wined3d: Don't print the GLSL info log by default on fglrx.
[wine] / dlls / wined3d / directx.c
1 /*
2  * Copyright 2002-2004 Jason Edmeades
3  * Copyright 2003-2004 Raphael Junqueira
4  * Copyright 2004 Christian Costa
5  * Copyright 2005 Oliver Stieber
6  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
7  * Copyright 2009-2011 Henri Verbeet for CodeWeavers
8  *
9  * This library is free software; you can redistribute it and/or
10  * modify it under the terms of the GNU Lesser General Public
11  * License as published by the Free Software Foundation; either
12  * version 2.1 of the License, or (at your option) any later version.
13  *
14  * This library is distributed in the hope that it will be useful,
15  * but WITHOUT ANY WARRANTY; without even the implied warranty of
16  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
17  * Lesser General Public License for more details.
18  *
19  * You should have received a copy of the GNU Lesser General Public
20  * License along with this library; if not, write to the Free Software
21  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22  */
23
24 #include "config.h"
25 #include <stdio.h>
26 #include "wined3d_private.h"
27
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
29 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
30
31 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
32
33 /* The driver names reflect the lowest GPU supported
34  * by a certain driver, so DRIVER_AMD_R300 supports
35  * R3xx, R4xx and R5xx GPUs. */
36 enum wined3d_display_driver
37 {
38     DRIVER_AMD_RAGE_128PRO,
39     DRIVER_AMD_R100,
40     DRIVER_AMD_R300,
41     DRIVER_AMD_R600,
42     DRIVER_INTEL_GMA800,
43     DRIVER_INTEL_GMA900,
44     DRIVER_INTEL_GMA950,
45     DRIVER_INTEL_GMA3000,
46     DRIVER_NVIDIA_TNT,
47     DRIVER_NVIDIA_GEFORCE2MX,
48     DRIVER_NVIDIA_GEFORCEFX,
49     DRIVER_NVIDIA_GEFORCE6,
50     DRIVER_UNKNOWN
51 };
52
53 enum wined3d_driver_model
54 {
55     DRIVER_MODEL_WIN9X,
56     DRIVER_MODEL_NT40,
57     DRIVER_MODEL_NT5X,
58     DRIVER_MODEL_NT6X
59 };
60
61 enum wined3d_gl_vendor
62 {
63     GL_VENDOR_UNKNOWN,
64     GL_VENDOR_APPLE,
65     GL_VENDOR_FGLRX,
66     GL_VENDOR_INTEL,
67     GL_VENDOR_MESA,
68     GL_VENDOR_NVIDIA,
69 };
70
71 /* The d3d device ID */
72 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
73
74 /* Extension detection */
75 static const struct
76 {
77     const char *extension_string;
78     enum wined3d_gl_extension extension;
79     DWORD version;
80 }
81 EXTENSION_MAP[] =
82 {
83     /* APPLE */
84     {"GL_APPLE_client_storage",             APPLE_CLIENT_STORAGE,           0                           },
85     {"GL_APPLE_fence",                      APPLE_FENCE,                    0                           },
86     {"GL_APPLE_float_pixels",               APPLE_FLOAT_PIXELS,             0                           },
87     {"GL_APPLE_flush_buffer_range",         APPLE_FLUSH_BUFFER_RANGE,       0                           },
88     {"GL_APPLE_flush_render",               APPLE_FLUSH_RENDER,             0                           },
89     {"GL_APPLE_ycbcr_422",                  APPLE_YCBCR_422,                0                           },
90
91     /* ARB */
92     {"GL_ARB_color_buffer_float",           ARB_COLOR_BUFFER_FLOAT,         0                           },
93     {"GL_ARB_depth_buffer_float",           ARB_DEPTH_BUFFER_FLOAT,         0                           },
94     {"GL_ARB_depth_clamp",                  ARB_DEPTH_CLAMP,                0                           },
95     {"GL_ARB_depth_texture",                ARB_DEPTH_TEXTURE,              0                           },
96     {"GL_ARB_draw_buffers",                 ARB_DRAW_BUFFERS,               0                           },
97     {"GL_ARB_draw_elements_base_vertex",    ARB_DRAW_ELEMENTS_BASE_VERTEX,  0                           },
98     {"GL_ARB_fragment_program",             ARB_FRAGMENT_PROGRAM,           0                           },
99     {"GL_ARB_fragment_shader",              ARB_FRAGMENT_SHADER,            0                           },
100     {"GL_ARB_framebuffer_object",           ARB_FRAMEBUFFER_OBJECT,         0                           },
101     {"GL_ARB_geometry_shader4",             ARB_GEOMETRY_SHADER4,           0                           },
102     {"GL_ARB_half_float_pixel",             ARB_HALF_FLOAT_PIXEL,           0                           },
103     {"GL_ARB_half_float_vertex",            ARB_HALF_FLOAT_VERTEX,          0                           },
104     {"GL_ARB_map_buffer_range",             ARB_MAP_BUFFER_RANGE,           0                           },
105     {"GL_ARB_multisample",                  ARB_MULTISAMPLE,                0                           }, /* needs GLX_ARB_MULTISAMPLE as well */
106     {"GL_ARB_multitexture",                 ARB_MULTITEXTURE,               0                           },
107     {"GL_ARB_occlusion_query",              ARB_OCCLUSION_QUERY,            0                           },
108     {"GL_ARB_pixel_buffer_object",          ARB_PIXEL_BUFFER_OBJECT,        0                           },
109     {"GL_ARB_point_parameters",             ARB_POINT_PARAMETERS,           0                           },
110     {"GL_ARB_point_sprite",                 ARB_POINT_SPRITE,               0                           },
111     {"GL_ARB_provoking_vertex",             ARB_PROVOKING_VERTEX,           0                           },
112     {"GL_ARB_shader_objects",               ARB_SHADER_OBJECTS,             0                           },
113     {"GL_ARB_shader_texture_lod",           ARB_SHADER_TEXTURE_LOD,         0                           },
114     {"GL_ARB_shading_language_100",         ARB_SHADING_LANGUAGE_100,       0                           },
115     {"GL_ARB_shadow",                       ARB_SHADOW,                     0                           },
116     {"GL_ARB_sync",                         ARB_SYNC,                       0                           },
117     {"GL_ARB_texture_border_clamp",         ARB_TEXTURE_BORDER_CLAMP,       0                           },
118     {"GL_ARB_texture_compression",          ARB_TEXTURE_COMPRESSION,        0                           },
119     {"GL_ARB_texture_compression_rgtc",     ARB_TEXTURE_COMPRESSION_RGTC,   0                           },
120     {"GL_ARB_texture_cube_map",             ARB_TEXTURE_CUBE_MAP,           0                           },
121     {"GL_ARB_texture_env_add",              ARB_TEXTURE_ENV_ADD,            0                           },
122     {"GL_ARB_texture_env_combine",          ARB_TEXTURE_ENV_COMBINE,        0                           },
123     {"GL_ARB_texture_env_dot3",             ARB_TEXTURE_ENV_DOT3,           0                           },
124     {"GL_ARB_texture_float",                ARB_TEXTURE_FLOAT,              0                           },
125     {"GL_ARB_texture_mirrored_repeat",      ARB_TEXTURE_MIRRORED_REPEAT,    0                           },
126     {"GL_ARB_texture_non_power_of_two",     ARB_TEXTURE_NON_POWER_OF_TWO,   MAKEDWORD_VERSION(2, 0)     },
127     {"GL_ARB_texture_rectangle",            ARB_TEXTURE_RECTANGLE,          0                           },
128     {"GL_ARB_texture_rg",                   ARB_TEXTURE_RG,                 0                           },
129     {"GL_ARB_vertex_array_bgra",            ARB_VERTEX_ARRAY_BGRA,          0                           },
130     {"GL_ARB_vertex_blend",                 ARB_VERTEX_BLEND,               0                           },
131     {"GL_ARB_vertex_buffer_object",         ARB_VERTEX_BUFFER_OBJECT,       0                           },
132     {"GL_ARB_vertex_program",               ARB_VERTEX_PROGRAM,             0                           },
133     {"GL_ARB_vertex_shader",                ARB_VERTEX_SHADER,              0                           },
134
135     /* ATI */
136     {"GL_ATI_fragment_shader",              ATI_FRAGMENT_SHADER,            0                           },
137     {"GL_ATI_separate_stencil",             ATI_SEPARATE_STENCIL,           0                           },
138     {"GL_ATI_texture_compression_3dc",      ATI_TEXTURE_COMPRESSION_3DC,    0                           },
139     {"GL_ATI_texture_env_combine3",         ATI_TEXTURE_ENV_COMBINE3,       0                           },
140     {"GL_ATI_texture_mirror_once",          ATI_TEXTURE_MIRROR_ONCE,        0                           },
141
142     /* EXT */
143     {"GL_EXT_blend_color",                  EXT_BLEND_COLOR,                0                           },
144     {"GL_EXT_blend_equation_separate",      EXT_BLEND_EQUATION_SEPARATE,    0                           },
145     {"GL_EXT_blend_func_separate",          EXT_BLEND_FUNC_SEPARATE,        0                           },
146     {"GL_EXT_blend_minmax",                 EXT_BLEND_MINMAX,               0                           },
147     {"GL_EXT_blend_subtract",               EXT_BLEND_SUBTRACT,             0                           },
148     {"GL_EXT_depth_bounds_test",            EXT_DEPTH_BOUNDS_TEST,          0                           },
149     {"GL_EXT_draw_buffers2",                EXT_DRAW_BUFFERS2,              0                           },
150     {"GL_EXT_fog_coord",                    EXT_FOG_COORD,                  0                           },
151     {"GL_EXT_framebuffer_blit",             EXT_FRAMEBUFFER_BLIT,           0                           },
152     {"GL_EXT_framebuffer_multisample",      EXT_FRAMEBUFFER_MULTISAMPLE,    0                           },
153     {"GL_EXT_framebuffer_object",           EXT_FRAMEBUFFER_OBJECT,         0                           },
154     {"GL_EXT_gpu_program_parameters",       EXT_GPU_PROGRAM_PARAMETERS,     0                           },
155     {"GL_EXT_gpu_shader4",                  EXT_GPU_SHADER4,                0                           },
156     {"GL_EXT_packed_depth_stencil",         EXT_PACKED_DEPTH_STENCIL,       0                           },
157     {"GL_EXT_paletted_texture",             EXT_PALETTED_TEXTURE,           0                           },
158     {"GL_EXT_point_parameters",             EXT_POINT_PARAMETERS,           0                           },
159     {"GL_EXT_provoking_vertex",             EXT_PROVOKING_VERTEX,           0                           },
160     {"GL_EXT_secondary_color",              EXT_SECONDARY_COLOR,            0                           },
161     {"GL_EXT_stencil_two_side",             EXT_STENCIL_TWO_SIDE,           0                           },
162     {"GL_EXT_stencil_wrap",                 EXT_STENCIL_WRAP,               0                           },
163     {"GL_EXT_texture3D",                    EXT_TEXTURE3D,                  MAKEDWORD_VERSION(1, 2)     },
164     {"GL_EXT_texture_compression_rgtc",     EXT_TEXTURE_COMPRESSION_RGTC,   0                           },
165     {"GL_EXT_texture_compression_s3tc",     EXT_TEXTURE_COMPRESSION_S3TC,   0                           },
166     {"GL_EXT_texture_env_add",              EXT_TEXTURE_ENV_ADD,            0                           },
167     {"GL_EXT_texture_env_combine",          EXT_TEXTURE_ENV_COMBINE,        0                           },
168     {"GL_EXT_texture_env_dot3",             EXT_TEXTURE_ENV_DOT3,           0                           },
169     {"GL_EXT_texture_filter_anisotropic",   EXT_TEXTURE_FILTER_ANISOTROPIC, 0                           },
170     {"GL_EXT_texture_lod_bias",             EXT_TEXTURE_LOD_BIAS,           0                           },
171     {"GL_EXT_texture_sRGB",                 EXT_TEXTURE_SRGB,               0                           },
172     {"GL_EXT_texture_sRGB_decode",          EXT_TEXTURE_SRGB_DECODE,        0                           },
173     {"GL_EXT_vertex_array_bgra",            EXT_VERTEX_ARRAY_BGRA,          0                           },
174
175     /* NV */
176     {"GL_NV_depth_clamp",                   NV_DEPTH_CLAMP,                 0                           },
177     {"GL_NV_fence",                         NV_FENCE,                       0                           },
178     {"GL_NV_fog_distance",                  NV_FOG_DISTANCE,                0                           },
179     {"GL_NV_fragment_program",              NV_FRAGMENT_PROGRAM,            0                           },
180     {"GL_NV_fragment_program2",             NV_FRAGMENT_PROGRAM2,           0                           },
181     {"GL_NV_fragment_program_option",       NV_FRAGMENT_PROGRAM_OPTION,     0                           },
182     {"GL_NV_half_float",                    NV_HALF_FLOAT,                  0                           },
183     {"GL_NV_light_max_exponent",            NV_LIGHT_MAX_EXPONENT,          0                           },
184     {"GL_NV_point_sprite",                  NV_POINT_SPRITE,                0                           },
185     {"GL_NV_register_combiners",            NV_REGISTER_COMBINERS,          0                           },
186     {"GL_NV_register_combiners2",           NV_REGISTER_COMBINERS2,         0                           },
187     {"GL_NV_texgen_reflection",             NV_TEXGEN_REFLECTION,           0                           },
188     {"GL_NV_texture_env_combine4",          NV_TEXTURE_ENV_COMBINE4,        0                           },
189     {"GL_NV_texture_shader",                NV_TEXTURE_SHADER,              0                           },
190     {"GL_NV_texture_shader2",               NV_TEXTURE_SHADER2,             0                           },
191     {"GL_NV_vertex_program",                NV_VERTEX_PROGRAM,              0                           },
192     {"GL_NV_vertex_program1_1",             NV_VERTEX_PROGRAM1_1,           0                           },
193     {"GL_NV_vertex_program2",               NV_VERTEX_PROGRAM2,             0                           },
194     {"GL_NV_vertex_program2_option",        NV_VERTEX_PROGRAM2_OPTION,      0                           },
195     {"GL_NV_vertex_program3",               NV_VERTEX_PROGRAM3,             0                           },
196
197     /* SGI */
198     {"GL_SGIS_generate_mipmap",             SGIS_GENERATE_MIPMAP,           0                           },
199 };
200
201 /**********************************************************
202  * Utility functions follow
203  **********************************************************/
204
205 const struct min_lookup minMipLookup[] =
206 {
207     /* NONE         POINT                       LINEAR */
208     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
209     {{GL_NEAREST,   GL_NEAREST_MIPMAP_NEAREST,  GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
210     {{GL_LINEAR,    GL_LINEAR_MIPMAP_NEAREST,   GL_LINEAR_MIPMAP_LINEAR}},  /* LINEAR */
211 };
212
213 const struct min_lookup minMipLookup_noFilter[] =
214 {
215     /* NONE         POINT                       LINEAR */
216     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
217     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
218     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* LINEAR */
219 };
220
221 const struct min_lookup minMipLookup_noMip[] =
222 {
223     /* NONE         POINT                       LINEAR */
224     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
225     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
226     {{GL_LINEAR,    GL_LINEAR,                  GL_LINEAR }},               /* LINEAR */
227 };
228
229 const GLenum magLookup[] =
230 {
231     /* NONE     POINT       LINEAR */
232     GL_NEAREST, GL_NEAREST, GL_LINEAR,
233 };
234
235 const GLenum magLookup_noFilter[] =
236 {
237     /* NONE     POINT       LINEAR */
238     GL_NEAREST, GL_NEAREST, GL_NEAREST,
239 };
240
241 /* drawStridedSlow attributes */
242 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
243 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
244 glAttribFunc specular_func_3ubv;
245 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
246 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
247 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
248
249 /**
250  * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
251  * i.e., there is no GL Context - Get a default rendering context to enable the
252  * function query some info from GL.
253  */
254
255 struct wined3d_fake_gl_ctx
256 {
257     HDC dc;
258     HWND wnd;
259     HGLRC gl_ctx;
260     HDC restore_dc;
261     HGLRC restore_gl_ctx;
262 };
263
264 static void WineD3D_ReleaseFakeGLContext(const struct wined3d_fake_gl_ctx *ctx)
265 {
266     TRACE_(d3d_caps)("Destroying fake GL context.\n");
267
268     if (!pwglMakeCurrent(NULL, NULL))
269     {
270         ERR_(d3d_caps)("Failed to disable fake GL context.\n");
271     }
272
273     if (!pwglDeleteContext(ctx->gl_ctx))
274     {
275         DWORD err = GetLastError();
276         ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
277     }
278
279     ReleaseDC(ctx->wnd, ctx->dc);
280     DestroyWindow(ctx->wnd);
281
282     if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
283     {
284         ERR_(d3d_caps)("Failed to restore previous GL context.\n");
285     }
286 }
287
288 /* Do not call while under the GL lock. */
289 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
290 {
291     PIXELFORMATDESCRIPTOR pfd;
292     int iPixelFormat;
293
294     TRACE("getting context...\n");
295
296     ctx->restore_dc = pwglGetCurrentDC();
297     ctx->restore_gl_ctx = pwglGetCurrentContext();
298
299     /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
300     ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
301             WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
302     if (!ctx->wnd)
303     {
304         ERR_(d3d_caps)("Failed to create a window.\n");
305         goto fail;
306     }
307
308     ctx->dc = GetDC(ctx->wnd);
309     if (!ctx->dc)
310     {
311         ERR_(d3d_caps)("Failed to get a DC.\n");
312         goto fail;
313     }
314
315     /* PixelFormat selection */
316     ZeroMemory(&pfd, sizeof(pfd));
317     pfd.nSize = sizeof(pfd);
318     pfd.nVersion = 1;
319     pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
320     pfd.iPixelType = PFD_TYPE_RGBA;
321     pfd.cColorBits = 32;
322     pfd.iLayerType = PFD_MAIN_PLANE;
323
324     iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
325     if (!iPixelFormat)
326     {
327         /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
328         ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
329         goto fail;
330     }
331     DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
332     SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
333
334     /* Create a GL context. */
335     ctx->gl_ctx = pwglCreateContext(ctx->dc);
336     if (!ctx->gl_ctx)
337     {
338         WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
339         goto fail;
340     }
341
342     /* Make it the current GL context. */
343     if (!context_set_current(NULL))
344     {
345         ERR_(d3d_caps)("Failed to clear current D3D context.\n");
346     }
347
348     if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
349     {
350         ERR_(d3d_caps)("Failed to make fake GL context current.\n");
351         goto fail;
352     }
353
354     return TRUE;
355
356 fail:
357     if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
358     ctx->gl_ctx = NULL;
359     if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
360     ctx->dc = NULL;
361     if (ctx->wnd) DestroyWindow(ctx->wnd);
362     ctx->wnd = NULL;
363     if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
364     {
365         ERR_(d3d_caps)("Failed to restore previous GL context.\n");
366     }
367
368     return FALSE;
369 }
370
371 /* Adjust the amount of used texture memory */
372 unsigned int adapter_adjust_memory(struct wined3d_adapter *adapter, int amount)
373 {
374     adapter->UsedTextureRam += amount;
375     TRACE("Adjusted adapter memory by %d to %d.\n", amount, adapter->UsedTextureRam);
376     return adapter->UsedTextureRam;
377 }
378
379 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
380 {
381     HeapFree(GetProcessHeap(), 0, adapter->gl_info.formats);
382     HeapFree(GetProcessHeap(), 0, adapter->cfgs);
383 }
384
385 ULONG CDECL wined3d_incref(struct wined3d *wined3d)
386 {
387     ULONG refcount = InterlockedIncrement(&wined3d->ref);
388
389     TRACE("%p increasing refcount to %u.\n", wined3d, refcount);
390
391     return refcount;
392 }
393
394 ULONG CDECL wined3d_decref(struct wined3d *wined3d)
395 {
396     ULONG refcount = InterlockedDecrement(&wined3d->ref);
397
398     TRACE("%p decreasing refcount to %u.\n", wined3d, refcount);
399
400     if (!refcount)
401     {
402         unsigned int i;
403
404         for (i = 0; i < wined3d->adapter_count; ++i)
405         {
406             wined3d_adapter_cleanup(&wined3d->adapters[i]);
407         }
408         HeapFree(GetProcessHeap(), 0, wined3d);
409     }
410
411     return refcount;
412 }
413
414 /* GL locking is done by the caller */
415 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
416 {
417     GLuint prog;
418     BOOL ret = FALSE;
419     const char *testcode =
420         "!!ARBvp1.0\n"
421         "PARAM C[66] = { program.env[0..65] };\n"
422         "ADDRESS A0;"
423         "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
424         "ARL A0.x, zero.x;\n"
425         "MOV result.position, C[A0.x + 65];\n"
426         "END\n";
427
428     while(glGetError());
429     GL_EXTCALL(glGenProgramsARB(1, &prog));
430     if(!prog) {
431         ERR("Failed to create an ARB offset limit test program\n");
432     }
433     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
434     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
435                                   strlen(testcode), testcode));
436     if (glGetError())
437     {
438         TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
439         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
440         ret = TRUE;
441     } else TRACE("OpenGL implementation allows offsets > 63\n");
442
443     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
444     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
445     checkGLcall("ARB vp offset limit test cleanup");
446
447     return ret;
448 }
449
450 static DWORD ver_for_ext(enum wined3d_gl_extension ext)
451 {
452     unsigned int i;
453     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
454         if(EXTENSION_MAP[i].extension == ext) {
455             return EXTENSION_MAP[i].version;
456         }
457     }
458     return 0;
459 }
460
461 static BOOL match_amd_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
462         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
463 {
464     if (card_vendor != HW_VENDOR_AMD) return FALSE;
465     if (device == CARD_AMD_RADEON_9500) return TRUE;
466     if (device == CARD_AMD_RADEON_X700) return TRUE;
467     if (device == CARD_AMD_RADEON_X1600) return TRUE;
468     return FALSE;
469 }
470
471 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
472         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
473 {
474     if (card_vendor == HW_VENDOR_NVIDIA)
475     {
476         if (device == CARD_NVIDIA_GEFORCEFX_5200 ||
477             device == CARD_NVIDIA_GEFORCEFX_5600 ||
478             device == CARD_NVIDIA_GEFORCEFX_5800)
479         {
480             return TRUE;
481         }
482     }
483     return FALSE;
484 }
485
486 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
487         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
488 {
489     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
490      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
491      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
492      *
493      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
494      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
495      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
496      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
497      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
498      * the chance that other implementations support them is rather small since Win32 QuickTime uses
499      * DirectDraw, not OpenGL.
500      *
501      * This test has been moved into wined3d_guess_gl_vendor()
502      */
503     if (gl_vendor == GL_VENDOR_APPLE)
504     {
505         return TRUE;
506     }
507     return FALSE;
508 }
509
510 /* Context activation is done by the caller. */
511 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
512 {
513     /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
514      * but glTexSubImage from a PBO fails miserably, with the first line repeated over
515      * all the texture. This function detects this bug by its symptom and disables PBOs
516      * if the test fails.
517      *
518      * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
519      * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
520      * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
521      * read back is compared to the original. If they are equal PBOs are assumed to work,
522      * otherwise the PBO extension is disabled. */
523     GLuint texture, pbo;
524     static const unsigned int pattern[] =
525     {
526         0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
527         0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
528         0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
529         0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
530     };
531     unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
532
533     /* No PBO -> No point in testing them. */
534     if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
535
536     ENTER_GL();
537
538     while (glGetError());
539     glGenTextures(1, &texture);
540     glBindTexture(GL_TEXTURE_2D, texture);
541
542     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
543     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
544     checkGLcall("Specifying the PBO test texture");
545
546     GL_EXTCALL(glGenBuffersARB(1, &pbo));
547     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
548     GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
549     checkGLcall("Specifying the PBO test pbo");
550
551     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
552     checkGLcall("Loading the PBO test texture");
553
554     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
555     LEAVE_GL();
556
557     wglFinish(); /* just to be sure */
558
559     memset(check, 0, sizeof(check));
560     ENTER_GL();
561     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
562     checkGLcall("Reading back the PBO test texture");
563
564     glDeleteTextures(1, &texture);
565     GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
566     checkGLcall("PBO test cleanup");
567
568     LEAVE_GL();
569
570     if (memcmp(check, pattern, sizeof(check)))
571     {
572         WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
573         WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
574         gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
575     }
576     else
577     {
578         TRACE_(d3d_caps)("PBO test successful.\n");
579     }
580 }
581
582 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
583         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
584 {
585     return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
586 }
587
588 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
589         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
590 {
591     if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
592     if (card_vendor != HW_VENDOR_AMD) return FALSE;
593     if (device == CARD_AMD_RADEON_X1600) return FALSE;
594     return TRUE;
595 }
596
597 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
598         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
599 {
600     /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
601      * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
602      * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
603      * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
604      * hardcoded
605      *
606      * dx10 cards usually have 64 varyings */
607     return gl_info->limits.glsl_varyings > 44;
608 }
609
610 /* A GL context is provided by the caller */
611 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
612         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
613 {
614     GLenum error;
615     DWORD data[16];
616
617     if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
618
619     ENTER_GL();
620     while(glGetError());
621     GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
622     error = glGetError();
623     LEAVE_GL();
624
625     if(error == GL_NO_ERROR)
626     {
627         TRACE("GL Implementation accepts 4 component specular color pointers\n");
628         return TRUE;
629     }
630     else
631     {
632         TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
633               debug_glerror(error));
634         return FALSE;
635     }
636 }
637
638 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
639         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
640 {
641     if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
642     return gl_info->supported[NV_TEXTURE_SHADER];
643 }
644
645 /* A GL context is provided by the caller */
646 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
647         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
648 {
649     GLuint prog;
650     BOOL ret = FALSE;
651     GLint pos;
652     const char *testcode =
653         "!!ARBvp1.0\n"
654         "OPTION NV_vertex_program2;\n"
655         "MOV result.clip[0], 0.0;\n"
656         "MOV result.position, 0.0;\n"
657         "END\n";
658
659     if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
660
661     ENTER_GL();
662     while(glGetError());
663
664     GL_EXTCALL(glGenProgramsARB(1, &prog));
665     if(!prog)
666     {
667         ERR("Failed to create the NVvp clip test program\n");
668         LEAVE_GL();
669         return FALSE;
670     }
671     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
672     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
673                                   strlen(testcode), testcode));
674     glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
675     if(pos != -1)
676     {
677         WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
678         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
679         ret = TRUE;
680         while(glGetError());
681     }
682     else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
683
684     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
685     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
686     checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
687
688     LEAVE_GL();
689     return ret;
690 }
691
692 /* Context activation is done by the caller. */
693 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
694         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
695 {
696     char data[4 * 4 * 4];
697     GLuint tex, fbo;
698     GLenum status;
699
700     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
701
702     memset(data, 0xcc, sizeof(data));
703
704     ENTER_GL();
705
706     glGenTextures(1, &tex);
707     glBindTexture(GL_TEXTURE_2D, tex);
708     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
709     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
710     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
711     checkGLcall("glTexImage2D");
712
713     gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
714     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
715     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
716     checkGLcall("glFramebufferTexture2D");
717
718     status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
719     if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
720     checkGLcall("glCheckFramebufferStatus");
721
722     memset(data, 0x11, sizeof(data));
723     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
724     checkGLcall("glTexSubImage2D");
725
726     glClearColor(0.996f, 0.729f, 0.745f, 0.792f);
727     glClear(GL_COLOR_BUFFER_BIT);
728     checkGLcall("glClear");
729
730     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
731     checkGLcall("glGetTexImage");
732
733     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
734     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
735     glBindTexture(GL_TEXTURE_2D, 0);
736     checkGLcall("glBindTexture");
737
738     gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
739     glDeleteTextures(1, &tex);
740     checkGLcall("glDeleteTextures");
741
742     LEAVE_GL();
743
744     return *(DWORD *)data == 0x11111111;
745 }
746
747 /* Context activation is done by the caller. */
748 static BOOL match_broken_rgba16(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
749         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
750 {
751     /* GL_RGBA16 uses GL_RGBA8 internally on Geforce 7 and older cards.
752      * This leads to graphical bugs in Half Life 2 and Unreal engine games. */
753     GLuint tex;
754     GLint size;
755
756     ENTER_GL();
757
758     glGenTextures(1, &tex);
759     glBindTexture(GL_TEXTURE_2D, tex);
760     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16, 4, 4, 0, GL_RGBA, GL_UNSIGNED_SHORT, NULL);
761     checkGLcall("glTexImage2D");
762
763     glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_RED_SIZE, &size);
764     checkGLcall("glGetTexLevelParameteriv");
765     TRACE("Real color depth is %d\n", size);
766
767     glBindTexture(GL_TEXTURE_2D, 0);
768     checkGLcall("glBindTexture");
769     glDeleteTextures(1, &tex);
770     checkGLcall("glDeleteTextures");
771
772     LEAVE_GL();
773
774     return size < 16;
775 }
776
777 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
778         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
779 {
780     return gl_vendor == GL_VENDOR_FGLRX;
781 }
782
783 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
784 {
785     TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
786     gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
787     TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
788     gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
789 }
790
791 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
792 {
793     quirk_arb_constants(gl_info);
794     /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
795      * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
796      * allow 48 different offsets or other helper immediate values. */
797     TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
798     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
799 }
800
801 static void quirk_amd_dx9(struct wined3d_gl_info *gl_info)
802 {
803     quirk_arb_constants(gl_info);
804
805     /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
806      * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
807      * If real NP2 textures are used, the driver falls back to software. We could just remove the
808      * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconvenient
809      * due to the non-normalized texture coordinates. Thus set an internal extension flag,
810      * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
811      * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
812      *
813      * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
814      * has this extension promoted to core. The extension loading code sets this extension supported
815      * due to that, so this code works on fglrx as well. */
816     if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
817     {
818         TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
819         gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
820         gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] = TRUE;
821     }
822
823     /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
824      * it is generally more efficient. Reserve just 8 constants. */
825     TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
826     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
827 }
828
829 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
830 {
831     /*  The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
832      *  doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
833      *  This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
834      *  within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
835      *  FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
836      *  We therefore completely remove ARB_tex_npot from the list of supported extensions.
837      *
838      *  Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
839      *  triggering the software fallback. There is not much we can do here apart from disabling the
840      *  software-emulated extension and reenable ARB_tex_rect (which was previously disabled
841      *  in wined3d_adapter_init_gl_caps).
842      *  This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
843      *  post-processing effects in the game "Max Payne 2").
844      *  The behaviour can be verified through a simple test app attached in bugreport #14724. */
845     TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
846     gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
847     gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
848 }
849
850 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
851 {
852     /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
853      * with fixed function fragment processing. Ideally this flag should be detected with a test shader
854      * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
855      * do not like vertex shaders in feedback mode and return an error, even though it should be valid
856      * according to the spec.
857      *
858      * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
859      * makes the shader slower and eats instruction slots which should be available to the d3d app.
860      *
861      * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
862      * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
863      * this workaround is activated on cards that do not need it, it won't break things, just affect
864      * performance negatively. */
865     TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
866     gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
867 }
868
869 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
870 {
871     gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
872 }
873
874 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
875 {
876     gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
877 }
878
879 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
880 {
881     gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
882     gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
883 }
884
885 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
886 {
887     gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
888 }
889
890 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
891 {
892     gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
893 }
894
895 static void quirk_broken_rgba16(struct wined3d_gl_info *gl_info)
896 {
897     gl_info->quirks |= WINED3D_QUIRK_BROKEN_RGBA16;
898 }
899
900 static void quirk_infolog_spam(struct wined3d_gl_info *gl_info)
901 {
902     gl_info->quirks |= WINED3D_QUIRK_INFO_LOG_SPAM;
903 }
904
905 struct driver_quirk
906 {
907     BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
908             enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
909     void (*apply)(struct wined3d_gl_info *gl_info);
910     const char *description;
911 };
912
913 static const struct driver_quirk quirk_table[] =
914 {
915     {
916         match_amd_r300_to_500,
917         quirk_amd_dx9,
918         "AMD GLSL constant and normalized texrect quirk"
919     },
920     /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
921      * used it falls back to software. While the compiler can detect if the shader uses all declared
922      * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
923      * using relative addressing falls back to software.
924      *
925      * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
926     {
927         match_apple,
928         quirk_apple_glsl_constants,
929         "Apple GLSL uniform override"
930     },
931     {
932         match_geforce5,
933         quirk_no_np2,
934         "Geforce 5 NP2 disable"
935     },
936     {
937         match_apple_intel,
938         quirk_texcoord_w,
939         "Init texcoord .w for Apple Intel GPU driver"
940     },
941     {
942         match_apple_nonr500ati,
943         quirk_texcoord_w,
944         "Init texcoord .w for Apple ATI >= r600 GPU driver"
945     },
946     {
947         match_dx10_capable,
948         quirk_clip_varying,
949         "Reserved varying for gl_ClipPos"
950     },
951     {
952         /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
953          * GL implementations accept it. The Mac GL is the only implementation known to
954          * reject it.
955          *
956          * If we can pass 4 component specular colors, do it, because (a) we don't have
957          * to screw around with the data, and (b) the D3D fixed function vertex pipeline
958          * passes specular alpha to the pixel shader if any is used. Otherwise the
959          * specular alpha is used to pass the fog coordinate, which we pass to opengl
960          * via GL_EXT_fog_coord.
961          */
962         match_allows_spec_alpha,
963         quirk_allows_specular_alpha,
964         "Allow specular alpha quirk"
965     },
966     {
967         /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
968          * (rdar://5682521).
969          */
970         match_apple_nvts,
971         quirk_apple_nvts,
972         "Apple NV_texture_shader disable"
973     },
974     {
975         match_broken_nv_clip,
976         quirk_disable_nvvp_clip,
977         "Apple NV_vertex_program clip bug quirk"
978     },
979     {
980         match_fbo_tex_update,
981         quirk_fbo_tex_update,
982         "FBO rebind for attachment updates"
983     },
984     {
985         match_broken_rgba16,
986         quirk_broken_rgba16,
987         "True RGBA16 is not available"
988     },
989     {
990         match_fglrx,
991         quirk_infolog_spam,
992         "Not printing GLSL infolog"
993     },
994 };
995
996 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
997  * reporting a driver version is moot because we are not the Windows driver, and we have different
998  * bugs, features, etc.
999  *
1000  * The driver version has the form "x.y.z.w".
1001  *
1002  * "x" is the Windows version the driver is meant for:
1003  * 4 -> 95/98/NT4
1004  * 5 -> 2000
1005  * 6 -> 2000/XP
1006  * 7 -> Vista
1007  * 8 -> Win 7
1008  *
1009  * "y" is the maximum Direct3D version the driver supports.
1010  * y  -> d3d version mapping:
1011  * 11 -> d3d6
1012  * 12 -> d3d7
1013  * 13 -> d3d8
1014  * 14 -> d3d9
1015  * 15 -> d3d10
1016  * 16 -> d3d10.1
1017  * 17 -> d3d11
1018  *
1019  * "z" is the subversion number.
1020  *
1021  * "w" is the vendor specific driver build number.
1022  */
1023
1024 struct driver_version_information
1025 {
1026     enum wined3d_display_driver driver;
1027     enum wined3d_driver_model driver_model;
1028     const char *driver_name;            /* name of Windows driver */
1029     WORD version;                       /* version word ('y'), contained in low word of DriverVersion.HighPart */
1030     WORD subversion;                    /* subversion word ('z'), contained in high word of DriverVersion.LowPart */
1031     WORD build;                         /* build number ('w'), contained in low word of DriverVersion.LowPart */
1032 };
1033
1034 /* The driver version table contains driver information for different devices on several OS versions. */
1035 static const struct driver_version_information driver_version_table[] =
1036 {
1037     /* AMD
1038      * - Radeon HD2x00 (R600) and up supported by current drivers.
1039      * - Radeon 9500 (R300) - X1*00 (R5xx) supported up to Catalyst 9.3 (Linux) and 10.2 (XP/Vista/Win7)
1040      * - Radeon 7xxx (R100) - 9250 (RV250) supported up to Catalyst 6.11 (XP)
1041      * - Rage 128 supported up to XP, latest official build 6.13.3279 dated October 2001 */
1042     {DRIVER_AMD_RAGE_128PRO,    DRIVER_MODEL_NT5X,  "ati2dvaa.dll", 13, 3279,  0},
1043     {DRIVER_AMD_R100,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 6614},
1044     {DRIVER_AMD_R300,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 6764},
1045     {DRIVER_AMD_R600,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 8681},
1046     {DRIVER_AMD_R300,           DRIVER_MODEL_NT6X,  "atiumdag.dll", 14, 10, 741 },
1047     {DRIVER_AMD_R600,           DRIVER_MODEL_NT6X,  "atiumdag.dll", 14, 10, 741 },
1048
1049     /* Intel
1050      * The drivers are unified but not all versions support all GPUs. At some point the 2k/xp
1051      * drivers used ialmrnt5.dll for GMA800/GMA900 but at some point the file was renamed to
1052      * igxprd32.dll but the GMA800 driver was never updated. */
1053     {DRIVER_INTEL_GMA800,       DRIVER_MODEL_NT5X,  "ialmrnt5.dll", 14, 10, 3889},
1054     {DRIVER_INTEL_GMA900,       DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 4764},
1055     {DRIVER_INTEL_GMA950,       DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 4926},
1056     {DRIVER_INTEL_GMA3000,      DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 5218},
1057     {DRIVER_INTEL_GMA950,       DRIVER_MODEL_NT6X,  "igdumd32.dll", 14, 10, 1504},
1058     {DRIVER_INTEL_GMA3000,      DRIVER_MODEL_NT6X,  "igdumd32.dll", 15, 10, 1666},
1059
1060     /* Nvidia
1061      * - Geforce6 and newer cards are supported by the current driver (197.x) on XP-Win7
1062      * - GeforceFX support is up to 173.x on <= XP
1063      * - Geforce2MX/3/4 up to 96.x on <= XP
1064      * - TNT/Geforce1/2 up to 71.x on <= XP
1065      * All version numbers used below are from the Linux nvidia drivers. */
1066     {DRIVER_NVIDIA_TNT,         DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 10, 7186},
1067     {DRIVER_NVIDIA_GEFORCE2MX,  DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 10, 9371},
1068     {DRIVER_NVIDIA_GEFORCEFX,   DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 11, 7516},
1069     {DRIVER_NVIDIA_GEFORCE6,    DRIVER_MODEL_NT5X,  "nv4_disp.dll", 15, 12, 6658},
1070     {DRIVER_NVIDIA_GEFORCE6,    DRIVER_MODEL_NT6X,  "nvd3dum.dll",  15, 12, 6658},
1071 };
1072
1073 struct gpu_description
1074 {
1075     WORD vendor;                    /* reported PCI card vendor ID  */
1076     WORD card;                      /* reported PCI card device ID  */
1077     const char *description;        /* Description of the card e.g. NVIDIA RIVA TNT */
1078     enum wined3d_display_driver driver;
1079     unsigned int vidmem;
1080 };
1081
1082 /* The amount of video memory stored in the gpu description table is the minimum amount of video memory
1083  * found on a board containing a specific GPU. */
1084 static const struct gpu_description gpu_description_table[] =
1085 {
1086     /* Nvidia cards */
1087     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT,           "NVIDIA RIVA TNT",                  DRIVER_NVIDIA_TNT,       16  },
1088     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT2,          "NVIDIA RIVA TNT2/TNT2 Pro",        DRIVER_NVIDIA_TNT,       32  },
1089     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE,            "NVIDIA GeForce 256",               DRIVER_NVIDIA_TNT,       32  },
1090     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2,           "NVIDIA GeForce2 GTS/GeForce2 Pro", DRIVER_NVIDIA_TNT,       32  },
1091     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2_MX,        "NVIDIA GeForce2 MX/MX 400",        DRIVER_NVIDIA_GEFORCE2MX,32  },
1092     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE3,           "NVIDIA GeForce3",                  DRIVER_NVIDIA_GEFORCE2MX,64  },
1093     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_MX,        "NVIDIA GeForce4 MX 460",           DRIVER_NVIDIA_GEFORCE2MX,64  },
1094     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_TI4200,    "NVIDIA GeForce4 Ti 4200",          DRIVER_NVIDIA_GEFORCE2MX,64, },
1095     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5200,     "NVIDIA GeForce FX 5200",           DRIVER_NVIDIA_GEFORCEFX, 64  },
1096     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5600,     "NVIDIA GeForce FX 5600",           DRIVER_NVIDIA_GEFORCEFX, 128 },
1097     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5800,     "NVIDIA GeForce FX 5800",           DRIVER_NVIDIA_GEFORCEFX, 256 },
1098     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6200,       "NVIDIA GeForce 6200",              DRIVER_NVIDIA_GEFORCE6,  64  },
1099     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6600GT,     "NVIDIA GeForce 6600 GT",           DRIVER_NVIDIA_GEFORCE6,  128 },
1100     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6800,       "NVIDIA GeForce 6800",              DRIVER_NVIDIA_GEFORCE6,  128 },
1101     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7300,       "NVIDIA GeForce Go 7300",           DRIVER_NVIDIA_GEFORCE6,  256 },
1102     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7400,       "NVIDIA GeForce Go 7400",           DRIVER_NVIDIA_GEFORCE6,  256 },
1103     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7600,       "NVIDIA GeForce 7600 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1104     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7800GT,     "NVIDIA GeForce 7800 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1105     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8300GS,     "NVIDIA GeForce 8300 GS",           DRIVER_NVIDIA_GEFORCE6,  128 },
1106     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8400GS,     "NVIDIA GeForce 8400 GS",           DRIVER_NVIDIA_GEFORCE6,  128 },
1107     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600GT,     "NVIDIA GeForce 8600 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1108     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600MGT,    "NVIDIA GeForce 8600M GT",          DRIVER_NVIDIA_GEFORCE6,  512 },
1109     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTS,    "NVIDIA GeForce 8800 GTS",          DRIVER_NVIDIA_GEFORCE6,  320 },
1110     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTX,    "NVIDIA GeForce 8800 GTX",          DRIVER_NVIDIA_GEFORCE6,  768 },
1111     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9200,       "NVIDIA GeForce 9200",              DRIVER_NVIDIA_GEFORCE6,  256 },
1112     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9400GT,     "NVIDIA GeForce 9400 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1113     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9500GT,     "NVIDIA GeForce 9500 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1114     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9600GT,     "NVIDIA GeForce 9600 GT",           DRIVER_NVIDIA_GEFORCE6,  384 },
1115     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9800GT,     "NVIDIA GeForce 9800 GT",           DRIVER_NVIDIA_GEFORCE6,  512 },
1116     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_210,        "NVIDIA GeForce 210",               DRIVER_NVIDIA_GEFORCE6,  512 },
1117     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT220,      "NVIDIA GeForce GT 220",            DRIVER_NVIDIA_GEFORCE6,  512 },
1118     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT240,      "NVIDIA GeForce GT 240",            DRIVER_NVIDIA_GEFORCE6,  512 },
1119     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX260,     "NVIDIA GeForce GTX 260",           DRIVER_NVIDIA_GEFORCE6,  1024},
1120     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX275,     "NVIDIA GeForce GTX 275",           DRIVER_NVIDIA_GEFORCE6,  896 },
1121     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX280,     "NVIDIA GeForce GTX 280",           DRIVER_NVIDIA_GEFORCE6,  1024},
1122     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT320M,     "NVIDIA GeForce GT 320M",           DRIVER_NVIDIA_GEFORCE6,  1024},
1123     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT325M,     "NVIDIA GeForce GT 325M",           DRIVER_NVIDIA_GEFORCE6,  1024},
1124     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT330,      "NVIDIA GeForce GT 330",            DRIVER_NVIDIA_GEFORCE6,  1024},
1125     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTS350M,    "NVIDIA GeForce GTS 350M",          DRIVER_NVIDIA_GEFORCE6,  1024},
1126     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT420,      "NVIDIA GeForce GT 420",            DRIVER_NVIDIA_GEFORCE6,  2048},
1127     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT430,      "NVIDIA GeForce GT 430",            DRIVER_NVIDIA_GEFORCE6,  1024},
1128     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT440,      "NVIDIA GeForce GT 440",            DRIVER_NVIDIA_GEFORCE6,  1024},
1129     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTS450,     "NVIDIA GeForce GTS 450",           DRIVER_NVIDIA_GEFORCE6,  1024},
1130     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX460,     "NVIDIA GeForce GTX 460",           DRIVER_NVIDIA_GEFORCE6,  768 },
1131     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX460M,    "NVIDIA GeForce GTX 460M",          DRIVER_NVIDIA_GEFORCE6,  1536},
1132     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX465,     "NVIDIA GeForce GTX 465",           DRIVER_NVIDIA_GEFORCE6,  1024},
1133     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX470,     "NVIDIA GeForce GTX 470",           DRIVER_NVIDIA_GEFORCE6,  1280},
1134     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX480,     "NVIDIA GeForce GTX 480",           DRIVER_NVIDIA_GEFORCE6,  1536},
1135     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX550,     "NVIDIA GeForce GTX 550 Ti",        DRIVER_NVIDIA_GEFORCE6,  1024},
1136     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT555M,     "NVIDIA GeForce GT 555M",           DRIVER_NVIDIA_GEFORCE6,  1024},
1137     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX560,     "NVIDIA GeForce GTX 560 Ti",        DRIVER_NVIDIA_GEFORCE6,  1024},
1138     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX570,     "NVIDIA GeForce GTX 570",           DRIVER_NVIDIA_GEFORCE6,  1280},
1139     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX580,     "NVIDIA GeForce GTX 580",           DRIVER_NVIDIA_GEFORCE6,  1536},
1140
1141     /* AMD cards */
1142     {HW_VENDOR_AMD,        CARD_AMD_RAGE_128PRO,           "ATI Rage Fury",                    DRIVER_AMD_RAGE_128PRO,  16  },
1143     {HW_VENDOR_AMD,        CARD_AMD_RADEON_7200,           "ATI RADEON 7200 SERIES",           DRIVER_AMD_R100,         32  },
1144     {HW_VENDOR_AMD,        CARD_AMD_RADEON_8500,           "ATI RADEON 8500 SERIES",           DRIVER_AMD_R100,         64  },
1145     {HW_VENDOR_AMD,        CARD_AMD_RADEON_9500,           "ATI Radeon 9500",                  DRIVER_AMD_R300,         64  },
1146     {HW_VENDOR_AMD,        CARD_AMD_RADEON_XPRESS_200M,    "ATI RADEON XPRESS 200M Series",    DRIVER_AMD_R300,         64  },
1147     {HW_VENDOR_AMD,        CARD_AMD_RADEON_X700,           "ATI Radeon X700 SE",               DRIVER_AMD_R300,         128 },
1148     {HW_VENDOR_AMD,        CARD_AMD_RADEON_X1600,          "ATI Radeon X1600 Series",          DRIVER_AMD_R300,         128 },
1149     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD2350,         "ATI Mobility Radeon HD 2350",      DRIVER_AMD_R600,         256 },
1150     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD2600,         "ATI Mobility Radeon HD 2600",      DRIVER_AMD_R600,         256 },
1151     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD2900,         "ATI Radeon HD 2900 XT",            DRIVER_AMD_R600,         512 },
1152     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD3200,         "ATI Radeon HD 3200 Graphics",      DRIVER_AMD_R600,         128 },
1153     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4350,         "ATI Radeon HD 4350",               DRIVER_AMD_R600,         256 },
1154     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4600,         "ATI Radeon HD 4600 Series",        DRIVER_AMD_R600,         512 },
1155     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4700,         "ATI Radeon HD 4700 Series",        DRIVER_AMD_R600,         512 },
1156     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4800,         "ATI Radeon HD 4800 Series",        DRIVER_AMD_R600,         512 },
1157     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5400,         "ATI Radeon HD 5400 Series",        DRIVER_AMD_R600,         512 },
1158     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5600,         "ATI Radeon HD 5600 Series",        DRIVER_AMD_R600,         512 },
1159     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5700,         "ATI Radeon HD 5700 Series",        DRIVER_AMD_R600,         512 },
1160     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5800,         "ATI Radeon HD 5800 Series",        DRIVER_AMD_R600,         1024},
1161     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5900,         "ATI Radeon HD 5900 Series",        DRIVER_AMD_R600,         1024},
1162     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6300,         "AMD Radeon HD 6300 series Graphics", DRIVER_AMD_R600,       1024},
1163     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6400,         "AMD Radeon HD 6400 Series",        DRIVER_AMD_R600,         1024},
1164     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6600,         "AMD Radeon HD 6600 Series",        DRIVER_AMD_R600,         1024},
1165     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6800,         "AMD Radeon HD 6800 Series",        DRIVER_AMD_R600,         1024},
1166     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6900,         "AMD Radeon HD 6900 Series",        DRIVER_AMD_R600,         2048},
1167     /* Intel cards */
1168     {HW_VENDOR_INTEL,      CARD_INTEL_I830G,               "Intel(R) 82830M Graphics Controller",                       DRIVER_INTEL_GMA800,  32 },
1169     {HW_VENDOR_INTEL,      CARD_INTEL_I855G,               "Intel(R) 82852/82855 GM/GME Graphics Controller",           DRIVER_INTEL_GMA800,  32 },
1170     {HW_VENDOR_INTEL,      CARD_INTEL_I865G,               "Intel(R) 82865G Graphics Controller",                       DRIVER_INTEL_GMA800,  32 },
1171     {HW_VENDOR_INTEL,      CARD_INTEL_I915G,               "Intel(R) 82915G/GV/910GL Express Chipset Family",           DRIVER_INTEL_GMA900,  64 },
1172     {HW_VENDOR_INTEL,      CARD_INTEL_I915GM,              "Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family",   DRIVER_INTEL_GMA900,  64 },
1173     {HW_VENDOR_INTEL,      CARD_INTEL_I945GM,              "Mobile Intel(R) 945GM Express Chipset Family",              DRIVER_INTEL_GMA950,  64 },
1174     {HW_VENDOR_INTEL,      CARD_INTEL_X3100,               "Mobile Intel(R) 965 Express Chipset Family",                DRIVER_INTEL_GMA3000, 128},
1175     {HW_VENDOR_INTEL,      CARD_INTEL_GM45,                "Mobile Intel(R) GM45 Express Chipset Family",               DRIVER_INTEL_GMA3000, 512}
1176 };
1177
1178 static const struct driver_version_information *get_driver_version_info(enum wined3d_display_driver driver,
1179         enum wined3d_driver_model driver_model)
1180 {
1181     unsigned int i;
1182
1183     TRACE("Looking up version info for driver=%d driver_model=%d\n", driver, driver_model);
1184     for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++)
1185     {
1186         const struct driver_version_information *entry = &driver_version_table[i];
1187
1188         if (entry->driver == driver && entry->driver_model == driver_model)
1189         {
1190             TRACE_(d3d_caps)("Found driver '%s' version=%d subversion=%d build=%d\n",
1191                 entry->driver_name, entry->version, entry->subversion, entry->build);
1192
1193             return entry;
1194         }
1195     }
1196     return NULL;
1197 }
1198
1199 static void init_driver_info(struct wined3d_driver_info *driver_info,
1200         enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1201 {
1202     OSVERSIONINFOW os_version;
1203     WORD driver_os_version;
1204     unsigned int i;
1205     enum wined3d_display_driver driver = DRIVER_UNKNOWN;
1206     enum wined3d_driver_model driver_model;
1207     const struct driver_version_information *version_info;
1208
1209     if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1210     {
1211         TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1212         vendor = wined3d_settings.pci_vendor_id;
1213     }
1214     driver_info->vendor = vendor;
1215
1216     if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1217     {
1218         TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1219         device = wined3d_settings.pci_device_id;
1220     }
1221     driver_info->device = device;
1222
1223     /* Set a default amount of video memory (64MB). In general this code isn't used unless the user
1224      * overrides the pci ids to a card which is not in our database. */
1225     driver_info->vidmem = WINE_DEFAULT_VIDMEM;
1226
1227     memset(&os_version, 0, sizeof(os_version));
1228     os_version.dwOSVersionInfoSize = sizeof(os_version);
1229     if (!GetVersionExW(&os_version))
1230     {
1231         ERR("Failed to get OS version, reporting 2000/XP.\n");
1232         driver_os_version = 6;
1233         driver_model = DRIVER_MODEL_NT5X;
1234     }
1235     else
1236     {
1237         TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1238         switch (os_version.dwMajorVersion)
1239         {
1240             case 4:
1241                 /* If needed we could distinguish between 9x and NT4, but this code won't make
1242                  * sense for NT4 since it had no way to obtain this info through DirectDraw 3.0.
1243                  */
1244                 driver_os_version = 4;
1245                 driver_model = DRIVER_MODEL_WIN9X;
1246                 break;
1247
1248             case 5:
1249                 driver_os_version = 6;
1250                 driver_model = DRIVER_MODEL_NT5X;
1251                 break;
1252
1253             case 6:
1254                 if (os_version.dwMinorVersion == 0)
1255                 {
1256                     driver_os_version = 7;
1257                     driver_model = DRIVER_MODEL_NT6X;
1258                 }
1259                 else
1260                 {
1261                     if (os_version.dwMinorVersion > 1)
1262                     {
1263                         FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1264                                 os_version.dwMajorVersion, os_version.dwMinorVersion);
1265                     }
1266                     driver_os_version = 8;
1267                     driver_model = DRIVER_MODEL_NT6X;
1268                 }
1269                 break;
1270
1271             default:
1272                 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1273                         os_version.dwMajorVersion, os_version.dwMinorVersion);
1274                 driver_os_version = 6;
1275                 driver_model = DRIVER_MODEL_NT5X;
1276                 break;
1277         }
1278     }
1279
1280     /* When we reach this stage we always have a vendor or device id (it can be a default one).
1281      * This means that unless the ids are overriden, we will always find a GPU description. */
1282     for (i = 0; i < (sizeof(gpu_description_table) / sizeof(gpu_description_table[0])); i++)
1283     {
1284         if (vendor == gpu_description_table[i].vendor && device == gpu_description_table[i].card)
1285         {
1286             TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1287
1288             driver_info->description = gpu_description_table[i].description;
1289             driver_info->vidmem = gpu_description_table[i].vidmem * 1024*1024;
1290             driver = gpu_description_table[i].driver;
1291             break;
1292         }
1293     }
1294
1295     if (wined3d_settings.emulated_textureram)
1296     {
1297         TRACE_(d3d_caps)("Overriding amount of video memory with: %d byte\n", wined3d_settings.emulated_textureram);
1298         driver_info->vidmem = wined3d_settings.emulated_textureram;
1299     }
1300
1301     /* Try to obtain driver version information for the current Windows version. This fails in
1302      * some cases:
1303      * - the gpu is not available on the currently selected OS version:
1304      *   - Geforce GTX480 on Win98. When running applications in compatibility mode on Windows,
1305      *     version information for the current Windows version is returned instead of faked info.
1306      *     We do the same and assume the default Windows version to emulate is WinXP.
1307      *
1308      *   - Videocard is a Riva TNT but winver is set to win7 (there are no drivers for this beast)
1309      *     For now return the XP driver info. Perhaps later on we should return VESA.
1310      *
1311      * - the gpu is not in our database (can happen when the user overrides the vendor_id / device_id)
1312      *   This could be an indication that our database is not up to date, so this should be fixed.
1313      */
1314     version_info = get_driver_version_info(driver, driver_model);
1315     if (version_info)
1316     {
1317         driver_info->name = version_info->driver_name;
1318         driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1319         driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1320     }
1321     else
1322     {
1323         version_info = get_driver_version_info(driver, DRIVER_MODEL_NT5X);
1324         if (version_info)
1325         {
1326             driver_info->name = version_info->driver_name;
1327             driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1328             driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1329         }
1330         else
1331         {
1332             driver_info->description = "Direct3D HAL";
1333             driver_info->name = "Display";
1334             driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1335             driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1336
1337             FIXME("Unable to find a driver/device info for vendor_id=%#x device_id=%#x for driver_model=%d\n",
1338                     vendor, device, driver_model);
1339         }
1340     }
1341
1342     TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1343             driver_info->version_high, driver_info->version_low);
1344 }
1345
1346 /* Context activation is done by the caller. */
1347 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1348         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1349 {
1350     unsigned int i;
1351
1352     for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1353     {
1354         if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1355         TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1356         quirk_table[i].apply(gl_info);
1357     }
1358
1359     /* Find out if PBOs work as they are supposed to. */
1360     test_pbo_functionality(gl_info);
1361 }
1362
1363 static DWORD wined3d_parse_gl_version(const char *gl_version)
1364 {
1365     const char *ptr = gl_version;
1366     int major, minor;
1367
1368     major = atoi(ptr);
1369     if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1370
1371     while (isdigit(*ptr)) ++ptr;
1372     if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1373
1374     minor = atoi(ptr);
1375
1376     TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1377
1378     return MAKEDWORD_VERSION(major, minor);
1379 }
1380
1381 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(const struct wined3d_gl_info *gl_info,
1382         const char *gl_vendor_string, const char *gl_renderer)
1383 {
1384
1385     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1386      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1387      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1388      *
1389      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1390      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1391      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1392      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1393      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1394      * the chance that other implementations support them is rather small since Win32 QuickTime uses
1395      * DirectDraw, not OpenGL. */
1396     if (gl_info->supported[APPLE_FENCE]
1397             && gl_info->supported[APPLE_CLIENT_STORAGE]
1398             && gl_info->supported[APPLE_FLUSH_RENDER]
1399             && gl_info->supported[APPLE_YCBCR_422])
1400         return GL_VENDOR_APPLE;
1401
1402     if (strstr(gl_vendor_string, "NVIDIA"))
1403         return GL_VENDOR_NVIDIA;
1404
1405     if (strstr(gl_vendor_string, "ATI"))
1406         return GL_VENDOR_FGLRX;
1407
1408     if (strstr(gl_vendor_string, "Intel(R)")
1409             /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1410             || strstr(gl_renderer, "Intel")
1411             || strstr(gl_vendor_string, "Intel Inc."))
1412         return GL_VENDOR_INTEL;
1413
1414     if (strstr(gl_vendor_string, "Mesa")
1415             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1416             || strstr(gl_vendor_string, "DRI R300 Project")
1417             || strstr(gl_vendor_string, "X.Org R300 Project")
1418             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1419             || strstr(gl_vendor_string, "VMware, Inc.")
1420             || strstr(gl_renderer, "Mesa")
1421             || strstr(gl_renderer, "Gallium"))
1422         return GL_VENDOR_MESA;
1423
1424     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1425             debugstr_a(gl_vendor_string));
1426
1427     return GL_VENDOR_UNKNOWN;
1428 }
1429
1430 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1431 {
1432     if (strstr(gl_vendor_string, "NVIDIA")
1433             || strstr(gl_vendor_string, "nouveau"))
1434         return HW_VENDOR_NVIDIA;
1435
1436     if (strstr(gl_vendor_string, "ATI")
1437             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1438             || strstr(gl_vendor_string, "X.Org R300 Project")
1439             || strstr(gl_renderer, "AMD")
1440             || strstr(gl_renderer, "R100")
1441             || strstr(gl_renderer, "R200")
1442             || strstr(gl_renderer, "R300")
1443             || strstr(gl_renderer, "R600")
1444             || strstr(gl_renderer, "R700"))
1445         return HW_VENDOR_AMD;
1446
1447     if (strstr(gl_vendor_string, "Intel(R)")
1448             /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1449             || strstr(gl_renderer, "Intel")
1450             || strstr(gl_vendor_string, "Intel Inc."))
1451         return HW_VENDOR_INTEL;
1452
1453     if (strstr(gl_vendor_string, "Mesa")
1454             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1455             || strstr(gl_vendor_string, "VMware, Inc."))
1456         return HW_VENDOR_SOFTWARE;
1457
1458     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1459
1460     return HW_VENDOR_NVIDIA;
1461 }
1462
1463 static UINT d3d_level_from_gl_info(const struct wined3d_gl_info *gl_info)
1464 {
1465     UINT level = 0;
1466
1467     if (gl_info->supported[ARB_MULTITEXTURE])
1468         level = 6;
1469     if (gl_info->supported[ARB_TEXTURE_COMPRESSION]
1470             && gl_info->supported[ARB_TEXTURE_CUBE_MAP]
1471             && gl_info->supported[ARB_TEXTURE_ENV_DOT3])
1472         level = 7;
1473     if (level == 7 && gl_info->supported[ARB_MULTISAMPLE]
1474             && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1475         level = 8;
1476     if (level == 8 && gl_info->supported[ARB_FRAGMENT_PROGRAM]
1477             && gl_info->supported[ARB_VERTEX_SHADER])
1478         level = 9;
1479     if (level == 9 && gl_info->supported[EXT_GPU_SHADER4])
1480         level = 10;
1481
1482     return level;
1483 }
1484
1485 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1486         const char *gl_renderer)
1487 {
1488     UINT d3d_level = d3d_level_from_gl_info(gl_info);
1489     unsigned int i;
1490
1491     if (d3d_level >= 10)
1492     {
1493         static const struct
1494         {
1495             const char *renderer;
1496             enum wined3d_pci_device id;
1497         }
1498         cards[] =
1499         {
1500             {"GTX 580",     CARD_NVIDIA_GEFORCE_GTX580},    /* Geforce 500 - highend */
1501             {"GTX 570",     CARD_NVIDIA_GEFORCE_GTX570},    /* Geforce 500 - midend high */
1502             {"GTX 560 Ti",  CARD_NVIDIA_GEFORCE_GTX560},    /* Geforce 500 - midend */
1503             {"GT 555M",     CARD_NVIDIA_GEFORCE_GT555M},    /* Geforce 500 - midend mobile */
1504             {"GTX 550 Ti",  CARD_NVIDIA_GEFORCE_GTX550},    /* Geforce 500 - midend */
1505             {"GTX 480",     CARD_NVIDIA_GEFORCE_GTX480},    /* Geforce 400 - highend */
1506             {"GTX 470",     CARD_NVIDIA_GEFORCE_GTX470},    /* Geforce 400 - midend high */
1507             {"GTX 465",     CARD_NVIDIA_GEFORCE_GTX465},    /* Geforce 400 - midend */
1508             {"GTX 460M",    CARD_NVIDIA_GEFORCE_GTX460M},   /* Geforce 400 - highend mobile */
1509             {"GTX 460",     CARD_NVIDIA_GEFORCE_GTX460},    /* Geforce 400 - midend */
1510             {"GTS 450",     CARD_NVIDIA_GEFORCE_GTS450},    /* Geforce 400 - midend low */
1511             {"GT 440",      CARD_NVIDIA_GEFORCE_GT440},     /* Geforce 400 - lowend */
1512             {"GT 430",      CARD_NVIDIA_GEFORCE_GT430},     /* Geforce 400 - lowend */
1513             {"GT 420",      CARD_NVIDIA_GEFORCE_GT420},     /* Geforce 400 - lowend */
1514             {"GT 330",      CARD_NVIDIA_GEFORCE_GT330},     /* Geforce 300 - highend */
1515             {"GTS 360M",    CARD_NVIDIA_GEFORCE_GTS350M},   /* Geforce 300 - highend mobile */
1516             {"GTS 350M",    CARD_NVIDIA_GEFORCE_GTS350M},   /* Geforce 300 - highend mobile */
1517             {"GT 330M",     CARD_NVIDIA_GEFORCE_GT325M},    /* Geforce 300 - midend mobile */
1518             {"GT 325M",     CARD_NVIDIA_GEFORCE_GT325M},    /* Geforce 300 - midend mobile */
1519             {"GT 320M",     CARD_NVIDIA_GEFORCE_GT320M},    /* Geforce 300 - midend mobile */
1520             {"GTX 295",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1521             {"GTX 285",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1522             {"GTX 280",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1523             {"GTX 275",     CARD_NVIDIA_GEFORCE_GTX275},    /* Geforce 200 - midend high */
1524             {"GTX 260",     CARD_NVIDIA_GEFORCE_GTX260},    /* Geforce 200 - midend */
1525             {"GT 240",      CARD_NVIDIA_GEFORCE_GT240},     /* Geforce 200 - midend */
1526             {"GT 220",      CARD_NVIDIA_GEFORCE_GT220},     /* Geforce 200 - lowend */
1527             {"Geforce 310", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1528             {"Geforce 305", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1529             {"Geforce 210", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1530             {"G 210",       CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1531             {"GTS 250",     CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1532             {"GTS 150",     CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1533             {"9800",        CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1534             {"GT 140",      CARD_NVIDIA_GEFORCE_9600GT},    /* Geforce 9 - midend */
1535             {"9600",        CARD_NVIDIA_GEFORCE_9600GT},    /* Geforce 9 - midend */
1536             {"GT 130",      CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1537             {"GT 120",      CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1538             {"9500",        CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1539             {"9400",        CARD_NVIDIA_GEFORCE_9400GT},    /* Geforce 9 - lowend */
1540             {"9300",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1541             {"9200",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1542             {"9100",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1543             {"G 100",       CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1544             {"8800 GTX",    CARD_NVIDIA_GEFORCE_8800GTX},   /* Geforce 8 - highend high */
1545             {"8800",        CARD_NVIDIA_GEFORCE_8800GTS},   /* Geforce 8 - highend */
1546             {"8600 M",      CARD_NVIDIA_GEFORCE_8600MGT},   /* Geforce 8 - midend mobile */
1547             {"8700",        CARD_NVIDIA_GEFORCE_8600GT},    /* Geforce 8 - midend */
1548             {"8600",        CARD_NVIDIA_GEFORCE_8600GT},    /* Geforce 8 - midend */
1549             {"8500",        CARD_NVIDIA_GEFORCE_8400GS},    /* Geforce 8 - mid-lowend */
1550             {"8400",        CARD_NVIDIA_GEFORCE_8400GS},    /* Geforce 8 - mid-lowend */
1551             {"8300",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1552             {"8200",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1553             {"8100",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1554         };
1555
1556         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1557         {
1558             if (strstr(gl_renderer, cards[i].renderer))
1559                 return cards[i].id;
1560         }
1561
1562         /* Geforce8-compatible fall back if the GPU is not in the list yet */
1563         return CARD_NVIDIA_GEFORCE_8300GS;
1564     }
1565
1566     /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1567      * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1568      */
1569     if (d3d_level >= 9 && gl_info->supported[NV_VERTEX_PROGRAM3])
1570     {
1571         static const struct
1572         {
1573             const char *renderer;
1574             enum wined3d_pci_device id;
1575         }
1576         cards[] =
1577         {
1578             {"Quadro FX 5", CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1579             {"Quadro FX 4", CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1580             {"7950",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1581             {"7900",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1582             {"7800",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1583             {"7700",        CARD_NVIDIA_GEFORCE_7600},      /* Geforce 7 - midend */
1584             {"7600",        CARD_NVIDIA_GEFORCE_7600},      /* Geforce 7 - midend */
1585             {"7400",        CARD_NVIDIA_GEFORCE_7400},      /* Geforce 7 - lower medium */
1586             {"7300",        CARD_NVIDIA_GEFORCE_7300},      /* Geforce 7 - lowend */
1587             {"6800",        CARD_NVIDIA_GEFORCE_6800},      /* Geforce 6 - highend */
1588             {"6700",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1589             {"6610",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1590             {"6600",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1591         };
1592
1593         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1594         {
1595             if (strstr(gl_renderer, cards[i].renderer))
1596                 return cards[i].id;
1597         }
1598
1599         /* Geforce 6/7 - lowend */
1600         return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1601     }
1602
1603     if (d3d_level >= 9)
1604     {
1605         /* GeforceFX - highend */
1606         if (strstr(gl_renderer, "5800")
1607                 || strstr(gl_renderer, "5900")
1608                 || strstr(gl_renderer, "5950")
1609                 || strstr(gl_renderer, "Quadro FX"))
1610         {
1611             return CARD_NVIDIA_GEFORCEFX_5800;
1612         }
1613
1614         /* GeforceFX - midend */
1615         if (strstr(gl_renderer, "5600")
1616                 || strstr(gl_renderer, "5650")
1617                 || strstr(gl_renderer, "5700")
1618                 || strstr(gl_renderer, "5750"))
1619         {
1620             return CARD_NVIDIA_GEFORCEFX_5600;
1621         }
1622
1623         /* GeforceFX - lowend */
1624         return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1625     }
1626
1627     if (d3d_level >= 8)
1628     {
1629         if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1630         {
1631             return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1632         }
1633
1634         return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1635     }
1636
1637     if (d3d_level >= 7)
1638     {
1639         if (strstr(gl_renderer, "GeForce4 MX"))
1640         {
1641             return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1642         }
1643
1644         if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1645         {
1646             return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1647         }
1648
1649         if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1650         {
1651             return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1652         }
1653
1654         return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1655     }
1656
1657     if (strstr(gl_renderer, "TNT2"))
1658     {
1659         return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1660     }
1661
1662     return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1663 }
1664
1665 static enum wined3d_pci_device select_card_amd_binary(const struct wined3d_gl_info *gl_info,
1666         const char *gl_renderer)
1667 {
1668     UINT d3d_level = d3d_level_from_gl_info(gl_info);
1669
1670     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1671      *
1672      * Beware: renderer string do not match exact card model,
1673      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1674     if (d3d_level >= 10)
1675     {
1676         unsigned int i;
1677
1678         static const struct
1679         {
1680             const char *renderer;
1681             enum wined3d_pci_device id;
1682         }
1683         cards[] =
1684         {
1685             /* Evergreen */
1686             {"HD 5870", CARD_AMD_RADEON_HD5800},    /* Radeon EG CYPRESS PRO */
1687             {"HD 5850", CARD_AMD_RADEON_HD5800},    /* Radeon EG CYPRESS XT */
1688             {"HD 5800", CARD_AMD_RADEON_HD5800},    /* Radeon EG CYPRESS HD58xx generic renderer string */
1689             {"HD 5770", CARD_AMD_RADEON_HD5700},    /* Radeon EG JUNIPER XT */
1690             {"HD 5750", CARD_AMD_RADEON_HD5700},    /* Radeon EG JUNIPER LE */
1691             {"HD 5700", CARD_AMD_RADEON_HD5700},    /* Radeon EG JUNIPER HD57xx generic renderer string */
1692             {"HD 5670", CARD_AMD_RADEON_HD5600},    /* Radeon EG REDWOOD XT */
1693             {"HD 5570", CARD_AMD_RADEON_HD5600},    /* Radeon EG REDWOOD PRO mapped to HD5600 series */
1694             {"HD 5550", CARD_AMD_RADEON_HD5600},    /* Radeon EG REDWOOD LE mapped to HD5600 series */
1695             {"HD 5450", CARD_AMD_RADEON_HD5400},    /* Radeon EG CEDAR PRO */
1696             /* R700 */
1697             {"HD 4890", CARD_AMD_RADEON_HD4800},    /* Radeon RV790 */
1698             {"HD 4870", CARD_AMD_RADEON_HD4800},    /* Radeon RV770 */
1699             {"HD 4850", CARD_AMD_RADEON_HD4800},    /* Radeon RV770 */
1700             {"HD 4830", CARD_AMD_RADEON_HD4800},    /* Radeon RV770 */
1701             {"HD 4800", CARD_AMD_RADEON_HD4800},    /* Radeon RV7xx HD48xx generic renderer string */
1702             {"HD 4770", CARD_AMD_RADEON_HD4700},    /* Radeon RV740 */
1703             {"HD 4700", CARD_AMD_RADEON_HD4700},    /* Radeon RV7xx HD47xx generic renderer string */
1704             {"HD 4670", CARD_AMD_RADEON_HD4600},    /* Radeon RV730 */
1705             {"HD 4650", CARD_AMD_RADEON_HD4600},    /* Radeon RV730 */
1706             {"HD 4600", CARD_AMD_RADEON_HD4600},    /* Radeon RV730 */
1707             {"HD 4550", CARD_AMD_RADEON_HD4350},    /* Radeon RV710 */
1708             {"HD 4350", CARD_AMD_RADEON_HD4350},    /* Radeon RV710 */
1709             /* R600/R700 integrated */
1710             {"HD 3300", CARD_AMD_RADEON_HD3200},
1711             {"HD 3200", CARD_AMD_RADEON_HD3200},
1712             {"HD 3100", CARD_AMD_RADEON_HD3200},
1713             /* R600 */
1714             {"HD 3870", CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1715             {"HD 3850", CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1716             {"HD 2900", CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1717             {"HD 3830", CARD_AMD_RADEON_HD2600},    /* China-only midend */
1718             {"HD 3690", CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1719             {"HD 3650", CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1720             {"HD 2600", CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1721             {"HD 3470", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1722             {"HD 3450", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1723             {"HD 3430", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1724             {"HD 3400", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1725             {"HD 2400", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1726             {"HD 2350", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1727         };
1728
1729         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1730         {
1731             if (strstr(gl_renderer, cards[i].renderer))
1732                 return cards[i].id;
1733         }
1734
1735         /* Default for when no GPU has been found */
1736         return CARD_AMD_RADEON_HD3200;
1737     }
1738
1739     if (d3d_level >= 9)
1740     {
1741         /* Radeon R5xx */
1742         if (strstr(gl_renderer, "X1600")
1743                 || strstr(gl_renderer, "X1650")
1744                 || strstr(gl_renderer, "X1800")
1745                 || strstr(gl_renderer, "X1900")
1746                 || strstr(gl_renderer, "X1950"))
1747         {
1748             return CARD_AMD_RADEON_X1600;
1749         }
1750
1751         /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1752          * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1753         if (strstr(gl_renderer, "X700")
1754                 || strstr(gl_renderer, "X800")
1755                 || strstr(gl_renderer, "X850")
1756                 || strstr(gl_renderer, "X1300")
1757                 || strstr(gl_renderer, "X1400")
1758                 || strstr(gl_renderer, "X1450")
1759                 || strstr(gl_renderer, "X1550")
1760                 || strstr(gl_renderer, "X2300")
1761                 || strstr(gl_renderer, "X2500")
1762                 || strstr(gl_renderer, "HD 2300")
1763                 )
1764         {
1765             return CARD_AMD_RADEON_X700;
1766         }
1767
1768         /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1769         if (strstr(gl_renderer, "Radeon Xpress"))
1770         {
1771             return CARD_AMD_RADEON_XPRESS_200M;
1772         }
1773
1774         /* Radeon R3xx */
1775         return CARD_AMD_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1776     }
1777
1778     if (d3d_level >= 8)
1779         return CARD_AMD_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1780
1781     if (d3d_level >= 7)
1782         return CARD_AMD_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1783
1784     return CARD_AMD_RAGE_128PRO;
1785 }
1786
1787 static enum wined3d_pci_device select_card_intel(const struct wined3d_gl_info *gl_info,
1788         const char *gl_renderer)
1789 {
1790     if (strstr(gl_renderer, "GM45")) return CARD_INTEL_GM45;
1791     if (strstr(gl_renderer, "X3100") || strstr(gl_renderer, "965GM"))
1792     {
1793         /* MacOS calls the card GMA X3100, otherwise known as GM965/GL960 */
1794         return CARD_INTEL_X3100;
1795     }
1796
1797     if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1798     {
1799         /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1800         return CARD_INTEL_I945GM;
1801     }
1802
1803     if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1804     if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1805     if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1806     if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1807     if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1808     return CARD_INTEL_I915G;
1809
1810 }
1811
1812 static enum wined3d_pci_device select_card_amd_mesa(const struct wined3d_gl_info *gl_info,
1813         const char *gl_renderer)
1814 {
1815     UINT d3d_level;
1816     unsigned int i;
1817
1818     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1819      *
1820      * Beware: renderer string do not match exact card model,
1821      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1822     if (strstr(gl_renderer, "Gallium"))
1823     {
1824         /* 20101109 - These are never returned by current Gallium radeon
1825          * drivers: R700, RV790, R680, RV535, RV516, R410, RS485, RV360, RV351.
1826          *
1827          * These are returned but not handled: RC410, RV380. */
1828         static const struct
1829         {
1830             const char *renderer;
1831             enum wined3d_pci_device id;
1832         }
1833         cards[] =
1834         {
1835             /* Northern Islands */
1836             {"CAYMAN",  CARD_AMD_RADEON_HD6900},
1837             {"BARTS",   CARD_AMD_RADEON_HD6800},
1838             {"TURKS",   CARD_AMD_RADEON_HD6600},
1839             {"CAICOS",  CARD_AMD_RADEON_HD6400},
1840             {"PALM",    CARD_AMD_RADEON_HD6300},
1841             /* Evergreen */
1842             {"HEMLOCK", CARD_AMD_RADEON_HD5900},
1843             {"CYPRESS", CARD_AMD_RADEON_HD5800},
1844             {"JUNIPER", CARD_AMD_RADEON_HD5700},
1845             {"REDWOOD", CARD_AMD_RADEON_HD5600},
1846             {"CEDAR",   CARD_AMD_RADEON_HD5400},
1847             /* R700 */
1848             {"R700",    CARD_AMD_RADEON_HD4800},    /* HD4800 - highend */
1849             {"RV790",   CARD_AMD_RADEON_HD4800},
1850             {"RV770",   CARD_AMD_RADEON_HD4800},
1851             {"RV740",   CARD_AMD_RADEON_HD4700},    /* HD4700 - midend */
1852             {"RV730",   CARD_AMD_RADEON_HD4600},    /* HD4600 - midend */
1853             {"RV710",   CARD_AMD_RADEON_HD4350},    /* HD4500/HD4350 - lowend */
1854             /* R600/R700 integrated */
1855             {"RS880",   CARD_AMD_RADEON_HD3200},
1856             {"RS780",   CARD_AMD_RADEON_HD3200},
1857             /* R600 */
1858             {"R680",    CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1859             {"R600",    CARD_AMD_RADEON_HD2900},
1860             {"RV670",   CARD_AMD_RADEON_HD2900},
1861             {"RV635",   CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1862             {"RV630",   CARD_AMD_RADEON_HD2600},
1863             {"RV620",   CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1864             {"RV610",   CARD_AMD_RADEON_HD2350},
1865             /* R500 */
1866             {"R580",    CARD_AMD_RADEON_X1600},
1867             {"R520",    CARD_AMD_RADEON_X1600},
1868             {"RV570",   CARD_AMD_RADEON_X1600},
1869             {"RV560",   CARD_AMD_RADEON_X1600},
1870             {"RV535",   CARD_AMD_RADEON_X1600},
1871             {"RV530",   CARD_AMD_RADEON_X1600},
1872             {"RV516",   CARD_AMD_RADEON_X700},      /* X700 is actually R400. */
1873             {"RV515",   CARD_AMD_RADEON_X700},
1874             /* R400 */
1875             {"R481",    CARD_AMD_RADEON_X700},
1876             {"R480",    CARD_AMD_RADEON_X700},
1877             {"R430",    CARD_AMD_RADEON_X700},
1878             {"R423",    CARD_AMD_RADEON_X700},
1879             {"R420",    CARD_AMD_RADEON_X700},
1880             {"R410",    CARD_AMD_RADEON_X700},
1881             {"RV410",   CARD_AMD_RADEON_X700},
1882             /* Radeon Xpress - onboard, DX9b, Shader 2.0, 300-400MHz */
1883             {"RS740",   CARD_AMD_RADEON_XPRESS_200M},
1884             {"RS690",   CARD_AMD_RADEON_XPRESS_200M},
1885             {"RS600",   CARD_AMD_RADEON_XPRESS_200M},
1886             {"RS485",   CARD_AMD_RADEON_XPRESS_200M},
1887             {"RS482",   CARD_AMD_RADEON_XPRESS_200M},
1888             {"RS480",   CARD_AMD_RADEON_XPRESS_200M},
1889             {"RS400",   CARD_AMD_RADEON_XPRESS_200M},
1890             /* R300 */
1891             {"R360",    CARD_AMD_RADEON_9500},
1892             {"R350",    CARD_AMD_RADEON_9500},
1893             {"R300",    CARD_AMD_RADEON_9500},
1894             {"RV370",   CARD_AMD_RADEON_9500},
1895             {"RV360",   CARD_AMD_RADEON_9500},
1896             {"RV351",   CARD_AMD_RADEON_9500},
1897             {"RV350",   CARD_AMD_RADEON_9500},
1898         };
1899
1900         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1901         {
1902             if (strstr(gl_renderer, cards[i].renderer))
1903                 return cards[i].id;
1904         }
1905     }
1906
1907     d3d_level = d3d_level_from_gl_info(gl_info);
1908     if (d3d_level >= 9)
1909     {
1910         static const struct
1911         {
1912             const char *renderer;
1913             enum wined3d_pci_device id;
1914         }
1915         cards[] =
1916         {
1917             /* R700 */
1918             {"(R700",   CARD_AMD_RADEON_HD4800},    /* HD4800 - highend */
1919             {"(RV790",  CARD_AMD_RADEON_HD4800},
1920             {"(RV770",  CARD_AMD_RADEON_HD4800},
1921             {"(RV740",  CARD_AMD_RADEON_HD4700},    /* HD4700 - midend */
1922             {"(RV730",  CARD_AMD_RADEON_HD4600},    /* HD4600 - midend */
1923             {"(RV710",  CARD_AMD_RADEON_HD4350},    /* HD4500/HD4350 - lowend */
1924             /* R600/R700 integrated */
1925             {"RS880",   CARD_AMD_RADEON_HD3200},
1926             {"RS780",   CARD_AMD_RADEON_HD3200},
1927             /* R600 */
1928             {"(R680",   CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1929             {"(R600",   CARD_AMD_RADEON_HD2900},
1930             {"(RV670",  CARD_AMD_RADEON_HD2900},
1931             {"(RV635",  CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1932             {"(RV630",  CARD_AMD_RADEON_HD2600},
1933             {"(RV620",  CARD_AMD_RADEON_HD2350},    /* HD2300/HD2400/HD3400 - lowend */
1934             {"(RV610",  CARD_AMD_RADEON_HD2350},
1935         };
1936
1937         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1938         {
1939             if (strstr(gl_renderer, cards[i].renderer))
1940                 return cards[i].id;
1941         }
1942     }
1943
1944     if (d3d_level >= 8)
1945         return CARD_AMD_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1946
1947     if (d3d_level >= 7)
1948         return CARD_AMD_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1949
1950     return CARD_AMD_RAGE_128PRO;
1951 }
1952
1953 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
1954         const char *gl_renderer)
1955 {
1956     UINT d3d_level;
1957
1958     if (strstr(gl_renderer, "Gallium"))
1959     {
1960         unsigned int i;
1961
1962         static const struct
1963         {
1964             const char *renderer;
1965             enum wined3d_pci_device id;
1966         }
1967         cards[] =
1968         {
1969             {"NVC8",    CARD_NVIDIA_GEFORCE_GTX570},
1970             {"NVC4",    CARD_NVIDIA_GEFORCE_GTX460},
1971             {"NVC3",    CARD_NVIDIA_GEFORCE_GT440},
1972             {"NVC0",    CARD_NVIDIA_GEFORCE_GTX480},
1973             {"NVAF",    CARD_NVIDIA_GEFORCE_GT320M},
1974             {"NVAC",    CARD_NVIDIA_GEFORCE_8200},
1975             {"NVAA",    CARD_NVIDIA_GEFORCE_8200},
1976             {"NVA8",    CARD_NVIDIA_GEFORCE_210},
1977             {"NVA5",    CARD_NVIDIA_GEFORCE_GT220},
1978             {"NVA3",    CARD_NVIDIA_GEFORCE_GT240},
1979             {"NVA0",    CARD_NVIDIA_GEFORCE_GTX280},
1980             {"NV98",    CARD_NVIDIA_GEFORCE_9200},
1981             {"NV96",    CARD_NVIDIA_GEFORCE_9400GT},
1982             {"NV94",    CARD_NVIDIA_GEFORCE_9600GT},
1983             {"NV92",    CARD_NVIDIA_GEFORCE_9800GT},
1984             {"NV86",    CARD_NVIDIA_GEFORCE_8500GT},
1985             {"NV84",    CARD_NVIDIA_GEFORCE_8600GT},
1986             {"NV68",    CARD_NVIDIA_GEFORCE_6200},      /* 7050 */
1987             {"NV67",    CARD_NVIDIA_GEFORCE_6200},      /* 7000M */
1988             {"NV63",    CARD_NVIDIA_GEFORCE_6200},      /* 7100 */
1989             {"NV50",    CARD_NVIDIA_GEFORCE_8800GTX},
1990             {"NV4E",    CARD_NVIDIA_GEFORCE_6200},      /* 6100 Go / 6150 Go */
1991             {"NV4C",    CARD_NVIDIA_GEFORCE_6200},      /* 6150SE */
1992             {"NV4B",    CARD_NVIDIA_GEFORCE_7600},
1993             {"NV4A",    CARD_NVIDIA_GEFORCE_6200},
1994             {"NV49",    CARD_NVIDIA_GEFORCE_7800GT},    /* 7900 */
1995             {"NV47",    CARD_NVIDIA_GEFORCE_7800GT},
1996             {"NV46",    CARD_NVIDIA_GEFORCE_7400},
1997             {"NV45",    CARD_NVIDIA_GEFORCE_6800},
1998             {"NV44",    CARD_NVIDIA_GEFORCE_6200},
1999             {"NV43",    CARD_NVIDIA_GEFORCE_6600GT},
2000             {"NV42",    CARD_NVIDIA_GEFORCE_6800},
2001             {"NV41",    CARD_NVIDIA_GEFORCE_6800},
2002             {"NV40",    CARD_NVIDIA_GEFORCE_6800},
2003             {"NV38",    CARD_NVIDIA_GEFORCEFX_5800},    /* FX 5950 Ultra */
2004             {"NV36",    CARD_NVIDIA_GEFORCEFX_5800},    /* FX 5700/5750 */
2005             {"NV35",    CARD_NVIDIA_GEFORCEFX_5800},    /* FX 5900 */
2006             {"NV34",    CARD_NVIDIA_GEFORCEFX_5200},
2007             {"NV31",    CARD_NVIDIA_GEFORCEFX_5600},
2008             {"NV30",    CARD_NVIDIA_GEFORCEFX_5800},
2009             {"NV28",    CARD_NVIDIA_GEFORCE4_TI4200},
2010             {"NV25",    CARD_NVIDIA_GEFORCE4_TI4200},
2011             {"NV20",    CARD_NVIDIA_GEFORCE3},
2012             {"NV1F",    CARD_NVIDIA_GEFORCE4_MX},       /* GF4 MX IGP */
2013             {"NV1A",    CARD_NVIDIA_GEFORCE2},          /* GF2 IGP */
2014             {"NV18",    CARD_NVIDIA_GEFORCE4_MX},
2015             {"NV17",    CARD_NVIDIA_GEFORCE4_MX},
2016             {"NV16",    CARD_NVIDIA_GEFORCE2},
2017             {"NV15",    CARD_NVIDIA_GEFORCE2},
2018             {"NV11",    CARD_NVIDIA_GEFORCE2_MX},
2019             {"NV10",    CARD_NVIDIA_GEFORCE},
2020             {"NV05",    CARD_NVIDIA_RIVA_TNT2},
2021             {"NV04",    CARD_NVIDIA_RIVA_TNT},
2022             {"NV03",    CARD_NVIDIA_RIVA_128},
2023         };
2024
2025         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
2026         {
2027             if (strstr(gl_renderer, cards[i].renderer))
2028                 return cards[i].id;
2029         }
2030     }
2031
2032     FIXME_(d3d_caps)("Unknown renderer %s.\n", debugstr_a(gl_renderer));
2033
2034     d3d_level = d3d_level_from_gl_info(gl_info);
2035     if (d3d_level >= 9)
2036         return CARD_NVIDIA_GEFORCEFX_5600;
2037     if (d3d_level >= 8)
2038         return CARD_NVIDIA_GEFORCE3;
2039     if (d3d_level >= 7)
2040         return CARD_NVIDIA_GEFORCE;
2041     if (d3d_level >= 6)
2042         return CARD_NVIDIA_RIVA_TNT;
2043     return CARD_NVIDIA_RIVA_128;
2044 }
2045
2046
2047 struct vendor_card_selection
2048 {
2049     enum wined3d_gl_vendor gl_vendor;
2050     enum wined3d_pci_vendor card_vendor;
2051     const char *description;        /* Description of the card selector i.e. Apple OS/X Intel */
2052     enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer);
2053 };
2054
2055 static const struct vendor_card_selection vendor_card_select_table[] =
2056 {
2057     {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA,  "Nvidia binary driver",     select_card_nvidia_binary},
2058     {GL_VENDOR_APPLE,  HW_VENDOR_NVIDIA,  "Apple OSX NVidia binary driver",   select_card_nvidia_binary},
2059     {GL_VENDOR_APPLE,  HW_VENDOR_AMD,     "Apple OSX AMD/ATI binary driver",  select_card_amd_binary},
2060     {GL_VENDOR_APPLE,  HW_VENDOR_INTEL,   "Apple OSX Intel binary driver",    select_card_intel},
2061     {GL_VENDOR_FGLRX,  HW_VENDOR_AMD,     "AMD/ATI binary driver",    select_card_amd_binary},
2062     {GL_VENDOR_MESA,   HW_VENDOR_AMD,     "Mesa AMD/ATI driver",      select_card_amd_mesa},
2063     {GL_VENDOR_MESA,   HW_VENDOR_NVIDIA,  "Mesa Nouveau driver",      select_card_nvidia_mesa},
2064     {GL_VENDOR_MESA,   HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel},
2065     {GL_VENDOR_INTEL,  HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel}
2066 };
2067
2068
2069 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
2070         enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor)
2071 {
2072     UINT d3d_level;
2073
2074     /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
2075      * different GPUs with roughly the same features. In most cases GPUs from a
2076      * certain family differ in clockspeeds, the amount of video memory and the
2077      * number of shader pipelines.
2078      *
2079      * A Direct3D device object contains the PCI id (vendor + device) of the
2080      * videocard which is used for rendering. Various applications use this
2081      * information to get a rough estimation of the features of the card and
2082      * some might use it for enabling 3d effects only on certain types of
2083      * videocards. In some cases games might even use it to work around bugs
2084      * which happen on certain videocards/driver combinations. The problem is
2085      * that OpenGL only exposes a rendering string containing the name of the
2086      * videocard and not the PCI id.
2087      *
2088      * Various games depend on the PCI id, so somehow we need to provide one.
2089      * A simple option is to parse the renderer string and translate this to
2090      * the right PCI id. This is a lot of work because there are more than 200
2091      * GPUs just for Nvidia. Various cards share the same renderer string, so
2092      * the amount of code might be 'small' but there are quite a number of
2093      * exceptions which would make this a pain to maintain. Another way would
2094      * be to query the PCI id from the operating system (assuming this is the
2095      * videocard which is used for rendering which is not always the case).
2096      * This would work but it is not very portable. Second it would not work
2097      * well in, let's say, a remote X situation in which the amount of 3d
2098      * features which can be used is limited.
2099      *
2100      * As said most games only use the PCI id to get an indication of the
2101      * capabilities of the card. It doesn't really matter if the given id is
2102      * the correct one if we return the id of a card with similar 3d features.
2103      *
2104      * The code below checks the OpenGL capabilities of a videocard and matches
2105      * that to a certain level of Direct3D functionality. Once a card passes
2106      * the Direct3D9 check, we know that the card (in case of Nvidia) is at
2107      * least a GeforceFX. To give a better estimate we do a basic check on the
2108      * renderer string but if that won't pass we return a default card. This
2109      * way is better than maintaining a full card database as even without a
2110      * full database we can return a card with similar features. Second the
2111      * size of the database can be made quite small because when you know what
2112      * type of 3d functionality a card has, you know to which GPU family the
2113      * GPU must belong. Because of this you only have to check a small part of
2114      * the renderer string to distinguishes between different models from that
2115      * family.
2116      *
2117      * The code also selects a default amount of video memory which we will
2118      * use for an estimation of the amount of free texture memory. In case of
2119      * real D3D the amount of texture memory includes video memory and system
2120      * memory (to be specific AGP memory or in case of PCIE TurboCache /
2121      * HyperMemory). We don't know how much system memory can be addressed by
2122      * the system but we can make a reasonable estimation about the amount of
2123      * video memory. If the value is slightly wrong it doesn't matter as we
2124      * didn't include AGP-like memory which makes the amount of addressable
2125      * memory higher and second OpenGL isn't that critical it moves to system
2126      * memory behind our backs if really needed. Note that the amount of video
2127      * memory can be overruled using a registry setting. */
2128
2129     int i;
2130
2131     for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
2132     {
2133         if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
2134             || (vendor_card_select_table[i].card_vendor != *card_vendor))
2135                 continue;
2136         TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
2137         return vendor_card_select_table[i].select_card(gl_info, gl_renderer);
2138     }
2139
2140     FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
2141                      *gl_vendor, *card_vendor);
2142
2143     /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
2144      * for Nvidia was because the hardware and drivers they make are of good quality. This makes
2145      * them a good generic choice. */
2146     *card_vendor = HW_VENDOR_NVIDIA;
2147     d3d_level = d3d_level_from_gl_info(gl_info);
2148     if (d3d_level >= 9)
2149         return CARD_NVIDIA_GEFORCEFX_5600;
2150     if (d3d_level >= 8)
2151         return CARD_NVIDIA_GEFORCE3;
2152     if (d3d_level >= 7)
2153         return CARD_NVIDIA_GEFORCE;
2154     if (d3d_level >= 6)
2155         return CARD_NVIDIA_RIVA_TNT;
2156     return CARD_NVIDIA_RIVA_128;
2157 }
2158
2159 static const struct fragment_pipeline *select_fragment_implementation(const struct wined3d_gl_info *gl_info)
2160 {
2161     int vs_selected_mode, ps_selected_mode;
2162
2163     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2164     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2165             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
2166     else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
2167     else if (gl_info->supported[NV_REGISTER_COMBINERS]
2168             && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
2169     else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
2170     else return &ffp_fragment_pipeline;
2171 }
2172
2173 static const struct wined3d_shader_backend_ops *select_shader_backend(const struct wined3d_gl_info *gl_info)
2174 {
2175     int vs_selected_mode, ps_selected_mode;
2176
2177     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2178     if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
2179     if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
2180     return &none_shader_backend;
2181 }
2182
2183 static const struct blit_shader *select_blit_implementation(const struct wined3d_gl_info *gl_info)
2184 {
2185     int vs_selected_mode, ps_selected_mode;
2186
2187     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2188     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2189             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2190     else return &ffp_blit;
2191 }
2192
2193 static void load_gl_funcs(struct wined3d_gl_info *gl_info, DWORD gl_version)
2194 {
2195     DWORD ver;
2196
2197 #define USE_GL_FUNC(type, pfn, ext, replace) \
2198     if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2199     else if ((ver = ver_for_ext(ext)) && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2200     else gl_info->pfn = NULL;
2201
2202     GL_EXT_FUNCS_GEN;
2203 #undef USE_GL_FUNC
2204
2205 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2206     WGL_EXT_FUNCS_GEN;
2207 #undef USE_GL_FUNC
2208 }
2209
2210 /* Context activation is done by the caller. */
2211 static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter)
2212 {
2213     struct wined3d_driver_info *driver_info = &adapter->driver_info;
2214     struct wined3d_gl_info *gl_info = &adapter->gl_info;
2215     const char *GL_Extensions    = NULL;
2216     const char *WGL_Extensions   = NULL;
2217     const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2218     struct fragment_caps fragment_caps;
2219     enum wined3d_gl_vendor gl_vendor;
2220     enum wined3d_pci_vendor card_vendor;
2221     enum wined3d_pci_device device;
2222     GLint       gl_max;
2223     GLfloat     gl_floatv[2];
2224     unsigned    i;
2225     HDC         hdc;
2226     DWORD gl_version;
2227     size_t len;
2228
2229     TRACE_(d3d_caps)("(%p)\n", gl_info);
2230
2231     ENTER_GL();
2232
2233     gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2234     TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2235     if (!gl_renderer_str)
2236     {
2237         LEAVE_GL();
2238         ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2239         return FALSE;
2240     }
2241
2242     gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2243     TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2244     if (!gl_vendor_str)
2245     {
2246         LEAVE_GL();
2247         ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2248         return FALSE;
2249     }
2250
2251     /* Parse the GL_VERSION field into major and minor information */
2252     gl_version_str = (const char *)glGetString(GL_VERSION);
2253     TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2254     if (!gl_version_str)
2255     {
2256         LEAVE_GL();
2257         ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2258         return FALSE;
2259     }
2260     gl_version = wined3d_parse_gl_version(gl_version_str);
2261
2262     /*
2263      * Initialize openGL extension related variables
2264      *  with Default values
2265      */
2266     memset(gl_info->supported, 0, sizeof(gl_info->supported));
2267     gl_info->limits.blends = 1;
2268     gl_info->limits.buffers = 1;
2269     gl_info->limits.textures = 1;
2270     gl_info->limits.fragment_samplers = 1;
2271     gl_info->limits.vertex_samplers = 0;
2272     gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2273     gl_info->limits.sampler_stages = 1;
2274     gl_info->limits.vertex_attribs = 16;
2275     gl_info->limits.glsl_vs_float_constants = 0;
2276     gl_info->limits.glsl_ps_float_constants = 0;
2277     gl_info->limits.arb_vs_float_constants = 0;
2278     gl_info->limits.arb_vs_native_constants = 0;
2279     gl_info->limits.arb_vs_instructions = 0;
2280     gl_info->limits.arb_vs_temps = 0;
2281     gl_info->limits.arb_ps_float_constants = 0;
2282     gl_info->limits.arb_ps_local_constants = 0;
2283     gl_info->limits.arb_ps_instructions = 0;
2284     gl_info->limits.arb_ps_temps = 0;
2285
2286     /* Retrieve opengl defaults */
2287     glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2288     gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2289     TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2290
2291     glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2292     gl_info->limits.lights = gl_max;
2293     TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2294
2295     glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2296     gl_info->limits.texture_size = gl_max;
2297     TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2298
2299     glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2300     gl_info->limits.pointsize_min = gl_floatv[0];
2301     gl_info->limits.pointsize_max = gl_floatv[1];
2302     TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2303
2304     /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2305     GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2306     if (!GL_Extensions)
2307     {
2308         LEAVE_GL();
2309         ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2310         return FALSE;
2311     }
2312
2313     LEAVE_GL();
2314
2315     TRACE_(d3d_caps)("GL_Extensions reported:\n");
2316
2317     gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2318
2319     while (*GL_Extensions)
2320     {
2321         const char *start;
2322
2323         while (isspace(*GL_Extensions)) ++GL_Extensions;
2324         start = GL_Extensions;
2325         while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2326
2327         len = GL_Extensions - start;
2328         if (!len) continue;
2329
2330         TRACE_(d3d_caps)("- %s\n", debugstr_an(start, len));
2331
2332         for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2333         {
2334             if (len == strlen(EXTENSION_MAP[i].extension_string)
2335                     && !memcmp(start, EXTENSION_MAP[i].extension_string, len))
2336             {
2337                 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2338                 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2339                 break;
2340             }
2341         }
2342     }
2343
2344     /* Now work out what GL support this card really has */
2345     load_gl_funcs( gl_info, gl_version );
2346
2347     ENTER_GL();
2348
2349     /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2350      * loading the functions, otherwise the code above will load the extension entry points instead of the
2351      * core functions, which may not work. */
2352     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2353     {
2354         if (!gl_info->supported[EXTENSION_MAP[i].extension]
2355                 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2356         {
2357             TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2358             gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2359         }
2360     }
2361
2362     if (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
2363
2364     if (gl_info->supported[APPLE_FENCE])
2365     {
2366         /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2367          * The apple extension interacts with some other apple exts. Disable the NV
2368          * extension if the apple one is support to prevent confusion in other parts
2369          * of the code. */
2370         gl_info->supported[NV_FENCE] = FALSE;
2371     }
2372     if (gl_info->supported[APPLE_FLOAT_PIXELS])
2373     {
2374         /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2375          *
2376          * The enums are the same:
2377          * GL_RGBA16F_ARB     = GL_RGBA_FLOAT16_APPLE = 0x881A
2378          * GL_RGB16F_ARB      = GL_RGB_FLOAT16_APPLE  = 0x881B
2379          * GL_RGBA32F_ARB     = GL_RGBA_FLOAT32_APPLE = 0x8814
2380          * GL_RGB32F_ARB      = GL_RGB_FLOAT32_APPLE  = 0x8815
2381          * GL_HALF_FLOAT_ARB  = GL_HALF_APPLE         = 0x140B
2382          */
2383         if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2384         {
2385             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2386             gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2387         }
2388         if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2389         {
2390             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2391             gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2392         }
2393     }
2394     if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2395     {
2396         /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2397          * functionality. Prefer the ARB extension */
2398         gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2399     }
2400     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2401     {
2402         TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2403         gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2404     }
2405     if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2406     {
2407         TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2408         gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2409     }
2410     if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2411     {
2412         TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2413         gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2414     }
2415     if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
2416     {
2417         TRACE_(d3d_caps)(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
2418         gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
2419     }
2420     if (gl_info->supported[NV_TEXTURE_SHADER2])
2421     {
2422         if (gl_info->supported[NV_REGISTER_COMBINERS])
2423         {
2424             /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2425              * are supported. The nv extensions provide the same functionality as the
2426              * ATI one, and a bit more(signed pixelformats). */
2427             gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2428         }
2429     }
2430
2431     if (gl_info->supported[NV_REGISTER_COMBINERS])
2432     {
2433         glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2434         gl_info->limits.general_combiners = gl_max;
2435         TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2436     }
2437     if (gl_info->supported[ARB_DRAW_BUFFERS])
2438     {
2439         glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2440         gl_info->limits.buffers = gl_max;
2441         TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2442     }
2443     if (gl_info->supported[ARB_MULTITEXTURE])
2444     {
2445         glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2446         gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2447         TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2448
2449         if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2450         {
2451             GLint tmp;
2452             glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2453             gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2454         }
2455         else
2456         {
2457             gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2458         }
2459         TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2460
2461         if (gl_info->supported[ARB_VERTEX_SHADER])
2462         {
2463             GLint tmp;
2464             glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2465             gl_info->limits.vertex_samplers = tmp;
2466             glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2467             gl_info->limits.combined_samplers = tmp;
2468             glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &tmp);
2469             gl_info->limits.vertex_attribs = tmp;
2470
2471             /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2472              * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2473              * an issue because then the sampler setup only depends on the two shaders. If a pixel
2474              * shader is used with fixed function vertex processing we're fine too because fixed function
2475              * vertex processing doesn't use any samplers. If fixed function fragment processing is
2476              * used we have to make sure that all vertex sampler setups are valid together with all
2477              * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2478              * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2479              * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2480              * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2481              * a fixed function pipeline anymore.
2482              *
2483              * So this is just a check to check that our assumption holds true. If not, write a warning
2484              * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2485             if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2486                     && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2487             {
2488                 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2489                         gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2490                 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2491                 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2492                     gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2493                 else
2494                     gl_info->limits.vertex_samplers = 0;
2495             }
2496         }
2497         else
2498         {
2499             gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2500         }
2501         TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2502         TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2503     }
2504     if (gl_info->supported[ARB_VERTEX_BLEND])
2505     {
2506         glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2507         gl_info->limits.blends = gl_max;
2508         TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2509     }
2510     if (gl_info->supported[EXT_TEXTURE3D])
2511     {
2512         glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2513         gl_info->limits.texture3d_size = gl_max;
2514         TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2515     }
2516     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2517     {
2518         glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2519         gl_info->limits.anisotropy = gl_max;
2520         TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2521     }
2522     if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2523     {
2524         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2525         gl_info->limits.arb_ps_float_constants = gl_max;
2526         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2527         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2528         gl_info->limits.arb_ps_native_constants = gl_max;
2529         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2530                 gl_info->limits.arb_ps_native_constants);
2531         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2532         gl_info->limits.arb_ps_temps = gl_max;
2533         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2534         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2535         gl_info->limits.arb_ps_instructions = gl_max;
2536         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2537         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2538         gl_info->limits.arb_ps_local_constants = gl_max;
2539         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2540     }
2541     if (gl_info->supported[ARB_VERTEX_PROGRAM])
2542     {
2543         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2544         gl_info->limits.arb_vs_float_constants = gl_max;
2545         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2546         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2547         gl_info->limits.arb_vs_native_constants = gl_max;
2548         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2549                 gl_info->limits.arb_vs_native_constants);
2550         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2551         gl_info->limits.arb_vs_temps = gl_max;
2552         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2553         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2554         gl_info->limits.arb_vs_instructions = gl_max;
2555         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2556
2557         if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2558     }
2559     if (gl_info->supported[ARB_VERTEX_SHADER])
2560     {
2561         glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2562         gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2563         TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2564     }
2565     if (gl_info->supported[ARB_FRAGMENT_SHADER])
2566     {
2567         glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2568         gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2569         TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2570         glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2571         gl_info->limits.glsl_varyings = gl_max;
2572         TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2573     }
2574     if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2575     {
2576         const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2577         unsigned int major, minor;
2578
2579         TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2580
2581         /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2582         sscanf(str, "%u.%u", &major, &minor);
2583         gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2584     }
2585     if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2586     {
2587         glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2588     }
2589     else
2590     {
2591         gl_info->limits.shininess = 128.0f;
2592     }
2593     if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2594     {
2595         /* If we have full NP2 texture support, disable
2596          * GL_ARB_texture_rectangle because we will never use it.
2597          * This saves a few redundant glDisable calls. */
2598         gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2599     }
2600     if (gl_info->supported[ATI_FRAGMENT_SHADER])
2601     {
2602         /* Disable NV_register_combiners and fragment shader if this is supported.
2603          * generally the NV extensions are preferred over the ATI ones, and this
2604          * extension is disabled if register_combiners and texture_shader2 are both
2605          * supported. So we reach this place only if we have incomplete NV dxlevel 8
2606          * fragment processing support. */
2607         gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2608         gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2609         gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2610         gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2611     }
2612     if (gl_info->supported[NV_HALF_FLOAT])
2613     {
2614         /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2615         gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2616     }
2617     checkGLcall("extension detection");
2618
2619     LEAVE_GL();
2620
2621     adapter->fragment_pipe = select_fragment_implementation(gl_info);
2622     adapter->shader_backend = select_shader_backend(gl_info);
2623     adapter->blitter = select_blit_implementation(gl_info);
2624
2625     adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2626     gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2627     TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2628
2629     /* In some cases the number of texture stages can be larger than the number
2630      * of samplers. The GF4 for example can use only 2 samplers (no fragment
2631      * shaders), but 8 texture stages (register combiners). */
2632     gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2633
2634     if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2635     {
2636         gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2637         gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2638         gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2639         gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2640         gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2641         gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2642         gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2643         gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2644         gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2645         gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2646         gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2647         gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2648         gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2649         gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2650         gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2651         gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2652         gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2653         gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2654         gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2655         if (wined3d_settings.allow_multisampling)
2656         {
2657             glGetIntegerv(GL_MAX_SAMPLES, &gl_max);
2658             gl_info->limits.samples = gl_max;
2659         }
2660     }
2661     else
2662     {
2663         if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2664         {
2665             gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2666             gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2667             gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2668             gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2669             gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2670             gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2671             gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2672             gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2673             gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2674             gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2675             gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2676             gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2677             gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2678             gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2679             gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2680             gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2681             gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2682         }
2683         else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2684         {
2685             WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2686             wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2687         }
2688         if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2689         {
2690             gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2691         }
2692         if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2693         {
2694             gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2695             if (wined3d_settings.allow_multisampling)
2696             {
2697                 glGetIntegerv(GL_MAX_SAMPLES, &gl_max);
2698                 gl_info->limits.samples = gl_max;
2699             }
2700         }
2701     }
2702
2703     /* MRTs are currently only supported when FBOs are used. */
2704     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2705     {
2706         gl_info->limits.buffers = 1;
2707     }
2708
2709     gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2710     card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2711     TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2712
2713     device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor);
2714     TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2715
2716     gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2717     gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2718             gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2719     gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2720     gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2721             gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2722     gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2723             gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2724
2725     /* Make sure there's an active HDC else the WGL extensions will fail */
2726     hdc = pwglGetCurrentDC();
2727     if (hdc) {
2728         /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2729         if(GL_EXTCALL(wglGetExtensionsStringARB))
2730             WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2731
2732         if (!WGL_Extensions)
2733         {
2734             ERR("   WGL_Extensions returns NULL\n");
2735         }
2736         else
2737         {
2738             TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2739             while (*WGL_Extensions)
2740             {
2741                 const char *Start;
2742                 char ThisExtn[256];
2743
2744                 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2745                 Start = WGL_Extensions;
2746                 while (!isspace(*WGL_Extensions) && *WGL_Extensions) ++WGL_Extensions;
2747
2748                 len = WGL_Extensions - Start;
2749                 if (!len || len >= sizeof(ThisExtn))
2750                     continue;
2751
2752                 memcpy(ThisExtn, Start, len);
2753                 ThisExtn[len] = '\0';
2754                 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2755
2756                 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2757                     gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2758                     TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2759                 }
2760                 if (!strcmp(ThisExtn, "WGL_EXT_swap_control")) {
2761                     gl_info->supported[WGL_EXT_SWAP_CONTROL] = TRUE;
2762                     TRACE_(d3d_caps)("FOUND: WGL_EXT_swap_control support\n");
2763                 }
2764                 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2765                     gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2766                     TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2767                 }
2768             }
2769         }
2770     }
2771
2772     fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2773     init_driver_info(driver_info, card_vendor, device);
2774     add_gl_compat_wrappers(gl_info);
2775
2776     return TRUE;
2777 }
2778
2779 UINT CDECL wined3d_get_adapter_count(const struct wined3d *wined3d)
2780 {
2781     TRACE_(d3d_caps)("wined3d %p, reporting %u adapters.\n",
2782             wined3d, wined3d->adapter_count);
2783
2784     return wined3d->adapter_count;
2785 }
2786
2787 HRESULT CDECL wined3d_register_software_device(struct wined3d *wined3d, void *init_function)
2788 {
2789     FIXME("wined3d %p, init_function %p stub!\n", wined3d, init_function);
2790
2791     return WINED3D_OK;
2792 }
2793
2794 HMONITOR CDECL wined3d_get_adapter_monitor(const struct wined3d *wined3d, UINT adapter_idx)
2795 {
2796     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u.\n", wined3d, adapter_idx);
2797
2798     if (adapter_idx >= wined3d->adapter_count)
2799         return NULL;
2800
2801     return MonitorFromPoint(wined3d->adapters[adapter_idx].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2802 }
2803
2804 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2805      of the same bpp but different resolutions                                  */
2806
2807 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2808 UINT CDECL wined3d_get_adapter_mode_count(const struct wined3d *wined3d, UINT adapter_idx,
2809         enum wined3d_format_id format_id)
2810 {
2811     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, format %s.\n", wined3d, adapter_idx, debug_d3dformat(format_id));
2812
2813     if (adapter_idx >= wined3d->adapter_count)
2814         return 0;
2815
2816     /* TODO: Store modes per adapter and read it from the adapter structure */
2817     if (!adapter_idx)
2818     {
2819         const struct wined3d_format *format = wined3d_get_format(&wined3d->adapters[adapter_idx].gl_info, format_id);
2820         UINT format_bits = format->byte_count * CHAR_BIT;
2821         unsigned int i = 0;
2822         unsigned int j = 0;
2823         DEVMODEW mode;
2824
2825         memset(&mode, 0, sizeof(mode));
2826         mode.dmSize = sizeof(mode);
2827
2828         while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2829         {
2830             ++j;
2831
2832             if (format_id == WINED3DFMT_UNKNOWN)
2833             {
2834                 /* This is for D3D8, do not enumerate P8 here */
2835                 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2836             }
2837             else if (mode.dmBitsPerPel == format_bits)
2838             {
2839                 ++i;
2840             }
2841         }
2842
2843         TRACE_(d3d_caps)("Returning %u matching modes (out of %u total) for adapter %u.\n", i, j, adapter_idx);
2844
2845         return i;
2846     }
2847     else
2848     {
2849         FIXME_(d3d_caps)("Adapter not primary display.\n");
2850     }
2851
2852     return 0;
2853 }
2854
2855 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2856 HRESULT CDECL wined3d_enum_adapter_modes(const struct wined3d *wined3d, UINT adapter_idx,
2857         enum wined3d_format_id format_id, UINT mode_idx, WINED3DDISPLAYMODE *mode)
2858 {
2859     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, format %s, mode_idx %u, mode %p.\n",
2860             wined3d, adapter_idx, debug_d3dformat(format_id), mode_idx, mode);
2861
2862     /* Validate the parameters as much as possible */
2863     if (!mode || adapter_idx >= wined3d->adapter_count
2864             || mode_idx >= wined3d_get_adapter_mode_count(wined3d, adapter_idx, format_id))
2865     {
2866         return WINED3DERR_INVALIDCALL;
2867     }
2868
2869     /* TODO: Store modes per adapter and read it from the adapter structure */
2870     if (!adapter_idx)
2871     {
2872         const struct wined3d_format *format = wined3d_get_format(&wined3d->adapters[adapter_idx].gl_info, format_id);
2873         UINT format_bits = format->byte_count * CHAR_BIT;
2874         DEVMODEW DevModeW;
2875         int ModeIdx = 0;
2876         UINT i = 0;
2877         int j = 0;
2878
2879         ZeroMemory(&DevModeW, sizeof(DevModeW));
2880         DevModeW.dmSize = sizeof(DevModeW);
2881
2882         /* If we are filtering to a specific format (D3D9), then need to skip
2883            all unrelated modes, but if mode is irrelevant (D3D8), then we can
2884            just count through the ones with valid bit depths */
2885         while (i <= mode_idx && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2886         {
2887             if (format_id == WINED3DFMT_UNKNOWN)
2888             {
2889                 /* This is for D3D8, do not enumerate P8 here */
2890                 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2891             }
2892             else if (DevModeW.dmBitsPerPel == format_bits)
2893             {
2894                 ++i;
2895             }
2896         }
2897
2898         if (!i)
2899         {
2900             TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", format_id, debug_d3dformat(format_id));
2901             return WINED3DERR_INVALIDCALL;
2902         }
2903         ModeIdx = j - 1;
2904
2905         /* Now get the display mode via the calculated index */
2906         if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0))
2907         {
2908             mode->Width = DevModeW.dmPelsWidth;
2909             mode->Height = DevModeW.dmPelsHeight;
2910             mode->RefreshRate = DEFAULT_REFRESH_RATE;
2911             if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2912                 mode->RefreshRate = DevModeW.dmDisplayFrequency;
2913
2914             if (format_id == WINED3DFMT_UNKNOWN)
2915                 mode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2916             else
2917                 mode->Format = format_id;
2918         }
2919         else
2920         {
2921             TRACE_(d3d_caps)("Requested mode %u out of range.\n", mode_idx);
2922             return WINED3DERR_INVALIDCALL;
2923         }
2924
2925         TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n",
2926                 mode->Width, mode->Height, mode->RefreshRate, mode->Format,
2927                 debug_d3dformat(mode->Format), DevModeW.dmBitsPerPel);
2928     }
2929     else
2930     {
2931         FIXME_(d3d_caps)("Adapter not primary display\n");
2932     }
2933
2934     return WINED3D_OK;
2935 }
2936
2937 HRESULT CDECL wined3d_get_adapter_display_mode(const struct wined3d *wined3d, UINT adapter_idx,
2938         WINED3DDISPLAYMODE *mode)
2939 {
2940     TRACE("wined3d %p, adapter_idx %u, display_mode %p.\n", wined3d, adapter_idx, mode);
2941
2942     if (!mode || adapter_idx >= wined3d->adapter_count)
2943         return WINED3DERR_INVALIDCALL;
2944
2945     if (!adapter_idx)
2946     {
2947         DEVMODEW DevModeW;
2948         unsigned int bpp;
2949
2950         ZeroMemory(&DevModeW, sizeof(DevModeW));
2951         DevModeW.dmSize = sizeof(DevModeW);
2952
2953         EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2954         mode->Width = DevModeW.dmPelsWidth;
2955         mode->Height = DevModeW.dmPelsHeight;
2956         bpp = DevModeW.dmBitsPerPel;
2957         mode->RefreshRate = DEFAULT_REFRESH_RATE;
2958         if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2959             mode->RefreshRate = DevModeW.dmDisplayFrequency;
2960         mode->Format = pixelformat_for_depth(bpp);
2961     }
2962     else
2963     {
2964         FIXME_(d3d_caps)("Adapter not primary display\n");
2965     }
2966
2967     TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", mode->Width,
2968           mode->Height, mode->RefreshRate, debug_d3dformat(mode->Format));
2969     return WINED3D_OK;
2970 }
2971
2972 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2973    and fields being inserted in the middle, a new structure is used in place    */
2974 HRESULT CDECL wined3d_get_adapter_identifier(const struct wined3d *wined3d,
2975         UINT adapter_idx, DWORD flags, WINED3DADAPTER_IDENTIFIER *identifier)
2976 {
2977     const struct wined3d_adapter *adapter;
2978     size_t len;
2979
2980     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, flags %#x, indentifier %p.\n",
2981             wined3d, adapter_idx, flags, identifier);
2982
2983     if (adapter_idx >= wined3d->adapter_count)
2984         return WINED3DERR_INVALIDCALL;
2985
2986     adapter = &wined3d->adapters[adapter_idx];
2987
2988     /* Return the information requested */
2989     TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2990
2991     if (identifier->driver_size)
2992     {
2993         const char *name = adapter->driver_info.name;
2994         len = min(strlen(name), identifier->driver_size - 1);
2995         memcpy(identifier->driver, name, len);
2996         identifier->driver[len] = '\0';
2997     }
2998
2999     if (identifier->description_size)
3000     {
3001         const char *description = adapter->driver_info.description;
3002         len = min(strlen(description), identifier->description_size - 1);
3003         memcpy(identifier->description, description, len);
3004         identifier->description[len] = '\0';
3005     }
3006
3007     /* Note that d3d8 doesn't supply a device name. */
3008     if (identifier->device_name_size)
3009     {
3010         static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
3011
3012         len = strlen(device_name);
3013         if (len >= identifier->device_name_size)
3014         {
3015             ERR("Device name size too small.\n");
3016             return WINED3DERR_INVALIDCALL;
3017         }
3018
3019         memcpy(identifier->device_name, device_name, len);
3020         identifier->device_name[len] = '\0';
3021     }
3022
3023     identifier->driver_version.u.HighPart = adapter->driver_info.version_high;
3024     identifier->driver_version.u.LowPart = adapter->driver_info.version_low;
3025     identifier->vendor_id = adapter->driver_info.vendor;
3026     identifier->device_id = adapter->driver_info.device;
3027     identifier->subsystem_id = 0;
3028     identifier->revision = 0;
3029     memcpy(&identifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(identifier->device_identifier));
3030     identifier->whql_level = (flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
3031     memcpy(&identifier->adapter_luid, &adapter->luid, sizeof(identifier->adapter_luid));
3032     identifier->video_memory = adapter->TextureRam;
3033
3034     return WINED3D_OK;
3035 }
3036
3037 static BOOL wined3d_check_pixel_format_color(const struct wined3d_gl_info *gl_info,
3038         const struct wined3d_pixel_format *cfg, const struct wined3d_format *format)
3039 {
3040     BYTE redSize, greenSize, blueSize, alphaSize, colorBits;
3041
3042     /* Float formats need FBOs. If FBOs are used this function isn't called */
3043     if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3044
3045     if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
3046         if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3047         {
3048             ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3049             return FALSE;
3050         }
3051
3052         if(cfg->redSize < redSize)
3053             return FALSE;
3054
3055         if(cfg->greenSize < greenSize)
3056             return FALSE;
3057
3058         if(cfg->blueSize < blueSize)
3059             return FALSE;
3060
3061         if(cfg->alphaSize < alphaSize)
3062             return FALSE;
3063
3064         return TRUE;
3065     }
3066
3067     /* Probably a RGBA_float or color index mode */
3068     return FALSE;
3069 }
3070
3071 static BOOL wined3d_check_pixel_format_depth(const struct wined3d_gl_info *gl_info,
3072         const struct wined3d_pixel_format *cfg, const struct wined3d_format *format)
3073 {
3074     BYTE depthSize, stencilSize;
3075     BOOL lockable = FALSE;
3076
3077     if (!getDepthStencilBits(format, &depthSize, &stencilSize))
3078     {
3079         ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3080         return FALSE;
3081     }
3082
3083     /* Float formats need FBOs. If FBOs are used this function isn't called */
3084     if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3085
3086     if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
3087         lockable = TRUE;
3088
3089     /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
3090      * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
3091      * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
3092     if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
3093         return FALSE;
3094
3095     /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
3096      * allow more stencil bits than requested. */
3097     if(cfg->stencilSize < stencilSize)
3098         return FALSE;
3099
3100     return TRUE;
3101 }
3102
3103 HRESULT CDECL wined3d_check_depth_stencil_match(const struct wined3d *wined3d,
3104         UINT adapter_idx, WINED3DDEVTYPE device_type, enum wined3d_format_id adapter_format_id,
3105         enum wined3d_format_id render_target_format_id, enum wined3d_format_id depth_stencil_format_id)
3106 {
3107     const struct wined3d_format *rt_format;
3108     const struct wined3d_format *ds_format;
3109     const struct wined3d_adapter *adapter;
3110
3111     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s,\n"
3112             "adapter_format %s, render_target_format %s, depth_stencil_format %s.\n",
3113             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(adapter_format_id),
3114             debug_d3dformat(render_target_format_id), debug_d3dformat(depth_stencil_format_id));
3115
3116     if (adapter_idx >= wined3d->adapter_count)
3117         return WINED3DERR_INVALIDCALL;
3118
3119     adapter = &wined3d->adapters[adapter_idx];
3120     rt_format = wined3d_get_format(&adapter->gl_info, render_target_format_id);
3121     ds_format = wined3d_get_format(&adapter->gl_info, depth_stencil_format_id);
3122     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3123     {
3124         if ((rt_format->flags & WINED3DFMT_FLAG_RENDERTARGET)
3125                 && (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
3126         {
3127             TRACE_(d3d_caps)("Formats match.\n");
3128             return WINED3D_OK;
3129         }
3130     }
3131     else
3132     {
3133         const struct wined3d_pixel_format *cfgs;
3134         unsigned int cfg_count;
3135         unsigned int i;
3136
3137         cfgs = adapter->cfgs;
3138         cfg_count = adapter->nCfgs;
3139         for (i = 0; i < cfg_count; ++i)
3140         {
3141             if (wined3d_check_pixel_format_color(&adapter->gl_info, &cfgs[i], rt_format)
3142                     && wined3d_check_pixel_format_depth(&adapter->gl_info, &cfgs[i], ds_format))
3143             {
3144                 TRACE_(d3d_caps)("Formats match.\n");
3145                 return WINED3D_OK;
3146             }
3147         }
3148     }
3149
3150     TRACE_(d3d_caps)("Unsupported format pair: %s and %s.\n",
3151             debug_d3dformat(render_target_format_id),
3152             debug_d3dformat(depth_stencil_format_id));
3153
3154     return WINED3DERR_NOTAVAILABLE;
3155 }
3156
3157 HRESULT CDECL wined3d_check_device_multisample_type(const struct wined3d *wined3d, UINT adapter_idx,
3158         WINED3DDEVTYPE device_type, enum wined3d_format_id surface_format_id, BOOL windowed,
3159         WINED3DMULTISAMPLE_TYPE multisample_type, DWORD *quality_levels)
3160 {
3161     const struct wined3d_gl_info *gl_info;
3162
3163     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, surface_format %s,\n"
3164             "windowed %#x, multisample_type %#x, quality_levels %p.\n",
3165             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(surface_format_id),
3166             windowed, multisample_type, quality_levels);
3167
3168     if (adapter_idx >= wined3d->adapter_count)
3169         return WINED3DERR_INVALIDCALL;
3170
3171     gl_info = &wined3d->adapters[adapter_idx].gl_info;
3172
3173     if (multisample_type > gl_info->limits.samples)
3174     {
3175         TRACE("Returning not supported.\n");
3176         if (quality_levels)
3177             *quality_levels = 0;
3178
3179         return WINED3DERR_NOTAVAILABLE;
3180     }
3181
3182     if (quality_levels)
3183     {
3184         if (multisample_type == WINED3DMULTISAMPLE_NONMASKABLE)
3185             /* FIXME: This is probably wrong. */
3186             *quality_levels = gl_info->limits.samples;
3187         else
3188             *quality_levels = 1;
3189     }
3190
3191     return WINED3D_OK;
3192 }
3193
3194 /* Check if we support bumpmapping for a format */
3195 static BOOL CheckBumpMapCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3196 {
3197     /* Ask the fixed function pipeline implementation if it can deal
3198      * with the conversion. If we've got a GL extension giving native
3199      * support this will be an identity conversion. */
3200     return (format->flags & WINED3DFMT_FLAG_BUMPMAP)
3201             && adapter->fragment_pipe->color_fixup_supported(format->color_fixup);
3202 }
3203
3204 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3205 static BOOL CheckDepthStencilCapability(const struct wined3d_adapter *adapter,
3206         const struct wined3d_format *display_format, const struct wined3d_format *ds_format)
3207 {
3208     int it=0;
3209
3210     /* Only allow depth/stencil formats */
3211     if (!(ds_format->depth_size || ds_format->stencil_size)) return FALSE;
3212
3213     /* Blacklist formats not supported on Windows */
3214     switch (ds_format->id)
3215     {
3216         case WINED3DFMT_S1_UINT_D15_UNORM: /* Breaks the shadowvol2 dx7 sdk sample */
3217         case WINED3DFMT_S4X4_UINT_D24_UNORM:
3218             TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3219             return FALSE;
3220
3221         default:
3222             break;
3223     }
3224
3225     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3226     {
3227         /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3228         if (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3229     }
3230     else
3231     {
3232         /* Walk through all WGL pixel formats to find a match */
3233         for (it = 0; it < adapter->nCfgs; ++it)
3234         {
3235             const struct wined3d_pixel_format *cfg = &adapter->cfgs[it];
3236             if (wined3d_check_pixel_format_color(&adapter->gl_info, cfg, display_format)
3237                     && wined3d_check_pixel_format_depth(&adapter->gl_info, cfg, ds_format))
3238                 return TRUE;
3239         }
3240     }
3241
3242     return FALSE;
3243 }
3244
3245 static BOOL CheckFilterCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3246 {
3247     /* The flags entry of a format contains the filtering capability */
3248     if (format->flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3249
3250     return FALSE;
3251 }
3252
3253 /* Check the render target capabilities of a format */
3254 static BOOL CheckRenderTargetCapability(const struct wined3d_adapter *adapter,
3255         const struct wined3d_format *adapter_format, const struct wined3d_format *check_format)
3256 {
3257     /* Filter out non-RT formats */
3258     if (!(check_format->flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3259     if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
3260     {
3261         BYTE AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3262         BYTE CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3263         const struct wined3d_pixel_format *cfgs = adapter->cfgs;
3264         int it;
3265
3266         getColorBits(adapter_format, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3267         getColorBits(check_format, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3268
3269         /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3270          * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3271         if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3272             TRACE_(d3d_caps)("[FAILED]\n");
3273             return FALSE;
3274         }
3275
3276         /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3277          * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3278         for (it = 0; it < adapter->nCfgs; ++it)
3279         {
3280             if (cfgs[it].windowDrawable
3281                     && wined3d_check_pixel_format_color(&adapter->gl_info, &cfgs[it], check_format))
3282             {
3283                 TRACE_(d3d_caps)("Pixel format %d is compatible with format %s.\n",
3284                         cfgs[it].iPixelFormat, debug_d3dformat(check_format->id));
3285                 return TRUE;
3286             }
3287         }
3288     }
3289     else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3290     {
3291         /* For now return TRUE for FBOs until we have some proper checks.
3292          * Note that this function will only be called when the format is around for texturing. */
3293         return TRUE;
3294     }
3295     return FALSE;
3296 }
3297
3298 static BOOL CheckSrgbReadCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3299 {
3300     return format->flags & WINED3DFMT_FLAG_SRGB_READ;
3301 }
3302
3303 static BOOL CheckSrgbWriteCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3304 {
3305     /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3306      * doing the color fixup in shaders.
3307      * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3308     if (format->flags & WINED3DFMT_FLAG_SRGB_WRITE)
3309     {
3310         int vs_selected_mode;
3311         int ps_selected_mode;
3312         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3313
3314         if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3315             TRACE_(d3d_caps)("[OK]\n");
3316             return TRUE;
3317         }
3318     }
3319
3320     TRACE_(d3d_caps)("[FAILED] - sRGB writes not supported by format %s.\n", debug_d3dformat(format->id));
3321     return FALSE;
3322 }
3323
3324 /* Check if a format support blending in combination with pixel shaders */
3325 static BOOL CheckPostPixelShaderBlendingCapability(const struct wined3d_adapter *adapter,
3326         const struct wined3d_format *format)
3327 {
3328     /* The flags entry of a format contains the post pixel shader blending capability */
3329     if (format->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3330
3331     return FALSE;
3332 }
3333
3334 static BOOL CheckWrapAndMipCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3335 {
3336     /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3337      * but we have to report mipmapping so we cannot reject this flag. Tests show that
3338      * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3339      * that wrapping is supported. The lack of filtering will sort out the mipmapping
3340      * capability anyway.
3341      *
3342      * For now lets report this on all formats, but in the future we may want to
3343      * restrict it to some should games need that
3344      */
3345     return TRUE;
3346 }
3347
3348 /* Check if a texture format is supported on the given adapter */
3349 static BOOL CheckTextureCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3350 {
3351     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3352
3353     switch (format->id)
3354     {
3355         /*****
3356          *  supported: RGB(A) formats
3357          */
3358         case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3359         case WINED3DFMT_B8G8R8A8_UNORM:
3360         case WINED3DFMT_B8G8R8X8_UNORM:
3361         case WINED3DFMT_B5G6R5_UNORM:
3362         case WINED3DFMT_B5G5R5X1_UNORM:
3363         case WINED3DFMT_B5G5R5A1_UNORM:
3364         case WINED3DFMT_B4G4R4A4_UNORM:
3365         case WINED3DFMT_A8_UNORM:
3366         case WINED3DFMT_B4G4R4X4_UNORM:
3367         case WINED3DFMT_R8G8B8A8_UNORM:
3368         case WINED3DFMT_R8G8B8X8_UNORM:
3369         case WINED3DFMT_B10G10R10A2_UNORM:
3370         case WINED3DFMT_R10G10B10A2_UNORM:
3371         case WINED3DFMT_R16G16_UNORM:
3372             TRACE_(d3d_caps)("[OK]\n");
3373             return TRUE;
3374
3375         case WINED3DFMT_B2G3R3_UNORM:
3376             TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3377             return FALSE;
3378
3379         /*****
3380          *  Not supported: Palettized
3381          *  Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3382          *  Since it is not widely available, don't offer it. Further no Windows driver offers
3383          *  WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3384          */
3385         case WINED3DFMT_P8_UINT:
3386         case WINED3DFMT_P8_UINT_A8_UNORM:
3387             return FALSE;
3388
3389         /*****
3390          *  Supported: (Alpha)-Luminance
3391          */
3392         case WINED3DFMT_L8_UNORM:
3393         case WINED3DFMT_L8A8_UNORM:
3394         case WINED3DFMT_L16_UNORM:
3395             TRACE_(d3d_caps)("[OK]\n");
3396             return TRUE;
3397
3398         /* Not supported on Windows, thus disabled */
3399         case WINED3DFMT_L4A4_UNORM:
3400             TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3401             return FALSE;
3402
3403         /*****
3404          *  Supported: Depth/Stencil formats
3405          */
3406         case WINED3DFMT_D16_LOCKABLE:
3407         case WINED3DFMT_D16_UNORM:
3408         case WINED3DFMT_X8D24_UNORM:
3409         case WINED3DFMT_D24_UNORM_S8_UINT:
3410         case WINED3DFMT_S8_UINT_D24_FLOAT:
3411         case WINED3DFMT_D32_UNORM:
3412         case WINED3DFMT_D32_FLOAT:
3413             return TRUE;
3414
3415         case WINED3DFMT_INTZ:
3416             if (gl_info->supported[EXT_PACKED_DEPTH_STENCIL]
3417                     || gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3418                 return TRUE;
3419             return FALSE;
3420
3421         /* Not supported on Windows */
3422         case WINED3DFMT_S1_UINT_D15_UNORM:
3423         case WINED3DFMT_S4X4_UINT_D24_UNORM:
3424             TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3425             return FALSE;
3426
3427         /*****
3428          *  Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3429          *  GL_NV_texture_shader). Emulated by shaders
3430          */
3431         case WINED3DFMT_R8G8_SNORM:
3432         case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3433         case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3434         case WINED3DFMT_R8G8B8A8_SNORM:
3435         case WINED3DFMT_R16G16_SNORM:
3436             /* Ask the shader backend if it can deal with the conversion. If
3437              * we've got a GL extension giving native support this will be an
3438              * identity conversion. */
3439             if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup))
3440             {
3441                 TRACE_(d3d_caps)("[OK]\n");
3442                 return TRUE;
3443             }
3444             TRACE_(d3d_caps)("[FAILED]\n");
3445             return FALSE;
3446
3447         case WINED3DFMT_DXT1:
3448         case WINED3DFMT_DXT2:
3449         case WINED3DFMT_DXT3:
3450         case WINED3DFMT_DXT4:
3451         case WINED3DFMT_DXT5:
3452             if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3453             {
3454                 TRACE_(d3d_caps)("[OK]\n");
3455                 return TRUE;
3456             }
3457             TRACE_(d3d_caps)("[FAILED]\n");
3458             return FALSE;
3459
3460
3461         /*****
3462          *  Odd formats - not supported
3463          */
3464         case WINED3DFMT_VERTEXDATA:
3465         case WINED3DFMT_R16_UINT:
3466         case WINED3DFMT_R32_UINT:
3467         case WINED3DFMT_R16G16B16A16_SNORM:
3468         case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3469         case WINED3DFMT_R10G11B11_SNORM:
3470         case WINED3DFMT_R16:
3471         case WINED3DFMT_AL16:
3472             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3473             return FALSE;
3474
3475         /*****
3476          *  WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3477          */
3478         case WINED3DFMT_R8G8_SNORM_Cx:
3479             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3480             return FALSE;
3481
3482         /* YUV formats */
3483         case WINED3DFMT_UYVY:
3484         case WINED3DFMT_YUY2:
3485             if (gl_info->supported[APPLE_YCBCR_422])
3486             {
3487                 TRACE_(d3d_caps)("[OK]\n");
3488                 return TRUE;
3489             }
3490             TRACE_(d3d_caps)("[FAILED]\n");
3491             return FALSE;
3492         case WINED3DFMT_YV12:
3493             TRACE_(d3d_caps)("[FAILED]\n");
3494             return FALSE;
3495
3496         case WINED3DFMT_R16G16B16A16_UNORM:
3497             if (gl_info->quirks & WINED3D_QUIRK_BROKEN_RGBA16)
3498             {
3499                 TRACE_(d3d_caps)("[FAILED]\n");
3500                 return FALSE;
3501             }
3502             TRACE_(d3d_caps)("[OK]\n");
3503             return TRUE;
3504
3505             /* Not supported */
3506         case WINED3DFMT_B2G3R3A8_UNORM:
3507             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3508             return FALSE;
3509
3510             /* Floating point formats */
3511         case WINED3DFMT_R16_FLOAT:
3512         case WINED3DFMT_R16G16_FLOAT:
3513         case WINED3DFMT_R16G16B16A16_FLOAT:
3514             if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3515             {
3516                 TRACE_(d3d_caps)("[OK]\n");
3517                 return TRUE;
3518             }
3519             TRACE_(d3d_caps)("[FAILED]\n");
3520             return FALSE;
3521
3522         case WINED3DFMT_R32_FLOAT:
3523         case WINED3DFMT_R32G32_FLOAT:
3524         case WINED3DFMT_R32G32B32A32_FLOAT:
3525             if (gl_info->supported[ARB_TEXTURE_FLOAT])
3526             {
3527                 TRACE_(d3d_caps)("[OK]\n");
3528                 return TRUE;
3529             }
3530             TRACE_(d3d_caps)("[FAILED]\n");
3531             return FALSE;
3532
3533         /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3534          * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3535          * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3536          * We can do instancing with all shader versions, but we need vertex shaders.
3537          *
3538          * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3539          * to enable instancing. WineD3D doesn't need that and just ignores it.
3540          *
3541          * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3542          */
3543         case WINED3DFMT_INST:
3544             TRACE("ATI Instancing check hack\n");
3545             if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3546             {
3547                 TRACE_(d3d_caps)("[OK]\n");
3548                 return TRUE;
3549             }
3550             TRACE_(d3d_caps)("[FAILED]\n");
3551             return FALSE;
3552
3553         /* Some weird FOURCC formats */
3554         case WINED3DFMT_R8G8_B8G8:
3555         case WINED3DFMT_G8R8_G8B8:
3556         case WINED3DFMT_MULTI2_ARGB8:
3557             TRACE_(d3d_caps)("[FAILED]\n");
3558             return FALSE;
3559
3560         /* Vendor specific formats */
3561         case WINED3DFMT_ATI2N:
3562             if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3563                     || gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
3564             {
3565                 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3566                         && adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3567                 {
3568                     TRACE_(d3d_caps)("[OK]\n");
3569                     return TRUE;
3570                 }
3571
3572                 TRACE_(d3d_caps)("[OK]\n");
3573                 return TRUE;
3574             }
3575             TRACE_(d3d_caps)("[FAILED]\n");
3576             return FALSE;
3577
3578         /* Depth bound test. To query if the card supports it CheckDeviceFormat with the special
3579          * format MAKEFOURCC('N','V','D','B') is used.
3580          * It is enabled by setting D3DRS_ADAPTIVETESS_X render state to MAKEFOURCC('N','V','D','B') and
3581          * then controlled by setting D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax)
3582          * to test value.
3583          */
3584         case WINED3DFMT_NVDB:
3585             if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
3586             {
3587                 TRACE_(d3d_caps)("[OK]\n");
3588                 return TRUE;
3589             }
3590             TRACE_(d3d_caps)("[FAILED]\n");
3591             return FALSE;
3592
3593         case WINED3DFMT_NVHU:
3594         case WINED3DFMT_NVHS:
3595             /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3596              * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3597              * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3598              * ATI refused to support formats which can easily be emulated with pixel shaders, so
3599              * Applications have to deal with not having NVHS and NVHU.
3600              */
3601             TRACE_(d3d_caps)("[FAILED]\n");
3602             return FALSE;
3603
3604         case WINED3DFMT_NULL:
3605             if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3606                 return TRUE;
3607             return FALSE;
3608
3609         case WINED3DFMT_UNKNOWN:
3610             return FALSE;
3611
3612         default:
3613             ERR("Unhandled format %s.\n", debug_d3dformat(format->id));
3614             break;
3615     }
3616     return FALSE;
3617 }
3618
3619 static BOOL CheckSurfaceCapability(const struct wined3d_adapter *adapter,
3620         const struct wined3d_format *adapter_format,
3621         const struct wined3d_format *check_format,
3622         WINED3DSURFTYPE SurfaceType)
3623 {
3624     if (SurfaceType == SURFACE_GDI)
3625     {
3626         switch (check_format->id)
3627         {
3628             case WINED3DFMT_B8G8R8_UNORM:
3629             case WINED3DFMT_B8G8R8A8_UNORM:
3630             case WINED3DFMT_B8G8R8X8_UNORM:
3631             case WINED3DFMT_B5G6R5_UNORM:
3632             case WINED3DFMT_B5G5R5X1_UNORM:
3633             case WINED3DFMT_B5G5R5A1_UNORM:
3634             case WINED3DFMT_B4G4R4A4_UNORM:
3635             case WINED3DFMT_B2G3R3_UNORM:
3636             case WINED3DFMT_A8_UNORM:
3637             case WINED3DFMT_B2G3R3A8_UNORM:
3638             case WINED3DFMT_B4G4R4X4_UNORM:
3639             case WINED3DFMT_R10G10B10A2_UNORM:
3640             case WINED3DFMT_R8G8B8A8_UNORM:
3641             case WINED3DFMT_R8G8B8X8_UNORM:
3642             case WINED3DFMT_R16G16_UNORM:
3643             case WINED3DFMT_B10G10R10A2_UNORM:
3644             case WINED3DFMT_R16G16B16A16_UNORM:
3645             case WINED3DFMT_P8_UINT:
3646                 TRACE_(d3d_caps)("[OK]\n");
3647                 return TRUE;
3648             default:
3649                 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3650                 return FALSE;
3651         }
3652     }
3653
3654     /* All format that are supported for textures are supported for surfaces as well */
3655     if (CheckTextureCapability(adapter, check_format)) return TRUE;
3656     /* All depth stencil formats are supported on surfaces */
3657     if (CheckDepthStencilCapability(adapter, adapter_format, check_format)) return TRUE;
3658
3659     /* If opengl can't process the format natively, the blitter may be able to convert it */
3660     if (adapter->blitter->blit_supported(&adapter->gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
3661             NULL, WINED3DPOOL_DEFAULT, 0, check_format,
3662             NULL, WINED3DPOOL_DEFAULT, 0, adapter_format))
3663     {
3664         TRACE_(d3d_caps)("[OK]\n");
3665         return TRUE;
3666     }
3667
3668     /* Reject other formats */
3669     TRACE_(d3d_caps)("[FAILED]\n");
3670     return FALSE;
3671 }
3672
3673 static BOOL CheckVertexTextureCapability(const struct wined3d_adapter *adapter,
3674         const struct wined3d_format *format)
3675 {
3676     return adapter->gl_info.limits.vertex_samplers && (format->flags & WINED3DFMT_FLAG_VTF);
3677 }
3678
3679 HRESULT CDECL wined3d_check_device_format(const struct wined3d *wined3d, UINT adapter_idx,
3680         WINED3DDEVTYPE device_type, enum wined3d_format_id adapter_format_id, DWORD usage,
3681         WINED3DRESOURCETYPE resource_type, enum wined3d_format_id check_format_id, WINED3DSURFTYPE surface_type)
3682 {
3683     const struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
3684     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3685     const struct wined3d_format *adapter_format = wined3d_get_format(gl_info, adapter_format_id);
3686     const struct wined3d_format *format = wined3d_get_format(gl_info, check_format_id);
3687     DWORD usage_caps = 0;
3688
3689     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, adapter_format %s, usage %s, %s,\n"
3690             "resource_type %s, check_format %s, surface_type %#x.\n",
3691             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(adapter_format_id),
3692             debug_d3dusage(usage), debug_d3dusagequery(usage), debug_d3dresourcetype(resource_type),
3693             debug_d3dformat(check_format_id), surface_type);
3694
3695     if (adapter_idx >= wined3d->adapter_count)
3696         return WINED3DERR_INVALIDCALL;
3697
3698     switch (resource_type)
3699     {
3700         case WINED3DRTYPE_CUBETEXTURE:
3701             /* Cubetexture allows:
3702              *      - WINED3DUSAGE_AUTOGENMIPMAP
3703              *      - WINED3DUSAGE_DEPTHSTENCIL
3704              *      - WINED3DUSAGE_DYNAMIC
3705              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3706              *      - WINED3DUSAGE_RENDERTARGET
3707              *      - WINED3DUSAGE_SOFTWAREPROCESSING
3708              *      - WINED3DUSAGE_QUERY_WRAPANDMIP
3709              */
3710             if (surface_type != SURFACE_OPENGL)
3711             {
3712                 TRACE_(d3d_caps)("[FAILED]\n");
3713                 return WINED3DERR_NOTAVAILABLE;
3714             }
3715
3716             if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3717             {
3718                 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3719                 return WINED3DERR_NOTAVAILABLE;
3720             }
3721
3722             if (!CheckTextureCapability(adapter, format))
3723             {
3724                 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3725                 return WINED3DERR_NOTAVAILABLE;
3726             }
3727
3728             if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
3729             {
3730                 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3731                     /* When autogenmipmap isn't around continue and return
3732                      * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3733                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3734                 else
3735                     usage_caps |= WINED3DUSAGE_AUTOGENMIPMAP;
3736             }
3737
3738             /* Always report dynamic locking. */
3739             if (usage & WINED3DUSAGE_DYNAMIC)
3740                 usage_caps |= WINED3DUSAGE_DYNAMIC;
3741
3742             if (usage & WINED3DUSAGE_RENDERTARGET)
3743             {
3744                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3745                 {
3746                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3747                     return WINED3DERR_NOTAVAILABLE;
3748                 }
3749                 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3750             }
3751
3752             /* Always report software processing. */
3753             if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3754                 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3755
3756             if (usage & WINED3DUSAGE_QUERY_FILTER)
3757             {
3758                 if (!CheckFilterCapability(adapter, format))
3759                 {
3760                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3761                     return WINED3DERR_NOTAVAILABLE;
3762                 }
3763                 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
3764             }
3765
3766             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3767             {
3768                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3769                 {
3770                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3771                     return WINED3DERR_NOTAVAILABLE;
3772                 }
3773                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3774             }
3775
3776             if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
3777             {
3778                 if (!CheckSrgbReadCapability(adapter, format))
3779                 {
3780                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3781                     return WINED3DERR_NOTAVAILABLE;
3782                 }
3783                 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
3784             }
3785
3786             if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3787             {
3788                 if (!CheckSrgbWriteCapability(adapter, format))
3789                 {
3790                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3791                     return WINED3DERR_NOTAVAILABLE;
3792                 }
3793                 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3794             }
3795
3796             if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3797             {
3798                 if (!CheckVertexTextureCapability(adapter, format))
3799                 {
3800                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3801                     return WINED3DERR_NOTAVAILABLE;
3802                 }
3803                 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3804             }
3805
3806             if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3807             {
3808                 if (!CheckWrapAndMipCapability(adapter, format))
3809                 {
3810                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3811                     return WINED3DERR_NOTAVAILABLE;
3812                 }
3813                 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3814             }
3815             break;
3816
3817         case WINED3DRTYPE_SURFACE:
3818             /* Surface allows:
3819              *      - WINED3DUSAGE_DEPTHSTENCIL
3820              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3821              *      - WINED3DUSAGE_RENDERTARGET
3822              */
3823             if (!CheckSurfaceCapability(adapter, adapter_format, format, surface_type))
3824             {
3825                 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3826                 return WINED3DERR_NOTAVAILABLE;
3827             }
3828
3829             if (usage & WINED3DUSAGE_DEPTHSTENCIL)
3830             {
3831                 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3832                 {
3833                     TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3834                     return WINED3DERR_NOTAVAILABLE;
3835                 }
3836                 usage_caps |= WINED3DUSAGE_DEPTHSTENCIL;
3837             }
3838
3839             if (usage & WINED3DUSAGE_RENDERTARGET)
3840             {
3841                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3842                 {
3843                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3844                     return WINED3DERR_NOTAVAILABLE;
3845                 }
3846                 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3847             }
3848
3849             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3850             {
3851                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3852                 {
3853                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3854                     return WINED3DERR_NOTAVAILABLE;
3855                 }
3856                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3857             }
3858             break;
3859
3860         case WINED3DRTYPE_TEXTURE:
3861             /* Texture allows:
3862              *      - WINED3DUSAGE_AUTOGENMIPMAP
3863              *      - WINED3DUSAGE_DEPTHSTENCIL
3864              *      - WINED3DUSAGE_DMAP
3865              *      - WINED3DUSAGE_DYNAMIC
3866              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3867              *      - WINED3DUSAGE_RENDERTARGET
3868              *      - WINED3DUSAGE_SOFTWAREPROCESSING
3869              *      - WINED3DUSAGE_TEXTAPI (d3d9ex)
3870              *      - WINED3DUSAGE_QUERY_WRAPANDMIP
3871              */
3872             if (surface_type != SURFACE_OPENGL)
3873             {
3874                 TRACE_(d3d_caps)("[FAILED]\n");
3875                 return WINED3DERR_NOTAVAILABLE;
3876             }
3877
3878             if (!CheckTextureCapability(adapter, format))
3879             {
3880                 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3881                 return WINED3DERR_NOTAVAILABLE;
3882             }
3883
3884             if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
3885             {
3886                 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3887                     /* When autogenmipmap isn't around continue and return
3888                      * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3889                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3890                 else
3891                     usage_caps |= WINED3DUSAGE_AUTOGENMIPMAP;
3892             }
3893
3894             /* Always report dynamic locking. */
3895             if (usage & WINED3DUSAGE_DYNAMIC)
3896                 usage_caps |= WINED3DUSAGE_DYNAMIC;
3897
3898             if (usage & WINED3DUSAGE_RENDERTARGET)
3899             {
3900                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3901                 {
3902                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3903                     return WINED3DERR_NOTAVAILABLE;
3904                 }
3905                 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3906             }
3907
3908             /* Always report software processing. */
3909             if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3910                 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3911
3912             if (usage & WINED3DUSAGE_QUERY_FILTER)
3913             {
3914                 if (!CheckFilterCapability(adapter, format))
3915                 {
3916                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3917                     return WINED3DERR_NOTAVAILABLE;
3918                 }
3919                 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
3920             }
3921
3922             if (usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
3923             {
3924                 if (!CheckBumpMapCapability(adapter, format))
3925                 {
3926                     TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3927                     return WINED3DERR_NOTAVAILABLE;
3928                 }
3929                 usage_caps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3930             }
3931
3932             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3933             {
3934                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3935                 {
3936                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3937                     return WINED3DERR_NOTAVAILABLE;
3938                 }
3939                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3940             }
3941
3942             if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
3943             {
3944                 if (!CheckSrgbReadCapability(adapter, format))
3945                 {
3946                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3947                     return WINED3DERR_NOTAVAILABLE;
3948                 }
3949                 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
3950             }
3951
3952             if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3953             {
3954                 if (!CheckSrgbWriteCapability(adapter, format))
3955                 {
3956                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3957                     return WINED3DERR_NOTAVAILABLE;
3958                 }
3959                 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3960             }
3961
3962             if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3963             {
3964                 if (!CheckVertexTextureCapability(adapter, format))
3965                 {
3966                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3967                     return WINED3DERR_NOTAVAILABLE;
3968                 }
3969                 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3970             }
3971
3972             if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3973             {
3974                 if (!CheckWrapAndMipCapability(adapter, format))
3975                 {
3976                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3977                     return WINED3DERR_NOTAVAILABLE;
3978                 }
3979                 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3980             }
3981
3982             if (usage & WINED3DUSAGE_DEPTHSTENCIL)
3983             {
3984                 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3985                 {
3986                     TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
3987                     return WINED3DERR_NOTAVAILABLE;
3988                 }
3989                 if ((format->flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
3990                 {
3991                     TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
3992                     return WINED3DERR_NOTAVAILABLE;
3993                 }
3994                 usage_caps |= WINED3DUSAGE_DEPTHSTENCIL;
3995             }
3996             break;
3997
3998         case WINED3DRTYPE_VOLUMETEXTURE:
3999         case WINED3DRTYPE_VOLUME:
4000             /* Volume is to VolumeTexture what Surface is to Texture, but its
4001              * usage caps are not documented. Most driver seem to offer
4002              * (nearly) the same on Volume and VolumeTexture, so do that too.
4003              *
4004              * Volumetexture allows:
4005              *      - D3DUSAGE_DYNAMIC
4006              *      - D3DUSAGE_NONSECURE (d3d9ex)
4007              *      - D3DUSAGE_SOFTWAREPROCESSING
4008              *      - D3DUSAGE_QUERY_WRAPANDMIP
4009              */
4010             if (surface_type != SURFACE_OPENGL)
4011             {
4012                 TRACE_(d3d_caps)("[FAILED]\n");
4013                 return WINED3DERR_NOTAVAILABLE;
4014             }
4015
4016             if (!gl_info->supported[EXT_TEXTURE3D])
4017             {
4018                 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
4019                 return WINED3DERR_NOTAVAILABLE;
4020             }
4021
4022             if (!CheckTextureCapability(adapter, format))
4023             {
4024                 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
4025                 return WINED3DERR_NOTAVAILABLE;
4026             }
4027
4028             /* Filter formats that need conversion; For one part, this
4029              * conversion is unimplemented, and volume textures are huge, so
4030              * it would be a big performance hit. Unless we hit an application
4031              * needing one of those formats, don't advertize them to avoid
4032              * leading applications into temptation. The windows drivers don't
4033              * support most of those formats on volumes anyway, except for
4034              * WINED3DFMT_R32_FLOAT. */
4035             switch (check_format_id)
4036             {
4037                 case WINED3DFMT_P8_UINT:
4038                 case WINED3DFMT_L4A4_UNORM:
4039                 case WINED3DFMT_R32_FLOAT:
4040                 case WINED3DFMT_R16_FLOAT:
4041                 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
4042                 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
4043                 case WINED3DFMT_R16G16_UNORM:
4044                     TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4045                     return WINED3DERR_NOTAVAILABLE;
4046
4047                 case WINED3DFMT_R8G8B8A8_SNORM:
4048                 case WINED3DFMT_R16G16_SNORM:
4049                     if (!gl_info->supported[NV_TEXTURE_SHADER])
4050                     {
4051                         TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4052                         return WINED3DERR_NOTAVAILABLE;
4053                     }
4054                     break;
4055
4056                 case WINED3DFMT_R8G8_SNORM:
4057                     if (!gl_info->supported[NV_TEXTURE_SHADER])
4058                     {
4059                         TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4060                         return WINED3DERR_NOTAVAILABLE;
4061                     }
4062                     break;
4063
4064                 case WINED3DFMT_DXT1:
4065                 case WINED3DFMT_DXT2:
4066                 case WINED3DFMT_DXT3:
4067                 case WINED3DFMT_DXT4:
4068                 case WINED3DFMT_DXT5:
4069                     /* The GL_EXT_texture_compression_s3tc spec requires that
4070                      * loading an s3tc compressed texture results in an error.
4071                      * While the D3D refrast does support s3tc volumes, at
4072                      * least the nvidia windows driver does not, so we're free
4073                      * not to support this format. */
4074                     TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4075                     return WINED3DERR_NOTAVAILABLE;
4076
4077                 default:
4078                     /* Do nothing, continue with checking the format below */
4079                     break;
4080             }
4081
4082             /* Always report dynamic locking. */
4083             if (usage & WINED3DUSAGE_DYNAMIC)
4084                 usage_caps |= WINED3DUSAGE_DYNAMIC;
4085
4086             /* Always report software processing. */
4087             if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4088                 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4089
4090             if (usage & WINED3DUSAGE_QUERY_FILTER)
4091             {
4092                 if (!CheckFilterCapability(adapter, format))
4093                 {
4094                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
4095                     return WINED3DERR_NOTAVAILABLE;
4096                 }
4097                 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
4098             }
4099
4100             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
4101             {
4102                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
4103                 {
4104                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4105                     return WINED3DERR_NOTAVAILABLE;
4106                 }
4107                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4108             }
4109
4110             if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
4111             {
4112                 if (!CheckSrgbReadCapability(adapter, format))
4113                 {
4114                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4115                     return WINED3DERR_NOTAVAILABLE;
4116                 }
4117                 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
4118             }
4119
4120             if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4121             {
4122                 if (!CheckSrgbWriteCapability(adapter, format))
4123                 {
4124                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4125                     return WINED3DERR_NOTAVAILABLE;
4126                 }
4127                 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4128             }
4129
4130             if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4131             {
4132                 if (!CheckVertexTextureCapability(adapter, format))
4133                 {
4134                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4135                     return WINED3DERR_NOTAVAILABLE;
4136                 }
4137                 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4138             }
4139
4140             if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4141             {
4142                 if (!CheckWrapAndMipCapability(adapter, format))
4143                 {
4144                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4145                     return WINED3DERR_NOTAVAILABLE;
4146                 }
4147                 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4148             }
4149             break;
4150
4151         default:
4152             FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(resource_type));
4153             return WINED3DERR_NOTAVAILABLE;
4154     }
4155
4156     /* When the usage_caps exactly matches usage return WINED3D_OK except for
4157      * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4158      * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4159     if (usage_caps == usage)
4160         return WINED3D_OK;
4161     if (usage_caps == (usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4162         return WINED3DOK_NOAUTOGEN;
4163
4164     TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for format %s and resource_type %s but only %#x is available.\n",
4165             usage, debug_d3dformat(check_format_id), debug_d3dresourcetype(resource_type), usage_caps);
4166
4167     return WINED3DERR_NOTAVAILABLE;
4168 }
4169
4170 HRESULT CDECL wined3d_check_device_format_conversion(const struct wined3d *wined3d, UINT adapter_idx,
4171         WINED3DDEVTYPE device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format)
4172 {
4173     FIXME("wined3d %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4174             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4175             debug_d3dformat(dst_format));
4176
4177     return WINED3D_OK;
4178 }
4179
4180 HRESULT CDECL wined3d_check_device_type(const struct wined3d *wined3d, UINT adapter_idx, WINED3DDEVTYPE device_type,
4181         enum wined3d_format_id display_format, enum wined3d_format_id backbuffer_format, BOOL windowed)
4182 {
4183     UINT mode_count;
4184     HRESULT hr;
4185
4186     TRACE("wined3d %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
4187             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(display_format),
4188             debug_d3dformat(backbuffer_format), windowed);
4189
4190     if (adapter_idx >= wined3d->adapter_count)
4191         return WINED3DERR_INVALIDCALL;
4192
4193     /* The task of this function is to check whether a certain display / backbuffer format
4194      * combination is available on the given adapter. In fullscreen mode microsoft specified
4195      * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
4196      * and display format should match exactly.
4197      * In windowed mode format conversion can occur and this depends on the driver. When format
4198      * conversion is done, this function should nevertheless fail and applications need to use
4199      * CheckDeviceFormatConversion.
4200      * At the moment we assume that fullscreen and windowed have the same capabilities. */
4201
4202     /* There are only 4 display formats. */
4203     if (!(display_format == WINED3DFMT_B5G6R5_UNORM
4204             || display_format == WINED3DFMT_B5G5R5X1_UNORM
4205             || display_format == WINED3DFMT_B8G8R8X8_UNORM
4206             || display_format == WINED3DFMT_B10G10R10A2_UNORM))
4207     {
4208         TRACE_(d3d_caps)("Format %s is not supported as display format.\n", debug_d3dformat(display_format));
4209         return WINED3DERR_NOTAVAILABLE;
4210     }
4211
4212     /* If the requested display format is not available, don't continue. */
4213     mode_count = wined3d_get_adapter_mode_count(wined3d, adapter_idx, display_format);
4214     if (!mode_count)
4215     {
4216         TRACE_(d3d_caps)("No available modes for display format %s.\n", debug_d3dformat(display_format));
4217         return WINED3DERR_NOTAVAILABLE;
4218     }
4219
4220     /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbuffer format,
4221      * it means 'reuse' the display format for the backbuffer. */
4222     if (!windowed && backbuffer_format == WINED3DFMT_UNKNOWN)
4223     {
4224         TRACE_(d3d_caps)("backbuffer_format WINED3FMT_UNKNOWN only available in windowed mode.\n");
4225         return WINED3DERR_NOTAVAILABLE;
4226     }
4227
4228     /* In FULLSCREEN mode WINED3DFMT_B5G6R5_UNORM can only be mixed with
4229      * backbuffer format WINED3DFMT_B5G6R5_UNORM. */
4230     if (display_format == WINED3DFMT_B5G6R5_UNORM && backbuffer_format != WINED3DFMT_B5G6R5_UNORM)
4231     {
4232         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4233                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4234         return WINED3DERR_NOTAVAILABLE;
4235     }
4236
4237     /* In FULLSCREEN mode WINED3DFMT_B5G5R5X1_UNORM can only be mixed with
4238      * backbuffer formats WINED3DFMT_B5G5R5X1_UNORM and
4239      * WINED3DFMT_B5G5R5A1_UNORM. */
4240     if (display_format == WINED3DFMT_B5G5R5X1_UNORM
4241             && !(backbuffer_format == WINED3DFMT_B5G5R5X1_UNORM || backbuffer_format == WINED3DFMT_B5G5R5A1_UNORM))
4242     {
4243         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4244                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4245         return WINED3DERR_NOTAVAILABLE;
4246     }
4247
4248     /* In FULLSCREEN mode WINED3DFMT_B8G8R8X8_UNORM can only be mixed with
4249      * backbuffer formats WINED3DFMT_B8G8R8X8_UNORM and
4250      * WINED3DFMT_B8G8R8A8_UNORM. */
4251     if (display_format == WINED3DFMT_B8G8R8X8_UNORM
4252             && !(backbuffer_format == WINED3DFMT_B8G8R8X8_UNORM || backbuffer_format == WINED3DFMT_B8G8R8A8_UNORM))
4253     {
4254         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4255                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4256         return WINED3DERR_NOTAVAILABLE;
4257     }
4258
4259     /* WINED3DFMT_B10G10R10A2_UNORM is only allowed in fullscreen mode and it
4260      * can only be mixed with backbuffer format WINED3DFMT_B10G10R10A2_UNORM. */
4261     if (display_format == WINED3DFMT_B10G10R10A2_UNORM
4262             && (backbuffer_format != WINED3DFMT_B10G10R10A2_UNORM || windowed))
4263     {
4264         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4265                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4266         return WINED3DERR_NOTAVAILABLE;
4267     }
4268
4269     /* Use CheckDeviceFormat to see if the backbuffer_format is usable with the given display_format */
4270     hr = wined3d_check_device_format(wined3d, adapter_idx, device_type, display_format,
4271             WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, backbuffer_format, SURFACE_OPENGL);
4272     if (FAILED(hr))
4273         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4274                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4275
4276     return hr;
4277 }
4278
4279 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4280       subset of a D3DCAPS9 structure. However, it has to come via a void *
4281       as the d3d8 interface cannot import the d3d9 header                  */
4282 HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapter_idx,
4283         WINED3DDEVTYPE device_type, WINED3DCAPS *caps)
4284 {
4285     const struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
4286     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4287     int vs_selected_mode;
4288     int ps_selected_mode;
4289     struct shader_caps shader_caps;
4290     struct fragment_caps fragment_caps;
4291     DWORD ckey_caps, blit_caps, fx_caps, pal_caps;
4292
4293     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, caps %p.\n",
4294             wined3d, adapter_idx, debug_d3ddevicetype(device_type), caps);
4295
4296     if (adapter_idx >= wined3d->adapter_count)
4297         return WINED3DERR_INVALIDCALL;
4298
4299     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4300
4301     /* ------------------------------------------------
4302        The following fields apply to both d3d8 and d3d9
4303        ------------------------------------------------ */
4304     /* Not quite true, but use h/w supported by opengl I suppose */
4305     caps->DeviceType               = (device_type == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF;
4306     caps->AdapterOrdinal           = adapter_idx;
4307
4308     caps->Caps                     = 0;
4309     caps->Caps2                    = WINED3DCAPS2_CANRENDERWINDOWED |
4310                                      WINED3DCAPS2_FULLSCREENGAMMA |
4311                                      WINED3DCAPS2_DYNAMICTEXTURES;
4312     if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4313         caps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4314
4315     caps->Caps3                    = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4316                                      WINED3DCAPS3_COPY_TO_VIDMEM                   |
4317                                      WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4318
4319     caps->PresentationIntervals    = WINED3DPRESENT_INTERVAL_IMMEDIATE  |
4320                                      WINED3DPRESENT_INTERVAL_ONE;
4321
4322     caps->CursorCaps               = WINED3DCURSORCAPS_COLOR            |
4323                                      WINED3DCURSORCAPS_LOWRES;
4324
4325     caps->DevCaps                  = WINED3DDEVCAPS_FLOATTLVERTEX       |
4326                                      WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4327                                      WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4328                                      WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4329                                      WINED3DDEVCAPS_DRAWPRIMTLVERTEX    |
4330                                      WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4331                                      WINED3DDEVCAPS_EXECUTEVIDEOMEMORY  |
4332                                      WINED3DDEVCAPS_PUREDEVICE          |
4333                                      WINED3DDEVCAPS_HWRASTERIZATION     |
4334                                      WINED3DDEVCAPS_TEXTUREVIDEOMEMORY  |
4335                                      WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4336                                      WINED3DDEVCAPS_CANRENDERAFTERFLIP  |
4337                                      WINED3DDEVCAPS_DRAWPRIMITIVES2     |
4338                                      WINED3DDEVCAPS_DRAWPRIMITIVES2EX   |
4339                                      WINED3DDEVCAPS_RTPATCHES;
4340
4341     caps->PrimitiveMiscCaps        = WINED3DPMISCCAPS_CULLNONE              |
4342                                      WINED3DPMISCCAPS_CULLCCW               |
4343                                      WINED3DPMISCCAPS_CULLCW                |
4344                                      WINED3DPMISCCAPS_COLORWRITEENABLE      |
4345                                      WINED3DPMISCCAPS_CLIPTLVERTS           |
4346                                      WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4347                                      WINED3DPMISCCAPS_MASKZ                 |
4348                                      WINED3DPMISCCAPS_BLENDOP               |
4349                                      WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4350                                     /* TODO:
4351                                         WINED3DPMISCCAPS_NULLREFERENCE
4352                                         WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4353                                         WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4354                                         WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4355
4356     if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4357         caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4358     if (gl_info->supported[EXT_DRAW_BUFFERS2])
4359         caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4360
4361     caps->RasterCaps               = WINED3DPRASTERCAPS_DITHER    |
4362                                      WINED3DPRASTERCAPS_PAT       |
4363                                      WINED3DPRASTERCAPS_WFOG      |
4364                                      WINED3DPRASTERCAPS_ZFOG      |
4365                                      WINED3DPRASTERCAPS_FOGVERTEX |
4366                                      WINED3DPRASTERCAPS_FOGTABLE  |
4367                                      WINED3DPRASTERCAPS_STIPPLE   |
4368                                      WINED3DPRASTERCAPS_SUBPIXEL  |
4369                                      WINED3DPRASTERCAPS_ZTEST     |
4370                                      WINED3DPRASTERCAPS_SCISSORTEST   |
4371                                      WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4372                                      WINED3DPRASTERCAPS_DEPTHBIAS;
4373
4374     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4375     {
4376         caps->RasterCaps  |= WINED3DPRASTERCAPS_ANISOTROPY    |
4377                              WINED3DPRASTERCAPS_ZBIAS         |
4378                              WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4379     }
4380     if (gl_info->supported[NV_FOG_DISTANCE])
4381     {
4382         caps->RasterCaps          |= WINED3DPRASTERCAPS_FOGRANGE;
4383     }
4384                         /* FIXME Add:
4385                            WINED3DPRASTERCAPS_COLORPERSPECTIVE
4386                            WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4387                            WINED3DPRASTERCAPS_ANTIALIASEDGES
4388                            WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4389                            WINED3DPRASTERCAPS_WBUFFER */
4390
4391     caps->ZCmpCaps =  WINED3DPCMPCAPS_ALWAYS       |
4392                       WINED3DPCMPCAPS_EQUAL        |
4393                       WINED3DPCMPCAPS_GREATER      |
4394                       WINED3DPCMPCAPS_GREATEREQUAL |
4395                       WINED3DPCMPCAPS_LESS         |
4396                       WINED3DPCMPCAPS_LESSEQUAL    |
4397                       WINED3DPCMPCAPS_NEVER        |
4398                       WINED3DPCMPCAPS_NOTEQUAL;
4399
4400     caps->SrcBlendCaps  =  WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4401                            WINED3DPBLENDCAPS_BOTHSRCALPHA    |
4402                            WINED3DPBLENDCAPS_DESTALPHA       |
4403                            WINED3DPBLENDCAPS_DESTCOLOR       |
4404                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4405                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4406                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4407                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4408                            WINED3DPBLENDCAPS_ONE             |
4409                            WINED3DPBLENDCAPS_SRCALPHA        |
4410                            WINED3DPBLENDCAPS_SRCALPHASAT     |
4411                            WINED3DPBLENDCAPS_SRCCOLOR        |
4412                            WINED3DPBLENDCAPS_ZERO;
4413
4414     caps->DestBlendCaps =  WINED3DPBLENDCAPS_DESTALPHA       |
4415                            WINED3DPBLENDCAPS_DESTCOLOR       |
4416                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4417                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4418                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4419                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4420                            WINED3DPBLENDCAPS_ONE             |
4421                            WINED3DPBLENDCAPS_SRCALPHA        |
4422                            WINED3DPBLENDCAPS_SRCCOLOR        |
4423                            WINED3DPBLENDCAPS_ZERO;
4424     /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4425      * according to the glBlendFunc manpage
4426      *
4427      * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4428      * legacy settings for srcblend only
4429      */
4430
4431     if (gl_info->supported[EXT_BLEND_COLOR])
4432     {
4433         caps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4434         caps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4435     }
4436
4437
4438     caps->AlphaCmpCaps  = WINED3DPCMPCAPS_ALWAYS       |
4439                           WINED3DPCMPCAPS_EQUAL        |
4440                           WINED3DPCMPCAPS_GREATER      |
4441                           WINED3DPCMPCAPS_GREATEREQUAL |
4442                           WINED3DPCMPCAPS_LESS         |
4443                           WINED3DPCMPCAPS_LESSEQUAL    |
4444                           WINED3DPCMPCAPS_NEVER        |
4445                           WINED3DPCMPCAPS_NOTEQUAL;
4446
4447     caps->ShadeCaps      = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4448                            WINED3DPSHADECAPS_COLORGOURAUDRGB    |
4449                            WINED3DPSHADECAPS_ALPHAFLATBLEND     |
4450                            WINED3DPSHADECAPS_ALPHAGOURAUDBLEND  |
4451                            WINED3DPSHADECAPS_COLORFLATRGB       |
4452                            WINED3DPSHADECAPS_FOGFLAT            |
4453                            WINED3DPSHADECAPS_FOGGOURAUD         |
4454                            WINED3DPSHADECAPS_SPECULARFLATRGB;
4455
4456     caps->TextureCaps   = WINED3DPTEXTURECAPS_ALPHA              |
4457                           WINED3DPTEXTURECAPS_ALPHAPALETTE       |
4458                           WINED3DPTEXTURECAPS_TRANSPARENCY       |
4459                           WINED3DPTEXTURECAPS_BORDER             |
4460                           WINED3DPTEXTURECAPS_MIPMAP             |
4461                           WINED3DPTEXTURECAPS_PROJECTED          |
4462                           WINED3DPTEXTURECAPS_PERSPECTIVE;
4463
4464     if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4465     {
4466         caps->TextureCaps  |= WINED3DPTEXTURECAPS_POW2 |
4467                               WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4468     }
4469
4470     if (gl_info->supported[EXT_TEXTURE3D])
4471     {
4472         caps->TextureCaps  |=  WINED3DPTEXTURECAPS_VOLUMEMAP      |
4473                                WINED3DPTEXTURECAPS_MIPVOLUMEMAP;
4474         if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4475         {
4476             caps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4477         }
4478     }
4479
4480     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4481     {
4482         caps->TextureCaps  |= WINED3DPTEXTURECAPS_CUBEMAP     |
4483                               WINED3DPTEXTURECAPS_MIPCUBEMAP;
4484         if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4485         {
4486             caps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4487         }
4488     }
4489
4490     caps->TextureFilterCaps =  WINED3DPTFILTERCAPS_MAGFLINEAR       |
4491                                WINED3DPTFILTERCAPS_MAGFPOINT        |
4492                                WINED3DPTFILTERCAPS_MINFLINEAR       |
4493                                WINED3DPTFILTERCAPS_MINFPOINT        |
4494                                WINED3DPTFILTERCAPS_MIPFLINEAR       |
4495                                WINED3DPTFILTERCAPS_MIPFPOINT        |
4496                                WINED3DPTFILTERCAPS_LINEAR           |
4497                                WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4498                                WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4499                                WINED3DPTFILTERCAPS_MIPLINEAR        |
4500                                WINED3DPTFILTERCAPS_MIPNEAREST       |
4501                                WINED3DPTFILTERCAPS_NEAREST;
4502
4503     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4504     {
4505         caps->TextureFilterCaps  |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4506                                     WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4507     }
4508
4509     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4510     {
4511         caps->CubeTextureFilterCaps =  WINED3DPTFILTERCAPS_MAGFLINEAR       |
4512                                        WINED3DPTFILTERCAPS_MAGFPOINT        |
4513                                        WINED3DPTFILTERCAPS_MINFLINEAR       |
4514                                        WINED3DPTFILTERCAPS_MINFPOINT        |
4515                                        WINED3DPTFILTERCAPS_MIPFLINEAR       |
4516                                        WINED3DPTFILTERCAPS_MIPFPOINT        |
4517                                        WINED3DPTFILTERCAPS_LINEAR           |
4518                                        WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4519                                        WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4520                                        WINED3DPTFILTERCAPS_MIPLINEAR        |
4521                                        WINED3DPTFILTERCAPS_MIPNEAREST       |
4522                                        WINED3DPTFILTERCAPS_NEAREST;
4523
4524         if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4525         {
4526             caps->CubeTextureFilterCaps  |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4527                                             WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4528         }
4529     }
4530     else
4531     {
4532         caps->CubeTextureFilterCaps = 0;
4533     }
4534
4535     if (gl_info->supported[EXT_TEXTURE3D])
4536     {
4537         caps->VolumeTextureFilterCaps  = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4538                                          WINED3DPTFILTERCAPS_MAGFPOINT        |
4539                                          WINED3DPTFILTERCAPS_MINFLINEAR       |
4540                                          WINED3DPTFILTERCAPS_MINFPOINT        |
4541                                          WINED3DPTFILTERCAPS_MIPFLINEAR       |
4542                                          WINED3DPTFILTERCAPS_MIPFPOINT        |
4543                                          WINED3DPTFILTERCAPS_LINEAR           |
4544                                          WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4545                                          WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4546                                          WINED3DPTFILTERCAPS_MIPLINEAR        |
4547                                          WINED3DPTFILTERCAPS_MIPNEAREST       |
4548                                          WINED3DPTFILTERCAPS_NEAREST;
4549     }
4550     else
4551     {
4552         caps->VolumeTextureFilterCaps = 0;
4553     }
4554
4555     caps->TextureAddressCaps  =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4556                                  WINED3DPTADDRESSCAPS_CLAMP  |
4557                                  WINED3DPTADDRESSCAPS_WRAP;
4558
4559     if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4560     {
4561         caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4562     }
4563     if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4564     {
4565         caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4566     }
4567     if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4568     {
4569         caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4570     }
4571
4572     if (gl_info->supported[EXT_TEXTURE3D])
4573     {
4574         caps->VolumeTextureAddressCaps =   WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4575                                            WINED3DPTADDRESSCAPS_CLAMP  |
4576                                            WINED3DPTADDRESSCAPS_WRAP;
4577         if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4578         {
4579             caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4580         }
4581         if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4582         {
4583             caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4584         }
4585         if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4586         {
4587             caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4588         }
4589     }
4590     else
4591     {
4592         caps->VolumeTextureAddressCaps = 0;
4593     }
4594
4595     caps->LineCaps  = WINED3DLINECAPS_TEXTURE       |
4596                       WINED3DLINECAPS_ZTEST         |
4597                       WINED3DLINECAPS_BLEND         |
4598                       WINED3DLINECAPS_ALPHACMP      |
4599                       WINED3DLINECAPS_FOG;
4600     /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4601      * idea how generating the smoothing alpha values works; the result is different
4602      */
4603
4604     caps->MaxTextureWidth = gl_info->limits.texture_size;
4605     caps->MaxTextureHeight = gl_info->limits.texture_size;
4606
4607     if (gl_info->supported[EXT_TEXTURE3D])
4608         caps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4609     else
4610         caps->MaxVolumeExtent = 0;
4611
4612     caps->MaxTextureRepeat = 32768;
4613     caps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4614     caps->MaxVertexW = 1.0f;
4615
4616     caps->GuardBandLeft = 0.0f;
4617     caps->GuardBandTop = 0.0f;
4618     caps->GuardBandRight = 0.0f;
4619     caps->GuardBandBottom = 0.0f;
4620
4621     caps->ExtentsAdjust = 0.0f;
4622
4623     caps->StencilCaps   = WINED3DSTENCILCAPS_DECRSAT |
4624                           WINED3DSTENCILCAPS_INCRSAT |
4625                           WINED3DSTENCILCAPS_INVERT  |
4626                           WINED3DSTENCILCAPS_KEEP    |
4627                           WINED3DSTENCILCAPS_REPLACE |
4628                           WINED3DSTENCILCAPS_ZERO;
4629     if (gl_info->supported[EXT_STENCIL_WRAP])
4630     {
4631         caps->StencilCaps |= WINED3DSTENCILCAPS_DECR  |
4632                               WINED3DSTENCILCAPS_INCR;
4633     }
4634     if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4635     {
4636         caps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4637     }
4638
4639     caps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4640
4641     caps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4642     caps->MaxActiveLights = gl_info->limits.lights;
4643
4644     caps->MaxVertexBlendMatrices = gl_info->limits.blends;
4645     caps->MaxVertexBlendMatrixIndex   = 0;
4646
4647     caps->MaxAnisotropy = gl_info->limits.anisotropy;
4648     caps->MaxPointSize = gl_info->limits.pointsize_max;
4649
4650
4651     /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4652     caps->VertexProcessingCaps  = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4653                                   WINED3DVTXPCAPS_MATERIALSOURCE7   |
4654                                   WINED3DVTXPCAPS_POSITIONALLIGHTS  |
4655                                   WINED3DVTXPCAPS_LOCALVIEWER       |
4656                                   WINED3DVTXPCAPS_VERTEXFOG         |
4657                                   WINED3DVTXPCAPS_TEXGEN;
4658
4659     caps->MaxPrimitiveCount   = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4660     caps->MaxVertexIndex      = 0xFFFFF;
4661     caps->MaxStreams          = MAX_STREAMS;
4662     caps->MaxStreamStride     = 1024;
4663
4664     /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4665     caps->DevCaps2                          = WINED3DDEVCAPS2_STREAMOFFSET |
4666                                               WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4667     caps->MaxNpatchTessellationLevel        = 0;
4668     caps->MasterAdapterOrdinal              = 0;
4669     caps->AdapterOrdinalInGroup             = 0;
4670     caps->NumberOfAdaptersInGroup           = 1;
4671
4672     caps->NumSimultaneousRTs = gl_info->limits.buffers;
4673
4674     caps->StretchRectFilterCaps               = WINED3DPTFILTERCAPS_MINFPOINT  |
4675                                                 WINED3DPTFILTERCAPS_MAGFPOINT  |
4676                                                 WINED3DPTFILTERCAPS_MINFLINEAR |
4677                                                 WINED3DPTFILTERCAPS_MAGFLINEAR;
4678     caps->VertexTextureFilterCaps             = 0;
4679
4680     adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4681     adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4682
4683     /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4684     caps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4685
4686     /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4687      * Ignore shader model capabilities if disabled in config
4688      */
4689     if (vs_selected_mode == SHADER_NONE)
4690     {
4691         TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4692         caps->VertexShaderVersion          = WINED3DVS_VERSION(0,0);
4693         caps->MaxVertexShaderConst         = 0;
4694     }
4695     else
4696     {
4697         caps->VertexShaderVersion          = shader_caps.VertexShaderVersion;
4698         caps->MaxVertexShaderConst         = shader_caps.MaxVertexShaderConst;
4699     }
4700
4701     if (ps_selected_mode == SHADER_NONE)
4702     {
4703         TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4704         caps->PixelShaderVersion           = WINED3DPS_VERSION(0,0);
4705         caps->PixelShader1xMaxValue        = 0.0f;
4706     } else {
4707         caps->PixelShaderVersion           = shader_caps.PixelShaderVersion;
4708         caps->PixelShader1xMaxValue        = shader_caps.PixelShader1xMaxValue;
4709     }
4710
4711     caps->TextureOpCaps                    = fragment_caps.TextureOpCaps;
4712     caps->MaxTextureBlendStages            = fragment_caps.MaxTextureBlendStages;
4713     caps->MaxSimultaneousTextures          = fragment_caps.MaxSimultaneousTextures;
4714
4715     /* The following caps are shader specific, but they are things we cannot detect, or which
4716      * are the same among all shader models. So to avoid code duplication set the shader version
4717      * specific, but otherwise constant caps here
4718      */
4719     if (caps->VertexShaderVersion == WINED3DVS_VERSION(3,0))
4720     {
4721         /* Where possible set the caps based on OpenGL extensions and if they
4722          * aren't set (in case of software rendering) use the VS 3.0 from
4723          * MSDN or else if there's OpenGL spec use a hardcoded value minimum
4724          * VS3.0 value. */
4725         caps->VS20Caps.Caps                     = WINED3DVS20CAPS_PREDICATION;
4726         /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4727         caps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH;
4728         caps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4729         /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4730         caps->VS20Caps.StaticFlowControlDepth   = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH;
4731
4732         caps->MaxVShaderInstructionsExecuted    = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4733         caps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4734     }
4735     else if (caps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4736     {
4737         caps->VS20Caps.Caps                     = 0;
4738         caps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4739         caps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4740         caps->VS20Caps.StaticFlowControlDepth   = 1;
4741
4742         caps->MaxVShaderInstructionsExecuted    = 65535;
4743         caps->MaxVertexShader30InstructionSlots = 0;
4744     }
4745     else
4746     { /* VS 1.x */
4747         caps->VS20Caps.Caps                     = 0;
4748         caps->VS20Caps.DynamicFlowControlDepth  = 0;
4749         caps->VS20Caps.NumTemps                 = 0;
4750         caps->VS20Caps.StaticFlowControlDepth   = 0;
4751
4752         caps->MaxVShaderInstructionsExecuted    = 0;
4753         caps->MaxVertexShader30InstructionSlots = 0;
4754     }
4755
4756     if (caps->PixelShaderVersion == WINED3DPS_VERSION(3,0))
4757     {
4758         /* Where possible set the caps based on OpenGL extensions and if they
4759          * aren't set (in case of software rendering) use the PS 3.0 from
4760          * MSDN or else if there's OpenGL spec use a hardcoded value minimum
4761          * PS 3.0 value. */
4762
4763         /* Caps is more or less undocumented on MSDN but it appears to be
4764          * used for PS20Caps based on results from R9600/FX5900/Geforce6800
4765          * cards from Windows */
4766         caps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4767                 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4768                 WINED3DPS20CAPS_PREDICATION          |
4769                 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4770                 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4771         /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4772         caps->PS20Caps.DynamicFlowControlDepth  = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH;
4773         caps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4774         /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4775         caps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH;
4776         /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4777         caps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS;
4778
4779         caps->MaxPShaderInstructionsExecuted = 65535;
4780         caps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4781                 adapter->gl_info.limits.arb_ps_instructions);
4782     }
4783     else if(caps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4784     {
4785         /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4786         caps->PS20Caps.Caps                     = 0;
4787         caps->PS20Caps.DynamicFlowControlDepth  = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4788         caps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4789         caps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4790         /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4791         caps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS;
4792
4793         caps->MaxPShaderInstructionsExecuted    = 512; /* Minimum value, a GeforceFX uses 1024 */
4794         caps->MaxPixelShader30InstructionSlots  = 0;
4795     }
4796     else /* PS 1.x */
4797     {
4798         caps->PS20Caps.Caps                     = 0;
4799         caps->PS20Caps.DynamicFlowControlDepth  = 0;
4800         caps->PS20Caps.NumTemps                 = 0;
4801         caps->PS20Caps.StaticFlowControlDepth   = 0;
4802         caps->PS20Caps.NumInstructionSlots      = 0;
4803
4804         caps->MaxPShaderInstructionsExecuted    = 0;
4805         caps->MaxPixelShader30InstructionSlots  = 0;
4806     }
4807
4808     if (caps->VertexShaderVersion >= WINED3DVS_VERSION(2,0))
4809     {
4810         /* OpenGL supports all the formats below, perhaps not always
4811          * without conversion, but it supports them.
4812          * Further GLSL doesn't seem to have an official unsigned type so
4813          * don't advertise it yet as I'm not sure how we handle it.
4814          * We might need to add some clamping in the shader engine to
4815          * support it.
4816          * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4817         caps->DeclTypes = WINED3DDTCAPS_UBYTE4    |
4818                           WINED3DDTCAPS_UBYTE4N   |
4819                           WINED3DDTCAPS_SHORT2N   |
4820                           WINED3DDTCAPS_SHORT4N;
4821         if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4822         {
4823             caps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4824                                WINED3DDTCAPS_FLOAT16_4;
4825         }
4826     }
4827     else
4828     {
4829         caps->DeclTypes = 0;
4830     }
4831
4832     /* Set DirectDraw helper Caps */
4833     ckey_caps =                         WINEDDCKEYCAPS_DESTBLT              |
4834                                         WINEDDCKEYCAPS_SRCBLT;
4835     fx_caps =                           WINEDDFXCAPS_BLTALPHA               |
4836                                         WINEDDFXCAPS_BLTMIRRORLEFTRIGHT     |
4837                                         WINEDDFXCAPS_BLTMIRRORUPDOWN        |
4838                                         WINEDDFXCAPS_BLTROTATION90          |
4839                                         WINEDDFXCAPS_BLTSHRINKX             |
4840                                         WINEDDFXCAPS_BLTSHRINKXN            |
4841                                         WINEDDFXCAPS_BLTSHRINKY             |
4842                                         WINEDDFXCAPS_BLTSHRINKXN            |
4843                                         WINEDDFXCAPS_BLTSTRETCHX            |
4844                                         WINEDDFXCAPS_BLTSTRETCHXN           |
4845                                         WINEDDFXCAPS_BLTSTRETCHY            |
4846                                         WINEDDFXCAPS_BLTSTRETCHYN;
4847     blit_caps =                         WINEDDCAPS_BLT                      |
4848                                         WINEDDCAPS_BLTCOLORFILL             |
4849                                         WINEDDCAPS_BLTDEPTHFILL             |
4850                                         WINEDDCAPS_BLTSTRETCH               |
4851                                         WINEDDCAPS_CANBLTSYSMEM             |
4852                                         WINEDDCAPS_CANCLIP                  |
4853                                         WINEDDCAPS_CANCLIPSTRETCHED         |
4854                                         WINEDDCAPS_COLORKEY                 |
4855                                         WINEDDCAPS_COLORKEYHWASSIST         |
4856                                         WINEDDCAPS_ALIGNBOUNDARYSRC;
4857     pal_caps =                          WINEDDPCAPS_8BIT                    |
4858                                         WINEDDPCAPS_PRIMARYSURFACE;
4859
4860     /* Fill the ddraw caps structure */
4861     caps->DirectDrawCaps.Caps =         WINEDDCAPS_GDI                      |
4862                                         WINEDDCAPS_PALETTE                  |
4863                                         blit_caps;
4864     caps->DirectDrawCaps.Caps2 =        WINEDDCAPS2_CERTIFIED                |
4865                                         WINEDDCAPS2_NOPAGELOCKREQUIRED       |
4866                                         WINEDDCAPS2_PRIMARYGAMMA             |
4867                                         WINEDDCAPS2_WIDESURFACES             |
4868                                         WINEDDCAPS2_CANRENDERWINDOWED;
4869     caps->DirectDrawCaps.CKeyCaps =     ckey_caps;
4870     caps->DirectDrawCaps.FXCaps =       fx_caps;
4871     caps->DirectDrawCaps.PalCaps =      pal_caps;
4872     caps->DirectDrawCaps.SVBCaps =      blit_caps;
4873     caps->DirectDrawCaps.SVBCKeyCaps =  ckey_caps;
4874     caps->DirectDrawCaps.SVBFXCaps =    fx_caps;
4875     caps->DirectDrawCaps.VSBCaps =      blit_caps;
4876     caps->DirectDrawCaps.VSBCKeyCaps =  ckey_caps;
4877     caps->DirectDrawCaps.VSBFXCaps =    fx_caps;
4878     caps->DirectDrawCaps.SSBCaps =      blit_caps;
4879     caps->DirectDrawCaps.SSBCKeyCaps =  ckey_caps;
4880     caps->DirectDrawCaps.SSBFXCaps =    fx_caps;
4881
4882     caps->DirectDrawCaps.ddsCaps =      WINEDDSCAPS_ALPHA                   |
4883                                         WINEDDSCAPS_BACKBUFFER              |
4884                                         WINEDDSCAPS_FLIP                    |
4885                                         WINEDDSCAPS_FRONTBUFFER             |
4886                                         WINEDDSCAPS_OFFSCREENPLAIN          |
4887                                         WINEDDSCAPS_PALETTE                 |
4888                                         WINEDDSCAPS_PRIMARYSURFACE          |
4889                                         WINEDDSCAPS_SYSTEMMEMORY            |
4890                                         WINEDDSCAPS_VIDEOMEMORY             |
4891                                         WINEDDSCAPS_VISIBLE;
4892     caps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4893
4894     /* Set D3D caps if OpenGL is available. */
4895     if (adapter->opengl)
4896     {
4897         caps->DirectDrawCaps.ddsCaps |= WINEDDSCAPS_3DDEVICE                |
4898                                         WINEDDSCAPS_MIPMAP                  |
4899                                         WINEDDSCAPS_TEXTURE                 |
4900                                         WINEDDSCAPS_ZBUFFER;
4901         caps->DirectDrawCaps.Caps |=    WINEDDCAPS_3D;
4902     }
4903
4904     return WINED3D_OK;
4905 }
4906
4907 HRESULT CDECL wined3d_device_create(struct wined3d *wined3d, UINT adapter_idx, WINED3DDEVTYPE device_type,
4908         HWND focus_window, DWORD flags, BYTE surface_alignment, struct wined3d_device_parent *device_parent,
4909         struct wined3d_device **device)
4910 {
4911     struct wined3d_device *object;
4912     HRESULT hr;
4913
4914     TRACE("wined3d %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, device_parent %p, device %p.\n",
4915             wined3d, adapter_idx, device_type, focus_window, flags, device_parent, device);
4916
4917     /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4918      * number and create a device without a 3D adapter for 2D only operation. */
4919     if (wined3d->adapter_count && adapter_idx >= wined3d->adapter_count)
4920         return WINED3DERR_INVALIDCALL;
4921
4922     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4923     if (!object)
4924     {
4925         ERR("Failed to allocate device memory.\n");
4926         return E_OUTOFMEMORY;
4927     }
4928
4929     hr = device_init(object, wined3d, adapter_idx, device_type,
4930             focus_window, flags, surface_alignment, device_parent);
4931     if (FAILED(hr))
4932     {
4933         WARN("Failed to initialize device, hr %#x.\n", hr);
4934         HeapFree(GetProcessHeap(), 0, object);
4935         return hr;
4936     }
4937
4938     TRACE("Created device %p.\n", object);
4939     *device = object;
4940
4941     device_parent->ops->wined3d_device_created(device_parent, *device);
4942
4943     return WINED3D_OK;
4944 }
4945
4946 void * CDECL wined3d_get_parent(const struct wined3d *wined3d)
4947 {
4948     TRACE("wined3d %p.\n", wined3d);
4949
4950     return wined3d->parent;
4951 }
4952
4953 static void WINE_GLAPI invalid_func(const void *data)
4954 {
4955     ERR("Invalid vertex attribute function called\n");
4956     DebugBreak();
4957 }
4958
4959 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4960 {
4961     ERR("Invalid texcoord function called\n");
4962     DebugBreak();
4963 }
4964
4965 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4966  * the extension detection and are used in drawStridedSlow
4967  */
4968 static void WINE_GLAPI position_d3dcolor(const void *data)
4969 {
4970     DWORD pos = *((const DWORD *)data);
4971
4972     FIXME("Add a test for fixed function position from d3dcolor type\n");
4973     glVertex4s(D3DCOLOR_B_R(pos),
4974                D3DCOLOR_B_G(pos),
4975                D3DCOLOR_B_B(pos),
4976                D3DCOLOR_B_A(pos));
4977 }
4978
4979 static void WINE_GLAPI position_float4(const void *data)
4980 {
4981     const GLfloat *pos = data;
4982
4983     if (pos[3] != 0.0f && pos[3] != 1.0f)
4984     {
4985         float w = 1.0f / pos[3];
4986
4987         glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4988     }
4989     else
4990     {
4991         glVertex3fv(pos);
4992     }
4993 }
4994
4995 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4996 {
4997     DWORD diffuseColor = *((const DWORD *)data);
4998
4999     glColor4ub(D3DCOLOR_B_R(diffuseColor),
5000                D3DCOLOR_B_G(diffuseColor),
5001                D3DCOLOR_B_B(diffuseColor),
5002                D3DCOLOR_B_A(diffuseColor));
5003 }
5004
5005 static void WINE_GLAPI specular_d3dcolor(const void *data)
5006 {
5007     DWORD specularColor = *((const DWORD *)data);
5008     GLbyte d[] = {D3DCOLOR_B_R(specularColor),
5009             D3DCOLOR_B_G(specularColor),
5010             D3DCOLOR_B_B(specularColor)};
5011
5012     specular_func_3ubv(d);
5013 }
5014
5015 static void WINE_GLAPI warn_no_specular_func(const void *data)
5016 {
5017     WARN("GL_EXT_secondary_color not supported\n");
5018 }
5019
5020 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
5021 {
5022     position_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
5023     position_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
5024     position_funcs[WINED3D_FFP_EMIT_FLOAT3]      = (glAttribFunc)glVertex3fv;
5025     position_funcs[WINED3D_FFP_EMIT_FLOAT4]      = position_float4;
5026     position_funcs[WINED3D_FFP_EMIT_D3DCOLOR]    = position_d3dcolor;
5027     position_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
5028     position_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
5029     position_funcs[WINED3D_FFP_EMIT_SHORT4]      = (glAttribFunc)glVertex2sv;
5030     position_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
5031     position_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
5032     position_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
5033     position_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
5034     position_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
5035     position_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
5036     position_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
5037     position_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
5038     position_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
5039
5040     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1]       = invalid_func;
5041     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2]       = invalid_func;
5042     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3]       = (glAttribFunc)glColor3fv;
5043     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4]       = (glAttribFunc)glColor4fv;
5044     diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR]     = diffuse_d3dcolor;
5045     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4]       = invalid_func;
5046     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2]       = invalid_func;
5047     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4]       = invalid_func;
5048     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N]      = (glAttribFunc)glColor4ubv;
5049     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N]      = invalid_func;
5050     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N]      = (glAttribFunc)glColor4sv;
5051     diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N]     = invalid_func;
5052     diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N]     = (glAttribFunc)glColor4usv;
5053     diffuse_funcs[WINED3D_FFP_EMIT_UDEC3]        = invalid_func;
5054     diffuse_funcs[WINED3D_FFP_EMIT_DEC3N]        = invalid_func;
5055     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2]    = invalid_func;
5056     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4]    = invalid_func;
5057
5058     /* No 4 component entry points here */
5059     specular_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
5060     specular_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
5061     if (gl_info->supported[EXT_SECONDARY_COLOR])
5062     {
5063         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
5064     }
5065     else
5066     {
5067         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = warn_no_specular_func;
5068     }
5069     specular_funcs[WINED3D_FFP_EMIT_FLOAT4]      = invalid_func;
5070     if (gl_info->supported[EXT_SECONDARY_COLOR])
5071     {
5072         specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
5073         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
5074     }
5075     else
5076     {
5077         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
5078     }
5079     specular_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
5080     specular_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
5081     specular_funcs[WINED3D_FFP_EMIT_SHORT4]      = invalid_func;
5082     specular_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
5083     specular_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
5084     specular_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
5085     specular_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
5086     specular_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
5087     specular_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
5088     specular_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
5089     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
5090     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
5091
5092     /* Only 3 component entry points here. Test how others behave. Float4 normals are used
5093      * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
5094      */
5095     normal_funcs[WINED3D_FFP_EMIT_FLOAT1]         = invalid_func;
5096     normal_funcs[WINED3D_FFP_EMIT_FLOAT2]         = invalid_func;
5097     normal_funcs[WINED3D_FFP_EMIT_FLOAT3]         = (glAttribFunc)glNormal3fv;
5098     normal_funcs[WINED3D_FFP_EMIT_FLOAT4]         = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
5099     normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR]       = invalid_func;
5100     normal_funcs[WINED3D_FFP_EMIT_UBYTE4]         = invalid_func;
5101     normal_funcs[WINED3D_FFP_EMIT_SHORT2]         = invalid_func;
5102     normal_funcs[WINED3D_FFP_EMIT_SHORT4]         = invalid_func;
5103     normal_funcs[WINED3D_FFP_EMIT_UBYTE4N]        = invalid_func;
5104     normal_funcs[WINED3D_FFP_EMIT_SHORT2N]        = invalid_func;
5105     normal_funcs[WINED3D_FFP_EMIT_SHORT4N]        = invalid_func;
5106     normal_funcs[WINED3D_FFP_EMIT_USHORT2N]       = invalid_func;
5107     normal_funcs[WINED3D_FFP_EMIT_USHORT4N]       = invalid_func;
5108     normal_funcs[WINED3D_FFP_EMIT_UDEC3]          = invalid_func;
5109     normal_funcs[WINED3D_FFP_EMIT_DEC3N]          = invalid_func;
5110     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2]      = invalid_func;
5111     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4]      = invalid_func;
5112
5113     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
5114     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
5115     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
5116     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
5117     multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR]  = invalid_texcoord_func;
5118     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4]    = invalid_texcoord_func;
5119     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
5120     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
5121     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N]   = invalid_texcoord_func;
5122     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N]   = invalid_texcoord_func;
5123     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N]   = invalid_texcoord_func;
5124     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N]  = invalid_texcoord_func;
5125     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N]  = invalid_texcoord_func;
5126     multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3]     = invalid_texcoord_func;
5127     multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N]     = invalid_texcoord_func;
5128     if (gl_info->supported[NV_HALF_FLOAT])
5129     {
5130         /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
5131         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
5132         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
5133     } else {
5134         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
5135         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
5136     }
5137 }
5138
5139 /* Do not call while under the GL lock. */
5140 static BOOL InitAdapters(struct wined3d *wined3d)
5141 {
5142     static HMODULE mod_gl;
5143     BOOL ret;
5144     int ps_selected_mode, vs_selected_mode;
5145
5146     /* No need to hold any lock. The calling library makes sure only one thread calls
5147      * wined3d simultaneously
5148      */
5149
5150     TRACE("Initializing adapters\n");
5151
5152     if(!mod_gl) {
5153 #ifdef USE_WIN32_OPENGL
5154 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
5155         mod_gl = LoadLibraryA("opengl32.dll");
5156         if(!mod_gl) {
5157             ERR("Can't load opengl32.dll!\n");
5158             goto nogl_adapter;
5159         }
5160 #else
5161 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
5162         /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
5163         mod_gl = GetModuleHandleA("gdi32.dll");
5164 #endif
5165     }
5166
5167 /* Load WGL core functions from opengl32.dll */
5168 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5169     WGL_FUNCS_GEN;
5170 #undef USE_WGL_FUNC
5171
5172     if(!pwglGetProcAddress) {
5173         ERR("Unable to load wglGetProcAddress!\n");
5174         goto nogl_adapter;
5175     }
5176
5177 /* Dynamically load all GL core functions */
5178     GL_FUNCS_GEN;
5179 #undef USE_GL_FUNC
5180
5181     /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5182      * otherwise because we have to use winex11.drv's override
5183      */
5184 #ifdef USE_WIN32_OPENGL
5185     wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5186     wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5187 #else
5188     wglFinish = (void*)pwglGetProcAddress("wglFinish");
5189     wglFlush = (void*)pwglGetProcAddress("wglFlush");
5190 #endif
5191
5192     glEnableWINE = glEnable;
5193     glDisableWINE = glDisable;
5194
5195     /* For now only one default adapter */
5196     {
5197         struct wined3d_adapter *adapter = &wined3d->adapters[0];
5198         const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5199         struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5200         struct wined3d_pixel_format *cfgs;
5201         int iPixelFormat;
5202         int res;
5203         int i;
5204         DISPLAY_DEVICEW DisplayDevice;
5205         HDC hdc;
5206
5207         TRACE("Initializing default adapter\n");
5208         adapter->ordinal = 0;
5209         adapter->monitorPoint.x = -1;
5210         adapter->monitorPoint.y = -1;
5211
5212         if (!AllocateLocallyUniqueId(&adapter->luid))
5213         {
5214             DWORD err = GetLastError();
5215             ERR("Failed to set adapter LUID (%#x).\n", err);
5216             goto nogl_adapter;
5217         }
5218         TRACE("Allocated LUID %08x:%08x for adapter.\n",
5219                 adapter->luid.HighPart, adapter->luid.LowPart);
5220
5221         if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5222         {
5223             ERR("Failed to get a gl context for default adapter\n");
5224             goto nogl_adapter;
5225         }
5226
5227         ret = wined3d_adapter_init_gl_caps(adapter);
5228         if(!ret) {
5229             ERR("Failed to initialize gl caps for default adapter\n");
5230             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5231             goto nogl_adapter;
5232         }
5233         ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5234         if(!ret) {
5235             ERR("Failed to init gl formats\n");
5236             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5237             goto nogl_adapter;
5238         }
5239
5240         hdc = fake_gl_ctx.dc;
5241
5242         adapter->TextureRam = adapter->driver_info.vidmem;
5243         adapter->UsedTextureRam = 0;
5244         TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5245
5246         /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5247         DisplayDevice.cb = sizeof(DisplayDevice);
5248         EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5249         TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5250         strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5251
5252         if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5253         {
5254             int attribute;
5255             int attribs[11];
5256             int values[11];
5257             int nAttribs = 0;
5258
5259             attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5260             GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5261
5262             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs * sizeof(*adapter->cfgs));
5263             cfgs = adapter->cfgs;
5264             attribs[nAttribs++] = WGL_RED_BITS_ARB;
5265             attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5266             attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5267             attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5268             attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5269             attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5270             attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5271             attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5272             attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5273             attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5274             attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5275
5276             for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5277             {
5278                 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5279
5280                 if(!res)
5281                     continue;
5282
5283                 /* Cache the pixel format */
5284                 cfgs->iPixelFormat = iPixelFormat;
5285                 cfgs->redSize = values[0];
5286                 cfgs->greenSize = values[1];
5287                 cfgs->blueSize = values[2];
5288                 cfgs->alphaSize = values[3];
5289                 cfgs->colorSize = values[4];
5290                 cfgs->depthSize = values[5];
5291                 cfgs->stencilSize = values[6];
5292                 cfgs->windowDrawable = values[7];
5293                 cfgs->iPixelType = values[8];
5294                 cfgs->doubleBuffer = values[9];
5295                 cfgs->auxBuffers = values[10];
5296
5297                 cfgs->numSamples = 0;
5298                 /* Check multisample support */
5299                 if (gl_info->supported[ARB_MULTISAMPLE])
5300                 {
5301                     int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5302                     int value[2];
5303                     if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5304                         /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5305                         * value[1] = number of multi sample buffers*/
5306                         if(value[0])
5307                             cfgs->numSamples = value[1];
5308                     }
5309                 }
5310
5311                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5312                         "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5313                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5314                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5315                         cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5316                 cfgs++;
5317             }
5318         }
5319         else
5320         {
5321             int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5322             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs * sizeof(*adapter->cfgs));
5323             adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5324
5325             cfgs = adapter->cfgs;
5326             for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5327             {
5328                 PIXELFORMATDESCRIPTOR ppfd;
5329
5330                 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5331                 if(!res)
5332                     continue;
5333
5334                 /* We only want HW acceleration using an OpenGL ICD driver.
5335                  * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5336                  * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5337                  */
5338                 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5339                 {
5340                     TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5341                     continue;
5342                 }
5343
5344                 cfgs->iPixelFormat = iPixelFormat;
5345                 cfgs->redSize = ppfd.cRedBits;
5346                 cfgs->greenSize = ppfd.cGreenBits;
5347                 cfgs->blueSize = ppfd.cBlueBits;
5348                 cfgs->alphaSize = ppfd.cAlphaBits;
5349                 cfgs->colorSize = ppfd.cColorBits;
5350                 cfgs->depthSize = ppfd.cDepthBits;
5351                 cfgs->stencilSize = ppfd.cStencilBits;
5352                 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5353                 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5354                 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5355                 cfgs->auxBuffers = ppfd.cAuxBuffers;
5356                 cfgs->numSamples = 0;
5357
5358                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5359                         "depth=%d, stencil=%d, windowDrawable=%d\n",
5360                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5361                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5362                         cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5363                 cfgs++;
5364                 adapter->nCfgs++;
5365             }
5366
5367             /* 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 */
5368             if(!adapter->nCfgs)
5369             {
5370                 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5371
5372                 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5373                 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5374                 goto nogl_adapter;
5375             }
5376         }
5377
5378         /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5379          * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5380          * but just fake it using D24(X8?) which is fine. D3D also allows that.
5381          * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5382          * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5383          * driver is allowed to consume more bits EXCEPT for stencil bits.
5384          *
5385          * Mark an adapter with this broken stencil behavior.
5386          */
5387         adapter->brokenStencil = TRUE;
5388         for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5389         {
5390             /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5391             if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5392                 adapter->brokenStencil = FALSE;
5393                 break;
5394             }
5395         }
5396
5397         WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5398
5399         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5400         fillGLAttribFuncs(&adapter->gl_info);
5401         adapter->opengl = TRUE;
5402     }
5403     wined3d->adapter_count = 1;
5404     TRACE("%u adapters successfully initialized.\n", wined3d->adapter_count);
5405
5406     return TRUE;
5407
5408 nogl_adapter:
5409     /* Initialize an adapter for ddraw-only memory counting */
5410     memset(wined3d->adapters, 0, sizeof(wined3d->adapters));
5411     wined3d->adapters[0].ordinal = 0;
5412     wined3d->adapters[0].opengl = FALSE;
5413     wined3d->adapters[0].monitorPoint.x = -1;
5414     wined3d->adapters[0].monitorPoint.y = -1;
5415
5416     wined3d->adapters[0].driver_info.name = "Display";
5417     wined3d->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5418     if (wined3d_settings.emulated_textureram)
5419         wined3d->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5420     else
5421         wined3d->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5422
5423     initPixelFormatsNoGL(&wined3d->adapters[0].gl_info);
5424
5425     wined3d->adapter_count = 1;
5426     return FALSE;
5427 }
5428
5429 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5430
5431 const struct wined3d_parent_ops wined3d_null_parent_ops =
5432 {
5433     wined3d_null_wined3d_object_destroyed,
5434 };
5435
5436 /* Do not call while under the GL lock. */
5437 HRESULT wined3d_init(struct wined3d *wined3d, UINT version, DWORD flags, void *parent)
5438 {
5439     wined3d->dxVersion = version;
5440     wined3d->ref = 1;
5441     wined3d->parent = parent;
5442     wined3d->flags = flags;
5443
5444     if (!InitAdapters(wined3d))
5445     {
5446         WARN("Failed to initialize adapters.\n");
5447         if (version > 7)
5448         {
5449             MESSAGE("Direct3D%u is not available without OpenGL.\n", version);
5450             return E_FAIL;
5451         }
5452     }
5453
5454     return WINED3D_OK;
5455 }