD_ATI_RADEON_HD4600;
1631         }
1632
1633         /* Radeon R710 HD4500/HD4350 - lowend */
1634         if (strstr(gl_renderer, "HD 4350")          /* Radeon RV710 */
1635                 || strstr(gl_renderer, "HD 4550"))  /* Radeon RV710 */
1636         {
1637             *vidmem = 256;
1638             return CARD_ATI_RADEON_HD4350;
1639         }
1640
1641         /* Radeon R6xx HD2900/HD3800 - highend */
1642         if (strstr(gl_renderer, "HD 2900")
1643                 || strstr(gl_renderer, "HD 3870")
1644                 || strstr(gl_renderer, "HD 3850"))
1645         {
1646             *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1647             return CARD_ATI_RADEON_HD2900;
1648         }
1649
1650         /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1651         if (strstr(gl_renderer, "HD 2600")
1652                 || strstr(gl_renderer, "HD 3830")
1653                 || strstr(gl_renderer, "HD 3690")
1654                 || strstr(gl_renderer, "HD 3650"))
1655         {
1656             *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1657             return CARD_ATI_RADEON_HD2600;
1658         }
1659
1660         /* Radeon R6xx HD2350/HD2400/HD3400 - lowend
1661          * Note HD2300=DX9, HD2350=DX10 */
1662         if (strstr(gl_renderer, "HD 2350")
1663                 || strstr(gl_renderer, "HD 2400")
1664                 || strstr(gl_renderer, "HD 3470")
1665                 || strstr(gl_renderer, "HD 3450")
1666                 || strstr(gl_renderer, "HD 3430")
1667                 || strstr(gl_renderer, "HD 3400"))
1668         {
1669             *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1670             return CARD_ATI_RADEON_HD2350;
1671         }
1672
1673         /* Radeon R6xx/R7xx integrated */
1674         if (strstr(gl_renderer, "HD 3100")
1675                 || strstr(gl_renderer, "HD 3200")
1676                 || strstr(gl_renderer, "HD 3300"))
1677         {
1678             *vidmem = 128; /* 128MB */
1679             return CARD_ATI_RADEON_HD3200;
1680         }
1681
1682         /* Default for when no GPU has been found */
1683         *vidmem = 128; /* 128MB */
1684         return CARD_ATI_RADEON_HD3200;
1685     }
1686
1687     if (WINE_D3D8_CAPABLE(gl_info))
1688     {
1689         /* Radeon R5xx */
1690         if (strstr(gl_renderer, "X1600")
1691                 || strstr(gl_renderer, "X1650")
1692                 || strstr(gl_renderer, "X1800")
1693                 || strstr(gl_renderer, "X1900")
1694                 || strstr(gl_renderer, "X1950"))
1695         {
1696             *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1697             return CARD_ATI_RADEON_X1600;
1698         }
1699
1700         /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1701          * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1702         if (strstr(gl_renderer, "X700")
1703                 || strstr(gl_renderer, "X800")
1704                 || strstr(gl_renderer, "X850")
1705                 || strstr(gl_renderer, "X1300")
1706                 || strstr(gl_renderer, "X1400")
1707                 || strstr(gl_renderer, "X1450")
1708                 || strstr(gl_renderer, "X1550")
1709                 || strstr(gl_renderer, "X2300")
1710                 || strstr(gl_renderer, "X2500")
1711                 || strstr(gl_renderer, "HD 2300")
1712                 )
1713         {
1714             *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1715             return CARD_ATI_RADEON_X700;
1716         }
1717
1718         /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1719         if (strstr(gl_renderer, "Radeon Xpress"))
1720         {
1721             *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1722             return CARD_ATI_RADEON_XPRESS_200M;
1723         }
1724
1725         /* Radeon R3xx */
1726         *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1727         return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1728     }
1729
1730     if (WINE_D3D8_CAPABLE(gl_info))
1731     {
1732         *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1733         return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1734     }
1735
1736     if (WINE_D3D7_CAPABLE(gl_info))
1737     {
1738         *vidmem = 32; /* There are models with up to 64MB */
1739         return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1740     }
1741
1742     *vidmem = 16; /* There are 16-32MB models */
1743     return CARD_ATI_RAGE_128PRO;
1744
1745 }
1746
1747 static enum wined3d_pci_device select_card_intel_binary(const struct wined3d_gl_info *gl_info,
1748         const char *gl_renderer, unsigned int *vidmem)
1749 {
1750     if (strstr(gl_renderer, "X3100"))
1751     {
1752         /* MacOS calls the card GMA X3100, otherwise known as GM965/GL960 */
1753         *vidmem = 128;
1754         return CARD_INTEL_X3100;
1755     }
1756
1757     if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1758     {
1759         /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1760         *vidmem = 64;
1761         return CARD_INTEL_I945GM;
1762     }
1763
1764     if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1765     if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1766     if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1767     if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1768     if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1769     return CARD_INTEL_I915G;
1770
1771 }
1772
1773 static enum wined3d_pci_device select_card_ati_mesa(const struct wined3d_gl_info *gl_info,
1774         const char *gl_renderer, unsigned int *vidmem)
1775 {
1776     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1777      *
1778      * Beware: renderer string do not match exact card model,
1779      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1780     if (strstr(gl_renderer, "Gallium"))
1781     {
1782         /* Radeon R7xx HD4800 - highend */
1783         if (strstr(gl_renderer, "R700")          /* Radeon R7xx HD48xx generic renderer string */
1784                 || strstr(gl_renderer, "RV770")  /* Radeon RV770 */
1785                 || strstr(gl_renderer, "RV790"))  /* Radeon RV790 */
1786         {
1787             *vidmem = 512; /* note: HD4890 cards use 1024MB */
1788             return CARD_ATI_RADEON_HD4800;
1789         }
1790
1791         /* Radeon R740 HD4700 - midend */
1792         if (strstr(gl_renderer, "RV740"))          /* Radeon RV740 */
1793         {
1794             *vidmem = 512;
1795             return CARD_ATI_RADEON_HD4700;
1796         }
1797
1798         /* Radeon R730 HD4600 - midend */
1799         if (strstr(gl_renderer, "RV730"))        /* Radeon RV730 */
1800         {
1801             *vidmem = 512;
1802             return CARD_ATI_RADEON_HD4600;
1803         }
1804
1805         /* Radeon R710 HD4500/HD4350 - lowend */
1806         if (strstr(gl_renderer, "RV710"))          /* Radeon RV710 */
1807         {
1808             *vidmem = 256;
1809             return CARD_ATI_RADEON_HD4350;
1810         }
1811
1812         /* Radeon R6xx HD2900/HD3800 - highend */
1813         if (strstr(gl_renderer, "R600")
1814                 || strstr(gl_renderer, "RV670")
1815                 || strstr(gl_renderer, "R680"))
1816         {
1817             *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1818             return CARD_ATI_RADEON_HD2900;
1819         }
1820
1821         /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1822         if (strstr(gl_renderer, "RV630")
1823                 || strstr(gl_renderer, "RV635"))
1824         {
1825             *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1826             return CARD_ATI_RADEON_HD2600;
1827         }
1828
1829         /* Radeon R6xx HD2350/HD2400/HD3400 - lowend */
1830         if (strstr(gl_renderer, "RV610")
1831                 || strstr(gl_renderer, "RV620"))
1832         {
1833             *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1834             return CARD_ATI_RADEON_HD2350;
1835         }
1836
1837         /* Radeon R6xx/R7xx integrated */
1838         if (strstr(gl_renderer, "RS780")
1839                 || strstr(gl_renderer, "RS880"))
1840         {
1841             *vidmem = 128; /* 128MB */
1842             return CARD_ATI_RADEON_HD3200;
1843         }
1844
1845         /* Radeon R5xx */
1846         if (strstr(gl_renderer, "RV530")
1847                 || strstr(gl_renderer, "RV535")
1848                 || strstr(gl_renderer, "RV560")
1849                 || strstr(gl_renderer, "R520")
1850                 || strstr(gl_renderer, "RV570")
1851                 || strstr(gl_renderer, "R580"))
1852         {
1853             *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1854             return CARD_ATI_RADEON_X1600;
1855         }
1856
1857         /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1858         if (strstr(gl_renderer, "R410")
1859                 || strstr(gl_renderer, "R420")
1860                 || strstr(gl_renderer, "R423")
1861                 || strstr(gl_renderer, "R430")
1862                 || strstr(gl_renderer, "R480")
1863                 || strstr(gl_renderer, "R481")
1864                 || strstr(gl_renderer, "RV410")
1865                 || strstr(gl_renderer, "RV515")
1866                 || strstr(gl_renderer, "RV516"))
1867         {
1868             *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1869             return CARD_ATI_RADEON_X700;
1870         }
1871
1872         /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1873         if (strstr(gl_renderer, "RS400")
1874                 || strstr(gl_renderer, "RS480")
1875                 || strstr(gl_renderer, "RS482")
1876                 || strstr(gl_renderer, "RS485")
1877                 || strstr(gl_renderer, "RS600")
1878                 || strstr(gl_renderer, "RS690")
1879                 || strstr(gl_renderer, "RS740"))
1880         {
1881             *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1882             return CARD_ATI_RADEON_XPRESS_200M;
1883         }
1884
1885         /* Radeon R3xx */
1886         if (strstr(gl_renderer, "R300")
1887                 || strstr(gl_renderer, "RV350")
1888                 || strstr(gl_renderer, "RV351")
1889                 || strstr(gl_renderer, "RV360")
1890                 || strstr(gl_renderer, "RV370")
1891                 || strstr(gl_renderer, "R350")
1892                 || strstr(gl_renderer, "R360"))
1893         {
1894             *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1895             return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1896         }
1897     }
1898
1899     if (WINE_D3D9_CAPABLE(gl_info))
1900     {
1901         /* Radeon R7xx HD4800 - highend */
1902         if (strstr(gl_renderer, "(R700")          /* Radeon R7xx HD48xx generic renderer string */
1903                 || strstr(gl_renderer, "(RV770")  /* Radeon RV770 */
1904                 || strstr(gl_renderer, "(RV790"))  /* Radeon RV790 */
1905         {
1906             *vidmem = 512; /* note: HD4890 cards use 1024MB */
1907             return CARD_ATI_RADEON_HD4800;
1908         }
1909
1910         /* Radeon R740 HD4700 - midend */
1911         if (strstr(gl_renderer, "(RV740"))          /* Radeon RV740 */
1912         {
1913             *vidmem = 512;
1914             return CARD_ATI_RADEON_HD4700;
1915         }
1916
1917         /* Radeon R730 HD4600 - midend */
1918         if (strstr(gl_renderer, "(RV730"))        /* Radeon RV730 */
1919         {
1920             *vidmem = 512;
1921             return CARD_ATI_RADEON_HD4600;
1922         }
1923
1924         /* Radeon R710 HD4500/HD4350 - lowend */
1925         if (strstr(gl_renderer, "(RV710"))          /* Radeon RV710 */
1926         {
1927             *vidmem = 256;
1928             return CARD_ATI_RADEON_HD4350;
1929         }
1930
1931         /* Radeon R6xx HD2900/HD3800 - highend */
1932         if (strstr(gl_renderer, "(R600")
1933                 || strstr(gl_renderer, "(RV670")
1934                 || strstr(gl_renderer, "(R680"))
1935         {
1936             *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1937             return CARD_ATI_RADEON_HD2900;
1938         }
1939
1940         /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1941         if (strstr(gl_renderer, "(RV630")
1942                 || strstr(gl_renderer, "(RV635"))
1943         {
1944             *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1945             return CARD_ATI_RADEON_HD2600;
1946         }
1947
1948         /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1949         if (strstr(gl_renderer, "(RV610")
1950                 || strstr(gl_renderer, "(RV620"))
1951         {
1952             *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1953             return CARD_ATI_RADEON_HD2350;
1954         }
1955
1956         /* Radeon R6xx/R7xx integrated */
1957         if (strstr(gl_renderer, "(RS780")
1958                 || strstr(gl_renderer, "(RS880"))
1959         {
1960             *vidmem = 128; /* 128MB */
1961             return CARD_ATI_RADEON_HD3200;
1962         }
1963     }
1964
1965     if (WINE_D3D8_CAPABLE(gl_info))
1966     {
1967         *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1968         return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1969     }
1970
1971     if (WINE_D3D7_CAPABLE(gl_info))
1972     {
1973         *vidmem = 32; /* There are models with up to 64MB */
1974         return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1975     }
1976
1977     *vidmem = 16; /* There are 16-32MB models */
1978     return CARD_ATI_RAGE_128PRO;
1979
1980 }
1981
1982 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
1983         const char *gl_renderer, unsigned int *vidmem)
1984 {
1985     FIXME_(d3d_caps)("Card selection not handled for Mesa Nouveau driver\n");
1986     if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1987     if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1988     if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1989     if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1990     return CARD_NVIDIA_RIVA_128;
1991 }
1992
1993 static enum wined3d_pci_device select_card_intel_mesa(const struct wined3d_gl_info *gl_info,
1994         const char *gl_renderer, unsigned int *vidmem)
1995 {
1996     FIXME_(d3d_caps)("Card selection not handled for Mesa Intel driver\n");
1997     return CARD_INTEL_I915G;
1998 }
1999
2000
2001 struct vendor_card_selection
2002 {
2003     enum wined3d_gl_vendor gl_vendor;
2004     enum wined3d_pci_vendor card_vendor;
2005     const char *description;        /* Description of the card selector i.e. Apple OS/X Intel */
2006     enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
2007             unsigned int *vidmem );
2008 };
2009
2010 static const struct vendor_card_selection vendor_card_select_table[] =
2011 {
2012     {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA,  "Nvidia binary driver",     select_card_nvidia_binary},
2013     {GL_VENDOR_APPLE,  HW_VENDOR_NVIDIA,  "Apple OSX NVidia binary driver",   select_card_nvidia_binary},
2014     {GL_VENDOR_APPLE,  HW_VENDOR_ATI,     "Apple OSX AMD/ATI binary driver",  select_card_ati_binary},
2015     {GL_VENDOR_APPLE,  HW_VENDOR_INTEL,   "Apple OSX Intel binary driver",    select_card_intel_binary},
2016     {GL_VENDOR_FGLRX,  HW_VENDOR_ATI,     "AMD/ATI binary driver",    select_card_ati_binary},
2017     {GL_VENDOR_MESA,   HW_VENDOR_ATI,     "Mesa AMD/ATI driver",      select_card_ati_mesa},
2018     {GL_VENDOR_MESA,   HW_VENDOR_NVIDIA,  "Mesa Nouveau driver",      select_card_nvidia_mesa},
2019     {GL_VENDOR_MESA,   HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel_mesa},
2020     {GL_VENDOR_INTEL,  HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel_mesa}
2021 };
2022
2023
2024 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
2025         enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor, unsigned int *vidmem)
2026 {
2027     /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
2028      * different GPUs with roughly the same features. In most cases GPUs from a
2029      * certain family differ in clockspeeds, the amount of video memory and the
2030      * number of shader pipelines.
2031      *
2032      * A Direct3D device object contains the PCI id (vendor + device) of the
2033      * videocard which is used for rendering. Various applications use this
2034      * information to get a rough estimation of the features of the card and
2035      * some might use it for enabling 3d effects only on certain types of
2036      * videocards. In some cases games might even use it to work around bugs
2037      * which happen on certain videocards/driver combinations. The problem is
2038      * that OpenGL only exposes a rendering string containing the name of the
2039      * videocard and not the PCI id.
2040      *
2041      * Various games depend on the PCI id, so somehow we need to provide one.
2042      * A simple option is to parse the renderer string and translate this to
2043      * the right PCI id. This is a lot of work because there are more than 200
2044      * GPUs just for Nvidia. Various cards share the same renderer string, so
2045      * the amount of code might be 'small' but there are quite a number of
2046      * exceptions which would make this a pain to maintain. Another way would
2047      * be to query the PCI id from the operating system (assuming this is the
2048      * videocard which is used for rendering which is not always the case).
2049      * This would work but it is not very portable. Second it would not work
2050      * well in, let's say, a remote X situation in which the amount of 3d
2051      * features which can be used is limited.
2052      *
2053      * As said most games only use the PCI id to get an indication of the
2054      * capabilities of the card. It doesn't really matter if the given id is
2055      * the correct one if we return the id of a card with similar 3d features.
2056      *
2057      * The code below checks the OpenGL capabilities of a videocard and matches
2058      * that to a certain level of Direct3D functionality. Once a card passes
2059      * the Direct3D9 check, we know that the card (in case of Nvidia) is at
2060      * least a GeforceFX. To give a better estimate we do a basic check on the
2061      * renderer string but if that won't pass we return a default card. This
2062      * way is better than maintaining a full card database as even without a
2063      * full database we can return a card with similar features. Second the
2064      * size of the database can be made quite small because when you know what
2065      * type of 3d functionality a card has, you know to which GPU family the
2066      * GPU must belong. Because of this you only have to check a small part of
2067      * the renderer string to distinguishes between different models from that
2068      * family.
2069      *
2070      * The code also selects a default amount of video memory which we will
2071      * use for an estimation of the amount of free texture memory. In case of
2072      * real D3D the amount of texture memory includes video memory and system
2073      * memory (to be specific AGP memory or in case of PCIE TurboCache /
2074      * HyperMemory). We don't know how much system memory can be addressed by
2075      * the system but we can make a reasonable estimation about the amount of
2076      * video memory. If the value is slightly wrong it doesn't matter as we
2077      * didn't include AGP-like memory which makes the amount of addressable
2078      * memory higher and second OpenGL isn't that critical it moves to system
2079      * memory behind our backs if really needed. Note that the amount of video
2080      * memory can be overruled using a registry setting. */
2081
2082     int i;
2083
2084     for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
2085     {
2086         if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
2087             || (vendor_card_select_table[i].card_vendor != *card_vendor))
2088                 continue;
2089         TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
2090         return vendor_card_select_table[i].select_card(gl_info, gl_renderer, vidmem);
2091     }
2092
2093     FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
2094                      *gl_vendor, *card_vendor);
2095
2096     /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
2097      * for Nvidia was because the hardware and drivers they make are of good quality. This makes
2098      * them a good generic choice. */
2099     *card_vendor = HW_VENDOR_NVIDIA;
2100     if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
2101     if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
2102     if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
2103     if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
2104     return CARD_NVIDIA_RIVA_128;
2105 }
2106
2107 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
2108 {
2109     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2110     int vs_selected_mode, ps_selected_mode;
2111
2112     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2113     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2114             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
2115     else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
2116     else if (gl_info->supported[NV_REGISTER_COMBINERS]
2117             && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
2118     else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
2119     else return &ffp_fragment_pipeline;
2120 }
2121
2122 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
2123 {
2124     int vs_selected_mode, ps_selected_mode;
2125
2126     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2127     if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
2128     if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
2129     return &none_shader_backend;
2130 }
2131
2132 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
2133 {
2134     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2135     int vs_selected_mode, ps_selected_mode;
2136
2137     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2138     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2139             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2140     else return &ffp_blit;
2141 }
2142
2143 /* Context activation is done by the caller. */
2144 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
2145 {
2146     struct wined3d_driver_info *driver_info = &adapter->driver_info;
2147     struct wined3d_gl_info *gl_info = &adapter->gl_info;
2148     const char *GL_Extensions    = NULL;
2149     const char *WGL_Extensions   = NULL;
2150     const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2151     struct fragment_caps fragment_caps;
2152     enum wined3d_gl_vendor gl_vendor;
2153     enum wined3d_pci_vendor card_vendor;
2154     enum wined3d_pci_device device;
2155     GLint       gl_max;
2156     GLfloat     gl_floatv[2];
2157     unsigned    i;
2158     HDC         hdc;
2159     unsigned int vidmem=0;
2160     DWORD gl_version;
2161     size_t len;
2162
2163     TRACE_(d3d_caps)("(%p)\n", gl_info);
2164
2165     ENTER_GL();
2166
2167     gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2168     TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2169     if (!gl_renderer_str)
2170     {
2171         LEAVE_GL();
2172         ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2173         return FALSE;
2174     }
2175
2176     gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2177     TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2178     if (!gl_vendor_str)
2179     {
2180         LEAVE_GL();
2181         ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2182         return FALSE;
2183     }
2184
2185     /* Parse the GL_VERSION field into major and minor information */
2186     gl_version_str = (const char *)glGetString(GL_VERSION);
2187     TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2188     if (!gl_version_str)
2189     {
2190         LEAVE_GL();
2191         ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2192         return FALSE;
2193     }
2194     gl_version = wined3d_parse_gl_version(gl_version_str);
2195
2196     /*
2197      * Initialize openGL extension related variables
2198      *  with Default values
2199      */
2200     memset(gl_info->supported, 0, sizeof(gl_info->supported));
2201     gl_info->limits.blends = 1;
2202     gl_info->limits.buffers = 1;
2203     gl_info->limits.textures = 1;
2204     gl_info->limits.fragment_samplers = 1;
2205     gl_info->limits.vertex_samplers = 0;
2206     gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2207     gl_info->limits.sampler_stages = 1;
2208     gl_info->limits.glsl_vs_float_constants = 0;
2209     gl_info->limits.glsl_ps_float_constants = 0;
2210     gl_info->limits.arb_vs_float_constants = 0;
2211     gl_info->limits.arb_vs_native_constants = 0;
2212     gl_info->limits.arb_vs_instructions = 0;
2213     gl_info->limits.arb_vs_temps = 0;
2214     gl_info->limits.arb_ps_float_constants = 0;
2215     gl_info->limits.arb_ps_local_constants = 0;
2216     gl_info->limits.arb_ps_instructions = 0;
2217     gl_info->limits.arb_ps_temps = 0;
2218
2219     /* Retrieve opengl defaults */
2220     glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2221     gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2222     TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2223
2224     glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2225     gl_info->limits.lights = gl_max;
2226     TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2227
2228     glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2229     gl_info->limits.texture_size = gl_max;
2230     TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2231
2232     glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2233     gl_info->limits.pointsize_min = gl_floatv[0];
2234     gl_info->limits.pointsize_max = gl_floatv[1];
2235     TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2236
2237     /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2238     GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2239     if (!GL_Extensions)
2240     {
2241         LEAVE_GL();
2242         ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2243         return FALSE;
2244     }
2245
2246     LEAVE_GL();
2247
2248     TRACE_(d3d_caps)("GL_Extensions reported:\n");
2249
2250     gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2251
2252     while (*GL_Extensions)
2253     {
2254         const char *start;
2255         char current_ext[256];
2256
2257         while (isspace(*GL_Extensions)) ++GL_Extensions;
2258         start = GL_Extensions;
2259         while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2260
2261         len = GL_Extensions - start;
2262         if (!len || len >= sizeof(current_ext)) continue;
2263
2264         memcpy(current_ext, start, len);
2265         current_ext[len] = '\0';
2266         TRACE_(d3d_caps)("- %s\n", debugstr_a(current_ext));
2267
2268         for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2269         {
2270             if (!strcmp(current_ext, EXTENSION_MAP[i].extension_string))
2271             {
2272                 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2273                 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2274                 break;
2275             }
2276         }
2277     }
2278
2279     /* Now work out what GL support this card really has */
2280 #define USE_GL_FUNC(type, pfn, ext, replace) \
2281 { \
2282     DWORD ver = ver_for_ext(ext); \
2283     if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2284     else if (ver && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2285     else gl_info->pfn = NULL; \
2286 }
2287     GL_EXT_FUNCS_GEN;
2288 #undef USE_GL_FUNC
2289
2290 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2291     WGL_EXT_FUNCS_GEN;
2292 #undef USE_GL_FUNC
2293
2294     ENTER_GL();
2295
2296     /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2297      * loading the functions, otherwise the code above will load the extension entry points instead of the
2298      * core functions, which may not work. */
2299     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2300     {
2301         if (!gl_info->supported[EXTENSION_MAP[i].extension]
2302                 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2303         {
2304             TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2305             gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2306         }
2307     }
2308
2309     if (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
2310
2311     if (gl_info->supported[APPLE_FENCE])
2312     {
2313         /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2314          * The apple extension interacts with some other apple exts. Disable the NV
2315          * extension if the apple one is support to prevent confusion in other parts
2316          * of the code. */
2317         gl_info->supported[NV_FENCE] = FALSE;
2318     }
2319     if (gl_info->supported[APPLE_FLOAT_PIXELS])
2320     {
2321         /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2322          *
2323          * The enums are the same:
2324          * GL_RGBA16F_ARB     = GL_RGBA_FLOAT16_APPLE = 0x881A
2325          * GL_RGB16F_ARB      = GL_RGB_FLOAT16_APPLE  = 0x881B
2326          * GL_RGBA32F_ARB     = GL_RGBA_FLOAT32_APPLE = 0x8814
2327          * GL_RGB32F_ARB      = GL_RGB_FLOAT32_APPLE  = 0x8815
2328          * GL_HALF_FLOAT_ARB  = GL_HALF_APPLE         = 0x140B
2329          */
2330         if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2331         {
2332             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2333             gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2334         }
2335         if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2336         {
2337             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2338             gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2339         }
2340     }
2341     if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2342     {
2343         /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2344          * functionality. Prefer the ARB extension */
2345         gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2346     }
2347     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2348     {
2349         TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2350         gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2351     }
2352     if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2353     {
2354         TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2355         gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2356     }
2357     if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2358     {
2359         TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2360         gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2361     }
2362     if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC]])
2363     {
2364         TRACE_(d3d_caps)(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
2365         gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
2366     }
2367     if (gl_info->supported[NV_TEXTURE_SHADER2])
2368     {
2369         if (gl_info->supported[NV_REGISTER_COMBINERS])
2370         {
2371             /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2372              * are supported. The nv extensions provide the same functionality as the
2373              * ATI one, and a bit more(signed pixelformats). */
2374             gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2375         }
2376     }
2377
2378     if (gl_info->supported[NV_REGISTER_COMBINERS])
2379     {
2380         glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2381         gl_info->limits.general_combiners = gl_max;
2382         TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2383     }
2384     if (gl_info->supported[ARB_DRAW_BUFFERS])
2385     {
2386         glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2387         gl_info->limits.buffers = gl_max;
2388         TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2389     }
2390     if (gl_info->supported[ARB_MULTITEXTURE])
2391     {
2392         glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2393         gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2394         TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2395
2396         if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2397         {
2398             GLint tmp;
2399             glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2400             gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2401         }
2402         else
2403         {
2404             gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2405         }
2406         TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2407
2408         if (gl_info->supported[ARB_VERTEX_SHADER])
2409         {
2410             GLint tmp;
2411             glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2412             gl_info->limits.vertex_samplers = tmp;
2413             glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2414             gl_info->limits.combined_samplers = tmp;
2415
2416             /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2417              * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2418              * an issue because then the sampler setup only depends on the two shaders. If a pixel
2419              * shader is used with fixed function vertex processing we're fine too because fixed function
2420              * vertex processing doesn't use any samplers. If fixed function fragment processing is
2421              * used we have to make sure that all vertex sampler setups are valid together with all
2422              * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2423              * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2424              * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2425              * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2426              * a fixed function pipeline anymore.
2427              *
2428              * So this is just a check to check that our assumption holds true. If not, write a warning
2429              * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2430             if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2431                     && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2432             {
2433                 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2434                         gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2435                 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2436                 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2437                     gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2438                 else
2439                     gl_info->limits.vertex_samplers = 0;
2440             }
2441         }
2442         else
2443         {
2444             gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2445         }
2446         TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2447         TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2448     }
2449     if (gl_info->supported[ARB_VERTEX_BLEND])
2450     {
2451         glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2452         gl_info->limits.blends = gl_max;
2453         TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2454     }
2455     if (gl_info->supported[EXT_TEXTURE3D])
2456     {
2457         glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2458         gl_info->limits.texture3d_size = gl_max;
2459         TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2460     }
2461     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2462     {
2463         glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2464         gl_info->limits.anisotropy = gl_max;
2465         TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2466     }
2467     if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2468     {
2469         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2470         gl_info->limits.arb_ps_float_constants = gl_max;
2471         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2472         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2473         gl_info->limits.arb_ps_native_constants = gl_max;
2474         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2475                 gl_info->limits.arb_ps_native_constants);
2476         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2477         gl_info->limits.arb_ps_temps = gl_max;
2478         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2479         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2480         gl_info->limits.arb_ps_instructions = gl_max;
2481         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2482         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2483         gl_info->limits.arb_ps_local_constants = gl_max;
2484         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2485     }
2486     if (gl_info->supported[ARB_VERTEX_PROGRAM])
2487     {
2488         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2489         gl_info->limits.arb_vs_float_constants = gl_max;
2490         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2491         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2492         gl_info->limits.arb_vs_native_constants = gl_max;
2493         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2494                 gl_info->limits.arb_vs_native_constants);
2495         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2496         gl_info->limits.arb_vs_temps = gl_max;
2497         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2498         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2499         gl_info->limits.arb_vs_instructions = gl_max;
2500         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2501
2502         if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2503     }
2504     if (gl_info->supported[ARB_VERTEX_SHADER])
2505     {
2506         glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2507         gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2508         TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2509     }
2510     if (gl_info->supported[ARB_FRAGMENT_SHADER])
2511     {
2512         glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2513         gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2514         TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2515         glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2516         gl_info->limits.glsl_varyings = gl_max;
2517         TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2518     }
2519     if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2520     {
2521         const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2522         unsigned int major, minor;
2523
2524         TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2525
2526         /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2527         sscanf(str, "%u.%u", &major, &minor);
2528         gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2529     }
2530     if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2531     {
2532         glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2533     }
2534     else
2535     {
2536         gl_info->limits.shininess = 128.0f;
2537     }
2538     if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2539     {
2540         /* If we have full NP2 texture support, disable
2541          * GL_ARB_texture_rectangle because we will never use it.
2542          * This saves a few redundant glDisable calls. */
2543         gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2544     }
2545     if (gl_info->supported[ATI_FRAGMENT_SHADER])
2546     {
2547         /* Disable NV_register_combiners and fragment shader if this is supported.
2548          * generally the NV extensions are preferred over the ATI ones, and this
2549          * extension is disabled if register_combiners and texture_shader2 are both
2550          * supported. So we reach this place only if we have incomplete NV dxlevel 8
2551          * fragment processing support. */
2552         gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2553         gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2554         gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2555         gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2556     }
2557     if (gl_info->supported[NV_HALF_FLOAT])
2558     {
2559         /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2560         gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2561     }
2562     if (gl_info->supported[ARB_POINT_SPRITE])
2563     {
2564         gl_info->limits.point_sprite_units = gl_info->limits.textures;
2565     }
2566     else
2567     {
2568         gl_info->limits.point_sprite_units = 0;
2569     }
2570     checkGLcall("extension detection");
2571
2572     LEAVE_GL();
2573
2574     adapter->fragment_pipe = select_fragment_implementation(adapter);
2575     adapter->shader_backend = select_shader_backend(adapter);
2576     adapter->blitter = select_blit_implementation(adapter);
2577
2578     adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2579     gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2580     TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2581
2582     /* In some cases the number of texture stages can be larger than the number
2583      * of samplers. The GF4 for example can use only 2 samplers (no fragment
2584      * shaders), but 8 texture stages (register combiners). */
2585     gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2586
2587     if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2588     {
2589         gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2590         gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2591         gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2592         gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2593         gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2594         gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2595         gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2596         gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2597         gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2598         gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2599         gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2600         gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2601         gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2602         gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2603         gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2604         gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2605         gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2606         gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2607         gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2608     }
2609     else
2610     {
2611         if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2612         {
2613             gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2614             gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2615             gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2616             gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2617             gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2618             gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2619             gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2620             gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2621             gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2622             gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2623             gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2624             gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2625             gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2626             gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2627             gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2628             gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2629             gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2630         }
2631         else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2632         {
2633             WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2634             wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2635         }
2636         if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2637         {
2638             gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2639         }
2640         if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2641         {
2642             gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2643         }
2644     }
2645
2646     /* MRTs are currently only supported when FBOs are used. */
2647     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2648     {
2649         gl_info->limits.buffers = 1;
2650     }
2651
2652     gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2653     card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2654     TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2655
2656     device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor, &vidmem);
2657     TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2658
2659     /* If we have an estimate use it, else default to 64MB;  */
2660     if(vidmem)
2661         gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
2662     else
2663         gl_info->vidmem = WINE_DEFAULT_VIDMEM;
2664
2665     gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2666     gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2667             gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2668     gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2669     gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2670             gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2671     gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2672             gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2673
2674     /* Make sure there's an active HDC else the WGL extensions will fail */
2675     hdc = pwglGetCurrentDC();
2676     if (hdc) {
2677         /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2678         if(GL_EXTCALL(wglGetExtensionsStringARB))
2679             WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2680
2681         if (NULL == WGL_Extensions) {
2682             ERR("   WGL_Extensions returns NULL\n");
2683         } else {
2684             TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2685             while (*WGL_Extensions != 0x00) {
2686                 const char *Start;
2687                 char ThisExtn[256];
2688
2689                 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2690                 Start = WGL_Extensions;
2691                 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
2692                     WGL_Extensions++;
2693                 }
2694
2695                 len = WGL_Extensions - Start;
2696                 if (len == 0 || len >= sizeof(ThisExtn))
2697                     continue;
2698
2699                 memcpy(ThisExtn, Start, len);
2700                 ThisExtn[len] = '\0';
2701                 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2702
2703                 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2704                     gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2705                     TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2706                 }
2707                 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2708                     gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2709                     TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2710                 }
2711             }
2712         }
2713     }
2714
2715     fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2716     init_driver_info(driver_info, card_vendor, device);
2717     add_gl_compat_wrappers(gl_info);
2718
2719     return TRUE;
2720 }
2721
2722 /**********************************************************
2723  * IWineD3D implementation follows
2724  **********************************************************/
2725
2726 static UINT     WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2727     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2728
2729     TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2730
2731     return This->adapter_count;
2732 }
2733
2734 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void *init_function)
2735 {
2736     FIXME("iface %p, init_function %p stub!\n", iface, init_function);
2737
2738     return WINED3D_OK;
2739 }
2740
2741 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2742     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2743
2744     TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2745
2746     if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2747         return NULL;
2748     }
2749
2750     return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2751 }
2752
2753 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2754      of the same bpp but different resolutions                                  */
2755
2756 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2757 static UINT     WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
2758     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2759     TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
2760
2761     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2762         return 0;
2763     }
2764
2765     /* TODO: Store modes per adapter and read it from the adapter structure */
2766     if (Adapter == 0) { /* Display */
2767         const struct wined3d_format_desc *format_desc = getFormatDescEntry(Format, &This->adapters[Adapter].gl_info);
2768         UINT format_bits = format_desc->byte_count * CHAR_BIT;
2769         unsigned int i = 0;
2770         unsigned int j = 0;
2771         DEVMODEW mode;
2772
2773         memset(&mode, 0, sizeof(mode));
2774         mode.dmSize = sizeof(mode);
2775
2776         while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2777         {
2778             ++j;
2779
2780             if (Format == WINED3DFMT_UNKNOWN)
2781             {
2782                 /* This is for D3D8, do not enumerate P8 here */
2783                 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2784             }
2785             else if (mode.dmBitsPerPel == format_bits)
2786             {
2787                 ++i;
2788             }
2789         }
2790
2791         TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2792         return i;
2793     } else {
2794         FIXME_(d3d_caps)("Adapter not primary display\n");
2795     }
2796     return 0;
2797 }
2798
2799 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2800 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
2801     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2802     TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
2803
2804     /* Validate the parameters as much as possible */
2805     if (NULL == pMode ||
2806         Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
2807         Mode    >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
2808         return WINED3DERR_INVALIDCALL;
2809     }
2810
2811     /* TODO: Store modes per adapter and read it from the adapter structure */
2812     if (Adapter == 0)
2813     {
2814         const struct wined3d_format_desc *format_desc = getFormatDescEntry(Format, &This->adapters[Adapter].gl_info);
2815         UINT format_bits = format_desc->byte_count * CHAR_BIT;
2816         DEVMODEW DevModeW;
2817         int ModeIdx = 0;
2818         UINT i = 0;
2819         int j = 0;
2820
2821         ZeroMemory(&DevModeW, sizeof(DevModeW));
2822         DevModeW.dmSize = sizeof(DevModeW);
2823
2824         /* If we are filtering to a specific format (D3D9), then need to skip
2825            all unrelated modes, but if mode is irrelevant (D3D8), then we can
2826            just count through the ones with valid bit depths */
2827         while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2828         {
2829             if (Format == WINED3DFMT_UNKNOWN)
2830             {
2831                 /* This is for D3D8, do not enumerate P8 here */
2832                 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2833             }
2834             else if (DevModeW.dmBitsPerPel == format_bits)
2835             {
2836                 ++i;
2837             }
2838         }
2839
2840         if (i == 0) {
2841             TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
2842             return WINED3DERR_INVALIDCALL;
2843         }
2844         ModeIdx = j - 1;
2845
2846         /* Now get the display mode via the calculated index */
2847         if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2848             pMode->Width        = DevModeW.dmPelsWidth;
2849             pMode->Height       = DevModeW.dmPelsHeight;
2850             pMode->RefreshRate  = DEFAULT_REFRESH_RATE;
2851             if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2852                 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2853
2854             if (Format == WINED3DFMT_UNKNOWN) {
2855                 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2856             } else {
2857                 pMode->Format = Format;
2858             }
2859         } else {
2860             TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2861             return WINED3DERR_INVALIDCALL;
2862         }
2863
2864         TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2865                 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2866                 DevModeW.dmBitsPerPel);
2867
2868     }
2869     else
2870     {
2871         FIXME_(d3d_caps)("Adapter not primary display\n");
2872     }
2873
2874     return WINED3D_OK;
2875 }
2876
2877 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE *pMode)
2878 {
2879     TRACE("iface %p, adapter_idx %u, display_mode %p.\n", iface, Adapter, pMode);
2880
2881     if (NULL == pMode ||
2882         Adapter >= IWineD3D_GetAdapterCount(iface)) {
2883         return WINED3DERR_INVALIDCALL;
2884     }
2885
2886     if (Adapter == 0) { /* Display */
2887         int bpp = 0;
2888         DEVMODEW DevModeW;
2889
2890         ZeroMemory(&DevModeW, sizeof(DevModeW));
2891         DevModeW.dmSize = sizeof(DevModeW);
2892
2893         EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2894         pMode->Width        = DevModeW.dmPelsWidth;
2895         pMode->Height       = DevModeW.dmPelsHeight;
2896         bpp                 = DevModeW.dmBitsPerPel;
2897         pMode->RefreshRate  = DEFAULT_REFRESH_RATE;
2898         if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2899         {
2900             pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2901         }
2902
2903         pMode->Format = pixelformat_for_depth(bpp);
2904     } else {
2905         FIXME_(d3d_caps)("Adapter not primary display\n");
2906     }
2907
2908     TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2909           pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2910     return WINED3D_OK;
2911 }
2912
2913 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2914    and fields being inserted in the middle, a new structure is used in place    */
2915 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
2916                                                    WINED3DADAPTER_IDENTIFIER* pIdentifier) {
2917     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2918     struct wined3d_adapter *adapter;
2919     size_t len;
2920
2921     TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
2922
2923     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2924         return WINED3DERR_INVALIDCALL;
2925     }
2926
2927     adapter = &This->adapters[Adapter];
2928
2929     /* Return the information requested */
2930     TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2931
2932     if (pIdentifier->driver_size)
2933     {
2934         const char *name = adapter->driver_info.name;
2935         len = min(strlen(name), pIdentifier->driver_size - 1);
2936         memcpy(pIdentifier->driver, name, len);
2937         pIdentifier->driver[len] = '\0';
2938     }
2939
2940     if (pIdentifier->description_size)
2941     {
2942         const char *description = adapter->driver_info.description;
2943         len = min(strlen(description), pIdentifier->description_size - 1);
2944         memcpy(pIdentifier->description, description, len);
2945         pIdentifier->description[len] = '\0';
2946     }
2947
2948     /* Note that d3d8 doesn't supply a device name. */
2949     if (pIdentifier->device_name_size)
2950     {
2951         static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2952
2953         len = strlen(device_name);
2954         if (len >= pIdentifier->device_name_size)
2955         {
2956             ERR("Device name size too small.\n");
2957             return WINED3DERR_INVALIDCALL;
2958         }
2959
2960         memcpy(pIdentifier->device_name, device_name, len);
2961         pIdentifier->device_name[len] = '\0';
2962     }
2963
2964     pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
2965     pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
2966     pIdentifier->vendor_id = adapter->driver_info.vendor;
2967     pIdentifier->device_id = adapter->driver_info.device;
2968     pIdentifier->subsystem_id = 0;
2969     pIdentifier->revision = 0;
2970     memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
2971     pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2972     memcpy(&pIdentifier->adapter_luid, &adapter->luid, sizeof(pIdentifier->adapter_luid));
2973     pIdentifier->video_memory = adapter->TextureRam;
2974
2975     return WINED3D_OK;
2976 }
2977
2978 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
2979         const WineD3D_PixelFormat *cfg, const struct wined3d_format_desc *format_desc)
2980 {
2981     short redSize, greenSize, blueSize, alphaSize, colorBits;
2982
2983     if(!cfg)
2984         return FALSE;
2985
2986     /* Float formats need FBOs. If FBOs are used this function isn't called */
2987     if (format_desc->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2988
2989     if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
2990         if (!getColorBits(format_desc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2991         {
2992             ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2993             return FALSE;
2994         }
2995
2996         if(cfg->redSize < redSize)
2997             return FALSE;
2998
2999         if(cfg->greenSize < greenSize)
3000             return FALSE;
3001
3002         if(cfg->blueSize < blueSize)
3003             return FALSE;
3004
3005         if(cfg->alphaSize < alphaSize)
3006             return FALSE;
3007
3008         return TRUE;
3009     }
3010
3011     /* Probably a RGBA_float or color index mode */
3012     return FALSE;
3013 }
3014
3015 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
3016         const WineD3D_PixelFormat *cfg, const struct wined3d_format_desc *format_desc)
3017 {
3018     short depthSize, stencilSize;
3019     BOOL lockable = FALSE;
3020
3021     if(!cfg)
3022         return FALSE;
3023
3024     if (!getDepthStencilBits(format_desc, &depthSize, &stencilSize))
3025     {
3026         ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
3027         return FALSE;
3028     }
3029
3030     /* Float formats need FBOs. If FBOs are used this function isn't called */
3031     if (format_desc->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3032
3033     if ((format_desc->format == WINED3DFMT_D16_LOCKABLE) || (format_desc->format == WINED3DFMT_D32_FLOAT))
3034         lockable = TRUE;
3035
3036     /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
3037      * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
3038      * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
3039     if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
3040         return FALSE;
3041
3042     /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
3043      * allow more stencil bits than requested. */
3044     if(cfg->stencilSize < stencilSize)
3045         return FALSE;
3046
3047     return TRUE;
3048 }
3049
3050 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3051                                                    WINED3DFORMAT AdapterFormat,
3052                                                    WINED3DFORMAT RenderTargetFormat,
3053                                                    WINED3DFORMAT DepthStencilFormat) {
3054     IWineD3DImpl *This = (IWineD3DImpl *)iface;
3055     int nCfgs;
3056     const WineD3D_PixelFormat *cfgs;
3057     const struct wined3d_adapter *adapter;
3058     const struct wined3d_format_desc *rt_format_desc;
3059     const struct wined3d_format_desc *ds_format_desc;
3060     int it;
3061
3062     WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
3063            This, Adapter,
3064            DeviceType, debug_d3ddevicetype(DeviceType),
3065            AdapterFormat, debug_d3dformat(AdapterFormat),
3066            RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
3067            DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
3068
3069     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3070         TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
3071         return WINED3DERR_INVALIDCALL;
3072     }
3073
3074     adapter = &This->adapters[Adapter];
3075     rt_format_desc = getFormatDescEntry(RenderTargetFormat, &adapter->gl_info);
3076     ds_format_desc = getFormatDescEntry(DepthStencilFormat, &adapter->gl_info);
3077     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3078     {
3079         if ((rt_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET) &&
3080             (ds_format_desc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))) {
3081             TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3082             return WINED3D_OK;
3083         }
3084     }
3085     else
3086     {
3087         cfgs = adapter->cfgs;
3088         nCfgs = adapter->nCfgs;
3089         for (it = 0; it < nCfgs; ++it) {
3090             if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format_desc))
3091             {
3092                 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format_desc))
3093                 {
3094                     TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3095                     return WINED3D_OK;
3096                 }
3097             }
3098         }
3099     }
3100     WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
3101
3102     return WINED3DERR_NOTAVAILABLE;
3103 }
3104
3105 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3106         WINED3DFORMAT SurfaceFormat, BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
3107 {
3108     IWineD3DImpl *This = (IWineD3DImpl *)iface;
3109     const struct wined3d_format_desc *glDesc;
3110     const struct wined3d_adapter *adapter;
3111
3112     TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
3113           This,
3114           Adapter,
3115           DeviceType, debug_d3ddevicetype(DeviceType),
3116           SurfaceFormat, debug_d3dformat(SurfaceFormat),
3117           Windowed,
3118           MultiSampleType,
3119           pQualityLevels);
3120
3121     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3122         return WINED3DERR_INVALIDCALL;
3123     }
3124
3125     /* TODO: handle Windowed, add more quality levels */
3126
3127     if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
3128         if(pQualityLevels) *pQualityLevels = 1;
3129         return WINED3D_OK;
3130     }
3131
3132     /* By default multisampling is disabled right now as it causes issues
3133      * on some Nvidia driver versions and it doesn't work well in combination
3134      * with FBOs yet. */
3135     if(!wined3d_settings.allow_multisampling)
3136         return WINED3DERR_NOTAVAILABLE;
3137
3138     adapter = &This->adapters[Adapter];
3139     glDesc = getFormatDescEntry(SurfaceFormat, &adapter->gl_info);
3140     if (!glDesc) return WINED3DERR_INVALIDCALL;
3141
3142     if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
3143         int i, nCfgs;
3144         const WineD3D_PixelFormat *cfgs;
3145
3146         cfgs = adapter->cfgs;
3147         nCfgs = adapter->nCfgs;
3148         for(i=0; i<nCfgs; i++) {
3149             if(cfgs[i].numSamples != MultiSampleType)
3150                 continue;
3151
3152             if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], glDesc))
3153                 continue;
3154
3155             TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3156
3157             if(pQualityLevels)
3158                 *pQualityLevels = 1; /* Guess at a value! */
3159             return WINED3D_OK;
3160         }
3161     }
3162     else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
3163         short redSize, greenSize, blueSize, alphaSize, colorBits;
3164         int i, nCfgs;
3165         const WineD3D_PixelFormat *cfgs;
3166
3167         if (!getColorBits(glDesc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3168         {
3169             ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
3170             return WINED3DERR_NOTAVAILABLE;
3171         }
3172
3173         cfgs = adapter->cfgs;
3174         nCfgs = adapter->nCfgs;
3175         for(i=0; i<nCfgs; i++) {
3176             if(cfgs[i].numSamples != MultiSampleType)
3177                 continue;
3178             if(cfgs[i].redSize != redSize)
3179                 continue;
3180             if(cfgs[i].greenSize != greenSize)
3181                 continue;
3182             if(cfgs[i].blueSize != blueSize)
3183                 continue;
3184             /* Not all drivers report alpha-less formats since they use 32-bit anyway, so accept alpha even if we didn't ask for it. */
3185             if(alphaSize && cfgs[i].alphaSize != alphaSize)
3186                 continue;
3187             if(cfgs[i].colorSize != (glDesc->byte_count << 3))
3188                 continue;
3189
3190             TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3191
3192             if(pQualityLevels)
3193                 *pQualityLevels = 1; /* Guess at a value! */
3194             return WINED3D_OK;
3195         }
3196     }
3197     return WINED3DERR_NOTAVAILABLE;
3198 }
3199
3200 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3201         WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed)
3202 {
3203     HRESULT hr = WINED3DERR_NOTAVAILABLE;
3204     UINT nmodes;
3205
3206     TRACE("iface %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
3207             iface, Adapter, debug_d3ddevicetype(DeviceType), debug_d3dformat(DisplayFormat),
3208             debug_d3dformat(BackBufferFormat), Windowed);
3209
3210     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3211         WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
3212         return WINED3DERR_INVALIDCALL;
3213     }
3214
3215     /* The task of this function is to check whether a certain display / backbuffer format
3216      * combination is available on the given adapter. In fullscreen mode microsoft specified
3217      * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
3218      * and display format should match exactly.
3219      * In windowed mode format conversion can occur and this depends on the driver. When format
3220      * conversion is done, this function should nevertheless fail and applications need to use
3221      * CheckDeviceFormatConversion.
3222      * At the moment we assume that fullscreen and windowed have the same capabilities */
3223
3224     /* There are only 4 display formats */
3225     if (!(DisplayFormat == WINED3DFMT_B5G6R5_UNORM
3226             || DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
3227             || DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
3228             || DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM))
3229     {
3230         TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
3231         return WINED3DERR_NOTAVAILABLE;
3232     }
3233
3234     /* If the requested DisplayFormat is not available, don't continue */
3235     nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
3236     if(!nmodes) {
3237         TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
3238         return WINED3DERR_NOTAVAILABLE;
3239     }
3240
3241     /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
3242     if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
3243         TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
3244         return WINED3DERR_NOTAVAILABLE;
3245     }
3246
3247     /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
3248     if (DisplayFormat == WINED3DFMT_B5G6R5_UNORM && BackBufferFormat != WINED3DFMT_B5G6R5_UNORM)
3249     {
3250         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3251         return WINED3DERR_NOTAVAILABLE;
3252     }
3253
3254     /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
3255     if (DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
3256             && !(BackBufferFormat == WINED3DFMT_B5G5R5X1_UNORM || BackBufferFormat == WINED3DFMT_B5G5R5A1_UNORM))
3257     {
3258         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3259         return WINED3DERR_NOTAVAILABLE;
3260     }
3261
3262     /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
3263     if (DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
3264             && !(BackBufferFormat == WINED3DFMT_B8G8R8X8_UNORM || BackBufferFormat == WINED3DFMT_B8G8R8A8_UNORM))
3265     {
3266         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3267         return WINED3DERR_NOTAVAILABLE;
3268     }
3269
3270     /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
3271     if (DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM
3272             && (BackBufferFormat != WINED3DFMT_B10G10R10A2_UNORM || Windowed))
3273     {
3274         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3275         return WINED3DERR_NOTAVAILABLE;
3276     }
3277
3278     /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
3279     hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
3280     if(FAILED(hr))
3281         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3282
3283     return hr;
3284 }
3285
3286
3287 /* Check if we support bumpmapping for a format */
3288 static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3289 {
3290     /* Ask the fixed function pipeline implementation if it can deal
3291      * with the conversion. If we've got a GL extension giving native
3292      * support this will be an identity conversion. */
3293     return (format_desc->Flags & WINED3DFMT_FLAG_BUMPMAP)
3294             && adapter->fragment_pipe->color_fixup_supported(format_desc->color_fixup);
3295 }
3296
3297 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3298 static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
3299         const struct wined3d_format_desc *display_format_desc, const struct wined3d_format_desc *ds_format_desc)
3300 {
3301     int it=0;
3302
3303     /* Only allow depth/stencil formats */
3304     if (!(ds_format_desc->depth_size || ds_format_desc->stencil_size)) return FALSE;
3305
3306     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3307     {
3308         /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3309         if (ds_format_desc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3310     }
3311     else
3312     {
3313         /* Walk through all WGL pixel formats to find a match */
3314         for (it = 0; it < adapter->nCfgs; ++it)
3315         {
3316             WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
3317             if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format_desc))
3318             {
3319                 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format_desc))
3320                 {
3321                     return TRUE;
3322                 }
3323             }
3324         }
3325     }
3326
3327     return FALSE;
3328 }
3329
3330 static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3331 {
3332     /* The flags entry of a format contains the filtering capability */
3333     if (format_desc->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3334
3335     return FALSE;
3336 }
3337
3338 /* Check the render target capabilities of a format */
3339 static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
3340         const struct wined3d_format_desc *adapter_format_desc, const struct wined3d_format_desc *check_format_desc)
3341 {
3342     /* Filter out non-RT formats */
3343     if (!(check_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3344     if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
3345         WineD3D_PixelFormat *cfgs = adapter->cfgs;
3346         int it;
3347         short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3348         short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3349
3350         getColorBits(adapter_format_desc, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3351         getColorBits(check_format_desc, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3352
3353         /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3354          * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3355         if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3356             TRACE_(d3d_caps)("[FAILED]\n");
3357             return FALSE;
3358         }
3359
3360         /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3361          * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3362         for (it = 0; it < adapter->nCfgs; ++it)
3363         {
3364             if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3365                     &cfgs[it], check_format_desc))
3366             {
3367                 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
3368                         cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
3369                 return TRUE;
3370             }
3371         }
3372     }
3373     else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3374     {
3375         /* For now return TRUE for FBOs until we have some proper checks.
3376          * Note that this function will only be called when the format is around for texturing. */
3377         return TRUE;
3378     }
3379     return FALSE;
3380 }
3381
3382 static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3383 {
3384     return adapter->gl_info.supported[EXT_TEXTURE_SRGB]
3385             && (format_desc->Flags & WINED3DFMT_FLAG_SRGB_READ);
3386 }
3387
3388 static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3389 {
3390     /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3391      * doing the color fixup in shaders.
3392      * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3393     if (format_desc->Flags & WINED3DFMT_FLAG_SRGB_WRITE)
3394     {
3395         int vs_selected_mode;
3396         int ps_selected_mode;
3397         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3398
3399         if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3400             TRACE_(d3d_caps)("[OK]\n");
3401             return TRUE;
3402         }
3403     }
3404
3405     TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(format_desc->format));
3406     return FALSE;
3407 }
3408
3409 /* Check if a format support blending in combination with pixel shaders */
3410 static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
3411         const struct wined3d_format_desc *format_desc)
3412 {
3413     /* The flags entry of a format contains the post pixel shader blending capability */
3414     if (format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3415
3416     return FALSE;
3417 }
3418
3419 static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3420 {
3421     /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3422      * but we have to report mipmapping so we cannot reject this flag. Tests show that
3423      * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3424      * that wrapping is supported. The lack of filtering will sort out the mipmapping
3425      * capability anyway.
3426      *
3427      * For now lets report this on all formats, but in the future we may want to
3428      * restrict it to some should games need that
3429      */
3430     return TRUE;
3431 }
3432
3433 /* Check if a texture format is supported on the given adapter */
3434 static BOOL CheckTextureCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3435 {
3436     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3437
3438     switch (format_desc->format)
3439     {
3440         /*****
3441          *  supported: RGB(A) formats
3442          */
3443         case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3444         case WINED3DFMT_B8G8R8A8_UNORM:
3445         case WINED3DFMT_B8G8R8X8_UNORM:
3446         case WINED3DFMT_B5G6R5_UNORM:
3447         case WINED3DFMT_B5G5R5X1_UNORM:
3448         case WINED3DFMT_B5G5R5A1_UNORM:
3449         case WINED3DFMT_B4G4R4A4_UNORM:
3450         case WINED3DFMT_A8_UNORM:
3451         case WINED3DFMT_B4G4R4X4_UNORM:
3452         case WINED3DFMT_R8G8B8A8_UNORM:
3453         case WINED3DFMT_R8G8B8X8_UNORM:
3454         case WINED3DFMT_B10G10R10A2_UNORM:
3455         case WINED3DFMT_R10G10B10A2_UNORM:
3456         case WINED3DFMT_R16G16_UNORM:
3457             TRACE_(d3d_caps)("[OK]\n");
3458             return TRUE;
3459
3460         case WINED3DFMT_B2G3R3_UNORM:
3461             TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3462             return FALSE;
3463
3464         /*****
3465          *  Not supported: Palettized
3466          *  Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3467          *  Since it is not widely available, don't offer it. Further no Windows driver offers
3468          *  WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3469          */
3470         case WINED3DFMT_P8_UINT:
3471         case WINED3DFMT_P8_UINT_A8_UNORM:
3472             return FALSE;
3473
3474         /*****
3475          *  Supported: (Alpha)-Luminance
3476          */
3477         case WINED3DFMT_L8_UNORM:
3478         case WINED3DFMT_L8A8_UNORM:
3479         case WINED3DFMT_L16_UNORM:
3480             TRACE_(d3d_caps)("[OK]\n");
3481             return TRUE;
3482
3483         /* Not supported on Windows, thus disabled */
3484         case WINED3DFMT_L4A4_UNORM:
3485             TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3486             return FALSE;
3487
3488         /*****
3489          *  Supported: Depth/Stencil formats
3490          */
3491         case WINED3DFMT_D16_LOCKABLE:
3492         case WINED3DFMT_D16_UNORM:
3493         case WINED3DFMT_S1_UINT_D15_UNORM:
3494         case WINED3DFMT_X8D24_UNORM:
3495         case WINED3DFMT_S4X4_UINT_D24_UNORM:
3496         case WINED3DFMT_D24_UNORM_S8_UINT:
3497         case WINED3DFMT_S8_UINT_D24_FLOAT:
3498         case WINED3DFMT_D32_UNORM:
3499         case WINED3DFMT_D32_FLOAT:
3500             return TRUE;
3501
3502         /*****
3503          *  Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3504          *  GL_NV_texture_shader). Emulated by shaders
3505          */
3506         case WINED3DFMT_R8G8_SNORM:
3507         case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3508         case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3509         case WINED3DFMT_R8G8B8A8_SNORM:
3510         case WINED3DFMT_R16G16_SNORM:
3511             /* Ask the shader backend if it can deal with the conversion. If
3512              * we've got a GL extension giving native support this will be an
3513              * identity conversion. */
3514             if (adapter->shader_backend->shader_color_fixup_supported(format_desc->color_fixup))
3515             {
3516                 TRACE_(d3d_caps)("[OK]\n");
3517                 return TRUE;
3518             }
3519             TRACE_(d3d_caps)("[FAILED]\n");
3520             return FALSE;
3521
3522         case WINED3DFMT_DXT1:
3523         case WINED3DFMT_DXT2:
3524         case WINED3DFMT_DXT3:
3525         case WINED3DFMT_DXT4:
3526         case WINED3DFMT_DXT5:
3527             if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3528             {
3529                 TRACE_(d3d_caps)("[OK]\n");
3530                 return TRUE;
3531             }
3532             TRACE_(d3d_caps)("[FAILED]\n");
3533             return FALSE;
3534
3535
3536         /*****
3537          *  Odd formats - not supported
3538          */
3539         case WINED3DFMT_VERTEXDATA:
3540         case WINED3DFMT_R16_UINT:
3541         case WINED3DFMT_R32_UINT:
3542         case WINED3DFMT_R16G16B16A16_SNORM:
3543         case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3544         case WINED3DFMT_R10G11B11_SNORM:
3545             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3546             return FALSE;
3547
3548         /*****
3549          *  WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3550          */
3551         case WINED3DFMT_R8G8_SNORM_Cx:
3552             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3553             return FALSE;
3554
3555         /* YUV formats */
3556         case WINED3DFMT_UYVY:
3557         case WINED3DFMT_YUY2:
3558             if (gl_info->supported[APPLE_YCBCR_422])
3559             {
3560                 TRACE_(d3d_caps)("[OK]\n");
3561                 return TRUE;
3562             }
3563             TRACE_(d3d_caps)("[FAILED]\n");
3564             return FALSE;
3565         case WINED3DFMT_YV12:
3566             TRACE_(d3d_caps)("[FAILED]\n");
3567             return FALSE;
3568
3569             /* Not supported */
3570         case WINED3DFMT_R16G16B16A16_UNORM:
3571         case WINED3DFMT_B2G3R3A8_UNORM:
3572             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3573             return FALSE;
3574
3575             /* Floating point formats */
3576         case WINED3DFMT_R16_FLOAT:
3577         case WINED3DFMT_R16G16_FLOAT:
3578         case WINED3DFMT_R16G16B16A16_FLOAT:
3579             if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3580             {
3581                 TRACE_(d3d_caps)("[OK]\n");
3582                 return TRUE;
3583             }
3584             TRACE_(d3d_caps)("[FAILED]\n");
3585             return FALSE;
3586
3587         case WINED3DFMT_R32_FLOAT:
3588         case WINED3DFMT_R32G32_FLOAT:
3589         case WINED3DFMT_R32G32B32A32_FLOAT:
3590             if (gl_info->supported[ARB_TEXTURE_FLOAT])
3591             {
3592                 TRACE_(d3d_caps)("[OK]\n");
3593                 return TRUE;
3594             }
3595             TRACE_(d3d_caps)("[FAILED]\n");
3596             return FALSE;
3597
3598         /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3599          * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3600          * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3601          * We can do instancing with all shader versions, but we need vertex shaders.
3602          *
3603          * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3604          * to enable instancing. WineD3D doesn't need that and just ignores it.
3605          *
3606          * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3607          */
3608         case WINED3DFMT_INST:
3609             TRACE("ATI Instancing check hack\n");
3610             if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3611             {
3612                 TRACE_(d3d_caps)("[OK]\n");
3613                 return TRUE;
3614             }
3615             TRACE_(d3d_caps)("[FAILED]\n");
3616             return FALSE;
3617
3618         /* Some weird FOURCC formats */
3619         case WINED3DFMT_R8G8_B8G8:
3620         case WINED3DFMT_G8R8_G8B8:
3621         case WINED3DFMT_MULTI2_ARGB8:
3622             TRACE_(d3d_caps)("[FAILED]\n");
3623             return FALSE;
3624
3625         /* Vendor specific formats */
3626         case WINED3DFMT_ATI2N:
3627             if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3628                     || gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
3629             {
3630                 if (adapter->shader_backend->shader_color_fixup_supported(format_desc->color_fixup)
3631                         && adapter->fragment_pipe->color_fixup_supported(format_desc->color_fixup))
3632                 {
3633                     TRACE_(d3d_caps)("[OK]\n");
3634                     return TRUE;
3635                 }
3636
3637                 TRACE_(d3d_caps)("[OK]\n");
3638                 return TRUE;
3639             }
3640             TRACE_(d3d_caps)("[FAILED]\n");
3641             return FALSE;
3642
3643         case WINED3DFMT_NVHU:
3644         case WINED3DFMT_NVHS:
3645             /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3646              * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3647              * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3648              * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3649              * Applications have to deal with not having NVHS and NVHU.
3650              */
3651             TRACE_(d3d_caps)("[FAILED]\n");
3652             return FALSE;
3653
3654         case WINED3DFMT_UNKNOWN:
3655             return FALSE;
3656
3657         default:
3658             ERR("Unhandled format=%s\n", debug_d3dformat(format_desc->format));
3659             break;
3660     }
3661     return FALSE;
3662 }
3663
3664 static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter,
3665         const struct wined3d_format_desc *adapter_format_desc,
3666         const struct wined3d_format_desc *check_format_desc,
3667         WINED3DSURFTYPE SurfaceType)
3668 {
3669     if(SurfaceType == SURFACE_GDI) {
3670         switch(check_format_desc->format)
3671         {
3672             case WINED3DFMT_B8G8R8_UNORM:
3673             case WINED3DFMT_B8G8R8A8_UNORM:
3674             case WINED3DFMT_B8G8R8X8_UNORM:
3675             case WINED3DFMT_B5G6R5_UNORM:
3676             case WINED3DFMT_B5G5R5X1_UNORM:
3677             case WINED3DFMT_B5G5R5A1_UNORM:
3678             case WINED3DFMT_B4G4R4A4_UNORM:
3679             case WINED3DFMT_B2G3R3_UNORM:
3680             case WINED3DFMT_A8_UNORM:
3681             case WINED3DFMT_B2G3R3A8_UNORM:
3682             case WINED3DFMT_B4G4R4X4_UNORM:
3683             case WINED3DFMT_R10G10B10A2_UNORM:
3684             case WINED3DFMT_R8G8B8A8_UNORM:
3685             case WINED3DFMT_R8G8B8X8_UNORM:
3686             case WINED3DFMT_R16G16_UNORM:
3687             case WINED3DFMT_B10G10R10A2_UNORM:
3688             case WINED3DFMT_R16G16B16A16_UNORM:
3689             case WINED3DFMT_P8_UINT:
3690                 TRACE_(d3d_caps)("[OK]\n");
3691                 return TRUE;
3692             default:
3693                 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3694                 return FALSE;
3695         }
3696     }
3697
3698     /* All format that are supported for textures are supported for surfaces as well */
3699     if (CheckTextureCapability(adapter, check_format_desc)) return TRUE;
3700     /* All depth stencil formats are supported on surfaces */
3701     if (CheckDepthStencilCapability(adapter, adapter_format_desc, check_format_desc)) return TRUE;
3702
3703     /* If opengl can't process the format natively, the blitter may be able to convert it */
3704     if (adapter->blitter->blit_supported(&adapter->gl_info, BLIT_OP_BLIT,
3705                                          NULL, WINED3DPOOL_DEFAULT, 0, check_format_desc,
3706                                          NULL, WINED3DPOOL_DEFAULT, 0, adapter_format_desc))
3707     {
3708         TRACE_(d3d_caps)("[OK]\n");
3709         return TRUE;
3710     }
3711
3712     /* Reject other formats */
3713     TRACE_(d3d_caps)("[FAILED]\n");
3714     return FALSE;
3715 }
3716
3717 static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter,
3718         const struct wined3d_format_desc *format_desc)
3719 {
3720     return adapter->gl_info.limits.vertex_samplers
3721             && (format_desc->Flags & WINED3DFMT_FLAG_VTF);
3722 }
3723
3724 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3725         WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
3726         WINED3DSURFTYPE SurfaceType)
3727 {
3728     IWineD3DImpl *This = (IWineD3DImpl *)iface;
3729     struct wined3d_adapter *adapter = &This->adapters[Adapter];
3730     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3731     const struct wined3d_format_desc *format_desc = getFormatDescEntry(CheckFormat, gl_info);
3732     const struct wined3d_format_desc *adapter_format_desc = getFormatDescEntry(AdapterFormat, gl_info);
3733     DWORD UsageCaps = 0;
3734
3735     TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3736           This,
3737           Adapter,
3738           DeviceType, debug_d3ddevicetype(DeviceType),
3739           AdapterFormat, debug_d3dformat(AdapterFormat),
3740           Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3741           RType, debug_d3dresourcetype(RType),
3742           CheckFormat, debug_d3dformat(CheckFormat));
3743
3744     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3745         return WINED3DERR_INVALIDCALL;
3746     }
3747
3748     switch (RType)
3749     {
3750         case WINED3DRTYPE_CUBETEXTURE:
3751             /* Cubetexture allows:
3752              *      - WINED3DUSAGE_AUTOGENMIPMAP
3753              *      - WINED3DUSAGE_DEPTHSTENCIL
3754              *      - WINED3DUSAGE_DYNAMIC
3755              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3756              *      - WINED3DUSAGE_RENDERTARGET
3757              *      - WINED3DUSAGE_SOFTWAREPROCESSING
3758              *      - WINED3DUSAGE_QUERY_WRAPANDMIP
3759              */
3760             if (SurfaceType != SURFACE_OPENGL)
3761             {
3762                 TRACE_(d3d_caps)("[FAILED]\n");
3763                 return WINED3DERR_NOTAVAILABLE;
3764             }
3765
3766             if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3767             {
3768                 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3769                 return WINED3DERR_NOTAVAILABLE;
3770             }
3771
3772             if (!CheckTextureCapability(adapter, format_desc))
3773             {
3774                 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3775                 return WINED3DERR_NOTAVAILABLE;
3776             }
3777
3778             if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3779             {
3780                 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3781                     /* When autogenmipmap isn't around continue and return
3782                      * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3783                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3784                 else
3785                     UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3786             }
3787
3788             /* Always report dynamic locking. */
3789             if (Usage & WINED3DUSAGE_DYNAMIC)
3790                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3791
3792             if (Usage & WINED3DUSAGE_RENDERTARGET)
3793             {
3794                 if (!CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3795                 {
3796                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3797                     return WINED3DERR_NOTAVAILABLE;
3798                 }
3799                 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3800             }
3801
3802             /* Always report software processing. */
3803             if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3804                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3805
3806             if (Usage & WINED3DUSAGE_QUERY_FILTER)
3807             {
3808                 if (!CheckFilterCapability(adapter, format_desc))
3809                 {
3810                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3811                     return WINED3DERR_NOTAVAILABLE;
3812                 }
3813                 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3814             }
3815
3816             if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3817             {
3818                 if (!CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3819                 {
3820                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3821                     return WINED3DERR_NOTAVAILABLE;
3822                 }
3823                 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3824             }
3825
3826             if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3827             {
3828                 if (!CheckSrgbReadCapability(adapter, format_desc))
3829                 {
3830                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3831                     return WINED3DERR_NOTAVAILABLE;
3832                 }
3833                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3834             }
3835
3836             if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3837             {
3838                 if (!CheckSrgbWriteCapability(adapter, format_desc))
3839                 {
3840                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3841                     return WINED3DERR_NOTAVAILABLE;
3842                 }
3843                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3844             }
3845
3846             if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3847             {
3848                 if (!CheckVertexTextureCapability(adapter, format_desc))
3849                 {
3850                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3851                     return WINED3DERR_NOTAVAILABLE;
3852                 }
3853                 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3854             }
3855
3856             if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3857             {
3858                 if (!CheckWrapAndMipCapability(adapter, format_desc))
3859                 {
3860                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3861                     return WINED3DERR_NOTAVAILABLE;
3862                 }
3863                 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3864             }
3865             break;
3866
3867         case WINED3DRTYPE_SURFACE:
3868             /* Surface allows:
3869              *      - WINED3DUSAGE_DEPTHSTENCIL
3870              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3871              *      - WINED3DUSAGE_RENDERTARGET
3872              */
3873             if (!CheckSurfaceCapability(adapter, adapter_format_desc, format_desc, SurfaceType))
3874             {
3875                 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3876                 return WINED3DERR_NOTAVAILABLE;
3877             }
3878
3879             if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3880             {
3881                 if (!CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3882                 {
3883                     TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3884                     return WINED3DERR_NOTAVAILABLE;
3885                 }
3886                 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3887             }
3888
3889             if (Usage & WINED3DUSAGE_RENDERTARGET)
3890             {
3891                 if (!CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3892                 {
3893                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3894                     return WINED3DERR_NOTAVAILABLE;
3895                 }
3896                 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3897             }
3898
3899             if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3900             {
3901                 if (!CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3902                 {
3903                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3904                     return WINED3DERR_NOTAVAILABLE;
3905                 }
3906                 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3907             }
3908             break;
3909
3910         case WINED3DRTYPE_TEXTURE:
3911             /* Texture allows:
3912              *      - WINED3DUSAGE_AUTOGENMIPMAP
3913              *      - WINED3DUSAGE_DEPTHSTENCIL
3914              *      - WINED3DUSAGE_DMAP
3915              *      - WINED3DUSAGE_DYNAMIC
3916              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3917              *      - WINED3DUSAGE_RENDERTARGET
3918              *      - WINED3DUSAGE_SOFTWAREPROCESSING
3919              *      - WINED3DUSAGE_TEXTAPI (d3d9ex)
3920              *      - WINED3DUSAGE_QUERY_WRAPANDMIP
3921              */
3922             if (SurfaceType != SURFACE_OPENGL)
3923             {
3924                 TRACE_(d3d_caps)("[FAILED]\n");
3925                 return WINED3DERR_NOTAVAILABLE;
3926             }
3927
3928             if (!CheckTextureCapability(adapter, format_desc))
3929             {
3930                 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3931                 return WINED3DERR_NOTAVAILABLE;
3932             }
3933
3934             if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3935             {
3936                 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3937                     /* When autogenmipmap isn't around continue and return
3938                      * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3939                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3940                 else
3941                     UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3942             }
3943
3944             /* Always report dynamic locking. */
3945             if (Usage & WINED3DUSAGE_DYNAMIC)
3946                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3947
3948             if (Usage & WINED3DUSAGE_RENDERTARGET)
3949             {
3950                 if (!CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3951                 {
3952                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3953                     return WINED3DERR_NOTAVAILABLE;
3954                 }
3955                 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3956             }
3957
3958             /* Always report software processing. */
3959             if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3960                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3961
3962             if (Usage & WINED3DUSAGE_QUERY_FILTER)
3963             {
3964                 if (!CheckFilterCapability(adapter, format_desc))
3965                 {
3966                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3967                     return WINED3DERR_NOTAVAILABLE;
3968                 }
3969                 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3970             }
3971
3972             if (Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
3973             {
3974                 if (!CheckBumpMapCapability(adapter, format_desc))
3975                 {
3976                     TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3977                     return WINED3DERR_NOTAVAILABLE;
3978                 }
3979                 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3980             }
3981
3982             if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3983             {
3984                 if (!CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3985                 {
3986                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3987                     return WINED3DERR_NOTAVAILABLE;
3988                 }
3989                 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3990             }
3991
3992             if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3993             {
3994                 if (!CheckSrgbReadCapability(adapter, format_desc))
3995                 {
3996                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3997                     return WINED3DERR_NOTAVAILABLE;
3998                 }
3999                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
4000             }
4001
4002             if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4003             {
4004                 if (!CheckSrgbWriteCapability(adapter, format_desc))
4005                 {
4006                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4007                     return WINED3DERR_NOTAVAILABLE;
4008                 }
4009                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4010             }
4011
4012             if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4013             {
4014                 if (!CheckVertexTextureCapability(adapter, format_desc))
4015                 {
4016                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4017                     return WINED3DERR_NOTAVAILABLE;
4018                 }
4019                 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4020             }
4021
4022             if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4023             {
4024                 if (!CheckWrapAndMipCapability(adapter, format_desc))
4025                 {
4026                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4027                     return WINED3DERR_NOTAVAILABLE;
4028                 }
4029                 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4030             }
4031
4032             if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
4033             {
4034                 if (!CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
4035                 {
4036                     TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
4037                     return WINED3DERR_NOTAVAILABLE;
4038                 }
4039                 if ((format_desc->Flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
4040                 {
4041                     TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
4042                     return WINED3DERR_NOTAVAILABLE;
4043                 }
4044                 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
4045             }
4046             break;
4047
4048         case WINED3DRTYPE_VOLUMETEXTURE:
4049         case WINED3DRTYPE_VOLUME:
4050             /* Volume is to VolumeTexture what Surface is to Texture, but its
4051              * usage caps are not documented. Most driver seem to offer
4052              * (nearly) the same on Volume and VolumeTexture, so do that too.
4053              *
4054              * Volumetexture allows:
4055              *      - D3DUSAGE_DYNAMIC
4056              *      - D3DUSAGE_NONSECURE (d3d9ex)
4057              *      - D3DUSAGE_SOFTWAREPROCESSING
4058              *      - D3DUSAGE_QUERY_WRAPANDMIP
4059              */
4060             if (SurfaceType != SURFACE_OPENGL)
4061             {
4062                 TRACE_(d3d_caps)("[FAILED]\n");
4063                 return WINED3DERR_NOTAVAILABLE;
4064             }
4065
4066             if (!gl_info->supported[EXT_TEXTURE3D])
4067             {
4068                 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
4069                 return WINED3DERR_NOTAVAILABLE;
4070             }
4071
4072             if (!CheckTextureCapability(adapter, format_desc))
4073             {
4074                 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
4075                 return WINED3DERR_NOTAVAILABLE;
4076             }
4077
4078             /* Filter formats that need conversion; For one part, this
4079              * conversion is unimplemented, and volume textures are huge, so
4080              * it would be a big performance hit. Unless we hit an application
4081              * needing one of those formats, don't advertize them to avoid
4082              * leading applications into temptation. The windows drivers don't
4083              * support most of those formats on volumes anyway, except for
4084              * WINED3DFMT_R32_FLOAT. */
4085             switch (CheckFormat)
4086             {
4087                 case WINED3DFMT_P8_UINT:
4088                 case WINED3DFMT_L4A4_UNORM:
4089                 case WINED3DFMT_R32_FLOAT:
4090                 case WINED3DFMT_R16_FLOAT:
4091                 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
4092                 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
4093                 case WINED3DFMT_R16G16_UNORM:
4094                     TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4095                     return WINED3DERR_NOTAVAILABLE;
4096
4097                 case WINED3DFMT_R8G8B8A8_SNORM:
4098                 case WINED3DFMT_R16G16_SNORM:
4099                     if (!gl_info->supported[NV_TEXTURE_SHADER])
4100                     {
4101                         TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4102                         return WINED3DERR_NOTAVAILABLE;
4103                     }
4104                     break;
4105
4106                 case WINED3DFMT_R8G8_SNORM:
4107                     if (!gl_info->supported[NV_TEXTURE_SHADER])
4108                     {
4109                         TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4110                         return WINED3DERR_NOTAVAILABLE;
4111                     }
4112                     break;
4113
4114                 case WINED3DFMT_DXT1:
4115                 case WINED3DFMT_DXT2:
4116                 case WINED3DFMT_DXT3:
4117                 case WINED3DFMT_DXT4:
4118                 case WINED3DFMT_DXT5:
4119                     /* The GL_EXT_texture_compression_s3tc spec requires that
4120                      * loading an s3tc compressed texture results in an error.
4121                      * While the D3D refrast does support s3tc volumes, at
4122                      * least the nvidia windows driver does not, so we're free
4123                      * not to support this format. */
4124                     TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4125                     return WINED3DERR_NOTAVAILABLE;
4126
4127                 default:
4128                     /* Do nothing, continue with checking the format below */
4129                     break;
4130             }
4131
4132             /* Always report dynamic locking. */
4133             if (Usage & WINED3DUSAGE_DYNAMIC)
4134                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
4135
4136             /* Always report software processing. */
4137             if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4138                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4139
4140             if (Usage & WINED3DUSAGE_QUERY_FILTER)
4141             {
4142                 if (!CheckFilterCapability(adapter, format_desc))
4143                 {
4144                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
4145                     return WINED3DERR_NOTAVAILABLE;
4146                 }
4147                 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
4148             }
4149
4150             if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
4151             {
4152                 if (!CheckPostPixelShaderBlendingCapability(adapter, format_desc))
4153                 {
4154                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4155                     return WINED3DERR_NOTAVAILABLE;
4156                 }
4157                 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4158             }
4159
4160             if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
4161             {
4162                 if (!CheckSrgbReadCapability(adapter, format_desc))
4163                 {
4164                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4165                     return WINED3DERR_NOTAVAILABLE;
4166                 }
4167                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
4168             }
4169
4170             if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4171             {
4172                 if (!CheckSrgbWriteCapability(adapter, format_desc))
4173                 {
4174                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4175                     return WINED3DERR_NOTAVAILABLE;
4176                 }
4177                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4178             }
4179
4180             if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4181             {
4182                 if (!CheckVertexTextureCapability(adapter, format_desc))
4183                 {
4184                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4185                     return WINED3DERR_NOTAVAILABLE;
4186                 }
4187                 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4188             }
4189
4190             if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4191             {
4192                 if (!CheckWrapAndMipCapability(adapter, format_desc))
4193                 {
4194                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4195                     return WINED3DERR_NOTAVAILABLE;
4196                 }
4197                 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4198             }
4199             break;
4200
4201         default:
4202             FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(RType));
4203             return WINED3DERR_NOTAVAILABLE;
4204     }
4205
4206     /* When the UsageCaps exactly matches Usage return WINED3D_OK except for
4207      * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4208      * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4209     if (UsageCaps == Usage)
4210         return WINED3D_OK;
4211     if (UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4212         return WINED3DOK_NOAUTOGEN;
4213
4214     TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for CheckFormat %s and RType %s but only %#x is available\n",
4215             Usage, debug_d3dformat(CheckFormat), debug_d3dresourcetype(RType), UsageCaps);
4216
4217     return WINED3DERR_NOTAVAILABLE;
4218 }
4219
4220 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT adapter_idx,
4221         WINED3DDEVTYPE device_type, WINED3DFORMAT src_format, WINED3DFORMAT dst_format)
4222 {
4223     FIXME("iface %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4224             iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4225             debug_d3dformat(dst_format));
4226
4227     return WINED3D_OK;
4228 }
4229
4230 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4231       subset of a D3DCAPS9 structure. However, it has to come via a void *
4232       as the d3d8 interface cannot import the d3d9 header                  */
4233 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
4234
4235     IWineD3DImpl    *This = (IWineD3DImpl *)iface;
4236     struct wined3d_adapter *adapter = &This->adapters[Adapter];
4237     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4238     int vs_selected_mode;
4239     int ps_selected_mode;
4240     struct shader_caps shader_caps;
4241     struct fragment_caps fragment_caps;
4242     DWORD ckey_caps, blit_caps, fx_caps;
4243
4244     TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
4245
4246     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
4247         return WINED3DERR_INVALIDCALL;
4248     }
4249
4250     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4251
4252     /* ------------------------------------------------
4253        The following fields apply to both d3d8 and d3d9
4254        ------------------------------------------------ */
4255     pCaps->DeviceType              = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF;  /* Not quite true, but use h/w supported by opengl I suppose */
4256     pCaps->AdapterOrdinal          = Adapter;
4257
4258     pCaps->Caps                    = 0;
4259     pCaps->Caps2                   = WINED3DCAPS2_CANRENDERWINDOWED |
4260                                      WINED3DCAPS2_FULLSCREENGAMMA |
4261                                      WINED3DCAPS2_DYNAMICTEXTURES;
4262     if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4263     {
4264         pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4265     }
4266
4267     pCaps->Caps3                   = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4268                                      WINED3DCAPS3_COPY_TO_VIDMEM                   |
4269                                      WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4270
4271     pCaps->PresentationIntervals   = WINED3DPRESENT_INTERVAL_IMMEDIATE  |
4272                                      WINED3DPRESENT_INTERVAL_ONE;
4273
4274     pCaps->CursorCaps              = WINED3DCURSORCAPS_COLOR            |
4275                                      WINED3DCURSORCAPS_LOWRES;
4276
4277     pCaps->DevCaps                 = WINED3DDEVCAPS_FLOATTLVERTEX       |
4278                                      WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4279                                      WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4280                                      WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4281                                      WINED3DDEVCAPS_DRAWPRIMTLVERTEX    |
4282                                      WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4283                                      WINED3DDEVCAPS_EXECUTEVIDEOMEMORY  |
4284                                      WINED3DDEVCAPS_PUREDEVICE          |
4285                                      WINED3DDEVCAPS_HWRASTERIZATION     |
4286                                      WINED3DDEVCAPS_TEXTUREVIDEOMEMORY  |
4287                                      WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4288                                      WINED3DDEVCAPS_CANRENDERAFTERFLIP  |
4289                                      WINED3DDEVCAPS_DRAWPRIMITIVES2     |
4290                                      WINED3DDEVCAPS_DRAWPRIMITIVES2EX   |
4291                                      WINED3DDEVCAPS_RTPATCHES;
4292
4293     pCaps->PrimitiveMiscCaps       = WINED3DPMISCCAPS_CULLNONE              |
4294                                      WINED3DPMISCCAPS_CULLCCW               |
4295                                      WINED3DPMISCCAPS_CULLCW                |
4296                                      WINED3DPMISCCAPS_COLORWRITEENABLE      |
4297                                      WINED3DPMISCCAPS_CLIPTLVERTS           |
4298                                      WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4299                                      WINED3DPMISCCAPS_MASKZ                 |
4300                                      WINED3DPMISCCAPS_BLENDOP               |
4301                                      WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4302                                     /* TODO:
4303                                         WINED3DPMISCCAPS_NULLREFERENCE
4304                                         WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4305                                         WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4306                                         WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4307
4308     if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4309         pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4310     if (gl_info->supported[EXT_DRAW_BUFFERS2])
4311         pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4312
4313     pCaps->RasterCaps              = WINED3DPRASTERCAPS_DITHER    |
4314                                      WINED3DPRASTERCAPS_PAT       |
4315                                      WINED3DPRASTERCAPS_WFOG      |
4316                                      WINED3DPRASTERCAPS_ZFOG      |
4317                                      WINED3DPRASTERCAPS_FOGVERTEX |
4318                                      WINED3DPRASTERCAPS_FOGTABLE  |
4319                                      WINED3DPRASTERCAPS_STIPPLE   |
4320                                      WINED3DPRASTERCAPS_SUBPIXEL  |
4321                                      WINED3DPRASTERCAPS_ZTEST     |
4322                                      WINED3DPRASTERCAPS_SCISSORTEST   |
4323                                      WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4324                                      WINED3DPRASTERCAPS_DEPTHBIAS;
4325
4326     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4327     {
4328         pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY    |
4329                              WINED3DPRASTERCAPS_ZBIAS         |
4330                              WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4331     }
4332     if (gl_info->supported[NV_FOG_DISTANCE])
4333     {
4334         pCaps->RasterCaps         |= WINED3DPRASTERCAPS_FOGRANGE;
4335     }
4336                         /* FIXME Add:
4337                            WINED3DPRASTERCAPS_COLORPERSPECTIVE
4338                            WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4339                            WINED3DPRASTERCAPS_ANTIALIASEDGES
4340                            WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4341                            WINED3DPRASTERCAPS_WBUFFER */
4342
4343     pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS       |
4344                       WINED3DPCMPCAPS_EQUAL        |
4345                       WINED3DPCMPCAPS_GREATER      |
4346                       WINED3DPCMPCAPS_GREATEREQUAL |
4347                       WINED3DPCMPCAPS_LESS         |
4348                       WINED3DPCMPCAPS_LESSEQUAL    |
4349                       WINED3DPCMPCAPS_NEVER        |
4350                       WINED3DPCMPCAPS_NOTEQUAL;
4351
4352     pCaps->SrcBlendCaps  = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4353                            WINED3DPBLENDCAPS_BOTHSRCALPHA    |
4354                            WINED3DPBLENDCAPS_DESTALPHA       |
4355                            WINED3DPBLENDCAPS_DESTCOLOR       |
4356                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4357                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4358                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4359                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4360                            WINED3DPBLENDCAPS_ONE             |
4361                            WINED3DPBLENDCAPS_SRCALPHA        |
4362                            WINED3DPBLENDCAPS_SRCALPHASAT     |
4363                            WINED3DPBLENDCAPS_SRCCOLOR        |
4364                            WINED3DPBLENDCAPS_ZERO;
4365
4366     pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA       |
4367                            WINED3DPBLENDCAPS_DESTCOLOR       |
4368                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4369                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4370                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4371                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4372                            WINED3DPBLENDCAPS_ONE             |
4373                            WINED3DPBLENDCAPS_SRCALPHA        |
4374                            WINED3DPBLENDCAPS_SRCCOLOR        |
4375                            WINED3DPBLENDCAPS_ZERO;
4376     /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4377      * according to the glBlendFunc manpage
4378      *
4379      * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4380      * legacy settings for srcblend only
4381      */
4382
4383     if (gl_info->supported[EXT_BLEND_COLOR])
4384     {
4385         pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4386         pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4387     }
4388
4389
4390     pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS       |
4391                           WINED3DPCMPCAPS_EQUAL        |
4392                           WINED3DPCMPCAPS_GREATER      |
4393                           WINED3DPCMPCAPS_GREATEREQUAL |
4394                           WINED3DPCMPCAPS_LESS         |
4395                           WINED3DPCMPCAPS_LESSEQUAL    |
4396                           WINED3DPCMPCAPS_NEVER        |
4397                           WINED3DPCMPCAPS_NOTEQUAL;
4398
4399     pCaps->ShadeCaps     = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4400                            WINED3DPSHADECAPS_COLORGOURAUDRGB    |
4401                            WINED3DPSHADECAPS_ALPHAFLATBLEND     |
4402                            WINED3DPSHADECAPS_ALPHAGOURAUDBLEND  |
4403                            WINED3DPSHADECAPS_COLORFLATRGB       |
4404                            WINED3DPSHADECAPS_FOGFLAT            |
4405                            WINED3DPSHADECAPS_FOGGOURAUD         |
4406                            WINED3DPSHADECAPS_SPECULARFLATRGB;
4407
4408     pCaps->TextureCaps =  WINED3DPTEXTURECAPS_ALPHA              |
4409                           WINED3DPTEXTURECAPS_ALPHAPALETTE       |
4410                           WINED3DPTEXTURECAPS_TRANSPARENCY       |
4411                           WINED3DPTEXTURECAPS_BORDER             |
4412                           WINED3DPTEXTURECAPS_MIPMAP             |
4413                           WINED3DPTEXTURECAPS_PROJECTED          |
4414                           WINED3DPTEXTURECAPS_PERSPECTIVE;
4415
4416     if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4417     {
4418         pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4419                               WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4420     }
4421
4422     if (gl_info->supported[EXT_TEXTURE3D])
4423     {
4424         pCaps->TextureCaps |=  WINED3DPTEXTURECAPS_VOLUMEMAP      |
4425                                WINED3DPTEXTURECAPS_MIPVOLUMEMAP   |
4426                                WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4427     }
4428
4429     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4430     {
4431         pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP     |
4432                               WINED3DPTEXTURECAPS_MIPCUBEMAP    |
4433                               WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4434
4435     }
4436
4437     pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4438                                WINED3DPTFILTERCAPS_MAGFPOINT        |
4439                                WINED3DPTFILTERCAPS_MINFLINEAR       |
4440                                WINED3DPTFILTERCAPS_MINFPOINT        |
4441                                WINED3DPTFILTERCAPS_MIPFLINEAR       |
4442                                WINED3DPTFILTERCAPS_MIPFPOINT        |
4443                                WINED3DPTFILTERCAPS_LINEAR           |
4444                                WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4445                                WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4446                                WINED3DPTFILTERCAPS_MIPLINEAR        |
4447                                WINED3DPTFILTERCAPS_MIPNEAREST       |
4448                                WINED3DPTFILTERCAPS_NEAREST;
4449
4450     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4451     {
4452         pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4453                                     WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4454     }
4455
4456     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4457     {
4458         pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4459                                        WINED3DPTFILTERCAPS_MAGFPOINT        |
4460                                        WINED3DPTFILTERCAPS_MINFLINEAR       |
4461                                        WINED3DPTFILTERCAPS_MINFPOINT        |
4462                                        WINED3DPTFILTERCAPS_MIPFLINEAR       |
4463                                        WINED3DPTFILTERCAPS_MIPFPOINT        |
4464                                        WINED3DPTFILTERCAPS_LINEAR           |
4465                                        WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4466                                        WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4467                                        WINED3DPTFILTERCAPS_MIPLINEAR        |
4468                                        WINED3DPTFILTERCAPS_MIPNEAREST       |
4469                                        WINED3DPTFILTERCAPS_NEAREST;
4470
4471         if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4472         {
4473             pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4474                                             WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4475         }
4476     } else
4477         pCaps->CubeTextureFilterCaps = 0;
4478
4479     if (gl_info->supported[EXT_TEXTURE3D])
4480     {
4481         pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4482                                          WINED3DPTFILTERCAPS_MAGFPOINT        |
4483                                          WINED3DPTFILTERCAPS_MINFLINEAR       |
4484                                          WINED3DPTFILTERCAPS_MINFPOINT        |
4485                                          WINED3DPTFILTERCAPS_MIPFLINEAR       |
4486                                          WINED3DPTFILTERCAPS_MIPFPOINT        |
4487                                          WINED3DPTFILTERCAPS_LINEAR           |
4488                                          WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4489                                          WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4490                                          WINED3DPTFILTERCAPS_MIPLINEAR        |
4491                                          WINED3DPTFILTERCAPS_MIPNEAREST       |
4492                                          WINED3DPTFILTERCAPS_NEAREST;
4493     } else
4494         pCaps->VolumeTextureFilterCaps = 0;
4495
4496     pCaps->TextureAddressCaps =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4497                                  WINED3DPTADDRESSCAPS_CLAMP  |
4498                                  WINED3DPTADDRESSCAPS_WRAP;
4499
4500     if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4501     {
4502         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4503     }
4504     if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4505     {
4506         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4507     }
4508     if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4509     {
4510         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4511     }
4512
4513     if (gl_info->supported[EXT_TEXTURE3D])
4514     {
4515         pCaps->VolumeTextureAddressCaps =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4516                                            WINED3DPTADDRESSCAPS_CLAMP  |
4517                                            WINED3DPTADDRESSCAPS_WRAP;
4518         if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4519         {
4520             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4521         }
4522         if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4523         {
4524             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4525         }
4526         if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4527         {
4528             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4529         }
4530     } else
4531         pCaps->VolumeTextureAddressCaps = 0;
4532
4533     pCaps->LineCaps = WINED3DLINECAPS_TEXTURE       |
4534                       WINED3DLINECAPS_ZTEST         |
4535                       WINED3DLINECAPS_BLEND         |
4536                       WINED3DLINECAPS_ALPHACMP      |
4537                       WINED3DLINECAPS_FOG;
4538     /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4539      * idea how generating the smoothing alpha values works; the result is different
4540      */
4541
4542     pCaps->MaxTextureWidth = gl_info->limits.texture_size;
4543     pCaps->MaxTextureHeight = gl_info->limits.texture_size;
4544
4545     if (gl_info->supported[EXT_TEXTURE3D])
4546         pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4547     else
4548         pCaps->MaxVolumeExtent = 0;
4549
4550     pCaps->MaxTextureRepeat = 32768;
4551     pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4552     pCaps->MaxVertexW = 1.0f;
4553
4554     pCaps->GuardBandLeft = 0.0f;
4555     pCaps->GuardBandTop = 0.0f;
4556     pCaps->GuardBandRight = 0.0f;
4557     pCaps->GuardBandBottom = 0.0f;
4558
4559     pCaps->ExtentsAdjust = 0.0f;
4560
4561     pCaps->StencilCaps =  WINED3DSTENCILCAPS_DECRSAT |
4562                           WINED3DSTENCILCAPS_INCRSAT |
4563                           WINED3DSTENCILCAPS_INVERT  |
4564                           WINED3DSTENCILCAPS_KEEP    |
4565                           WINED3DSTENCILCAPS_REPLACE |
4566                           WINED3DSTENCILCAPS_ZERO;
4567     if (gl_info->supported[EXT_STENCIL_WRAP])
4568     {
4569         pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR  |
4570                               WINED3DSTENCILCAPS_INCR;
4571     }
4572     if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4573     {
4574         pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4575     }
4576
4577     pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4578
4579     pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4580     pCaps->MaxActiveLights = gl_info->limits.lights;
4581
4582     pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
4583     pCaps->MaxVertexBlendMatrixIndex   = 0;
4584
4585     pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
4586     pCaps->MaxPointSize = gl_info->limits.pointsize_max;
4587
4588
4589     /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4590     pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4591                                   WINED3DVTXPCAPS_MATERIALSOURCE7   |
4592                                   WINED3DVTXPCAPS_POSITIONALLIGHTS  |
4593                                   WINED3DVTXPCAPS_LOCALVIEWER       |
4594                                   WINED3DVTXPCAPS_VERTEXFOG         |
4595                                   WINED3DVTXPCAPS_TEXGEN;
4596
4597     pCaps->MaxPrimitiveCount   = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4598     pCaps->MaxVertexIndex      = 0xFFFFF;
4599     pCaps->MaxStreams          = MAX_STREAMS;
4600     pCaps->MaxStreamStride     = 1024;
4601
4602     /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4603     pCaps->DevCaps2                          = WINED3DDEVCAPS2_STREAMOFFSET |
4604                                                WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4605     pCaps->MaxNpatchTessellationLevel        = 0;
4606     pCaps->MasterAdapterOrdinal              = 0;
4607     pCaps->AdapterOrdinalInGroup             = 0;
4608     pCaps->NumberOfAdaptersInGroup           = 1;
4609
4610     pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
4611
4612     pCaps->StretchRectFilterCaps             = WINED3DPTFILTERCAPS_MINFPOINT  |
4613                                                 WINED3DPTFILTERCAPS_MAGFPOINT  |
4614                                                 WINED3DPTFILTERCAPS_MINFLINEAR |
4615                                                 WINED3DPTFILTERCAPS_MAGFLINEAR;
4616     pCaps->VertexTextureFilterCaps           = 0;
4617
4618     adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4619     adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4620
4621     /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4622     pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4623
4624     /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4625      * Ignore shader model capabilities if disabled in config
4626      */
4627     if(vs_selected_mode == SHADER_NONE) {
4628         TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4629         pCaps->VertexShaderVersion          = WINED3DVS_VERSION(0,0);
4630         pCaps->MaxVertexShaderConst         = 0;
4631     } else {
4632         pCaps->VertexShaderVersion          = shader_caps.VertexShaderVersion;
4633         pCaps->MaxVertexShaderConst         = shader_caps.MaxVertexShaderConst;
4634     }
4635
4636     if(ps_selected_mode == SHADER_NONE) {
4637         TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4638         pCaps->PixelShaderVersion           = WINED3DPS_VERSION(0,0);
4639         pCaps->PixelShader1xMaxValue        = 0.0f;
4640     } else {
4641         pCaps->PixelShaderVersion           = shader_caps.PixelShaderVersion;
4642         pCaps->PixelShader1xMaxValue        = shader_caps.PixelShader1xMaxValue;
4643     }
4644
4645     pCaps->TextureOpCaps                    = fragment_caps.TextureOpCaps;
4646     pCaps->MaxTextureBlendStages            = fragment_caps.MaxTextureBlendStages;
4647     pCaps->MaxSimultaneousTextures          = fragment_caps.MaxSimultaneousTextures;
4648
4649     /* The following caps are shader specific, but they are things we cannot detect, or which
4650      * are the same among all shader models. So to avoid code duplication set the shader version
4651      * specific, but otherwise constant caps here
4652      */
4653     if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4654         /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4655         use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4656         pCaps->VS20Caps.Caps                     = WINED3DVS20CAPS_PREDICATION;
4657         pCaps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4658         pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4659         pCaps->VS20Caps.StaticFlowControlDepth   = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4660
4661         pCaps->MaxVShaderInstructionsExecuted    = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4662         pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4663     }
4664     else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4665     {
4666         pCaps->VS20Caps.Caps                     = 0;
4667         pCaps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4668         pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4669         pCaps->VS20Caps.StaticFlowControlDepth   = 1;
4670
4671         pCaps->MaxVShaderInstructionsExecuted    = 65535;
4672         pCaps->MaxVertexShader30InstructionSlots = 0;
4673     } else { /* VS 1.x */
4674         pCaps->VS20Caps.Caps                     = 0;
4675         pCaps->VS20Caps.DynamicFlowControlDepth  = 0;
4676         pCaps->VS20Caps.NumTemps                 = 0;
4677         pCaps->VS20Caps.StaticFlowControlDepth   = 0;
4678
4679         pCaps->MaxVShaderInstructionsExecuted    = 0;
4680         pCaps->MaxVertexShader30InstructionSlots = 0;
4681     }
4682
4683     if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4684         /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4685         use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4686
4687         /* Caps is more or less undocumented on MSDN but it appears to be used for PS20Caps based on results from R9600/FX5900/Geforce6800 cards from Windows */
4688         pCaps->PS20Caps.Caps                     = WINED3DPS20CAPS_ARBITRARYSWIZZLE     |
4689                 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4690                 WINED3DPS20CAPS_PREDICATION          |
4691                 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4692                 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4693         pCaps->PS20Caps.DynamicFlowControlDepth  = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4694         pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4695         pCaps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4696         pCaps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4697
4698         pCaps->MaxPShaderInstructionsExecuted    = 65535;
4699         pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4700                 adapter->gl_info.limits.arb_ps_instructions);
4701     }
4702     else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4703     {
4704         /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4705         pCaps->PS20Caps.Caps                     = 0;
4706         pCaps->PS20Caps.DynamicFlowControlDepth  = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4707         pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4708         pCaps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4709         pCaps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4710
4711         pCaps->MaxPShaderInstructionsExecuted    = 512; /* Minimum value, a GeforceFX uses 1024 */
4712         pCaps->MaxPixelShader30InstructionSlots  = 0;
4713     } else { /* PS 1.x */
4714         pCaps->PS20Caps.Caps                     = 0;
4715         pCaps->PS20Caps.DynamicFlowControlDepth  = 0;
4716         pCaps->PS20Caps.NumTemps                 = 0;
4717         pCaps->PS20Caps.StaticFlowControlDepth   = 0;
4718         pCaps->PS20Caps.NumInstructionSlots      = 0;
4719
4720         pCaps->MaxPShaderInstructionsExecuted    = 0;
4721         pCaps->MaxPixelShader30InstructionSlots  = 0;
4722     }
4723
4724     if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4725         /* OpenGL supports all the formats below, perhaps not always
4726          * without conversion, but it supports them.
4727          * Further GLSL doesn't seem to have an official unsigned type so
4728          * don't advertise it yet as I'm not sure how we handle it.
4729          * We might need to add some clamping in the shader engine to
4730          * support it.
4731          * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4732         pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4    |
4733                            WINED3DDTCAPS_UBYTE4N   |
4734                            WINED3DDTCAPS_SHORT2N   |
4735                            WINED3DDTCAPS_SHORT4N;
4736         if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4737         {
4738             pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4739                                 WINED3DDTCAPS_FLOAT16_4;
4740         }
4741     } else
4742         pCaps->DeclTypes                         = 0;
4743
4744     /* Set DirectDraw helper Caps */
4745     ckey_caps =                         WINEDDCKEYCAPS_DESTBLT              |
4746                                         WINEDDCKEYCAPS_SRCBLT;
4747     fx_caps =                           WINEDDFXCAPS_BLTALPHA               |
4748                                         WINEDDFXCAPS_BLTMIRRORLEFTRIGHT     |
4749                                         WINEDDFXCAPS_BLTMIRRORUPDOWN        |
4750                                         WINEDDFXCAPS_BLTROTATION90          |
4751                                         WINEDDFXCAPS_BLTSHRINKX             |
4752                                         WINEDDFXCAPS_BLTSHRINKXN            |
4753                                         WINEDDFXCAPS_BLTSHRINKY             |
4754                                         WINEDDFXCAPS_BLTSHRINKXN            |
4755                                         WINEDDFXCAPS_BLTSTRETCHX            |
4756                                         WINEDDFXCAPS_BLTSTRETCHXN           |
4757                                         WINEDDFXCAPS_BLTSTRETCHY            |
4758                                         WINEDDFXCAPS_BLTSTRETCHYN;
4759     blit_caps =                         WINEDDCAPS_BLT                      |
4760                                         WINEDDCAPS_BLTCOLORFILL             |
4761                                         WINEDDCAPS_BLTDEPTHFILL             |
4762                                         WINEDDCAPS_BLTSTRETCH               |
4763                                         WINEDDCAPS_CANBLTSYSMEM             |
4764                                         WINEDDCAPS_CANCLIP                  |
4765                                         WINEDDCAPS_CANCLIPSTRETCHED         |
4766                                         WINEDDCAPS_COLORKEY                 |
4767                                         WINEDDCAPS_COLORKEYHWASSIST         |
4768                                         WINEDDCAPS_ALIGNBOUNDARYSRC;
4769
4770     /* Fill the ddraw caps structure */
4771     pCaps->DirectDrawCaps.Caps =        WINEDDCAPS_GDI                      |
4772                                         WINEDDCAPS_PALETTE                  |
4773                                         blit_caps;
4774     pCaps->DirectDrawCaps.Caps2 =       WINEDDCAPS2_CERTIFIED                |
4775                                         WINEDDCAPS2_NOPAGELOCKREQUIRED       |
4776                                         WINEDDCAPS2_PRIMARYGAMMA             |
4777                                         WINEDDCAPS2_WIDESURFACES             |
4778                                         WINEDDCAPS2_CANRENDERWINDOWED;
4779     pCaps->DirectDrawCaps.SVBCaps =     blit_caps;
4780     pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4781     pCaps->DirectDrawCaps.SVBFXCaps =   fx_caps;
4782     pCaps->DirectDrawCaps.VSBCaps =     blit_caps;
4783     pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4784     pCaps->DirectDrawCaps.VSBFXCaps =   fx_caps;
4785     pCaps->DirectDrawCaps.SSBCaps =     blit_caps;
4786     pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4787     pCaps->DirectDrawCaps.SSBFXCaps =   fx_caps;
4788
4789     pCaps->DirectDrawCaps.ddsCaps =     WINEDDSCAPS_ALPHA                   |
4790                                         WINEDDSCAPS_BACKBUFFER              |
4791                                         WINEDDSCAPS_FLIP                    |
4792                                         WINEDDSCAPS_FRONTBUFFER             |
4793                                         WINEDDSCAPS_OFFSCREENPLAIN          |
4794                                         WINEDDSCAPS_PALETTE                 |
4795                                         WINEDDSCAPS_PRIMARYSURFACE          |
4796                                         WINEDDSCAPS_SYSTEMMEMORY            |
4797                                         WINEDDSCAPS_VIDEOMEMORY             |
4798                                         WINEDDSCAPS_VISIBLE;
4799     pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4800
4801     /* Set D3D caps if OpenGL is available. */
4802     if (adapter->opengl)
4803     {
4804         pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE                |
4805                                         WINEDDSCAPS_MIPMAP                  |
4806                                         WINEDDSCAPS_TEXTURE                 |
4807                                         WINEDDSCAPS_ZBUFFER;
4808         pCaps->DirectDrawCaps.Caps |=   WINEDDCAPS_3D;
4809     }
4810
4811     return WINED3D_OK;
4812 }
4813
4814 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx,
4815         WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags, IUnknown *parent,
4816         IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4817 {
4818     IWineD3DImpl *This = (IWineD3DImpl *)iface;
4819     IWineD3DDeviceImpl *object;
4820     HRESULT hr;
4821
4822     TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x.\n"
4823             "parent %p, device_parent %p, device %p.\n",
4824             iface, adapter_idx, device_type, focus_window, flags,
4825             parent, device_parent, device);
4826
4827     /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4828      * number and create a device without a 3D adapter for 2D only operation. */
4829     if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
4830     {
4831         return WINED3DERR_INVALIDCALL;
4832     }
4833
4834     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4835     if (!object)
4836     {
4837         ERR("Failed to allocate device memory.\n");
4838         return E_OUTOFMEMORY;
4839     }
4840
4841     hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, parent, device_parent);
4842     if (FAILED(hr))
4843     {
4844         WARN("Failed to initialize device, hr %#x.\n", hr);
4845         HeapFree(GetProcessHeap(), 0, object);
4846         return hr;
4847     }
4848
4849     TRACE("Created device %p.\n", object);
4850     *device = (IWineD3DDevice *)object;
4851
4852     IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4853
4854     return WINED3D_OK;
4855 }
4856
4857 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
4858     IWineD3DImpl *This = (IWineD3DImpl *)iface;
4859     IUnknown_AddRef(This->parent);
4860     *pParent = This->parent;
4861     return WINED3D_OK;
4862 }
4863
4864 static void WINE_GLAPI invalid_func(const void *data)
4865 {
4866     ERR("Invalid vertex attribute function called\n");
4867     DebugBreak();
4868 }
4869
4870 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4871 {
4872     ERR("Invalid texcoord function called\n");
4873     DebugBreak();
4874 }
4875
4876 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4877  * the extension detection and are used in drawStridedSlow
4878  */
4879 static void WINE_GLAPI position_d3dcolor(const void *data)
4880 {
4881     DWORD pos = *((const DWORD *)data);
4882
4883     FIXME("Add a test for fixed function position from d3dcolor type\n");
4884     glVertex4s(D3DCOLOR_B_R(pos),
4885                D3DCOLOR_B_G(pos),
4886                D3DCOLOR_B_B(pos),
4887                D3DCOLOR_B_A(pos));
4888 }
4889
4890 static void WINE_GLAPI position_float4(const void *data)
4891 {
4892     const GLfloat *pos = data;
4893
4894     if (pos[3] != 0.0f && pos[3] != 1.0f)
4895     {
4896         float w = 1.0f / pos[3];
4897
4898         glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4899     }
4900     else
4901     {
4902         glVertex3fv(pos);
4903     }
4904 }
4905
4906 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4907 {
4908     DWORD diffuseColor = *((const DWORD *)data);
4909
4910     glColor4ub(D3DCOLOR_B_R(diffuseColor),
4911                D3DCOLOR_B_G(diffuseColor),
4912                D3DCOLOR_B_B(diffuseColor),
4913                D3DCOLOR_B_A(diffuseColor));
4914 }
4915
4916 static void WINE_GLAPI specular_d3dcolor(const void *data)
4917 {
4918     DWORD specularColor = *((const DWORD *)data);
4919     GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4920             D3DCOLOR_B_G(specularColor),
4921             D3DCOLOR_B_B(specularColor)};
4922
4923     specular_func_3ubv(d);
4924 }
4925
4926 static void WINE_GLAPI warn_no_specular_func(const void *data)
4927 {
4928     WARN("GL_EXT_secondary_color not supported\n");
4929 }
4930
4931 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
4932 {
4933     position_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
4934     position_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
4935     position_funcs[WINED3D_FFP_EMIT_FLOAT3]      = (glAttribFunc)glVertex3fv;
4936     position_funcs[WINED3D_FFP_EMIT_FLOAT4]      = position_float4;
4937     position_funcs[WINED3D_FFP_EMIT_D3DCOLOR]    = position_d3dcolor;
4938     position_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
4939     position_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
4940     position_funcs[WINED3D_FFP_EMIT_SHORT4]      = (glAttribFunc)glVertex2sv;
4941     position_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
4942     position_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
4943     position_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
4944     position_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
4945     position_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
4946     position_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
4947     position_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
4948     position_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
4949     position_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
4950
4951     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1]       = invalid_func;
4952     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2]       = invalid_func;
4953     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3]       = (glAttribFunc)glColor3fv;
4954     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4]       = (glAttribFunc)glColor4fv;
4955     diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR]     = diffuse_d3dcolor;
4956     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4]       = invalid_func;
4957     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2]       = invalid_func;
4958     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4]       = invalid_func;
4959     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N]      = (glAttribFunc)glColor4ubv;
4960     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N]      = invalid_func;
4961     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N]      = (glAttribFunc)glColor4sv;
4962     diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N]     = invalid_func;
4963     diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N]     = (glAttribFunc)glColor4usv;
4964     diffuse_funcs[WINED3D_FFP_EMIT_UDEC3]        = invalid_func;
4965     diffuse_funcs[WINED3D_FFP_EMIT_DEC3N]        = invalid_func;
4966     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2]    = invalid_func;
4967     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4]    = invalid_func;
4968
4969     /* No 4 component entry points here */
4970     specular_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
4971     specular_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
4972     if (gl_info->supported[EXT_SECONDARY_COLOR])
4973     {
4974         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4975     }
4976     else
4977     {
4978         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = warn_no_specular_func;
4979     }
4980     specular_funcs[WINED3D_FFP_EMIT_FLOAT4]      = invalid_func;
4981     if (gl_info->supported[EXT_SECONDARY_COLOR])
4982     {
4983         specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4984         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4985     }
4986     else
4987     {
4988         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4989     }
4990     specular_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
4991     specular_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
4992     specular_funcs[WINED3D_FFP_EMIT_SHORT4]      = invalid_func;
4993     specular_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
4994     specular_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
4995     specular_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
4996     specular_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
4997     specular_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
4998     specular_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
4999     specular_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
5000     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
5001     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
5002
5003     /* Only 3 component entry points here. Test how others behave. Float4 normals are used
5004      * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
5005      */
5006     normal_funcs[WINED3D_FFP_EMIT_FLOAT1]         = invalid_func;
5007     normal_funcs[WINED3D_FFP_EMIT_FLOAT2]         = invalid_func;
5008     normal_funcs[WINED3D_FFP_EMIT_FLOAT3]         = (glAttribFunc)glNormal3fv;
5009     normal_funcs[WINED3D_FFP_EMIT_FLOAT4]         = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
5010     normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR]       = invalid_func;
5011     normal_funcs[WINED3D_FFP_EMIT_UBYTE4]         = invalid_func;
5012     normal_funcs[WINED3D_FFP_EMIT_SHORT2]         = invalid_func;
5013     normal_funcs[WINED3D_FFP_EMIT_SHORT4]         = invalid_func;
5014     normal_funcs[WINED3D_FFP_EMIT_UBYTE4N]        = invalid_func;
5015     normal_funcs[WINED3D_FFP_EMIT_SHORT2N]        = invalid_func;
5016     normal_funcs[WINED3D_FFP_EMIT_SHORT4N]        = invalid_func;
5017     normal_funcs[WINED3D_FFP_EMIT_USHORT2N]       = invalid_func;
5018     normal_funcs[WINED3D_FFP_EMIT_USHORT4N]       = invalid_func;
5019     normal_funcs[WINED3D_FFP_EMIT_UDEC3]          = invalid_func;
5020     normal_funcs[WINED3D_FFP_EMIT_DEC3N]          = invalid_func;
5021     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2]      = invalid_func;
5022     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4]      = invalid_func;
5023
5024     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
5025     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
5026     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
5027     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
5028     multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR]  = invalid_texcoord_func;
5029     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4]    = invalid_texcoord_func;
5030     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
5031     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
5032     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N]   = invalid_texcoord_func;
5033     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N]   = invalid_texcoord_func;
5034     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N]   = invalid_texcoord_func;
5035     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N]  = invalid_texcoord_func;
5036     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N]  = invalid_texcoord_func;
5037     multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3]     = invalid_texcoord_func;
5038     multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N]     = invalid_texcoord_func;
5039     if (gl_info->supported[NV_HALF_FLOAT])
5040     {
5041         /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
5042         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
5043         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
5044     } else {
5045         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
5046         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
5047     }
5048 }
5049
5050 static BOOL InitAdapters(IWineD3DImpl *This)
5051 {
5052     static HMODULE mod_gl;
5053     BOOL ret;
5054     int ps_selected_mode, vs_selected_mode;
5055
5056     /* No need to hold any lock. The calling library makes sure only one thread calls
5057      * wined3d simultaneously
5058      */
5059
5060     TRACE("Initializing adapters\n");
5061
5062     if(!mod_gl) {
5063 #ifdef USE_WIN32_OPENGL
5064 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
5065         mod_gl = LoadLibraryA("opengl32.dll");
5066         if(!mod_gl) {
5067             ERR("Can't load opengl32.dll!\n");
5068             goto nogl_adapter;
5069         }
5070 #else
5071 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
5072         /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
5073         mod_gl = GetModuleHandleA("gdi32.dll");
5074 #endif
5075     }
5076
5077 /* Load WGL core functions from opengl32.dll */
5078 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5079     WGL_FUNCS_GEN;
5080 #undef USE_WGL_FUNC
5081
5082     if(!pwglGetProcAddress) {
5083         ERR("Unable to load wglGetProcAddress!\n");
5084         goto nogl_adapter;
5085     }
5086
5087 /* Dynamically load all GL core functions */
5088     GL_FUNCS_GEN;
5089 #undef USE_GL_FUNC
5090
5091     /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5092      * otherwise because we have to use winex11.drv's override
5093      */
5094 #ifdef USE_WIN32_OPENGL
5095     wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5096     wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5097 #else
5098     wglFinish = (void*)pwglGetProcAddress("wglFinish");
5099     wglFlush = (void*)pwglGetProcAddress("wglFlush");
5100 #endif
5101
5102     glEnableWINE = glEnable;
5103     glDisableWINE = glDisable;
5104
5105     /* For now only one default adapter */
5106     {
5107         struct wined3d_adapter *adapter = &This->adapters[0];
5108         const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5109         struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5110         int iPixelFormat;
5111         int res;
5112         int i;
5113         WineD3D_PixelFormat *cfgs;
5114         DISPLAY_DEVICEW DisplayDevice;
5115         HDC hdc;
5116
5117         TRACE("Initializing default adapter\n");
5118         adapter->ordinal = 0;
5119         adapter->monitorPoint.x = -1;
5120         adapter->monitorPoint.y = -1;
5121
5122         if (!AllocateLocallyUniqueId(&adapter->luid))
5123         {
5124             DWORD err = GetLastError();
5125             ERR("Failed to set adapter LUID (%#x).\n", err);
5126             goto nogl_adapter;
5127         }
5128         TRACE("Allocated LUID %08x:%08x for adapter.\n",
5129                 adapter->luid.HighPart, adapter->luid.LowPart);
5130
5131         if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5132         {
5133             ERR("Failed to get a gl context for default adapter\n");
5134             goto nogl_adapter;
5135         }
5136
5137         ret = IWineD3DImpl_FillGLCaps(adapter);
5138         if(!ret) {
5139             ERR("Failed to initialize gl caps for default adapter\n");
5140             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5141             goto nogl_adapter;
5142         }
5143         ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5144         if(!ret) {
5145             ERR("Failed to init gl formats\n");
5146             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5147             goto nogl_adapter;
5148         }
5149
5150         hdc = fake_gl_ctx.dc;
5151
5152         /* Use the VideoRamSize registry setting when set */
5153         if(wined3d_settings.emulated_textureram)
5154             adapter->TextureRam = wined3d_settings.emulated_textureram;
5155         else
5156             adapter->TextureRam = adapter->gl_info.vidmem;
5157         adapter->UsedTextureRam = 0;
5158         TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5159
5160         /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5161         DisplayDevice.cb = sizeof(DisplayDevice);
5162         EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5163         TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5164         strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5165
5166         if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5167         {
5168             int attribute;
5169             int attribs[11];
5170             int values[11];
5171             int nAttribs = 0;
5172
5173             attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5174             GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5175
5176             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
5177             cfgs = adapter->cfgs;
5178             attribs[nAttribs++] = WGL_RED_BITS_ARB;
5179             attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5180             attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5181             attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5182             attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5183             attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5184             attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5185             attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5186             attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5187             attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5188             attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5189
5190             for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5191             {
5192                 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5193
5194                 if(!res)
5195                     continue;
5196
5197                 /* Cache the pixel format */
5198                 cfgs->iPixelFormat = iPixelFormat;
5199                 cfgs->redSize = values[0];
5200                 cfgs->greenSize = values[1];
5201                 cfgs->blueSize = values[2];
5202                 cfgs->alphaSize = values[3];
5203                 cfgs->colorSize = values[4];
5204                 cfgs->depthSize = values[5];
5205                 cfgs->stencilSize = values[6];
5206                 cfgs->windowDrawable = values[7];
5207                 cfgs->iPixelType = values[8];
5208                 cfgs->doubleBuffer = values[9];
5209                 cfgs->auxBuffers = values[10];
5210
5211                 cfgs->numSamples = 0;
5212                 /* Check multisample support */
5213                 if (gl_info->supported[ARB_MULTISAMPLE])
5214                 {
5215                     int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5216                     int value[2];
5217                     if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5218                         /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5219                         * value[1] = number of multi sample buffers*/
5220                         if(value[0])
5221                             cfgs->numSamples = value[1];
5222                     }
5223                 }
5224
5225                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5226                         "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5227                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5228                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5229                         cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5230                 cfgs++;
5231             }
5232         }
5233         else
5234         {
5235             int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5236             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
5237             adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5238
5239             cfgs = adapter->cfgs;
5240             for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5241             {
5242                 PIXELFORMATDESCRIPTOR ppfd;
5243
5244                 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5245                 if(!res)
5246                     continue;
5247
5248                 /* We only want HW acceleration using an OpenGL ICD driver.
5249                  * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5250                  * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5251                  */
5252                 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5253                 {
5254                     TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5255                     continue;
5256                 }
5257
5258                 cfgs->iPixelFormat = iPixelFormat;
5259                 cfgs->redSize = ppfd.cRedBits;
5260                 cfgs->greenSize = ppfd.cGreenBits;
5261                 cfgs->blueSize = ppfd.cBlueBits;
5262                 cfgs->alphaSize = ppfd.cAlphaBits;
5263                 cfgs->colorSize = ppfd.cColorBits;
5264                 cfgs->depthSize = ppfd.cDepthBits;
5265                 cfgs->stencilSize = ppfd.cStencilBits;
5266                 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5267                 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5268                 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5269                 cfgs->auxBuffers = ppfd.cAuxBuffers;
5270                 cfgs->numSamples = 0;
5271
5272                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5273                         "depth=%d, stencil=%d, windowDrawable=%d\n",
5274                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5275                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5276                         cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5277                 cfgs++;
5278                 adapter->nCfgs++;
5279             }
5280
5281             /* 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 */
5282             if(!adapter->nCfgs)
5283             {
5284                 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5285
5286                 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5287                 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5288                 goto nogl_adapter;
5289             }
5290         }
5291
5292         /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5293          * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5294          * but just fake it using D24(X8?) which is fine. D3D also allows that.
5295          * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5296          * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5297          * driver is allowed to consume more bits EXCEPT for stencil bits.
5298          *
5299          * Mark an adapter with this broken stencil behavior.
5300          */
5301         adapter->brokenStencil = TRUE;
5302         for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5303         {
5304             /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5305             if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5306                 adapter->brokenStencil = FALSE;
5307                 break;
5308             }
5309         }
5310
5311         WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5312
5313         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5314         fillGLAttribFuncs(&adapter->gl_info);
5315         adapter->opengl = TRUE;
5316     }
5317     This->adapter_count = 1;
5318     TRACE("%u adapters successfully initialized\n", This->adapter_count);
5319
5320     return TRUE;
5321
5322 nogl_adapter:
5323     /* Initialize an adapter for ddraw-only memory counting */
5324     memset(This->adapters, 0, sizeof(This->adapters));
5325     This->adapters[0].ordinal = 0;
5326     This->adapters[0].opengl = FALSE;
5327     This->adapters[0].monitorPoint.x = -1;
5328     This->adapters[0].monitorPoint.y = -1;
5329
5330     This->adapters[0].driver_info.name = "Display";
5331     This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5332     if(wined3d_settings.emulated_textureram) {
5333         This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5334     } else {
5335         This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5336     }
5337
5338     initPixelFormatsNoGL(&This->adapters[0].gl_info);
5339
5340     This->adapter_count = 1;
5341     return FALSE;
5342 }
5343
5344 /**********************************************************
5345  * IWineD3D VTbl follows
5346  **********************************************************/
5347
5348 static const struct IWineD3DVtbl IWineD3D_Vtbl =
5349 {
5350     /* IUnknown */
5351     IWineD3DImpl_QueryInterface,
5352     IWineD3DImpl_AddRef,
5353     IWineD3DImpl_Release,
5354     /* IWineD3D */
5355     IWineD3DImpl_GetParent,
5356     IWineD3DImpl_GetAdapterCount,
5357     IWineD3DImpl_RegisterSoftwareDevice,
5358     IWineD3DImpl_GetAdapterMonitor,
5359     IWineD3DImpl_GetAdapterModeCount,
5360     IWineD3DImpl_EnumAdapterModes,
5361     IWineD3DImpl_GetAdapterDisplayMode,
5362     IWineD3DImpl_GetAdapterIdentifier,
5363     IWineD3DImpl_CheckDeviceMultiSampleType,
5364     IWineD3DImpl_CheckDepthStencilMatch,
5365     IWineD3DImpl_CheckDeviceType,
5366     IWineD3DImpl_CheckDeviceFormat,
5367     IWineD3DImpl_CheckDeviceFormatConversion,
5368     IWineD3DImpl_GetDeviceCaps,
5369     IWineD3DImpl_CreateDevice
5370 };
5371
5372 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5373
5374 const struct wined3d_parent_ops wined3d_null_parent_ops =
5375 {
5376     wined3d_null_wined3d_object_destroyed,
5377 };
5378
5379 HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, IUnknown *parent)
5380 {
5381     wined3d->lpVtbl = &IWineD3D_Vtbl;
5382     wined3d->dxVersion = version;
5383     wined3d->ref = 1;
5384     wined3d->parent = parent;
5385
5386     if (!InitAdapters(wined3d))
5387     {
5388         WARN("Failed to initialize adapters.\n");
5389         if (version > 7)
5390         {
5391             MESSAGE("Direct3D%u is not available without OpenGL.\n", version);
5392             return E_FAIL;
5393         }
5394     }
5395
5396     return WINED3D_OK;
5397 }