wined3d: Get rid of the fglrx point sprite hack.
[wine] / dlls / wined3d / directx.c
1 /*
2  * Copyright 2002-2004 Jason Edmeades
3  * Copyright 2003-2004 Raphael Junqueira
4  * Copyright 2004 Christian Costa
5  * Copyright 2005 Oliver Stieber
6  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
7  * Copyright 2009-2010 Henri Verbeet for CodeWeavers
8  *
9  * This library is free software; you can redistribute it and/or
10  * modify it under the terms of the GNU Lesser General Public
11  * License as published by the Free Software Foundation; either
12  * version 2.1 of the License, or (at your option) any later version.
13  *
14  * This library is distributed in the hope that it will be useful,
15  * but WITHOUT ANY WARRANTY; without even the implied warranty of
16  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
17  * Lesser General Public License for more details.
18  *
19  * You should have received a copy of the GNU Lesser General Public
20  * License along with this library; if not, write to the Free Software
21  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22  */
23
24 #include "config.h"
25 #include <stdio.h>
26 #include "wined3d_private.h"
27
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
29 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
30
31 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
32
33 /* The driver names reflect the lowest GPU supported
34  * by a certain driver, so DRIVER_AMD_R300 supports
35  * R3xx, R4xx and R5xx GPUs. */
36 enum wined3d_display_driver
37 {
38     DRIVER_AMD_RAGE_128PRO,
39     DRIVER_AMD_R100,
40     DRIVER_AMD_R300,
41     DRIVER_AMD_R600,
42     DRIVER_INTEL_GMA800,
43     DRIVER_INTEL_GMA900,
44     DRIVER_INTEL_GMA950,
45     DRIVER_INTEL_GMA3000,
46     DRIVER_NVIDIA_TNT,
47     DRIVER_NVIDIA_GEFORCE2MX,
48     DRIVER_NVIDIA_GEFORCEFX,
49     DRIVER_NVIDIA_GEFORCE6,
50     DRIVER_UNKNOWN
51 };
52
53 enum wined3d_driver_model
54 {
55     DRIVER_MODEL_WIN9X,
56     DRIVER_MODEL_NT40,
57     DRIVER_MODEL_NT5X,
58     DRIVER_MODEL_NT6X
59 };
60
61 enum wined3d_gl_vendor
62 {
63     GL_VENDOR_UNKNOWN,
64     GL_VENDOR_APPLE,
65     GL_VENDOR_FGLRX,
66     GL_VENDOR_INTEL,
67     GL_VENDOR_MESA,
68     GL_VENDOR_NVIDIA,
69 };
70
71 /* The d3d device ID */
72 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
73
74 /* Extension detection */
75 static const struct
76 {
77     const char *extension_string;
78     enum wined3d_gl_extension extension;
79     DWORD version;
80 }
81 EXTENSION_MAP[] =
82 {
83     /* APPLE */
84     {"GL_APPLE_client_storage",             APPLE_CLIENT_STORAGE,           0                           },
85     {"GL_APPLE_fence",                      APPLE_FENCE,                    0                           },
86     {"GL_APPLE_float_pixels",               APPLE_FLOAT_PIXELS,             0                           },
87     {"GL_APPLE_flush_buffer_range",         APPLE_FLUSH_BUFFER_RANGE,       0                           },
88     {"GL_APPLE_flush_render",               APPLE_FLUSH_RENDER,             0                           },
89     {"GL_APPLE_ycbcr_422",                  APPLE_YCBCR_422,                0                           },
90
91     /* ARB */
92     {"GL_ARB_color_buffer_float",           ARB_COLOR_BUFFER_FLOAT,         0                           },
93     {"GL_ARB_depth_buffer_float",           ARB_DEPTH_BUFFER_FLOAT,         0                           },
94     {"GL_ARB_depth_clamp",                  ARB_DEPTH_CLAMP,                0                           },
95     {"GL_ARB_depth_texture",                ARB_DEPTH_TEXTURE,              0                           },
96     {"GL_ARB_draw_buffers",                 ARB_DRAW_BUFFERS,               0                           },
97     {"GL_ARB_draw_elements_base_vertex",    ARB_DRAW_ELEMENTS_BASE_VERTEX,  0                           },
98     {"GL_ARB_fragment_program",             ARB_FRAGMENT_PROGRAM,           0                           },
99     {"GL_ARB_fragment_shader",              ARB_FRAGMENT_SHADER,            0                           },
100     {"GL_ARB_framebuffer_object",           ARB_FRAMEBUFFER_OBJECT,         0                           },
101     {"GL_ARB_geometry_shader4",             ARB_GEOMETRY_SHADER4,           0                           },
102     {"GL_ARB_half_float_pixel",             ARB_HALF_FLOAT_PIXEL,           0                           },
103     {"GL_ARB_half_float_vertex",            ARB_HALF_FLOAT_VERTEX,          0                           },
104     {"GL_ARB_map_buffer_range",             ARB_MAP_BUFFER_RANGE,           0                           },
105     {"GL_ARB_multisample",                  ARB_MULTISAMPLE,                0                           }, /* needs GLX_ARB_MULTISAMPLE as well */
106     {"GL_ARB_multitexture",                 ARB_MULTITEXTURE,               0                           },
107     {"GL_ARB_occlusion_query",              ARB_OCCLUSION_QUERY,            0                           },
108     {"GL_ARB_pixel_buffer_object",          ARB_PIXEL_BUFFER_OBJECT,        0                           },
109     {"GL_ARB_point_parameters",             ARB_POINT_PARAMETERS,           0                           },
110     {"GL_ARB_point_sprite",                 ARB_POINT_SPRITE,               0                           },
111     {"GL_ARB_provoking_vertex",             ARB_PROVOKING_VERTEX,           0                           },
112     {"GL_ARB_shader_objects",               ARB_SHADER_OBJECTS,             0                           },
113     {"GL_ARB_shader_texture_lod",           ARB_SHADER_TEXTURE_LOD,         0                           },
114     {"GL_ARB_shading_language_100",         ARB_SHADING_LANGUAGE_100,       0                           },
115     {"GL_ARB_shadow",                       ARB_SHADOW,                     0                           },
116     {"GL_ARB_sync",                         ARB_SYNC,                       0                           },
117     {"GL_ARB_texture_border_clamp",         ARB_TEXTURE_BORDER_CLAMP,       0                           },
118     {"GL_ARB_texture_compression",          ARB_TEXTURE_COMPRESSION,        0                           },
119     {"GL_ARB_texture_compression_rgtc",     ARB_TEXTURE_COMPRESSION_RGTC,   0                           },
120     {"GL_ARB_texture_cube_map",             ARB_TEXTURE_CUBE_MAP,           0                           },
121     {"GL_ARB_texture_env_add",              ARB_TEXTURE_ENV_ADD,            0                           },
122     {"GL_ARB_texture_env_combine",          ARB_TEXTURE_ENV_COMBINE,        0                           },
123     {"GL_ARB_texture_env_dot3",             ARB_TEXTURE_ENV_DOT3,           0                           },
124     {"GL_ARB_texture_float",                ARB_TEXTURE_FLOAT,              0                           },
125     {"GL_ARB_texture_mirrored_repeat",      ARB_TEXTURE_MIRRORED_REPEAT,    0                           },
126     {"GL_ARB_texture_non_power_of_two",     ARB_TEXTURE_NON_POWER_OF_TWO,   MAKEDWORD_VERSION(2, 0)     },
127     {"GL_ARB_texture_rectangle",            ARB_TEXTURE_RECTANGLE,          0                           },
128     {"GL_ARB_texture_rg",                   ARB_TEXTURE_RG,                 0                           },
129     {"GL_ARB_vertex_array_bgra",            ARB_VERTEX_ARRAY_BGRA,          0                           },
130     {"GL_ARB_vertex_blend",                 ARB_VERTEX_BLEND,               0                           },
131     {"GL_ARB_vertex_buffer_object",         ARB_VERTEX_BUFFER_OBJECT,       0                           },
132     {"GL_ARB_vertex_program",               ARB_VERTEX_PROGRAM,             0                           },
133     {"GL_ARB_vertex_shader",                ARB_VERTEX_SHADER,              0                           },
134
135     /* ATI */
136     {"GL_ATI_fragment_shader",              ATI_FRAGMENT_SHADER,            0                           },
137     {"GL_ATI_separate_stencil",             ATI_SEPARATE_STENCIL,           0                           },
138     {"GL_ATI_texture_compression_3dc",      ATI_TEXTURE_COMPRESSION_3DC,    0                           },
139     {"GL_ATI_texture_env_combine3",         ATI_TEXTURE_ENV_COMBINE3,       0                           },
140     {"GL_ATI_texture_mirror_once",          ATI_TEXTURE_MIRROR_ONCE,        0                           },
141
142     /* EXT */
143     {"GL_EXT_blend_color",                  EXT_BLEND_COLOR,                0                           },
144     {"GL_EXT_blend_equation_separate",      EXT_BLEND_EQUATION_SEPARATE,    0                           },
145     {"GL_EXT_blend_func_separate",          EXT_BLEND_FUNC_SEPARATE,        0                           },
146     {"GL_EXT_blend_minmax",                 EXT_BLEND_MINMAX,               0                           },
147     {"GL_EXT_blend_subtract",               EXT_BLEND_SUBTRACT,             0                           },
148     {"GL_EXT_depth_bounds_test",            EXT_DEPTH_BOUNDS_TEST,          0                           },
149     {"GL_EXT_draw_buffers2",                EXT_DRAW_BUFFERS2,              0                           },
150     {"GL_EXT_fog_coord",                    EXT_FOG_COORD,                  0                           },
151     {"GL_EXT_framebuffer_blit",             EXT_FRAMEBUFFER_BLIT,           0                           },
152     {"GL_EXT_framebuffer_multisample",      EXT_FRAMEBUFFER_MULTISAMPLE,    0                           },
153     {"GL_EXT_framebuffer_object",           EXT_FRAMEBUFFER_OBJECT,         0                           },
154     {"GL_EXT_gpu_program_parameters",       EXT_GPU_PROGRAM_PARAMETERS,     0                           },
155     {"GL_EXT_gpu_shader4",                  EXT_GPU_SHADER4,                0                           },
156     {"GL_EXT_packed_depth_stencil",         EXT_PACKED_DEPTH_STENCIL,       0                           },
157     {"GL_EXT_paletted_texture",             EXT_PALETTED_TEXTURE,           0                           },
158     {"GL_EXT_point_parameters",             EXT_POINT_PARAMETERS,           0                           },
159     {"GL_EXT_provoking_vertex",             EXT_PROVOKING_VERTEX,           0                           },
160     {"GL_EXT_secondary_color",              EXT_SECONDARY_COLOR,            0                           },
161     {"GL_EXT_stencil_two_side",             EXT_STENCIL_TWO_SIDE,           0                           },
162     {"GL_EXT_stencil_wrap",                 EXT_STENCIL_WRAP,               0                           },
163     {"GL_EXT_texture3D",                    EXT_TEXTURE3D,                  MAKEDWORD_VERSION(1, 2)     },
164     {"GL_EXT_texture_compression_rgtc",     EXT_TEXTURE_COMPRESSION_RGTC,   0                           },
165     {"GL_EXT_texture_compression_s3tc",     EXT_TEXTURE_COMPRESSION_S3TC,   0                           },
166     {"GL_EXT_texture_env_add",              EXT_TEXTURE_ENV_ADD,            0                           },
167     {"GL_EXT_texture_env_combine",          EXT_TEXTURE_ENV_COMBINE,        0                           },
168     {"GL_EXT_texture_env_dot3",             EXT_TEXTURE_ENV_DOT3,           0                           },
169     {"GL_EXT_texture_filter_anisotropic",   EXT_TEXTURE_FILTER_ANISOTROPIC, 0                           },
170     {"GL_EXT_texture_lod_bias",             EXT_TEXTURE_LOD_BIAS,           0                           },
171     {"GL_EXT_texture_sRGB",                 EXT_TEXTURE_SRGB,               0                           },
172     {"GL_EXT_texture_sRGB_decode",          EXT_TEXTURE_SRGB_DECODE,        0                           },
173     {"GL_EXT_vertex_array_bgra",            EXT_VERTEX_ARRAY_BGRA,          0                           },
174
175     /* NV */
176     {"GL_NV_depth_clamp",                   NV_DEPTH_CLAMP,                 0                           },
177     {"GL_NV_fence",                         NV_FENCE,                       0                           },
178     {"GL_NV_fog_distance",                  NV_FOG_DISTANCE,                0                           },
179     {"GL_NV_fragment_program",              NV_FRAGMENT_PROGRAM,            0                           },
180     {"GL_NV_fragment_program2",             NV_FRAGMENT_PROGRAM2,           0                           },
181     {"GL_NV_fragment_program_option",       NV_FRAGMENT_PROGRAM_OPTION,     0                           },
182     {"GL_NV_half_float",                    NV_HALF_FLOAT,                  0                           },
183     {"GL_NV_light_max_exponent",            NV_LIGHT_MAX_EXPONENT,          0                           },
184     {"GL_NV_point_sprite",                  NV_POINT_SPRITE,                0                           },
185     {"GL_NV_register_combiners",            NV_REGISTER_COMBINERS,          0                           },
186     {"GL_NV_register_combiners2",           NV_REGISTER_COMBINERS2,         0                           },
187     {"GL_NV_texgen_reflection",             NV_TEXGEN_REFLECTION,           0                           },
188     {"GL_NV_texture_env_combine4",          NV_TEXTURE_ENV_COMBINE4,        0                           },
189     {"GL_NV_texture_shader",                NV_TEXTURE_SHADER,              0                           },
190     {"GL_NV_texture_shader2",               NV_TEXTURE_SHADER2,             0                           },
191     {"GL_NV_vertex_program",                NV_VERTEX_PROGRAM,              0                           },
192     {"GL_NV_vertex_program1_1",             NV_VERTEX_PROGRAM1_1,           0                           },
193     {"GL_NV_vertex_program2",               NV_VERTEX_PROGRAM2,             0                           },
194     {"GL_NV_vertex_program2_option",        NV_VERTEX_PROGRAM2_OPTION,      0                           },
195     {"GL_NV_vertex_program3",               NV_VERTEX_PROGRAM3,             0                           },
196
197     /* SGI */
198     {"GL_SGIS_generate_mipmap",             SGIS_GENERATE_MIPMAP,           0                           },
199 };
200
201 /**********************************************************
202  * Utility functions follow
203  **********************************************************/
204
205 const struct min_lookup minMipLookup[] =
206 {
207     /* NONE         POINT                       LINEAR */
208     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
209     {{GL_NEAREST,   GL_NEAREST_MIPMAP_NEAREST,  GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
210     {{GL_LINEAR,    GL_LINEAR_MIPMAP_NEAREST,   GL_LINEAR_MIPMAP_LINEAR}},  /* LINEAR */
211 };
212
213 const struct min_lookup minMipLookup_noFilter[] =
214 {
215     /* NONE         POINT                       LINEAR */
216     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
217     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
218     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* LINEAR */
219 };
220
221 const struct min_lookup minMipLookup_noMip[] =
222 {
223     /* NONE         POINT                       LINEAR */
224     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
225     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
226     {{GL_LINEAR,    GL_LINEAR,                  GL_LINEAR }},               /* LINEAR */
227 };
228
229 const GLenum magLookup[] =
230 {
231     /* NONE     POINT       LINEAR */
232     GL_NEAREST, GL_NEAREST, GL_LINEAR,
233 };
234
235 const GLenum magLookup_noFilter[] =
236 {
237     /* NONE     POINT       LINEAR */
238     GL_NEAREST, GL_NEAREST, GL_NEAREST,
239 };
240
241 /* drawStridedSlow attributes */
242 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
243 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
244 glAttribFunc specular_func_3ubv;
245 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
246 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
247 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
248
249 /**
250  * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
251  * i.e., there is no GL Context - Get a default rendering context to enable the
252  * function query some info from GL.
253  */
254
255 struct wined3d_fake_gl_ctx
256 {
257     HDC dc;
258     HWND wnd;
259     HGLRC gl_ctx;
260     HDC restore_dc;
261     HGLRC restore_gl_ctx;
262 };
263
264 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
265 {
266     TRACE_(d3d_caps)("Destroying fake GL context.\n");
267
268     if (!pwglMakeCurrent(NULL, NULL))
269     {
270         ERR_(d3d_caps)("Failed to disable fake GL context.\n");
271     }
272
273     if (!pwglDeleteContext(ctx->gl_ctx))
274     {
275         DWORD err = GetLastError();
276         ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
277     }
278
279     ReleaseDC(ctx->wnd, ctx->dc);
280     DestroyWindow(ctx->wnd);
281
282     if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
283     {
284         ERR_(d3d_caps)("Failed to restore previous GL context.\n");
285     }
286 }
287
288 /* Do not call while under the GL lock. */
289 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
290 {
291     PIXELFORMATDESCRIPTOR pfd;
292     int iPixelFormat;
293
294     TRACE("getting context...\n");
295
296     ctx->restore_dc = pwglGetCurrentDC();
297     ctx->restore_gl_ctx = pwglGetCurrentContext();
298
299     /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
300     ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
301             WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
302     if (!ctx->wnd)
303     {
304         ERR_(d3d_caps)("Failed to create a window.\n");
305         goto fail;
306     }
307
308     ctx->dc = GetDC(ctx->wnd);
309     if (!ctx->dc)
310     {
311         ERR_(d3d_caps)("Failed to get a DC.\n");
312         goto fail;
313     }
314
315     /* PixelFormat selection */
316     ZeroMemory(&pfd, sizeof(pfd));
317     pfd.nSize = sizeof(pfd);
318     pfd.nVersion = 1;
319     pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
320     pfd.iPixelType = PFD_TYPE_RGBA;
321     pfd.cColorBits = 32;
322     pfd.iLayerType = PFD_MAIN_PLANE;
323
324     iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
325     if (!iPixelFormat)
326     {
327         /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
328         ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
329         goto fail;
330     }
331     DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
332     SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
333
334     /* Create a GL context. */
335     ctx->gl_ctx = pwglCreateContext(ctx->dc);
336     if (!ctx->gl_ctx)
337     {
338         WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
339         goto fail;
340     }
341
342     /* Make it the current GL context. */
343     if (!context_set_current(NULL))
344     {
345         ERR_(d3d_caps)("Failed to clear current D3D context.\n");
346     }
347
348     if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
349     {
350         ERR_(d3d_caps)("Failed to make fake GL context current.\n");
351         goto fail;
352     }
353
354     return TRUE;
355
356 fail:
357     if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
358     ctx->gl_ctx = NULL;
359     if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
360     ctx->dc = NULL;
361     if (ctx->wnd) DestroyWindow(ctx->wnd);
362     ctx->wnd = NULL;
363     if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
364     {
365         ERR_(d3d_caps)("Failed to restore previous GL context.\n");
366     }
367
368     return FALSE;
369 }
370
371 /* Adjust the amount of used texture memory */
372 unsigned int WineD3DAdapterChangeGLRam(struct wined3d_device *device, int glram)
373 {
374     struct wined3d_adapter *adapter = device->adapter;
375
376     adapter->UsedTextureRam += glram;
377     TRACE("Adjusted gl ram by %d to %d\n", glram, adapter->UsedTextureRam);
378     return adapter->UsedTextureRam;
379 }
380
381 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
382 {
383     HeapFree(GetProcessHeap(), 0, adapter->gl_info.formats);
384     HeapFree(GetProcessHeap(), 0, adapter->cfgs);
385 }
386
387 ULONG CDECL wined3d_incref(struct wined3d *wined3d)
388 {
389     ULONG refcount = InterlockedIncrement(&wined3d->ref);
390
391     TRACE("%p increasing refcount to %u.\n", wined3d, refcount);
392
393     return refcount;
394 }
395
396 ULONG CDECL wined3d_decref(struct wined3d *wined3d)
397 {
398     ULONG refcount = InterlockedDecrement(&wined3d->ref);
399
400     TRACE("%p decreasing refcount to %u.\n", wined3d, refcount);
401
402     if (!refcount)
403     {
404         unsigned int i;
405
406         for (i = 0; i < wined3d->adapter_count; ++i)
407         {
408             wined3d_adapter_cleanup(&wined3d->adapters[i]);
409         }
410         HeapFree(GetProcessHeap(), 0, wined3d);
411     }
412
413     return refcount;
414 }
415
416 /* GL locking is done by the caller */
417 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
418 {
419     GLuint prog;
420     BOOL ret = FALSE;
421     const char *testcode =
422         "!!ARBvp1.0\n"
423         "PARAM C[66] = { program.env[0..65] };\n"
424         "ADDRESS A0;"
425         "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
426         "ARL A0.x, zero.x;\n"
427         "MOV result.position, C[A0.x + 65];\n"
428         "END\n";
429
430     while(glGetError());
431     GL_EXTCALL(glGenProgramsARB(1, &prog));
432     if(!prog) {
433         ERR("Failed to create an ARB offset limit test program\n");
434     }
435     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
436     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
437                                   strlen(testcode), testcode));
438     if (glGetError())
439     {
440         TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
441         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
442         ret = TRUE;
443     } else TRACE("OpenGL implementation allows offsets > 63\n");
444
445     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
446     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
447     checkGLcall("ARB vp offset limit test cleanup");
448
449     return ret;
450 }
451
452 static DWORD ver_for_ext(enum wined3d_gl_extension ext)
453 {
454     unsigned int i;
455     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
456         if(EXTENSION_MAP[i].extension == ext) {
457             return EXTENSION_MAP[i].version;
458         }
459     }
460     return 0;
461 }
462
463 static BOOL match_amd_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
464         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
465 {
466     if (card_vendor != HW_VENDOR_AMD) return FALSE;
467     if (device == CARD_AMD_RADEON_9500) return TRUE;
468     if (device == CARD_AMD_RADEON_X700) return TRUE;
469     if (device == CARD_AMD_RADEON_X1600) return TRUE;
470     return FALSE;
471 }
472
473 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
474         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
475 {
476     if (card_vendor == HW_VENDOR_NVIDIA)
477     {
478         if (device == CARD_NVIDIA_GEFORCEFX_5200 ||
479             device == CARD_NVIDIA_GEFORCEFX_5600 ||
480             device == CARD_NVIDIA_GEFORCEFX_5800)
481         {
482             return TRUE;
483         }
484     }
485     return FALSE;
486 }
487
488 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
489         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
490 {
491     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
492      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
493      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
494      *
495      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
496      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
497      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
498      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
499      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
500      * the chance that other implementations support them is rather small since Win32 QuickTime uses
501      * DirectDraw, not OpenGL.
502      *
503      * This test has been moved into wined3d_guess_gl_vendor()
504      */
505     if (gl_vendor == GL_VENDOR_APPLE)
506     {
507         return TRUE;
508     }
509     return FALSE;
510 }
511
512 /* Context activation is done by the caller. */
513 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
514 {
515     /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
516      * but glTexSubImage from a PBO fails miserably, with the first line repeated over
517      * all the texture. This function detects this bug by its symptom and disables PBOs
518      * if the test fails.
519      *
520      * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
521      * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
522      * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
523      * read back is compared to the original. If they are equal PBOs are assumed to work,
524      * otherwise the PBO extension is disabled. */
525     GLuint texture, pbo;
526     static const unsigned int pattern[] =
527     {
528         0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
529         0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
530         0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
531         0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
532     };
533     unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
534
535     /* No PBO -> No point in testing them. */
536     if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
537
538     ENTER_GL();
539
540     while (glGetError());
541     glGenTextures(1, &texture);
542     glBindTexture(GL_TEXTURE_2D, texture);
543
544     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
545     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
546     checkGLcall("Specifying the PBO test texture");
547
548     GL_EXTCALL(glGenBuffersARB(1, &pbo));
549     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
550     GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
551     checkGLcall("Specifying the PBO test pbo");
552
553     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
554     checkGLcall("Loading the PBO test texture");
555
556     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
557     LEAVE_GL();
558
559     wglFinish(); /* just to be sure */
560
561     memset(check, 0, sizeof(check));
562     ENTER_GL();
563     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
564     checkGLcall("Reading back the PBO test texture");
565
566     glDeleteTextures(1, &texture);
567     GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
568     checkGLcall("PBO test cleanup");
569
570     LEAVE_GL();
571
572     if (memcmp(check, pattern, sizeof(check)))
573     {
574         WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
575         WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
576         gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
577     }
578     else
579     {
580         TRACE_(d3d_caps)("PBO test successful.\n");
581     }
582 }
583
584 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
585         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
586 {
587     return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
588 }
589
590 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
591         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
592 {
593     if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
594     if (card_vendor != HW_VENDOR_AMD) return FALSE;
595     if (device == CARD_AMD_RADEON_X1600) return FALSE;
596     return TRUE;
597 }
598
599 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
600         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
601 {
602     /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
603      * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
604      * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
605      * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
606      * hardcoded
607      *
608      * dx10 cards usually have 64 varyings */
609     return gl_info->limits.glsl_varyings > 44;
610 }
611
612 /* A GL context is provided by the caller */
613 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
614         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
615 {
616     GLenum error;
617     DWORD data[16];
618
619     if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
620
621     ENTER_GL();
622     while(glGetError());
623     GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
624     error = glGetError();
625     LEAVE_GL();
626
627     if(error == GL_NO_ERROR)
628     {
629         TRACE("GL Implementation accepts 4 component specular color pointers\n");
630         return TRUE;
631     }
632     else
633     {
634         TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
635               debug_glerror(error));
636         return FALSE;
637     }
638 }
639
640 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
641         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
642 {
643     if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
644     return gl_info->supported[NV_TEXTURE_SHADER];
645 }
646
647 /* A GL context is provided by the caller */
648 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
649         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
650 {
651     GLuint prog;
652     BOOL ret = FALSE;
653     GLint pos;
654     const char *testcode =
655         "!!ARBvp1.0\n"
656         "OPTION NV_vertex_program2;\n"
657         "MOV result.clip[0], 0.0;\n"
658         "MOV result.position, 0.0;\n"
659         "END\n";
660
661     if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
662
663     ENTER_GL();
664     while(glGetError());
665
666     GL_EXTCALL(glGenProgramsARB(1, &prog));
667     if(!prog)
668     {
669         ERR("Failed to create the NVvp clip test program\n");
670         LEAVE_GL();
671         return FALSE;
672     }
673     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
674     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
675                                   strlen(testcode), testcode));
676     glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
677     if(pos != -1)
678     {
679         WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
680         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
681         ret = TRUE;
682         while(glGetError());
683     }
684     else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
685
686     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
687     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
688     checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
689
690     LEAVE_GL();
691     return ret;
692 }
693
694 /* Context activation is done by the caller. */
695 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
696         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
697 {
698     char data[4 * 4 * 4];
699     GLuint tex, fbo;
700     GLenum status;
701
702     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
703
704     memset(data, 0xcc, sizeof(data));
705
706     ENTER_GL();
707
708     glGenTextures(1, &tex);
709     glBindTexture(GL_TEXTURE_2D, tex);
710     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
711     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
712     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
713     checkGLcall("glTexImage2D");
714
715     gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
716     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
717     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
718     checkGLcall("glFramebufferTexture2D");
719
720     status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
721     if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
722     checkGLcall("glCheckFramebufferStatus");
723
724     memset(data, 0x11, sizeof(data));
725     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
726     checkGLcall("glTexSubImage2D");
727
728     glClearColor(0.996f, 0.729f, 0.745f, 0.792f);
729     glClear(GL_COLOR_BUFFER_BIT);
730     checkGLcall("glClear");
731
732     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
733     checkGLcall("glGetTexImage");
734
735     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
736     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
737     glBindTexture(GL_TEXTURE_2D, 0);
738     checkGLcall("glBindTexture");
739
740     gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
741     glDeleteTextures(1, &tex);
742     checkGLcall("glDeleteTextures");
743
744     LEAVE_GL();
745
746     return *(DWORD *)data == 0x11111111;
747 }
748
749 /* Context activation is done by the caller. */
750 static BOOL match_broken_rgba16(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
751         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
752 {
753     /* GL_RGBA16 uses GL_RGBA8 internally on Geforce 7 and older cards.
754      * This leads to graphical bugs in Half Life 2 and Unreal engine games. */
755     GLuint tex;
756     GLint size;
757
758     ENTER_GL();
759
760     glGenTextures(1, &tex);
761     glBindTexture(GL_TEXTURE_2D, tex);
762     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16, 4, 4, 0, GL_RGBA, GL_UNSIGNED_SHORT, NULL);
763     checkGLcall("glTexImage2D");
764
765     glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_RED_SIZE, &size);
766     checkGLcall("glGetTexLevelParameteriv");
767     TRACE("Real color depth is %d\n", size);
768
769     glBindTexture(GL_TEXTURE_2D, 0);
770     checkGLcall("glBindTexture");
771     glDeleteTextures(1, &tex);
772     checkGLcall("glDeleteTextures");
773
774     LEAVE_GL();
775
776     return size < 16;
777 }
778
779 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
780 {
781     TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
782     gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
783     TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
784     gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
785 }
786
787 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
788 {
789     quirk_arb_constants(gl_info);
790     /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
791      * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
792      * allow 48 different offsets or other helper immediate values. */
793     TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
794     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
795 }
796
797 static void quirk_amd_dx9(struct wined3d_gl_info *gl_info)
798 {
799     quirk_arb_constants(gl_info);
800
801     /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
802      * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
803      * If real NP2 textures are used, the driver falls back to software. We could just remove the
804      * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconvenient
805      * due to the non-normalized texture coordinates. Thus set an internal extension flag,
806      * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
807      * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
808      *
809      * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
810      * has this extension promoted to core. The extension loading code sets this extension supported
811      * due to that, so this code works on fglrx as well. */
812     if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
813     {
814         TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
815         gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
816         gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] = TRUE;
817     }
818
819     /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
820      * it is generally more efficient. Reserve just 8 constants. */
821     TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
822     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
823 }
824
825 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
826 {
827     /*  The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
828      *  doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
829      *  This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
830      *  within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
831      *  FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
832      *  We therefore completely remove ARB_tex_npot from the list of supported extensions.
833      *
834      *  Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
835      *  triggering the software fallback. There is not much we can do here apart from disabling the
836      *  software-emulated extension and reenable ARB_tex_rect (which was previously disabled
837      *  in wined3d_adapter_init_gl_caps).
838      *  This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
839      *  post-processing effects in the game "Max Payne 2").
840      *  The behaviour can be verified through a simple test app attached in bugreport #14724. */
841     TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
842     gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
843     gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
844 }
845
846 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
847 {
848     /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
849      * with fixed function fragment processing. Ideally this flag should be detected with a test shader
850      * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
851      * do not like vertex shaders in feedback mode and return an error, even though it should be valid
852      * according to the spec.
853      *
854      * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
855      * makes the shader slower and eats instruction slots which should be available to the d3d app.
856      *
857      * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
858      * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
859      * this workaround is activated on cards that do not need it, it won't break things, just affect
860      * performance negatively. */
861     TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
862     gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
863 }
864
865 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
866 {
867     gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
868 }
869
870 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
871 {
872     gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
873 }
874
875 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
876 {
877     gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
878     gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
879 }
880
881 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
882 {
883     gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
884 }
885
886 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
887 {
888     gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
889 }
890
891 static void quirk_broken_rgba16(struct wined3d_gl_info *gl_info)
892 {
893     gl_info->quirks |= WINED3D_QUIRK_BROKEN_RGBA16;
894 }
895
896 struct driver_quirk
897 {
898     BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
899             enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
900     void (*apply)(struct wined3d_gl_info *gl_info);
901     const char *description;
902 };
903
904 static const struct driver_quirk quirk_table[] =
905 {
906     {
907         match_amd_r300_to_500,
908         quirk_amd_dx9,
909         "AMD GLSL constant and normalized texrect quirk"
910     },
911     /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
912      * used it falls back to software. While the compiler can detect if the shader uses all declared
913      * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
914      * using relative addressing falls back to software.
915      *
916      * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
917     {
918         match_apple,
919         quirk_apple_glsl_constants,
920         "Apple GLSL uniform override"
921     },
922     {
923         match_geforce5,
924         quirk_no_np2,
925         "Geforce 5 NP2 disable"
926     },
927     {
928         match_apple_intel,
929         quirk_texcoord_w,
930         "Init texcoord .w for Apple Intel GPU driver"
931     },
932     {
933         match_apple_nonr500ati,
934         quirk_texcoord_w,
935         "Init texcoord .w for Apple ATI >= r600 GPU driver"
936     },
937     {
938         match_dx10_capable,
939         quirk_clip_varying,
940         "Reserved varying for gl_ClipPos"
941     },
942     {
943         /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
944          * GL implementations accept it. The Mac GL is the only implementation known to
945          * reject it.
946          *
947          * If we can pass 4 component specular colors, do it, because (a) we don't have
948          * to screw around with the data, and (b) the D3D fixed function vertex pipeline
949          * passes specular alpha to the pixel shader if any is used. Otherwise the
950          * specular alpha is used to pass the fog coordinate, which we pass to opengl
951          * via GL_EXT_fog_coord.
952          */
953         match_allows_spec_alpha,
954         quirk_allows_specular_alpha,
955         "Allow specular alpha quirk"
956     },
957     {
958         /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
959          * (rdar://5682521).
960          */
961         match_apple_nvts,
962         quirk_apple_nvts,
963         "Apple NV_texture_shader disable"
964     },
965     {
966         match_broken_nv_clip,
967         quirk_disable_nvvp_clip,
968         "Apple NV_vertex_program clip bug quirk"
969     },
970     {
971         match_fbo_tex_update,
972         quirk_fbo_tex_update,
973         "FBO rebind for attachment updates"
974     },
975     {
976         match_broken_rgba16,
977         quirk_broken_rgba16,
978         "True RGBA16 is not available"
979     },
980 };
981
982 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
983  * reporting a driver version is moot because we are not the Windows driver, and we have different
984  * bugs, features, etc.
985  *
986  * The driver version has the form "x.y.z.w".
987  *
988  * "x" is the Windows version the driver is meant for:
989  * 4 -> 95/98/NT4
990  * 5 -> 2000
991  * 6 -> 2000/XP
992  * 7 -> Vista
993  * 8 -> Win 7
994  *
995  * "y" is the maximum Direct3D version the driver supports.
996  * y  -> d3d version mapping:
997  * 11 -> d3d6
998  * 12 -> d3d7
999  * 13 -> d3d8
1000  * 14 -> d3d9
1001  * 15 -> d3d10
1002  * 16 -> d3d10.1
1003  * 17 -> d3d11
1004  *
1005  * "z" is the subversion number.
1006  *
1007  * "w" is the vendor specific driver build number.
1008  */
1009
1010 struct driver_version_information
1011 {
1012     enum wined3d_display_driver driver;
1013     enum wined3d_driver_model driver_model;
1014     const char *driver_name;            /* name of Windows driver */
1015     WORD version;                       /* version word ('y'), contained in low word of DriverVersion.HighPart */
1016     WORD subversion;                    /* subversion word ('z'), contained in high word of DriverVersion.LowPart */
1017     WORD build;                         /* build number ('w'), contained in low word of DriverVersion.LowPart */
1018 };
1019
1020 /* The driver version table contains driver information for different devices on several OS versions. */
1021 static const struct driver_version_information driver_version_table[] =
1022 {
1023     /* AMD
1024      * - Radeon HD2x00 (R600) and up supported by current drivers.
1025      * - Radeon 9500 (R300) - X1*00 (R5xx) supported up to Catalyst 9.3 (Linux) and 10.2 (XP/Vista/Win7)
1026      * - Radeon 7xxx (R100) - 9250 (RV250) supported up to Catalyst 6.11 (XP)
1027      * - Rage 128 supported up to XP, latest official build 6.13.3279 dated October 2001 */
1028     {DRIVER_AMD_RAGE_128PRO,    DRIVER_MODEL_NT5X,  "ati2dvaa.dll", 13, 3279,  0},
1029     {DRIVER_AMD_R100,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 6614},
1030     {DRIVER_AMD_R300,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 6764},
1031     {DRIVER_AMD_R600,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 8681},
1032     {DRIVER_AMD_R300,           DRIVER_MODEL_NT6X,  "atiumdag.dll", 14, 10, 741 },
1033     {DRIVER_AMD_R600,           DRIVER_MODEL_NT6X,  "atiumdag.dll", 14, 10, 741 },
1034
1035     /* Intel
1036      * The drivers are unified but not all versions support all GPUs. At some point the 2k/xp
1037      * drivers used ialmrnt5.dll for GMA800/GMA900 but at some point the file was renamed to
1038      * igxprd32.dll but the GMA800 driver was never updated. */
1039     {DRIVER_INTEL_GMA800,       DRIVER_MODEL_NT5X,  "ialmrnt5.dll", 14, 10, 3889},
1040     {DRIVER_INTEL_GMA900,       DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 4764},
1041     {DRIVER_INTEL_GMA950,       DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 4926},
1042     {DRIVER_INTEL_GMA3000,      DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 5218},
1043     {DRIVER_INTEL_GMA950,       DRIVER_MODEL_NT6X,  "igdumd32.dll", 14, 10, 1504},
1044     {DRIVER_INTEL_GMA3000,      DRIVER_MODEL_NT6X,  "igdumd32.dll", 15, 10, 1666},
1045
1046     /* Nvidia
1047      * - Geforce6 and newer cards are supported by the current driver (197.x) on XP-Win7
1048      * - GeforceFX support is up to 173.x on <= XP
1049      * - Geforce2MX/3/4 up to 96.x on <= XP
1050      * - TNT/Geforce1/2 up to 71.x on <= XP
1051      * All version numbers used below are from the Linux nvidia drivers. */
1052     {DRIVER_NVIDIA_TNT,         DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 10, 7186},
1053     {DRIVER_NVIDIA_GEFORCE2MX,  DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 10, 9371},
1054     {DRIVER_NVIDIA_GEFORCEFX,   DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 11, 7516},
1055     {DRIVER_NVIDIA_GEFORCE6,    DRIVER_MODEL_NT5X,  "nv4_disp.dll", 15, 12, 6658},
1056     {DRIVER_NVIDIA_GEFORCE6,    DRIVER_MODEL_NT6X,  "nvd3dum.dll",  15, 12, 6658},
1057 };
1058
1059 struct gpu_description
1060 {
1061     WORD vendor;                    /* reported PCI card vendor ID  */
1062     WORD card;                      /* reported PCI card device ID  */
1063     const char *description;        /* Description of the card e.g. NVIDIA RIVA TNT */
1064     enum wined3d_display_driver driver;
1065     unsigned int vidmem;
1066 };
1067
1068 /* The amount of video memory stored in the gpu description table is the minimum amount of video memory
1069  * found on a board containing a specific GPU. */
1070 static const struct gpu_description gpu_description_table[] =
1071 {
1072     /* Nvidia cards */
1073     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT,           "NVIDIA RIVA TNT",                  DRIVER_NVIDIA_TNT,       16  },
1074     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT2,          "NVIDIA RIVA TNT2/TNT2 Pro",        DRIVER_NVIDIA_TNT,       32  },
1075     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE,            "NVIDIA GeForce 256",               DRIVER_NVIDIA_TNT,       32  },
1076     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2,           "NVIDIA GeForce2 GTS/GeForce2 Pro", DRIVER_NVIDIA_TNT,       32  },
1077     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2_MX,        "NVIDIA GeForce2 MX/MX 400",        DRIVER_NVIDIA_GEFORCE2MX,32  },
1078     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE3,           "NVIDIA GeForce3",                  DRIVER_NVIDIA_GEFORCE2MX,64  },
1079     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_MX,        "NVIDIA GeForce4 MX 460",           DRIVER_NVIDIA_GEFORCE2MX,64  },
1080     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_TI4200,    "NVIDIA GeForce4 Ti 4200",          DRIVER_NVIDIA_GEFORCE2MX,64, },
1081     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5200,     "NVIDIA GeForce FX 5200",           DRIVER_NVIDIA_GEFORCEFX, 64  },
1082     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5600,     "NVIDIA GeForce FX 5600",           DRIVER_NVIDIA_GEFORCEFX, 128 },
1083     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5800,     "NVIDIA GeForce FX 5800",           DRIVER_NVIDIA_GEFORCEFX, 256 },
1084     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6200,       "NVIDIA GeForce 6200",              DRIVER_NVIDIA_GEFORCE6,  64  },
1085     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6600GT,     "NVIDIA GeForce 6600 GT",           DRIVER_NVIDIA_GEFORCE6,  128 },
1086     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6800,       "NVIDIA GeForce 6800",              DRIVER_NVIDIA_GEFORCE6,  128 },
1087     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7300,       "NVIDIA GeForce Go 7300",           DRIVER_NVIDIA_GEFORCE6,  256 },
1088     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7400,       "NVIDIA GeForce Go 7400",           DRIVER_NVIDIA_GEFORCE6,  256 },
1089     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7600,       "NVIDIA GeForce 7600 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1090     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7800GT,     "NVIDIA GeForce 7800 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1091     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8300GS,     "NVIDIA GeForce 8300 GS",           DRIVER_NVIDIA_GEFORCE6,  128 },
1092     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8400GS,     "NVIDIA GeForce 8400 GS",           DRIVER_NVIDIA_GEFORCE6,  128 },
1093     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600GT,     "NVIDIA GeForce 8600 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1094     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600MGT,    "NVIDIA GeForce 8600M GT",          DRIVER_NVIDIA_GEFORCE6,  512 },
1095     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTS,    "NVIDIA GeForce 8800 GTS",          DRIVER_NVIDIA_GEFORCE6,  320 },
1096     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTX,    "NVIDIA GeForce 8800 GTX",          DRIVER_NVIDIA_GEFORCE6,  768 },
1097     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9200,       "NVIDIA GeForce 9200",              DRIVER_NVIDIA_GEFORCE6,  256 },
1098     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9400GT,     "NVIDIA GeForce 9400 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1099     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9500GT,     "NVIDIA GeForce 9500 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1100     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9600GT,     "NVIDIA GeForce 9600 GT",           DRIVER_NVIDIA_GEFORCE6,  384 },
1101     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9800GT,     "NVIDIA GeForce 9800 GT",           DRIVER_NVIDIA_GEFORCE6,  512 },
1102     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_210,        "NVIDIA GeForce 210",               DRIVER_NVIDIA_GEFORCE6,  512 },
1103     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT220,      "NVIDIA GeForce GT 220",            DRIVER_NVIDIA_GEFORCE6,  512 },
1104     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT240,      "NVIDIA GeForce GT 240",            DRIVER_NVIDIA_GEFORCE6,  512 },
1105     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX260,     "NVIDIA GeForce GTX 260",           DRIVER_NVIDIA_GEFORCE6,  1024},
1106     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX275,     "NVIDIA GeForce GTX 275",           DRIVER_NVIDIA_GEFORCE6,  896 },
1107     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX280,     "NVIDIA GeForce GTX 280",           DRIVER_NVIDIA_GEFORCE6,  1024},
1108     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT320M,     "NVIDIA GeForce GT 320M",           DRIVER_NVIDIA_GEFORCE6,  1024},
1109     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT325M,     "NVIDIA GeForce GT 325M",           DRIVER_NVIDIA_GEFORCE6,  1024},
1110     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT330,      "NVIDIA GeForce GT 330",            DRIVER_NVIDIA_GEFORCE6,  1024},
1111     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTS350M,    "NVIDIA GeForce GTS 350M",          DRIVER_NVIDIA_GEFORCE6,  1024},
1112     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT420,      "NVIDIA GeForce GT 420",            DRIVER_NVIDIA_GEFORCE6,  2048},
1113     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT430,      "NVIDIA GeForce GT 430",            DRIVER_NVIDIA_GEFORCE6,  1024},
1114     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT440,      "NVIDIA GeForce GT 440",            DRIVER_NVIDIA_GEFORCE6,  1024},
1115     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTS450,     "NVIDIA GeForce GTS 450",           DRIVER_NVIDIA_GEFORCE6,  1024},
1116     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX460,     "NVIDIA GeForce GTX 460",           DRIVER_NVIDIA_GEFORCE6,  768 },
1117     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX465,     "NVIDIA GeForce GTX 465",           DRIVER_NVIDIA_GEFORCE6,  1024},
1118     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX470,     "NVIDIA GeForce GTX 470",           DRIVER_NVIDIA_GEFORCE6,  1280},
1119     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX480,     "NVIDIA GeForce GTX 480",           DRIVER_NVIDIA_GEFORCE6,  1536},
1120     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX560,     "NVIDIA GeForce GTX 560 TI",        DRIVER_NVIDIA_GEFORCE6,  1024},
1121     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX570,     "NVIDIA GeForce GTX 570",           DRIVER_NVIDIA_GEFORCE6,  1280},
1122     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX580,     "NVIDIA GeForce GTX 580",           DRIVER_NVIDIA_GEFORCE6,  1536},
1123
1124     /* AMD cards */
1125     {HW_VENDOR_AMD,        CARD_AMD_RAGE_128PRO,           "ATI Rage Fury",                    DRIVER_AMD_RAGE_128PRO,  16  },
1126     {HW_VENDOR_AMD,        CARD_AMD_RADEON_7200,           "ATI RADEON 7200 SERIES",           DRIVER_AMD_R100,         32  },
1127     {HW_VENDOR_AMD,        CARD_AMD_RADEON_8500,           "ATI RADEON 8500 SERIES",           DRIVER_AMD_R100,         64  },
1128     {HW_VENDOR_AMD,        CARD_AMD_RADEON_9500,           "ATI Radeon 9500",                  DRIVER_AMD_R300,         64  },
1129     {HW_VENDOR_AMD,        CARD_AMD_RADEON_XPRESS_200M,    "ATI RADEON XPRESS 200M Series",    DRIVER_AMD_R300,         64  },
1130     {HW_VENDOR_AMD,        CARD_AMD_RADEON_X700,           "ATI Radeon X700 SE",               DRIVER_AMD_R300,         128 },
1131     {HW_VENDOR_AMD,        CARD_AMD_RADEON_X1600,          "ATI Radeon X1600 Series",          DRIVER_AMD_R300,         128 },
1132     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD2350,         "ATI Mobility Radeon HD 2350",      DRIVER_AMD_R600,         256 },
1133     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD2600,         "ATI Mobility Radeon HD 2600",      DRIVER_AMD_R600,         256 },
1134     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD2900,         "ATI Radeon HD 2900 XT",            DRIVER_AMD_R600,         512 },
1135     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD3200,         "ATI Radeon HD 3200 Graphics",      DRIVER_AMD_R600,         128 },
1136     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4350,         "ATI Radeon HD 4350",               DRIVER_AMD_R600,         256 },
1137     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4600,         "ATI Radeon HD 4600 Series",        DRIVER_AMD_R600,         512 },
1138     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4700,         "ATI Radeon HD 4700 Series",        DRIVER_AMD_R600,         512 },
1139     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4800,         "ATI Radeon HD 4800 Series",        DRIVER_AMD_R600,         512 },
1140     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5400,         "ATI Radeon HD 5400 Series",        DRIVER_AMD_R600,         512 },
1141     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5600,         "ATI Radeon HD 5600 Series",        DRIVER_AMD_R600,         512 },
1142     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5700,         "ATI Radeon HD 5700 Series",        DRIVER_AMD_R600,         512 },
1143     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5800,         "ATI Radeon HD 5800 Series",        DRIVER_AMD_R600,         1024},
1144     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5900,         "ATI Radeon HD 5900 Series",        DRIVER_AMD_R600,         1024},
1145     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6300,         "AMD Radeon HD 6300 series Graphics", DRIVER_AMD_R600,       1024},
1146     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6400,         "AMD Radeon HD 6400 Series",        DRIVER_AMD_R600,         1024},
1147     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6600,         "AMD Radeon HD 6600 Series",        DRIVER_AMD_R600,         1024},
1148     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6800,         "AMD Radeon HD 6800 Series",        DRIVER_AMD_R600,         1024},
1149     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6900,         "AMD Radeon HD 6900 Series",        DRIVER_AMD_R600,         2048},
1150     /* Intel cards */
1151     {HW_VENDOR_INTEL,      CARD_INTEL_I830G,               "Intel(R) 82830M Graphics Controller",                       DRIVER_INTEL_GMA800,  32 },
1152     {HW_VENDOR_INTEL,      CARD_INTEL_I855G,               "Intel(R) 82852/82855 GM/GME Graphics Controller",           DRIVER_INTEL_GMA800,  32 },
1153     {HW_VENDOR_INTEL,      CARD_INTEL_I865G,               "Intel(R) 82865G Graphics Controller",                       DRIVER_INTEL_GMA800,  32 },
1154     {HW_VENDOR_INTEL,      CARD_INTEL_I915G,               "Intel(R) 82915G/GV/910GL Express Chipset Family",           DRIVER_INTEL_GMA900,  64 },
1155     {HW_VENDOR_INTEL,      CARD_INTEL_I915GM,              "Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family",   DRIVER_INTEL_GMA900,  64 },
1156     {HW_VENDOR_INTEL,      CARD_INTEL_I945GM,              "Mobile Intel(R) 945GM Express Chipset Family",              DRIVER_INTEL_GMA950,  64 },
1157     {HW_VENDOR_INTEL,      CARD_INTEL_X3100,               "Mobile Intel(R) 965 Express Chipset Family",                DRIVER_INTEL_GMA3000, 128},
1158     {HW_VENDOR_INTEL,      CARD_INTEL_GM45,                "Mobile Intel(R) GM45 Express Chipset Family",               DRIVER_INTEL_GMA3000, 512}
1159 };
1160
1161 static const struct driver_version_information *get_driver_version_info(enum wined3d_display_driver driver,
1162         enum wined3d_driver_model driver_model)
1163 {
1164     unsigned int i;
1165
1166     TRACE("Looking up version info for driver=%d driver_model=%d\n", driver, driver_model);
1167     for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++)
1168     {
1169         const struct driver_version_information *entry = &driver_version_table[i];
1170
1171         if (entry->driver == driver && entry->driver_model == driver_model)
1172         {
1173             TRACE_(d3d_caps)("Found driver '%s' version=%d subversion=%d build=%d\n",
1174                 entry->driver_name, entry->version, entry->subversion, entry->build);
1175
1176             return entry;
1177         }
1178     }
1179     return NULL;
1180 }
1181
1182 static void init_driver_info(struct wined3d_driver_info *driver_info,
1183         enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1184 {
1185     OSVERSIONINFOW os_version;
1186     WORD driver_os_version;
1187     unsigned int i;
1188     enum wined3d_display_driver driver = DRIVER_UNKNOWN;
1189     enum wined3d_driver_model driver_model;
1190     const struct driver_version_information *version_info;
1191
1192     if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1193     {
1194         TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1195         vendor = wined3d_settings.pci_vendor_id;
1196     }
1197     driver_info->vendor = vendor;
1198
1199     if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1200     {
1201         TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1202         device = wined3d_settings.pci_device_id;
1203     }
1204     driver_info->device = device;
1205
1206     /* Set a default amount of video memory (64MB). In general this code isn't used unless the user
1207      * overrides the pci ids to a card which is not in our database. */
1208     driver_info->vidmem = WINE_DEFAULT_VIDMEM;
1209
1210     memset(&os_version, 0, sizeof(os_version));
1211     os_version.dwOSVersionInfoSize = sizeof(os_version);
1212     if (!GetVersionExW(&os_version))
1213     {
1214         ERR("Failed to get OS version, reporting 2000/XP.\n");
1215         driver_os_version = 6;
1216         driver_model = DRIVER_MODEL_NT5X;
1217     }
1218     else
1219     {
1220         TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1221         switch (os_version.dwMajorVersion)
1222         {
1223             case 4:
1224                 /* If needed we could distinguish between 9x and NT4, but this code won't make
1225                  * sense for NT4 since it had no way to obtain this info through DirectDraw 3.0.
1226                  */
1227                 driver_os_version = 4;
1228                 driver_model = DRIVER_MODEL_WIN9X;
1229                 break;
1230
1231             case 5:
1232                 driver_os_version = 6;
1233                 driver_model = DRIVER_MODEL_NT5X;
1234                 break;
1235
1236             case 6:
1237                 if (os_version.dwMinorVersion == 0)
1238                 {
1239                     driver_os_version = 7;
1240                     driver_model = DRIVER_MODEL_NT6X;
1241                 }
1242                 else
1243                 {
1244                     if (os_version.dwMinorVersion > 1)
1245                     {
1246                         FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1247                                 os_version.dwMajorVersion, os_version.dwMinorVersion);
1248                     }
1249                     driver_os_version = 8;
1250                     driver_model = DRIVER_MODEL_NT6X;
1251                 }
1252                 break;
1253
1254             default:
1255                 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1256                         os_version.dwMajorVersion, os_version.dwMinorVersion);
1257                 driver_os_version = 6;
1258                 driver_model = DRIVER_MODEL_NT5X;
1259                 break;
1260         }
1261     }
1262
1263     /* When we reach this stage we always have a vendor or device id (it can be a default one).
1264      * This means that unless the ids are overriden, we will always find a GPU description. */
1265     for (i = 0; i < (sizeof(gpu_description_table) / sizeof(gpu_description_table[0])); i++)
1266     {
1267         if (vendor == gpu_description_table[i].vendor && device == gpu_description_table[i].card)
1268         {
1269             TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1270
1271             driver_info->description = gpu_description_table[i].description;
1272             driver_info->vidmem = gpu_description_table[i].vidmem * 1024*1024;
1273             driver = gpu_description_table[i].driver;
1274             break;
1275         }
1276     }
1277
1278     if (wined3d_settings.emulated_textureram)
1279     {
1280         TRACE_(d3d_caps)("Overriding amount of video memory with: %d byte\n", wined3d_settings.emulated_textureram);
1281         driver_info->vidmem = wined3d_settings.emulated_textureram;
1282     }
1283
1284     /* Try to obtain driver version information for the current Windows version. This fails in
1285      * some cases:
1286      * - the gpu is not available on the currently selected OS version:
1287      *   - Geforce GTX480 on Win98. When running applications in compatibility mode on Windows,
1288      *     version information for the current Windows version is returned instead of faked info.
1289      *     We do the same and assume the default Windows version to emulate is WinXP.
1290      *
1291      *   - Videocard is a Riva TNT but winver is set to win7 (there are no drivers for this beast)
1292      *     For now return the XP driver info. Perhaps later on we should return VESA.
1293      *
1294      * - the gpu is not in our database (can happen when the user overrides the vendor_id / device_id)
1295      *   This could be an indication that our database is not up to date, so this should be fixed.
1296      */
1297     version_info = get_driver_version_info(driver, driver_model);
1298     if (version_info)
1299     {
1300         driver_info->name = version_info->driver_name;
1301         driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1302         driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1303     }
1304     else
1305     {
1306         version_info = get_driver_version_info(driver, DRIVER_MODEL_NT5X);
1307         if (version_info)
1308         {
1309             driver_info->name = version_info->driver_name;
1310             driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1311             driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1312         }
1313         else
1314         {
1315             driver_info->description = "Direct3D HAL";
1316             driver_info->name = "Display";
1317             driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1318             driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1319
1320             FIXME("Unable to find a driver/device info for vendor_id=%#x device_id=%#x for driver_model=%d\n",
1321                     vendor, device, driver_model);
1322         }
1323     }
1324
1325     TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1326             driver_info->version_high, driver_info->version_low);
1327 }
1328
1329 /* Context activation is done by the caller. */
1330 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1331         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1332 {
1333     unsigned int i;
1334
1335     for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1336     {
1337         if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1338         TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1339         quirk_table[i].apply(gl_info);
1340     }
1341
1342     /* Find out if PBOs work as they are supposed to. */
1343     test_pbo_functionality(gl_info);
1344 }
1345
1346 static DWORD wined3d_parse_gl_version(const char *gl_version)
1347 {
1348     const char *ptr = gl_version;
1349     int major, minor;
1350
1351     major = atoi(ptr);
1352     if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1353
1354     while (isdigit(*ptr)) ++ptr;
1355     if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1356
1357     minor = atoi(ptr);
1358
1359     TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1360
1361     return MAKEDWORD_VERSION(major, minor);
1362 }
1363
1364 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1365 {
1366
1367     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1368      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1369      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1370      *
1371      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1372      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1373      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1374      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1375      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1376      * the chance that other implementations support them is rather small since Win32 QuickTime uses
1377      * DirectDraw, not OpenGL. */
1378     if (gl_info->supported[APPLE_FENCE]
1379             && gl_info->supported[APPLE_CLIENT_STORAGE]
1380             && gl_info->supported[APPLE_FLUSH_RENDER]
1381             && gl_info->supported[APPLE_YCBCR_422])
1382         return GL_VENDOR_APPLE;
1383
1384     if (strstr(gl_vendor_string, "NVIDIA"))
1385         return GL_VENDOR_NVIDIA;
1386
1387     if (strstr(gl_vendor_string, "ATI"))
1388         return GL_VENDOR_FGLRX;
1389
1390     if (strstr(gl_vendor_string, "Intel(R)")
1391             /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1392             || strstr(gl_renderer, "Intel")
1393             || strstr(gl_vendor_string, "Intel Inc."))
1394         return GL_VENDOR_INTEL;
1395
1396     if (strstr(gl_vendor_string, "Mesa")
1397             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1398             || strstr(gl_vendor_string, "DRI R300 Project")
1399             || strstr(gl_vendor_string, "X.Org R300 Project")
1400             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1401             || strstr(gl_vendor_string, "VMware, Inc.")
1402             || strstr(gl_renderer, "Mesa")
1403             || strstr(gl_renderer, "Gallium"))
1404         return GL_VENDOR_MESA;
1405
1406     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1407             debugstr_a(gl_vendor_string));
1408
1409     return GL_VENDOR_UNKNOWN;
1410 }
1411
1412 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1413 {
1414     if (strstr(gl_vendor_string, "NVIDIA")
1415             || strstr(gl_vendor_string, "nouveau"))
1416         return HW_VENDOR_NVIDIA;
1417
1418     if (strstr(gl_vendor_string, "ATI")
1419             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1420             || strstr(gl_vendor_string, "X.Org R300 Project")
1421             || strstr(gl_renderer, "AMD")
1422             || strstr(gl_renderer, "R100")
1423             || strstr(gl_renderer, "R200")
1424             || strstr(gl_renderer, "R300")
1425             || strstr(gl_renderer, "R600")
1426             || strstr(gl_renderer, "R700"))
1427         return HW_VENDOR_AMD;
1428
1429     if (strstr(gl_vendor_string, "Intel(R)")
1430             /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1431             || strstr(gl_renderer, "Intel")
1432             || strstr(gl_vendor_string, "Intel Inc."))
1433         return HW_VENDOR_INTEL;
1434
1435     if (strstr(gl_vendor_string, "Mesa")
1436             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1437             || strstr(gl_vendor_string, "VMware, Inc."))
1438         return HW_VENDOR_SOFTWARE;
1439
1440     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1441
1442     return HW_VENDOR_NVIDIA;
1443 }
1444
1445 static UINT d3d_level_from_gl_info(const struct wined3d_gl_info *gl_info)
1446 {
1447     UINT level = 0;
1448
1449     if (gl_info->supported[ARB_MULTITEXTURE])
1450         level = 6;
1451     if (gl_info->supported[ARB_TEXTURE_COMPRESSION]
1452             && gl_info->supported[ARB_TEXTURE_CUBE_MAP]
1453             && gl_info->supported[ARB_TEXTURE_ENV_DOT3])
1454         level = 7;
1455     if (level == 7 && gl_info->supported[ARB_MULTISAMPLE]
1456             && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1457         level = 8;
1458     if (level == 8 && gl_info->supported[ARB_FRAGMENT_PROGRAM]
1459             && gl_info->supported[ARB_VERTEX_SHADER])
1460         level = 9;
1461     if (level == 9 && gl_info->supported[EXT_GPU_SHADER4])
1462         level = 10;
1463
1464     return level;
1465 }
1466
1467 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1468         const char *gl_renderer)
1469 {
1470     UINT d3d_level = d3d_level_from_gl_info(gl_info);
1471     unsigned int i;
1472
1473     if (d3d_level >= 10)
1474     {
1475         static const struct
1476         {
1477             const char *renderer;
1478             enum wined3d_pci_device id;
1479         }
1480         cards[] =
1481         {
1482             {"GTX 580",     CARD_NVIDIA_GEFORCE_GTX580},    /* Geforce 500 - highend */
1483             {"GTX 570",     CARD_NVIDIA_GEFORCE_GTX570},    /* Geforce 500 - midend high */
1484             {"GTX 560 TI",  CARD_NVIDIA_GEFORCE_GTX560},    /* Geforce 500 - midend */
1485             {"GTX 480",     CARD_NVIDIA_GEFORCE_GTX480},    /* Geforce 400 - highend */
1486             {"GTX 470",     CARD_NVIDIA_GEFORCE_GTX470},    /* Geforce 400 - midend high */
1487             {"GTX 465",     CARD_NVIDIA_GEFORCE_GTX465},    /* Geforce 400 - midend */
1488             {"GTX 460",     CARD_NVIDIA_GEFORCE_GTX460},    /* Geforce 400 - midend */
1489             {"GTS 450",     CARD_NVIDIA_GEFORCE_GTS450},    /* Geforce 400 - midend low */
1490             {"GT 440",      CARD_NVIDIA_GEFORCE_GT440},     /* Geforce 400 - lowend */
1491             {"GT 430",      CARD_NVIDIA_GEFORCE_GT430},     /* Geforce 400 - lowend */
1492             {"GT 420",      CARD_NVIDIA_GEFORCE_GT420},     /* Geforce 400 - lowend */
1493             {"GT 330",      CARD_NVIDIA_GEFORCE_GT330},     /* Geforce 300 - highend */
1494             {"GTS 360M",    CARD_NVIDIA_GEFORCE_GTS350M},   /* Geforce 300 - highend mobile */
1495             {"GTS 350M",    CARD_NVIDIA_GEFORCE_GTS350M},   /* Geforce 300 - highend mobile */
1496             {"GT 330M",     CARD_NVIDIA_GEFORCE_GT325M},    /* Geforce 300 - midend mobile */
1497             {"GT 325M",     CARD_NVIDIA_GEFORCE_GT325M},    /* Geforce 300 - midend mobile */
1498             {"GT 320M",     CARD_NVIDIA_GEFORCE_GT320M},    /* Geforce 300 - midend mobile */
1499             {"GTX 295",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1500             {"GTX 285",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1501             {"GTX 280",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1502             {"GTX 275",     CARD_NVIDIA_GEFORCE_GTX275},    /* Geforce 200 - midend high */
1503             {"GTX 260",     CARD_NVIDIA_GEFORCE_GTX260},    /* Geforce 200 - midend */
1504             {"GT 240",      CARD_NVIDIA_GEFORCE_GT240},     /* Geforce 200 - midend */
1505             {"GT 220",      CARD_NVIDIA_GEFORCE_GT220},     /* Geforce 200 - lowend */
1506             {"Geforce 310", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1507             {"Geforce 305", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1508             {"Geforce 210", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1509             {"G 210",       CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1510             {"GTS 250",     CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1511             {"GTS 150",     CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1512             {"9800",        CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1513             {"GT 140",      CARD_NVIDIA_GEFORCE_9600GT},    /* Geforce 9 - midend */
1514             {"9600",        CARD_NVIDIA_GEFORCE_9600GT},    /* Geforce 9 - midend */
1515             {"GT 130",      CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1516             {"GT 120",      CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1517             {"9500",        CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1518             {"9400",        CARD_NVIDIA_GEFORCE_9400GT},    /* Geforce 9 - lowend */
1519             {"9300",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1520             {"9200",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1521             {"9100",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1522             {"G 100",       CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1523             {"8800 GTX",    CARD_NVIDIA_GEFORCE_8800GTX},   /* Geforce 8 - highend high */
1524             {"8800",        CARD_NVIDIA_GEFORCE_8800GTS},   /* Geforce 8 - highend */
1525             {"8600 M",      CARD_NVIDIA_GEFORCE_8600MGT},   /* Geforce 8 - midend mobile */
1526             {"8700",        CARD_NVIDIA_GEFORCE_8600GT},    /* Geforce 8 - midend */
1527             {"8600",        CARD_NVIDIA_GEFORCE_8600GT},    /* Geforce 8 - midend */
1528             {"8500",        CARD_NVIDIA_GEFORCE_8400GS},    /* Geforce 8 - mid-lowend */
1529             {"8400",        CARD_NVIDIA_GEFORCE_8400GS},    /* Geforce 8 - mid-lowend */
1530             {"8300",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1531             {"8200",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1532             {"8100",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1533         };
1534
1535         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1536         {
1537             if (strstr(gl_renderer, cards[i].renderer))
1538                 return cards[i].id;
1539         }
1540
1541         /* Geforce8-compatible fall back if the GPU is not in the list yet */
1542         return CARD_NVIDIA_GEFORCE_8300GS;
1543     }
1544
1545     /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1546      * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1547      */
1548     if (d3d_level >= 9 && gl_info->supported[NV_VERTEX_PROGRAM3])
1549     {
1550         static const struct
1551         {
1552             const char *renderer;
1553             enum wined3d_pci_device id;
1554         }
1555         cards[] =
1556         {
1557             {"Quadro FX 5", CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1558             {"Quadro FX 4", CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1559             {"7950",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1560             {"7900",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1561             {"7800",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1562             {"7700",        CARD_NVIDIA_GEFORCE_7600},      /* Geforce 7 - midend */
1563             {"7600",        CARD_NVIDIA_GEFORCE_7600},      /* Geforce 7 - midend */
1564             {"7400",        CARD_NVIDIA_GEFORCE_7400},      /* Geforce 7 - lower medium */
1565             {"7300",        CARD_NVIDIA_GEFORCE_7300},      /* Geforce 7 - lowend */
1566             {"6800",        CARD_NVIDIA_GEFORCE_6800},      /* Geforce 6 - highend */
1567             {"6700",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1568             {"6610",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1569             {"6600",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1570         };
1571
1572         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1573         {
1574             if (strstr(gl_renderer, cards[i].renderer))
1575                 return cards[i].id;
1576         }
1577
1578         /* Geforce 6/7 - lowend */
1579         return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1580     }
1581
1582     if (d3d_level >= 9)
1583     {
1584         /* GeforceFX - highend */
1585         if (strstr(gl_renderer, "5800")
1586                 || strstr(gl_renderer, "5900")
1587                 || strstr(gl_renderer, "5950")
1588                 || strstr(gl_renderer, "Quadro FX"))
1589         {
1590             return CARD_NVIDIA_GEFORCEFX_5800;
1591         }
1592
1593         /* GeforceFX - midend */
1594         if (strstr(gl_renderer, "5600")
1595                 || strstr(gl_renderer, "5650")
1596                 || strstr(gl_renderer, "5700")
1597                 || strstr(gl_renderer, "5750"))
1598         {
1599             return CARD_NVIDIA_GEFORCEFX_5600;
1600         }
1601
1602         /* GeforceFX - lowend */
1603         return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1604     }
1605
1606     if (d3d_level >= 8)
1607     {
1608         if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1609         {
1610             return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1611         }
1612
1613         return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1614     }
1615
1616     if (d3d_level >= 7)
1617     {
1618         if (strstr(gl_renderer, "GeForce4 MX"))
1619         {
1620             return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1621         }
1622
1623         if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1624         {
1625             return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1626         }
1627
1628         if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1629         {
1630             return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1631         }
1632
1633         return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1634     }
1635
1636     if (strstr(gl_renderer, "TNT2"))
1637     {
1638         return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1639     }
1640
1641     return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1642 }
1643
1644 static enum wined3d_pci_device select_card_amd_binary(const struct wined3d_gl_info *gl_info,
1645         const char *gl_renderer)
1646 {
1647     UINT d3d_level = d3d_level_from_gl_info(gl_info);
1648
1649     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1650      *
1651      * Beware: renderer string do not match exact card model,
1652      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1653     if (d3d_level >= 10)
1654     {
1655         unsigned int i;
1656
1657         static const struct
1658         {
1659             const char *renderer;
1660             enum wined3d_pci_device id;
1661         }
1662         cards[] =
1663         {
1664             /* Evergreen */
1665             {"HD 5870", CARD_AMD_RADEON_HD5800},    /* Radeon EG CYPRESS PRO */
1666             {"HD 5850", CARD_AMD_RADEON_HD5800},    /* Radeon EG CYPRESS XT */
1667             {"HD 5800", CARD_AMD_RADEON_HD5800},    /* Radeon EG CYPRESS HD58xx generic renderer string */
1668             {"HD 5770", CARD_AMD_RADEON_HD5700},    /* Radeon EG JUNIPER XT */
1669             {"HD 5750", CARD_AMD_RADEON_HD5700},    /* Radeon EG JUNIPER LE */
1670             {"HD 5700", CARD_AMD_RADEON_HD5700},    /* Radeon EG JUNIPER HD57xx generic renderer string */
1671             {"HD 5670", CARD_AMD_RADEON_HD5600},    /* Radeon EG REDWOOD XT */
1672             {"HD 5570", CARD_AMD_RADEON_HD5600},    /* Radeon EG REDWOOD PRO mapped to HD5600 series */
1673             {"HD 5550", CARD_AMD_RADEON_HD5600},    /* Radeon EG REDWOOD LE mapped to HD5600 series */
1674             {"HD 5450", CARD_AMD_RADEON_HD5400},    /* Radeon EG CEDAR PRO */
1675             /* R700 */
1676             {"HD 4890", CARD_AMD_RADEON_HD4800},    /* Radeon RV790 */
1677             {"HD 4870", CARD_AMD_RADEON_HD4800},    /* Radeon RV770 */
1678             {"HD 4850", CARD_AMD_RADEON_HD4800},    /* Radeon RV770 */
1679             {"HD 4830", CARD_AMD_RADEON_HD4800},    /* Radeon RV770 */
1680             {"HD 4800", CARD_AMD_RADEON_HD4800},    /* Radeon RV7xx HD48xx generic renderer string */
1681             {"HD 4770", CARD_AMD_RADEON_HD4700},    /* Radeon RV740 */
1682             {"HD 4700", CARD_AMD_RADEON_HD4700},    /* Radeon RV7xx HD47xx generic renderer string */
1683             {"HD 4670", CARD_AMD_RADEON_HD4600},    /* Radeon RV730 */
1684             {"HD 4650", CARD_AMD_RADEON_HD4600},    /* Radeon RV730 */
1685             {"HD 4600", CARD_AMD_RADEON_HD4600},    /* Radeon RV730 */
1686             {"HD 4550", CARD_AMD_RADEON_HD4350},    /* Radeon RV710 */
1687             {"HD 4350", CARD_AMD_RADEON_HD4350},    /* Radeon RV710 */
1688             /* R600/R700 integrated */
1689             {"HD 3300", CARD_AMD_RADEON_HD3200},
1690             {"HD 3200", CARD_AMD_RADEON_HD3200},
1691             {"HD 3100", CARD_AMD_RADEON_HD3200},
1692             /* R600 */
1693             {"HD 3870", CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1694             {"HD 3850", CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1695             {"HD 2900", CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1696             {"HD 3830", CARD_AMD_RADEON_HD2600},    /* China-only midend */
1697             {"HD 3690", CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1698             {"HD 3650", CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1699             {"HD 2600", CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1700             {"HD 3470", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1701             {"HD 3450", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1702             {"HD 3430", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1703             {"HD 3400", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1704             {"HD 2400", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1705             {"HD 2350", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1706         };
1707
1708         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1709         {
1710             if (strstr(gl_renderer, cards[i].renderer))
1711                 return cards[i].id;
1712         }
1713
1714         /* Default for when no GPU has been found */
1715         return CARD_AMD_RADEON_HD3200;
1716     }
1717
1718     if (d3d_level >= 9)
1719     {
1720         /* Radeon R5xx */
1721         if (strstr(gl_renderer, "X1600")
1722                 || strstr(gl_renderer, "X1650")
1723                 || strstr(gl_renderer, "X1800")
1724                 || strstr(gl_renderer, "X1900")
1725                 || strstr(gl_renderer, "X1950"))
1726         {
1727             return CARD_AMD_RADEON_X1600;
1728         }
1729
1730         /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1731          * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1732         if (strstr(gl_renderer, "X700")
1733                 || strstr(gl_renderer, "X800")
1734                 || strstr(gl_renderer, "X850")
1735                 || strstr(gl_renderer, "X1300")
1736                 || strstr(gl_renderer, "X1400")
1737                 || strstr(gl_renderer, "X1450")
1738                 || strstr(gl_renderer, "X1550")
1739                 || strstr(gl_renderer, "X2300")
1740                 || strstr(gl_renderer, "X2500")
1741                 || strstr(gl_renderer, "HD 2300")
1742                 )
1743         {
1744             return CARD_AMD_RADEON_X700;
1745         }
1746
1747         /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1748         if (strstr(gl_renderer, "Radeon Xpress"))
1749         {
1750             return CARD_AMD_RADEON_XPRESS_200M;
1751         }
1752
1753         /* Radeon R3xx */
1754         return CARD_AMD_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1755     }
1756
1757     if (d3d_level >= 8)
1758         return CARD_AMD_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1759
1760     if (d3d_level >= 7)
1761         return CARD_AMD_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1762
1763     return CARD_AMD_RAGE_128PRO;
1764 }
1765
1766 static enum wined3d_pci_device select_card_intel(const struct wined3d_gl_info *gl_info,
1767         const char *gl_renderer)
1768 {
1769     if (strstr(gl_renderer, "GM45")) return CARD_INTEL_GM45;
1770     if (strstr(gl_renderer, "X3100") || strstr(gl_renderer, "965GM"))
1771     {
1772         /* MacOS calls the card GMA X3100, otherwise known as GM965/GL960 */
1773         return CARD_INTEL_X3100;
1774     }
1775
1776     if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1777     {
1778         /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1779         return CARD_INTEL_I945GM;
1780     }
1781
1782     if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1783     if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1784     if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1785     if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1786     if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1787     return CARD_INTEL_I915G;
1788
1789 }
1790
1791 static enum wined3d_pci_device select_card_amd_mesa(const struct wined3d_gl_info *gl_info,
1792         const char *gl_renderer)
1793 {
1794     UINT d3d_level;
1795     unsigned int i;
1796
1797     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1798      *
1799      * Beware: renderer string do not match exact card model,
1800      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1801     if (strstr(gl_renderer, "Gallium"))
1802     {
1803         /* 20101109 - These are never returned by current Gallium radeon
1804          * drivers: R700, RV790, R680, RV535, RV516, R410, RS485, RV360, RV351.
1805          *
1806          * These are returned but not handled: RC410, RV380. */
1807         static const struct
1808         {
1809             const char *renderer;
1810             enum wined3d_pci_device id;
1811         }
1812         cards[] =
1813         {
1814             /* Northern Islands */
1815             {"CAYMAN",  CARD_AMD_RADEON_HD6900},
1816             {"BARTS",   CARD_AMD_RADEON_HD6800},
1817             {"TURKS",   CARD_AMD_RADEON_HD6600},
1818             {"CAICOS",  CARD_AMD_RADEON_HD6400},
1819             {"PALM",    CARD_AMD_RADEON_HD6300},
1820             /* Evergreen */
1821             {"HEMLOCK", CARD_AMD_RADEON_HD5900},
1822             {"CYPRESS", CARD_AMD_RADEON_HD5800},
1823             {"JUNIPER", CARD_AMD_RADEON_HD5700},
1824             {"REDWOOD", CARD_AMD_RADEON_HD5600},
1825             {"CEDAR",   CARD_AMD_RADEON_HD5400},
1826             /* R700 */
1827             {"R700",    CARD_AMD_RADEON_HD4800},    /* HD4800 - highend */
1828             {"RV790",   CARD_AMD_RADEON_HD4800},
1829             {"RV770",   CARD_AMD_RADEON_HD4800},
1830             {"RV740",   CARD_AMD_RADEON_HD4700},    /* HD4700 - midend */
1831             {"RV730",   CARD_AMD_RADEON_HD4600},    /* HD4600 - midend */
1832             {"RV710",   CARD_AMD_RADEON_HD4350},    /* HD4500/HD4350 - lowend */
1833             /* R600/R700 integrated */
1834             {"RS880",   CARD_AMD_RADEON_HD3200},
1835             {"RS780",   CARD_AMD_RADEON_HD3200},
1836             /* R600 */
1837             {"R680",    CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1838             {"R600",    CARD_AMD_RADEON_HD2900},
1839             {"RV670",   CARD_AMD_RADEON_HD2900},
1840             {"RV635",   CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1841             {"RV630",   CARD_AMD_RADEON_HD2600},
1842             {"RV620",   CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1843             {"RV610",   CARD_AMD_RADEON_HD2350},
1844             /* R500 */
1845             {"R580",    CARD_AMD_RADEON_X1600},
1846             {"R520",    CARD_AMD_RADEON_X1600},
1847             {"RV570",   CARD_AMD_RADEON_X1600},
1848             {"RV560",   CARD_AMD_RADEON_X1600},
1849             {"RV535",   CARD_AMD_RADEON_X1600},
1850             {"RV530",   CARD_AMD_RADEON_X1600},
1851             {"RV516",   CARD_AMD_RADEON_X700},      /* X700 is actually R400. */
1852             {"RV515",   CARD_AMD_RADEON_X700},
1853             /* R400 */
1854             {"R481",    CARD_AMD_RADEON_X700},
1855             {"R480",    CARD_AMD_RADEON_X700},
1856             {"R430",    CARD_AMD_RADEON_X700},
1857             {"R423",    CARD_AMD_RADEON_X700},
1858             {"R420",    CARD_AMD_RADEON_X700},
1859             {"R410",    CARD_AMD_RADEON_X700},
1860             {"RV410",   CARD_AMD_RADEON_X700},
1861             /* Radeon Xpress - onboard, DX9b, Shader 2.0, 300-400MHz */
1862             {"RS740",   CARD_AMD_RADEON_XPRESS_200M},
1863             {"RS690",   CARD_AMD_RADEON_XPRESS_200M},
1864             {"RS600",   CARD_AMD_RADEON_XPRESS_200M},
1865             {"RS485",   CARD_AMD_RADEON_XPRESS_200M},
1866             {"RS482",   CARD_AMD_RADEON_XPRESS_200M},
1867             {"RS480",   CARD_AMD_RADEON_XPRESS_200M},
1868             {"RS400",   CARD_AMD_RADEON_XPRESS_200M},
1869             /* R300 */
1870             {"R360",    CARD_AMD_RADEON_9500},
1871             {"R350",    CARD_AMD_RADEON_9500},
1872             {"R300",    CARD_AMD_RADEON_9500},
1873             {"RV370",   CARD_AMD_RADEON_9500},
1874             {"RV360",   CARD_AMD_RADEON_9500},
1875             {"RV351",   CARD_AMD_RADEON_9500},
1876             {"RV350",   CARD_AMD_RADEON_9500},
1877         };
1878
1879         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1880         {
1881             if (strstr(gl_renderer, cards[i].renderer))
1882                 return cards[i].id;
1883         }
1884     }
1885
1886     d3d_level = d3d_level_from_gl_info(gl_info);
1887     if (d3d_level >= 9)
1888     {
1889         static const struct
1890         {
1891             const char *renderer;
1892             enum wined3d_pci_device id;
1893         }
1894         cards[] =
1895         {
1896             /* R700 */
1897             {"(R700",   CARD_AMD_RADEON_HD4800},    /* HD4800 - highend */
1898             {"(RV790",  CARD_AMD_RADEON_HD4800},
1899             {"(RV770",  CARD_AMD_RADEON_HD4800},
1900             {"(RV740",  CARD_AMD_RADEON_HD4700},    /* HD4700 - midend */
1901             {"(RV730",  CARD_AMD_RADEON_HD4600},    /* HD4600 - midend */
1902             {"(RV710",  CARD_AMD_RADEON_HD4350},    /* HD4500/HD4350 - lowend */
1903             /* R600/R700 integrated */
1904             {"RS880",   CARD_AMD_RADEON_HD3200},
1905             {"RS780",   CARD_AMD_RADEON_HD3200},
1906             /* R600 */
1907             {"(R680",   CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1908             {"(R600",   CARD_AMD_RADEON_HD2900},
1909             {"(RV670",  CARD_AMD_RADEON_HD2900},
1910             {"(RV635",  CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1911             {"(RV630",  CARD_AMD_RADEON_HD2600},
1912             {"(RV620",  CARD_AMD_RADEON_HD2350},    /* HD2300/HD2400/HD3400 - lowend */
1913             {"(RV610",  CARD_AMD_RADEON_HD2350},
1914         };
1915
1916         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1917         {
1918             if (strstr(gl_renderer, cards[i].renderer))
1919                 return cards[i].id;
1920         }
1921     }
1922
1923     if (d3d_level >= 8)
1924         return CARD_AMD_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1925
1926     if (d3d_level >= 7)
1927         return CARD_AMD_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1928
1929     return CARD_AMD_RAGE_128PRO;
1930 }
1931
1932 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
1933         const char *gl_renderer)
1934 {
1935     UINT d3d_level;
1936
1937     if (strstr(gl_renderer, "Gallium"))
1938     {
1939         unsigned int i;
1940
1941         static const struct
1942         {
1943             const char *renderer;
1944             enum wined3d_pci_device id;
1945         }
1946         cards[] =
1947         {
1948             {"NVC8",    CARD_NVIDIA_GEFORCE_GTX570},
1949             {"NVC4",    CARD_NVIDIA_GEFORCE_GTX460},
1950             {"NVC3",    CARD_NVIDIA_GEFORCE_GT440},
1951             {"NVC0",    CARD_NVIDIA_GEFORCE_GTX480},
1952             {"NVAF",    CARD_NVIDIA_GEFORCE_GT320M},
1953             {"NVAC",    CARD_NVIDIA_GEFORCE_8200},
1954             {"NVAA",    CARD_NVIDIA_GEFORCE_8200},
1955             {"NVA8",    CARD_NVIDIA_GEFORCE_210},
1956             {"NVA5",    CARD_NVIDIA_GEFORCE_GT220},
1957             {"NVA3",    CARD_NVIDIA_GEFORCE_GT240},
1958             {"NVA0",    CARD_NVIDIA_GEFORCE_GTX280},
1959             {"NV98",    CARD_NVIDIA_GEFORCE_9200},
1960             {"NV96",    CARD_NVIDIA_GEFORCE_9400GT},
1961             {"NV94",    CARD_NVIDIA_GEFORCE_9600GT},
1962             {"NV92",    CARD_NVIDIA_GEFORCE_9800GT},
1963             {"NV86",    CARD_NVIDIA_GEFORCE_8500GT},
1964             {"NV84",    CARD_NVIDIA_GEFORCE_8600GT},
1965             {"NV68",    CARD_NVIDIA_GEFORCE_6200},      /* 7050 */
1966             {"NV67",    CARD_NVIDIA_GEFORCE_6200},      /* 7000M */
1967             {"NV63",    CARD_NVIDIA_GEFORCE_6200},      /* 7100 */
1968             {"NV50",    CARD_NVIDIA_GEFORCE_8800GTX},
1969             {"NV4E",    CARD_NVIDIA_GEFORCE_6200},      /* 6100 Go / 6150 Go */
1970             {"NV4C",    CARD_NVIDIA_GEFORCE_6200},      /* 6150SE */
1971             {"NV4B",    CARD_NVIDIA_GEFORCE_7600},
1972             {"NV4A",    CARD_NVIDIA_GEFORCE_6200},
1973             {"NV49",    CARD_NVIDIA_GEFORCE_7800GT},    /* 7900 */
1974             {"NV47",    CARD_NVIDIA_GEFORCE_7800GT},
1975             {"NV46",    CARD_NVIDIA_GEFORCE_7400},
1976             {"NV45",    CARD_NVIDIA_GEFORCE_6800},
1977             {"NV44",    CARD_NVIDIA_GEFORCE_6200},
1978             {"NV43",    CARD_NVIDIA_GEFORCE_6600GT},
1979             {"NV42",    CARD_NVIDIA_GEFORCE_6800},
1980             {"NV41",    CARD_NVIDIA_GEFORCE_6800},
1981             {"NV40",    CARD_NVIDIA_GEFORCE_6800},
1982             {"NV38",    CARD_NVIDIA_GEFORCEFX_5800},    /* FX 5950 Ultra */
1983             {"NV36",    CARD_NVIDIA_GEFORCEFX_5800},    /* FX 5700/5750 */
1984             {"NV35",    CARD_NVIDIA_GEFORCEFX_5800},    /* FX 5900 */
1985             {"NV34",    CARD_NVIDIA_GEFORCEFX_5200},
1986             {"NV31",    CARD_NVIDIA_GEFORCEFX_5600},
1987             {"NV30",    CARD_NVIDIA_GEFORCEFX_5800},
1988             {"NV28",    CARD_NVIDIA_GEFORCE4_TI4200},
1989             {"NV25",    CARD_NVIDIA_GEFORCE4_TI4200},
1990             {"NV20",    CARD_NVIDIA_GEFORCE3},
1991             {"NV1F",    CARD_NVIDIA_GEFORCE4_MX},       /* GF4 MX IGP */
1992             {"NV1A",    CARD_NVIDIA_GEFORCE2},          /* GF2 IGP */
1993             {"NV18",    CARD_NVIDIA_GEFORCE4_MX},
1994             {"NV17",    CARD_NVIDIA_GEFORCE4_MX},
1995             {"NV16",    CARD_NVIDIA_GEFORCE2},
1996             {"NV15",    CARD_NVIDIA_GEFORCE2},
1997             {"NV11",    CARD_NVIDIA_GEFORCE2_MX},
1998             {"NV10",    CARD_NVIDIA_GEFORCE},
1999             {"NV05",    CARD_NVIDIA_RIVA_TNT2},
2000             {"NV04",    CARD_NVIDIA_RIVA_TNT},
2001             {"NV03",    CARD_NVIDIA_RIVA_128},
2002         };
2003
2004         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
2005         {
2006             if (strstr(gl_renderer, cards[i].renderer))
2007                 return cards[i].id;
2008         }
2009     }
2010
2011     FIXME_(d3d_caps)("Unknown renderer %s.\n", debugstr_a(gl_renderer));
2012
2013     d3d_level = d3d_level_from_gl_info(gl_info);
2014     if (d3d_level >= 9)
2015         return CARD_NVIDIA_GEFORCEFX_5600;
2016     if (d3d_level >= 8)
2017         return CARD_NVIDIA_GEFORCE3;
2018     if (d3d_level >= 7)
2019         return CARD_NVIDIA_GEFORCE;
2020     if (d3d_level >= 6)
2021         return CARD_NVIDIA_RIVA_TNT;
2022     return CARD_NVIDIA_RIVA_128;
2023 }
2024
2025
2026 struct vendor_card_selection
2027 {
2028     enum wined3d_gl_vendor gl_vendor;
2029     enum wined3d_pci_vendor card_vendor;
2030     const char *description;        /* Description of the card selector i.e. Apple OS/X Intel */
2031     enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer);
2032 };
2033
2034 static const struct vendor_card_selection vendor_card_select_table[] =
2035 {
2036     {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA,  "Nvidia binary driver",     select_card_nvidia_binary},
2037     {GL_VENDOR_APPLE,  HW_VENDOR_NVIDIA,  "Apple OSX NVidia binary driver",   select_card_nvidia_binary},
2038     {GL_VENDOR_APPLE,  HW_VENDOR_AMD,     "Apple OSX AMD/ATI binary driver",  select_card_amd_binary},
2039     {GL_VENDOR_APPLE,  HW_VENDOR_INTEL,   "Apple OSX Intel binary driver",    select_card_intel},
2040     {GL_VENDOR_FGLRX,  HW_VENDOR_AMD,     "AMD/ATI binary driver",    select_card_amd_binary},
2041     {GL_VENDOR_MESA,   HW_VENDOR_AMD,     "Mesa AMD/ATI driver",      select_card_amd_mesa},
2042     {GL_VENDOR_MESA,   HW_VENDOR_NVIDIA,  "Mesa Nouveau driver",      select_card_nvidia_mesa},
2043     {GL_VENDOR_MESA,   HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel},
2044     {GL_VENDOR_INTEL,  HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel}
2045 };
2046
2047
2048 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
2049         enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor)
2050 {
2051     UINT d3d_level;
2052
2053     /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
2054      * different GPUs with roughly the same features. In most cases GPUs from a
2055      * certain family differ in clockspeeds, the amount of video memory and the
2056      * number of shader pipelines.
2057      *
2058      * A Direct3D device object contains the PCI id (vendor + device) of the
2059      * videocard which is used for rendering. Various applications use this
2060      * information to get a rough estimation of the features of the card and
2061      * some might use it for enabling 3d effects only on certain types of
2062      * videocards. In some cases games might even use it to work around bugs
2063      * which happen on certain videocards/driver combinations. The problem is
2064      * that OpenGL only exposes a rendering string containing the name of the
2065      * videocard and not the PCI id.
2066      *
2067      * Various games depend on the PCI id, so somehow we need to provide one.
2068      * A simple option is to parse the renderer string and translate this to
2069      * the right PCI id. This is a lot of work because there are more than 200
2070      * GPUs just for Nvidia. Various cards share the same renderer string, so
2071      * the amount of code might be 'small' but there are quite a number of
2072      * exceptions which would make this a pain to maintain. Another way would
2073      * be to query the PCI id from the operating system (assuming this is the
2074      * videocard which is used for rendering which is not always the case).
2075      * This would work but it is not very portable. Second it would not work
2076      * well in, let's say, a remote X situation in which the amount of 3d
2077      * features which can be used is limited.
2078      *
2079      * As said most games only use the PCI id to get an indication of the
2080      * capabilities of the card. It doesn't really matter if the given id is
2081      * the correct one if we return the id of a card with similar 3d features.
2082      *
2083      * The code below checks the OpenGL capabilities of a videocard and matches
2084      * that to a certain level of Direct3D functionality. Once a card passes
2085      * the Direct3D9 check, we know that the card (in case of Nvidia) is at
2086      * least a GeforceFX. To give a better estimate we do a basic check on the
2087      * renderer string but if that won't pass we return a default card. This
2088      * way is better than maintaining a full card database as even without a
2089      * full database we can return a card with similar features. Second the
2090      * size of the database can be made quite small because when you know what
2091      * type of 3d functionality a card has, you know to which GPU family the
2092      * GPU must belong. Because of this you only have to check a small part of
2093      * the renderer string to distinguishes between different models from that
2094      * family.
2095      *
2096      * The code also selects a default amount of video memory which we will
2097      * use for an estimation of the amount of free texture memory. In case of
2098      * real D3D the amount of texture memory includes video memory and system
2099      * memory (to be specific AGP memory or in case of PCIE TurboCache /
2100      * HyperMemory). We don't know how much system memory can be addressed by
2101      * the system but we can make a reasonable estimation about the amount of
2102      * video memory. If the value is slightly wrong it doesn't matter as we
2103      * didn't include AGP-like memory which makes the amount of addressable
2104      * memory higher and second OpenGL isn't that critical it moves to system
2105      * memory behind our backs if really needed. Note that the amount of video
2106      * memory can be overruled using a registry setting. */
2107
2108     int i;
2109
2110     for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
2111     {
2112         if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
2113             || (vendor_card_select_table[i].card_vendor != *card_vendor))
2114                 continue;
2115         TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
2116         return vendor_card_select_table[i].select_card(gl_info, gl_renderer);
2117     }
2118
2119     FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
2120                      *gl_vendor, *card_vendor);
2121
2122     /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
2123      * for Nvidia was because the hardware and drivers they make are of good quality. This makes
2124      * them a good generic choice. */
2125     *card_vendor = HW_VENDOR_NVIDIA;
2126     d3d_level = d3d_level_from_gl_info(gl_info);
2127     if (d3d_level >= 9)
2128         return CARD_NVIDIA_GEFORCEFX_5600;
2129     if (d3d_level >= 8)
2130         return CARD_NVIDIA_GEFORCE3;
2131     if (d3d_level >= 7)
2132         return CARD_NVIDIA_GEFORCE;
2133     if (d3d_level >= 6)
2134         return CARD_NVIDIA_RIVA_TNT;
2135     return CARD_NVIDIA_RIVA_128;
2136 }
2137
2138 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
2139 {
2140     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2141     int vs_selected_mode, ps_selected_mode;
2142
2143     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2144     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2145             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
2146     else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
2147     else if (gl_info->supported[NV_REGISTER_COMBINERS]
2148             && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
2149     else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
2150     else return &ffp_fragment_pipeline;
2151 }
2152
2153 static const struct wined3d_shader_backend_ops *select_shader_backend(struct wined3d_adapter *adapter)
2154 {
2155     int vs_selected_mode, ps_selected_mode;
2156
2157     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2158     if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
2159     if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
2160     return &none_shader_backend;
2161 }
2162
2163 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
2164 {
2165     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2166     int vs_selected_mode, ps_selected_mode;
2167
2168     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2169     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2170             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2171     else return &ffp_blit;
2172 }
2173
2174 static void load_gl_funcs(struct wined3d_gl_info *gl_info, DWORD gl_version)
2175 {
2176     DWORD ver;
2177
2178 #define USE_GL_FUNC(type, pfn, ext, replace) \
2179     if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2180     else if ((ver = ver_for_ext(ext)) && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2181     else gl_info->pfn = NULL;
2182
2183     GL_EXT_FUNCS_GEN;
2184 #undef USE_GL_FUNC
2185
2186 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2187     WGL_EXT_FUNCS_GEN;
2188 #undef USE_GL_FUNC
2189 }
2190
2191 /* Context activation is done by the caller. */
2192 static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter)
2193 {
2194     struct wined3d_driver_info *driver_info = &adapter->driver_info;
2195     struct wined3d_gl_info *gl_info = &adapter->gl_info;
2196     const char *GL_Extensions    = NULL;
2197     const char *WGL_Extensions   = NULL;
2198     const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2199     struct fragment_caps fragment_caps;
2200     enum wined3d_gl_vendor gl_vendor;
2201     enum wined3d_pci_vendor card_vendor;
2202     enum wined3d_pci_device device;
2203     GLint       gl_max;
2204     GLfloat     gl_floatv[2];
2205     unsigned    i;
2206     HDC         hdc;
2207     DWORD gl_version;
2208     size_t len;
2209
2210     TRACE_(d3d_caps)("(%p)\n", gl_info);
2211
2212     ENTER_GL();
2213
2214     gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2215     TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2216     if (!gl_renderer_str)
2217     {
2218         LEAVE_GL();
2219         ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2220         return FALSE;
2221     }
2222
2223     gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2224     TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2225     if (!gl_vendor_str)
2226     {
2227         LEAVE_GL();
2228         ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2229         return FALSE;
2230     }
2231
2232     /* Parse the GL_VERSION field into major and minor information */
2233     gl_version_str = (const char *)glGetString(GL_VERSION);
2234     TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2235     if (!gl_version_str)
2236     {
2237         LEAVE_GL();
2238         ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2239         return FALSE;
2240     }
2241     gl_version = wined3d_parse_gl_version(gl_version_str);
2242
2243     /*
2244      * Initialize openGL extension related variables
2245      *  with Default values
2246      */
2247     memset(gl_info->supported, 0, sizeof(gl_info->supported));
2248     gl_info->limits.blends = 1;
2249     gl_info->limits.buffers = 1;
2250     gl_info->limits.textures = 1;
2251     gl_info->limits.fragment_samplers = 1;
2252     gl_info->limits.vertex_samplers = 0;
2253     gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2254     gl_info->limits.sampler_stages = 1;
2255     gl_info->limits.glsl_vs_float_constants = 0;
2256     gl_info->limits.glsl_ps_float_constants = 0;
2257     gl_info->limits.arb_vs_float_constants = 0;
2258     gl_info->limits.arb_vs_native_constants = 0;
2259     gl_info->limits.arb_vs_instructions = 0;
2260     gl_info->limits.arb_vs_temps = 0;
2261     gl_info->limits.arb_ps_float_constants = 0;
2262     gl_info->limits.arb_ps_local_constants = 0;
2263     gl_info->limits.arb_ps_instructions = 0;
2264     gl_info->limits.arb_ps_temps = 0;
2265
2266     /* Retrieve opengl defaults */
2267     glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2268     gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2269     TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2270
2271     glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2272     gl_info->limits.lights = gl_max;
2273     TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2274
2275     glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2276     gl_info->limits.texture_size = gl_max;
2277     TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2278
2279     glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2280     gl_info->limits.pointsize_min = gl_floatv[0];
2281     gl_info->limits.pointsize_max = gl_floatv[1];
2282     TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2283
2284     /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2285     GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2286     if (!GL_Extensions)
2287     {
2288         LEAVE_GL();
2289         ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2290         return FALSE;
2291     }
2292
2293     LEAVE_GL();
2294
2295     TRACE_(d3d_caps)("GL_Extensions reported:\n");
2296
2297     gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2298
2299     while (*GL_Extensions)
2300     {
2301         const char *start;
2302
2303         while (isspace(*GL_Extensions)) ++GL_Extensions;
2304         start = GL_Extensions;
2305         while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2306
2307         len = GL_Extensions - start;
2308         if (!len) continue;
2309
2310         TRACE_(d3d_caps)("- %s\n", debugstr_an(start, len));
2311
2312         for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2313         {
2314             if (len == strlen(EXTENSION_MAP[i].extension_string)
2315                     && !memcmp(start, EXTENSION_MAP[i].extension_string, len))
2316             {
2317                 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2318                 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2319                 break;
2320             }
2321         }
2322     }
2323
2324     /* Now work out what GL support this card really has */
2325     load_gl_funcs( gl_info, gl_version );
2326
2327     ENTER_GL();
2328
2329     /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2330      * loading the functions, otherwise the code above will load the extension entry points instead of the
2331      * core functions, which may not work. */
2332     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2333     {
2334         if (!gl_info->supported[EXTENSION_MAP[i].extension]
2335                 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2336         {
2337             TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2338             gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2339         }
2340     }
2341
2342     if (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
2343
2344     if (gl_info->supported[APPLE_FENCE])
2345     {
2346         /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2347          * The apple extension interacts with some other apple exts. Disable the NV
2348          * extension if the apple one is support to prevent confusion in other parts
2349          * of the code. */
2350         gl_info->supported[NV_FENCE] = FALSE;
2351     }
2352     if (gl_info->supported[APPLE_FLOAT_PIXELS])
2353     {
2354         /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2355          *
2356          * The enums are the same:
2357          * GL_RGBA16F_ARB     = GL_RGBA_FLOAT16_APPLE = 0x881A
2358          * GL_RGB16F_ARB      = GL_RGB_FLOAT16_APPLE  = 0x881B
2359          * GL_RGBA32F_ARB     = GL_RGBA_FLOAT32_APPLE = 0x8814
2360          * GL_RGB32F_ARB      = GL_RGB_FLOAT32_APPLE  = 0x8815
2361          * GL_HALF_FLOAT_ARB  = GL_HALF_APPLE         = 0x140B
2362          */
2363         if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2364         {
2365             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2366             gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2367         }
2368         if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2369         {
2370             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2371             gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2372         }
2373     }
2374     if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2375     {
2376         /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2377          * functionality. Prefer the ARB extension */
2378         gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2379     }
2380     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2381     {
2382         TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2383         gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2384     }
2385     if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2386     {
2387         TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2388         gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2389     }
2390     if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2391     {
2392         TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2393         gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2394     }
2395     if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
2396     {
2397         TRACE_(d3d_caps)(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
2398         gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
2399     }
2400     if (gl_info->supported[NV_TEXTURE_SHADER2])
2401     {
2402         if (gl_info->supported[NV_REGISTER_COMBINERS])
2403         {
2404             /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2405              * are supported. The nv extensions provide the same functionality as the
2406              * ATI one, and a bit more(signed pixelformats). */
2407             gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2408         }
2409     }
2410
2411     if (gl_info->supported[NV_REGISTER_COMBINERS])
2412     {
2413         glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2414         gl_info->limits.general_combiners = gl_max;
2415         TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2416     }
2417     if (gl_info->supported[ARB_DRAW_BUFFERS])
2418     {
2419         glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2420         gl_info->limits.buffers = gl_max;
2421         TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2422     }
2423     if (gl_info->supported[ARB_MULTITEXTURE])
2424     {
2425         glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2426         gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2427         TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2428
2429         if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2430         {
2431             GLint tmp;
2432             glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2433             gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2434         }
2435         else
2436         {
2437             gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2438         }
2439         TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2440
2441         if (gl_info->supported[ARB_VERTEX_SHADER])
2442         {
2443             GLint tmp;
2444             glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2445             gl_info->limits.vertex_samplers = tmp;
2446             glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2447             gl_info->limits.combined_samplers = tmp;
2448
2449             /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2450              * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2451              * an issue because then the sampler setup only depends on the two shaders. If a pixel
2452              * shader is used with fixed function vertex processing we're fine too because fixed function
2453              * vertex processing doesn't use any samplers. If fixed function fragment processing is
2454              * used we have to make sure that all vertex sampler setups are valid together with all
2455              * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2456              * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2457              * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2458              * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2459              * a fixed function pipeline anymore.
2460              *
2461              * So this is just a check to check that our assumption holds true. If not, write a warning
2462              * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2463             if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2464                     && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2465             {
2466                 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2467                         gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2468                 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2469                 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2470                     gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2471                 else
2472                     gl_info->limits.vertex_samplers = 0;
2473             }
2474         }
2475         else
2476         {
2477             gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2478         }
2479         TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2480         TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2481     }
2482     if (gl_info->supported[ARB_VERTEX_BLEND])
2483     {
2484         glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2485         gl_info->limits.blends = gl_max;
2486         TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2487     }
2488     if (gl_info->supported[EXT_TEXTURE3D])
2489     {
2490         glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2491         gl_info->limits.texture3d_size = gl_max;
2492         TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2493     }
2494     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2495     {
2496         glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2497         gl_info->limits.anisotropy = gl_max;
2498         TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2499     }
2500     if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2501     {
2502         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2503         gl_info->limits.arb_ps_float_constants = gl_max;
2504         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2505         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2506         gl_info->limits.arb_ps_native_constants = gl_max;
2507         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2508                 gl_info->limits.arb_ps_native_constants);
2509         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2510         gl_info->limits.arb_ps_temps = gl_max;
2511         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2512         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2513         gl_info->limits.arb_ps_instructions = gl_max;
2514         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2515         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2516         gl_info->limits.arb_ps_local_constants = gl_max;
2517         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2518     }
2519     if (gl_info->supported[ARB_VERTEX_PROGRAM])
2520     {
2521         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2522         gl_info->limits.arb_vs_float_constants = gl_max;
2523         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2524         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2525         gl_info->limits.arb_vs_native_constants = gl_max;
2526         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2527                 gl_info->limits.arb_vs_native_constants);
2528         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2529         gl_info->limits.arb_vs_temps = gl_max;
2530         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2531         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2532         gl_info->limits.arb_vs_instructions = gl_max;
2533         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2534
2535         if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2536     }
2537     if (gl_info->supported[ARB_VERTEX_SHADER])
2538     {
2539         glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2540         gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2541         TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2542     }
2543     if (gl_info->supported[ARB_FRAGMENT_SHADER])
2544     {
2545         glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2546         gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2547         TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2548         glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2549         gl_info->limits.glsl_varyings = gl_max;
2550         TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2551     }
2552     if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2553     {
2554         const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2555         unsigned int major, minor;
2556
2557         TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2558
2559         /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2560         sscanf(str, "%u.%u", &major, &minor);
2561         gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2562     }
2563     if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2564     {
2565         glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2566     }
2567     else
2568     {
2569         gl_info->limits.shininess = 128.0f;
2570     }
2571     if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2572     {
2573         /* If we have full NP2 texture support, disable
2574          * GL_ARB_texture_rectangle because we will never use it.
2575          * This saves a few redundant glDisable calls. */
2576         gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2577     }
2578     if (gl_info->supported[ATI_FRAGMENT_SHADER])
2579     {
2580         /* Disable NV_register_combiners and fragment shader if this is supported.
2581          * generally the NV extensions are preferred over the ATI ones, and this
2582          * extension is disabled if register_combiners and texture_shader2 are both
2583          * supported. So we reach this place only if we have incomplete NV dxlevel 8
2584          * fragment processing support. */
2585         gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2586         gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2587         gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2588         gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2589     }
2590     if (gl_info->supported[NV_HALF_FLOAT])
2591     {
2592         /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2593         gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2594     }
2595     checkGLcall("extension detection");
2596
2597     LEAVE_GL();
2598
2599     adapter->fragment_pipe = select_fragment_implementation(adapter);
2600     adapter->shader_backend = select_shader_backend(adapter);
2601     adapter->blitter = select_blit_implementation(adapter);
2602
2603     adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2604     gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2605     TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2606
2607     /* In some cases the number of texture stages can be larger than the number
2608      * of samplers. The GF4 for example can use only 2 samplers (no fragment
2609      * shaders), but 8 texture stages (register combiners). */
2610     gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2611
2612     if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2613     {
2614         gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2615         gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2616         gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2617         gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2618         gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2619         gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2620         gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2621         gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2622         gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2623         gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2624         gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2625         gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2626         gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2627         gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2628         gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2629         gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2630         gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2631         gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2632         gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2633     }
2634     else
2635     {
2636         if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2637         {
2638             gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2639             gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2640             gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2641             gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2642             gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2643             gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2644             gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2645             gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2646             gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2647             gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2648             gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2649             gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2650             gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2651             gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2652             gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2653             gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2654             gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2655         }
2656         else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2657         {
2658             WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2659             wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2660         }
2661         if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2662         {
2663             gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2664         }
2665         if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2666         {
2667             gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2668         }
2669     }
2670
2671     /* MRTs are currently only supported when FBOs are used. */
2672     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2673     {
2674         gl_info->limits.buffers = 1;
2675     }
2676
2677     gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2678     card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2679     TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2680
2681     device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor);
2682     TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2683
2684     gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2685     gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2686             gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2687     gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2688     gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2689             gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2690     gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2691             gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2692
2693     /* Make sure there's an active HDC else the WGL extensions will fail */
2694     hdc = pwglGetCurrentDC();
2695     if (hdc) {
2696         /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2697         if(GL_EXTCALL(wglGetExtensionsStringARB))
2698             WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2699
2700         if (!WGL_Extensions)
2701         {
2702             ERR("   WGL_Extensions returns NULL\n");
2703         }
2704         else
2705         {
2706             TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2707             while (*WGL_Extensions)
2708             {
2709                 const char *Start;
2710                 char ThisExtn[256];
2711
2712                 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2713                 Start = WGL_Extensions;
2714                 while (!isspace(*WGL_Extensions) && *WGL_Extensions) ++WGL_Extensions;
2715
2716                 len = WGL_Extensions - Start;
2717                 if (!len || len >= sizeof(ThisExtn))
2718                     continue;
2719
2720                 memcpy(ThisExtn, Start, len);
2721                 ThisExtn[len] = '\0';
2722                 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2723
2724                 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2725                     gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2726                     TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2727                 }
2728                 if (!strcmp(ThisExtn, "WGL_EXT_swap_control")) {
2729                     gl_info->supported[WGL_EXT_SWAP_CONTROL] = TRUE;
2730                     TRACE_(d3d_caps)("FOUND: WGL_EXT_swap_control support\n");
2731                 }
2732                 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2733                     gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2734                     TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2735                 }
2736             }
2737         }
2738     }
2739
2740     fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2741     init_driver_info(driver_info, card_vendor, device);
2742     add_gl_compat_wrappers(gl_info);
2743
2744     return TRUE;
2745 }
2746
2747 UINT CDECL wined3d_get_adapter_count(const struct wined3d *wined3d)
2748 {
2749     TRACE_(d3d_caps)("wined3d %p, reporting %u adapters.\n",
2750             wined3d, wined3d->adapter_count);
2751
2752     return wined3d->adapter_count;
2753 }
2754
2755 HRESULT CDECL wined3d_register_software_device(struct wined3d *wined3d, void *init_function)
2756 {
2757     FIXME("wined3d %p, init_function %p stub!\n", wined3d, init_function);
2758
2759     return WINED3D_OK;
2760 }
2761
2762 HMONITOR CDECL wined3d_get_adapter_monitor(const struct wined3d *wined3d, UINT adapter_idx)
2763 {
2764     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u.\n", wined3d, adapter_idx);
2765
2766     if (adapter_idx >= wined3d->adapter_count)
2767         return NULL;
2768
2769     return MonitorFromPoint(wined3d->adapters[adapter_idx].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2770 }
2771
2772 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2773      of the same bpp but different resolutions                                  */
2774
2775 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2776 UINT CDECL wined3d_get_adapter_mode_count(const struct wined3d *wined3d, UINT adapter_idx,
2777         enum wined3d_format_id format_id)
2778 {
2779     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, format %s.\n", wined3d, adapter_idx, debug_d3dformat(format_id));
2780
2781     if (adapter_idx >= wined3d->adapter_count)
2782         return 0;
2783
2784     /* TODO: Store modes per adapter and read it from the adapter structure */
2785     if (!adapter_idx)
2786     {
2787         const struct wined3d_format *format = wined3d_get_format(&wined3d->adapters[adapter_idx].gl_info, format_id);
2788         UINT format_bits = format->byte_count * CHAR_BIT;
2789         unsigned int i = 0;
2790         unsigned int j = 0;
2791         DEVMODEW mode;
2792
2793         memset(&mode, 0, sizeof(mode));
2794         mode.dmSize = sizeof(mode);
2795
2796         while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2797         {
2798             ++j;
2799
2800             if (format_id == WINED3DFMT_UNKNOWN)
2801             {
2802                 /* This is for D3D8, do not enumerate P8 here */
2803                 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2804             }
2805             else if (mode.dmBitsPerPel == format_bits)
2806             {
2807                 ++i;
2808             }
2809         }
2810
2811         TRACE_(d3d_caps)("Returning %u matching modes (out of %u total) for adapter %u.\n", i, j, adapter_idx);
2812
2813         return i;
2814     }
2815     else
2816     {
2817         FIXME_(d3d_caps)("Adapter not primary display.\n");
2818     }
2819
2820     return 0;
2821 }
2822
2823 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2824 HRESULT CDECL wined3d_enum_adapter_modes(const struct wined3d *wined3d, UINT adapter_idx,
2825         enum wined3d_format_id format_id, UINT mode_idx, WINED3DDISPLAYMODE *mode)
2826 {
2827     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, format %s, mode_idx %u, mode %p.\n",
2828             wined3d, adapter_idx, debug_d3dformat(format_id), mode_idx, mode);
2829
2830     /* Validate the parameters as much as possible */
2831     if (!mode || adapter_idx >= wined3d->adapter_count
2832             || mode_idx >= wined3d_get_adapter_mode_count(wined3d, adapter_idx, format_id))
2833     {
2834         return WINED3DERR_INVALIDCALL;
2835     }
2836
2837     /* TODO: Store modes per adapter and read it from the adapter structure */
2838     if (!adapter_idx)
2839     {
2840         const struct wined3d_format *format = wined3d_get_format(&wined3d->adapters[adapter_idx].gl_info, format_id);
2841         UINT format_bits = format->byte_count * CHAR_BIT;
2842         DEVMODEW DevModeW;
2843         int ModeIdx = 0;
2844         UINT i = 0;
2845         int j = 0;
2846
2847         ZeroMemory(&DevModeW, sizeof(DevModeW));
2848         DevModeW.dmSize = sizeof(DevModeW);
2849
2850         /* If we are filtering to a specific format (D3D9), then need to skip
2851            all unrelated modes, but if mode is irrelevant (D3D8), then we can
2852            just count through the ones with valid bit depths */
2853         while (i <= mode_idx && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2854         {
2855             if (format_id == WINED3DFMT_UNKNOWN)
2856             {
2857                 /* This is for D3D8, do not enumerate P8 here */
2858                 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2859             }
2860             else if (DevModeW.dmBitsPerPel == format_bits)
2861             {
2862                 ++i;
2863             }
2864         }
2865
2866         if (!i)
2867         {
2868             TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", format_id, debug_d3dformat(format_id));
2869             return WINED3DERR_INVALIDCALL;
2870         }
2871         ModeIdx = j - 1;
2872
2873         /* Now get the display mode via the calculated index */
2874         if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0))
2875         {
2876             mode->Width = DevModeW.dmPelsWidth;
2877             mode->Height = DevModeW.dmPelsHeight;
2878             mode->RefreshRate = DEFAULT_REFRESH_RATE;
2879             if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2880                 mode->RefreshRate = DevModeW.dmDisplayFrequency;
2881
2882             if (format_id == WINED3DFMT_UNKNOWN)
2883                 mode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2884             else
2885                 mode->Format = format_id;
2886         }
2887         else
2888         {
2889             TRACE_(d3d_caps)("Requested mode %u out of range.\n", mode_idx);
2890             return WINED3DERR_INVALIDCALL;
2891         }
2892
2893         TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n",
2894                 mode->Width, mode->Height, mode->RefreshRate, mode->Format,
2895                 debug_d3dformat(mode->Format), DevModeW.dmBitsPerPel);
2896     }
2897     else
2898     {
2899         FIXME_(d3d_caps)("Adapter not primary display\n");
2900     }
2901
2902     return WINED3D_OK;
2903 }
2904
2905 HRESULT CDECL wined3d_get_adapter_display_mode(const struct wined3d *wined3d, UINT adapter_idx,
2906         WINED3DDISPLAYMODE *mode)
2907 {
2908     TRACE("wined3d %p, adapter_idx %u, display_mode %p.\n", wined3d, adapter_idx, mode);
2909
2910     if (!mode || adapter_idx >= wined3d->adapter_count)
2911         return WINED3DERR_INVALIDCALL;
2912
2913     if (!adapter_idx)
2914     {
2915         DEVMODEW DevModeW;
2916         unsigned int bpp;
2917
2918         ZeroMemory(&DevModeW, sizeof(DevModeW));
2919         DevModeW.dmSize = sizeof(DevModeW);
2920
2921         EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2922         mode->Width = DevModeW.dmPelsWidth;
2923         mode->Height = DevModeW.dmPelsHeight;
2924         bpp = DevModeW.dmBitsPerPel;
2925         mode->RefreshRate = DEFAULT_REFRESH_RATE;
2926         if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2927             mode->RefreshRate = DevModeW.dmDisplayFrequency;
2928         mode->Format = pixelformat_for_depth(bpp);
2929     }
2930     else
2931     {
2932         FIXME_(d3d_caps)("Adapter not primary display\n");
2933     }
2934
2935     TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", mode->Width,
2936           mode->Height, mode->RefreshRate, debug_d3dformat(mode->Format));
2937     return WINED3D_OK;
2938 }
2939
2940 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2941    and fields being inserted in the middle, a new structure is used in place    */
2942 HRESULT CDECL wined3d_get_adapter_identifier(const struct wined3d *wined3d,
2943         UINT adapter_idx, DWORD flags, WINED3DADAPTER_IDENTIFIER *identifier)
2944 {
2945     const struct wined3d_adapter *adapter;
2946     size_t len;
2947
2948     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, flags %#x, indentifier %p.\n",
2949             wined3d, adapter_idx, flags, identifier);
2950
2951     if (adapter_idx >= wined3d->adapter_count)
2952         return WINED3DERR_INVALIDCALL;
2953
2954     adapter = &wined3d->adapters[adapter_idx];
2955
2956     /* Return the information requested */
2957     TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2958
2959     if (identifier->driver_size)
2960     {
2961         const char *name = adapter->driver_info.name;
2962         len = min(strlen(name), identifier->driver_size - 1);
2963         memcpy(identifier->driver, name, len);
2964         identifier->driver[len] = '\0';
2965     }
2966
2967     if (identifier->description_size)
2968     {
2969         const char *description = adapter->driver_info.description;
2970         len = min(strlen(description), identifier->description_size - 1);
2971         memcpy(identifier->description, description, len);
2972         identifier->description[len] = '\0';
2973     }
2974
2975     /* Note that d3d8 doesn't supply a device name. */
2976     if (identifier->device_name_size)
2977     {
2978         static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2979
2980         len = strlen(device_name);
2981         if (len >= identifier->device_name_size)
2982         {
2983             ERR("Device name size too small.\n");
2984             return WINED3DERR_INVALIDCALL;
2985         }
2986
2987         memcpy(identifier->device_name, device_name, len);
2988         identifier->device_name[len] = '\0';
2989     }
2990
2991     identifier->driver_version.u.HighPart = adapter->driver_info.version_high;
2992     identifier->driver_version.u.LowPart = adapter->driver_info.version_low;
2993     identifier->vendor_id = adapter->driver_info.vendor;
2994     identifier->device_id = adapter->driver_info.device;
2995     identifier->subsystem_id = 0;
2996     identifier->revision = 0;
2997     memcpy(&identifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(identifier->device_identifier));
2998     identifier->whql_level = (flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2999     memcpy(&identifier->adapter_luid, &adapter->luid, sizeof(identifier->adapter_luid));
3000     identifier->video_memory = adapter->TextureRam;
3001
3002     return WINED3D_OK;
3003 }
3004
3005 static BOOL wined3d_check_pixel_format_color(const struct wined3d_gl_info *gl_info,
3006         const struct wined3d_pixel_format *cfg, const struct wined3d_format *format)
3007 {
3008     BYTE redSize, greenSize, blueSize, alphaSize, colorBits;
3009
3010     /* Float formats need FBOs. If FBOs are used this function isn't called */
3011     if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3012
3013     if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
3014         if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3015         {
3016             ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3017             return FALSE;
3018         }
3019
3020         if(cfg->redSize < redSize)
3021             return FALSE;
3022
3023         if(cfg->greenSize < greenSize)
3024             return FALSE;
3025
3026         if(cfg->blueSize < blueSize)
3027             return FALSE;
3028
3029         if(cfg->alphaSize < alphaSize)
3030             return FALSE;
3031
3032         return TRUE;
3033     }
3034
3035     /* Probably a RGBA_float or color index mode */
3036     return FALSE;
3037 }
3038
3039 static BOOL wined3d_check_pixel_format_depth(const struct wined3d_gl_info *gl_info,
3040         const struct wined3d_pixel_format *cfg, const struct wined3d_format *format)
3041 {
3042     BYTE depthSize, stencilSize;
3043     BOOL lockable = FALSE;
3044
3045     if (!getDepthStencilBits(format, &depthSize, &stencilSize))
3046     {
3047         ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3048         return FALSE;
3049     }
3050
3051     /* Float formats need FBOs. If FBOs are used this function isn't called */
3052     if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3053
3054     if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
3055         lockable = TRUE;
3056
3057     /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
3058      * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
3059      * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
3060     if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
3061         return FALSE;
3062
3063     /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
3064      * allow more stencil bits than requested. */
3065     if(cfg->stencilSize < stencilSize)
3066         return FALSE;
3067
3068     return TRUE;
3069 }
3070
3071 HRESULT CDECL wined3d_check_depth_stencil_match(const struct wined3d *wined3d,
3072         UINT adapter_idx, WINED3DDEVTYPE device_type, enum wined3d_format_id adapter_format_id,
3073         enum wined3d_format_id render_target_format_id, enum wined3d_format_id depth_stencil_format_id)
3074 {
3075     const struct wined3d_format *rt_format;
3076     const struct wined3d_format *ds_format;
3077     const struct wined3d_adapter *adapter;
3078
3079     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s,\n"
3080             "adapter_format %s, render_target_format %s, depth_stencil_format %s.\n",
3081             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(adapter_format_id),
3082             debug_d3dformat(render_target_format_id), debug_d3dformat(depth_stencil_format_id));
3083
3084     if (adapter_idx >= wined3d->adapter_count)
3085         return WINED3DERR_INVALIDCALL;
3086
3087     adapter = &wined3d->adapters[adapter_idx];
3088     rt_format = wined3d_get_format(&adapter->gl_info, render_target_format_id);
3089     ds_format = wined3d_get_format(&adapter->gl_info, depth_stencil_format_id);
3090     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3091     {
3092         if ((rt_format->flags & WINED3DFMT_FLAG_RENDERTARGET)
3093                 && (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
3094         {
3095             TRACE_(d3d_caps)("Formats match.\n");
3096             return WINED3D_OK;
3097         }
3098     }
3099     else
3100     {
3101         const struct wined3d_pixel_format *cfgs;
3102         unsigned int cfg_count;
3103         unsigned int i;
3104
3105         cfgs = adapter->cfgs;
3106         cfg_count = adapter->nCfgs;
3107         for (i = 0; i < cfg_count; ++i)
3108         {
3109             if (wined3d_check_pixel_format_color(&adapter->gl_info, &cfgs[i], rt_format)
3110                     && wined3d_check_pixel_format_depth(&adapter->gl_info, &cfgs[i], ds_format))
3111             {
3112                 TRACE_(d3d_caps)("Formats match.\n");
3113                 return WINED3D_OK;
3114             }
3115         }
3116     }
3117
3118     TRACE_(d3d_caps)("Unsupported format pair: %s and %s.\n",
3119             debug_d3dformat(render_target_format_id),
3120             debug_d3dformat(depth_stencil_format_id));
3121
3122     return WINED3DERR_NOTAVAILABLE;
3123 }
3124
3125 HRESULT CDECL wined3d_check_device_multisample_type(const struct wined3d *wined3d, UINT adapter_idx,
3126         WINED3DDEVTYPE device_type, enum wined3d_format_id surface_format_id, BOOL windowed,
3127         WINED3DMULTISAMPLE_TYPE multisample_type, DWORD *quality_levels)
3128 {
3129     const struct wined3d_adapter *adapter;
3130     const struct wined3d_format *format;
3131
3132     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, surface_format %s,\n"
3133             "windowed %#x, multisample_type %#x, quality_levels %p.\n",
3134             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(surface_format_id),
3135             windowed, multisample_type, quality_levels);
3136
3137     if (adapter_idx >= wined3d->adapter_count)
3138         return WINED3DERR_INVALIDCALL;
3139
3140     /* TODO: Handle windowed, add more quality levels. */
3141
3142     if (WINED3DMULTISAMPLE_NONE == multisample_type)
3143     {
3144         if (quality_levels) *quality_levels = 1;
3145         return WINED3D_OK;
3146     }
3147
3148     /* By default multisampling is disabled right now as it causes issues
3149      * on some Nvidia driver versions and it doesn't work well in combination
3150      * with FBOs yet. */
3151     if (!wined3d_settings.allow_multisampling)
3152         return WINED3DERR_NOTAVAILABLE;
3153
3154     adapter = &wined3d->adapters[adapter_idx];
3155     format = wined3d_get_format(&adapter->gl_info, surface_format_id);
3156     if (!format) return WINED3DERR_INVALIDCALL;
3157
3158     if (format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
3159     {
3160         const struct wined3d_pixel_format *cfgs;
3161         unsigned int i, cfg_count;
3162
3163         cfgs = adapter->cfgs;
3164         cfg_count = adapter->nCfgs;
3165         for (i = 0; i < cfg_count; ++i)
3166         {
3167             if(cfgs[i].numSamples != multisample_type)
3168                 continue;
3169
3170             if (!wined3d_check_pixel_format_depth(&adapter->gl_info, &cfgs[i], format))
3171                 continue;
3172
3173             TRACE("Found pixel format %u to support multisample_type %#x for format %s.\n",
3174                     cfgs[i].iPixelFormat, multisample_type, debug_d3dformat(surface_format_id));
3175
3176             if (quality_levels) *quality_levels = 1;
3177
3178             return WINED3D_OK;
3179         }
3180     }
3181     else if (format->flags & WINED3DFMT_FLAG_RENDERTARGET)
3182     {
3183         BYTE redSize, greenSize, blueSize, alphaSize, colorBits;
3184         const struct wined3d_pixel_format *cfgs;
3185         unsigned int i, cfg_count;
3186
3187         if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3188         {
3189             ERR("Unable to get color bits for format %s, can't check multisampling capability.\n",
3190                     debug_d3dformat(surface_format_id));
3191             return WINED3DERR_NOTAVAILABLE;
3192         }
3193
3194         cfgs = adapter->cfgs;
3195         cfg_count = adapter->nCfgs;
3196         for (i = 0; i < cfg_count; ++i)
3197         {
3198             if(cfgs[i].numSamples != multisample_type)
3199                 continue;
3200             if(cfgs[i].redSize != redSize)
3201                 continue;
3202             if(cfgs[i].greenSize != greenSize)
3203                 continue;
3204             if(cfgs[i].blueSize != blueSize)
3205                 continue;
3206             /* Not all drivers report alpha-less formats since they use 32-bit
3207              * anyway, so accept alpha even if we didn't ask for it. */
3208             if(alphaSize && cfgs[i].alphaSize != alphaSize)
3209                 continue;
3210             if (cfgs[i].colorSize != (format->byte_count << 3))
3211                 continue;
3212
3213             TRACE("Found pixel format %u to support multisample_type %#x for format %s.\n",
3214                     cfgs[i].iPixelFormat, multisample_type, debug_d3dformat(surface_format_id));
3215
3216             if (quality_levels) *quality_levels = 1;
3217
3218             return WINED3D_OK;
3219         }
3220     }
3221     return WINED3DERR_NOTAVAILABLE;
3222 }
3223
3224 /* Check if we support bumpmapping for a format */
3225 static BOOL CheckBumpMapCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3226 {
3227     /* Ask the fixed function pipeline implementation if it can deal
3228      * with the conversion. If we've got a GL extension giving native
3229      * support this will be an identity conversion. */
3230     return (format->flags & WINED3DFMT_FLAG_BUMPMAP)
3231             && adapter->fragment_pipe->color_fixup_supported(format->color_fixup);
3232 }
3233
3234 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3235 static BOOL CheckDepthStencilCapability(const struct wined3d_adapter *adapter,
3236         const struct wined3d_format *display_format, const struct wined3d_format *ds_format)
3237 {
3238     int it=0;
3239
3240     /* Only allow depth/stencil formats */
3241     if (!(ds_format->depth_size || ds_format->stencil_size)) return FALSE;
3242
3243     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3244     {
3245         /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3246         if (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3247     }
3248     else
3249     {
3250         /* Walk through all WGL pixel formats to find a match */
3251         for (it = 0; it < adapter->nCfgs; ++it)
3252         {
3253             const struct wined3d_pixel_format *cfg = &adapter->cfgs[it];
3254             if (wined3d_check_pixel_format_color(&adapter->gl_info, cfg, display_format)
3255                     && wined3d_check_pixel_format_depth(&adapter->gl_info, cfg, ds_format))
3256                 return TRUE;
3257         }
3258     }
3259
3260     return FALSE;
3261 }
3262
3263 static BOOL CheckFilterCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3264 {
3265     /* The flags entry of a format contains the filtering capability */
3266     if (format->flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3267
3268     return FALSE;
3269 }
3270
3271 /* Check the render target capabilities of a format */
3272 static BOOL CheckRenderTargetCapability(const struct wined3d_adapter *adapter,
3273         const struct wined3d_format *adapter_format, const struct wined3d_format *check_format)
3274 {
3275     /* Filter out non-RT formats */
3276     if (!(check_format->flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3277     if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
3278     {
3279         BYTE AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3280         BYTE CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3281         const struct wined3d_pixel_format *cfgs = adapter->cfgs;
3282         int it;
3283
3284         getColorBits(adapter_format, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3285         getColorBits(check_format, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3286
3287         /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3288          * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3289         if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3290             TRACE_(d3d_caps)("[FAILED]\n");
3291             return FALSE;
3292         }
3293
3294         /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3295          * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3296         for (it = 0; it < adapter->nCfgs; ++it)
3297         {
3298             if (cfgs[it].windowDrawable
3299                     && wined3d_check_pixel_format_color(&adapter->gl_info, &cfgs[it], check_format))
3300             {
3301                 TRACE_(d3d_caps)("Pixel format %d is compatible with format %s.\n",
3302                         cfgs[it].iPixelFormat, debug_d3dformat(check_format->id));
3303                 return TRUE;
3304             }
3305         }
3306     }
3307     else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3308     {
3309         /* For now return TRUE for FBOs until we have some proper checks.
3310          * Note that this function will only be called when the format is around for texturing. */
3311         return TRUE;
3312     }
3313     return FALSE;
3314 }
3315
3316 static BOOL CheckSrgbReadCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3317 {
3318     return format->flags & WINED3DFMT_FLAG_SRGB_READ;
3319 }
3320
3321 static BOOL CheckSrgbWriteCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3322 {
3323     /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3324      * doing the color fixup in shaders.
3325      * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3326     if (format->flags & WINED3DFMT_FLAG_SRGB_WRITE)
3327     {
3328         int vs_selected_mode;
3329         int ps_selected_mode;
3330         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3331
3332         if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3333             TRACE_(d3d_caps)("[OK]\n");
3334             return TRUE;
3335         }
3336     }
3337
3338     TRACE_(d3d_caps)("[FAILED] - sRGB writes not supported by format %s.\n", debug_d3dformat(format->id));
3339     return FALSE;
3340 }
3341
3342 /* Check if a format support blending in combination with pixel shaders */
3343 static BOOL CheckPostPixelShaderBlendingCapability(const struct wined3d_adapter *adapter,
3344         const struct wined3d_format *format)
3345 {
3346     /* The flags entry of a format contains the post pixel shader blending capability */
3347     if (format->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3348
3349     return FALSE;
3350 }
3351
3352 static BOOL CheckWrapAndMipCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3353 {
3354     /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3355      * but we have to report mipmapping so we cannot reject this flag. Tests show that
3356      * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3357      * that wrapping is supported. The lack of filtering will sort out the mipmapping
3358      * capability anyway.
3359      *
3360      * For now lets report this on all formats, but in the future we may want to
3361      * restrict it to some should games need that
3362      */
3363     return TRUE;
3364 }
3365
3366 /* Check if a texture format is supported on the given adapter */
3367 static BOOL CheckTextureCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3368 {
3369     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3370
3371     switch (format->id)
3372     {
3373         /*****
3374          *  supported: RGB(A) formats
3375          */
3376         case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3377         case WINED3DFMT_B8G8R8A8_UNORM:
3378         case WINED3DFMT_B8G8R8X8_UNORM:
3379         case WINED3DFMT_B5G6R5_UNORM:
3380         case WINED3DFMT_B5G5R5X1_UNORM:
3381         case WINED3DFMT_B5G5R5A1_UNORM:
3382         case WINED3DFMT_B4G4R4A4_UNORM:
3383         case WINED3DFMT_A8_UNORM:
3384         case WINED3DFMT_B4G4R4X4_UNORM:
3385         case WINED3DFMT_R8G8B8A8_UNORM:
3386         case WINED3DFMT_R8G8B8X8_UNORM:
3387         case WINED3DFMT_B10G10R10A2_UNORM:
3388         case WINED3DFMT_R10G10B10A2_UNORM:
3389         case WINED3DFMT_R16G16_UNORM:
3390             TRACE_(d3d_caps)("[OK]\n");
3391             return TRUE;
3392
3393         case WINED3DFMT_B2G3R3_UNORM:
3394             TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3395             return FALSE;
3396
3397         /*****
3398          *  Not supported: Palettized
3399          *  Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3400          *  Since it is not widely available, don't offer it. Further no Windows driver offers
3401          *  WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3402          */
3403         case WINED3DFMT_P8_UINT:
3404         case WINED3DFMT_P8_UINT_A8_UNORM:
3405             return FALSE;
3406
3407         /*****
3408          *  Supported: (Alpha)-Luminance
3409          */
3410         case WINED3DFMT_L8_UNORM:
3411         case WINED3DFMT_L8A8_UNORM:
3412         case WINED3DFMT_L16_UNORM:
3413             TRACE_(d3d_caps)("[OK]\n");
3414             return TRUE;
3415
3416         /* Not supported on Windows, thus disabled */
3417         case WINED3DFMT_L4A4_UNORM:
3418             TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3419             return FALSE;
3420
3421         /*****
3422          *  Supported: Depth/Stencil formats
3423          */
3424         case WINED3DFMT_D16_LOCKABLE:
3425         case WINED3DFMT_D16_UNORM:
3426         case WINED3DFMT_S1_UINT_D15_UNORM:
3427         case WINED3DFMT_X8D24_UNORM:
3428         case WINED3DFMT_S4X4_UINT_D24_UNORM:
3429         case WINED3DFMT_D24_UNORM_S8_UINT:
3430         case WINED3DFMT_S8_UINT_D24_FLOAT:
3431         case WINED3DFMT_D32_UNORM:
3432         case WINED3DFMT_D32_FLOAT:
3433             return TRUE;
3434
3435         case WINED3DFMT_INTZ:
3436             if (gl_info->supported[EXT_PACKED_DEPTH_STENCIL]
3437                     || gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3438                 return TRUE;
3439             return FALSE;
3440
3441         /*****
3442          *  Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3443          *  GL_NV_texture_shader). Emulated by shaders
3444          */
3445         case WINED3DFMT_R8G8_SNORM:
3446         case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3447         case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3448         case WINED3DFMT_R8G8B8A8_SNORM:
3449         case WINED3DFMT_R16G16_SNORM:
3450             /* Ask the shader backend if it can deal with the conversion. If
3451              * we've got a GL extension giving native support this will be an
3452              * identity conversion. */
3453             if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup))
3454             {
3455                 TRACE_(d3d_caps)("[OK]\n");
3456                 return TRUE;
3457             }
3458             TRACE_(d3d_caps)("[FAILED]\n");
3459             return FALSE;
3460
3461         case WINED3DFMT_DXT1:
3462         case WINED3DFMT_DXT2:
3463         case WINED3DFMT_DXT3:
3464         case WINED3DFMT_DXT4:
3465         case WINED3DFMT_DXT5:
3466             if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3467             {
3468                 TRACE_(d3d_caps)("[OK]\n");
3469                 return TRUE;
3470             }
3471             TRACE_(d3d_caps)("[FAILED]\n");
3472             return FALSE;
3473
3474
3475         /*****
3476          *  Odd formats - not supported
3477          */
3478         case WINED3DFMT_VERTEXDATA:
3479         case WINED3DFMT_R16_UINT:
3480         case WINED3DFMT_R32_UINT:
3481         case WINED3DFMT_R16G16B16A16_SNORM:
3482         case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3483         case WINED3DFMT_R10G11B11_SNORM:
3484         case WINED3DFMT_R16:
3485         case WINED3DFMT_AL16:
3486             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3487             return FALSE;
3488
3489         /*****
3490          *  WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3491          */
3492         case WINED3DFMT_R8G8_SNORM_Cx:
3493             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3494             return FALSE;
3495
3496         /* YUV formats */
3497         case WINED3DFMT_UYVY:
3498         case WINED3DFMT_YUY2:
3499             if (gl_info->supported[APPLE_YCBCR_422])
3500             {
3501                 TRACE_(d3d_caps)("[OK]\n");
3502                 return TRUE;
3503             }
3504             TRACE_(d3d_caps)("[FAILED]\n");
3505             return FALSE;
3506         case WINED3DFMT_YV12:
3507             TRACE_(d3d_caps)("[FAILED]\n");
3508             return FALSE;
3509
3510         case WINED3DFMT_R16G16B16A16_UNORM:
3511             if (gl_info->quirks & WINED3D_QUIRK_BROKEN_RGBA16)
3512             {
3513                 TRACE_(d3d_caps)("[FAILED]\n");
3514                 return FALSE;
3515             }
3516             TRACE_(d3d_caps)("[OK]\n");
3517             return TRUE;
3518
3519             /* Not supported */
3520         case WINED3DFMT_B2G3R3A8_UNORM:
3521             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3522             return FALSE;
3523
3524             /* Floating point formats */
3525         case WINED3DFMT_R16_FLOAT:
3526         case WINED3DFMT_R16G16_FLOAT:
3527         case WINED3DFMT_R16G16B16A16_FLOAT:
3528             if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3529             {
3530                 TRACE_(d3d_caps)("[OK]\n");
3531                 return TRUE;
3532             }
3533             TRACE_(d3d_caps)("[FAILED]\n");
3534             return FALSE;
3535
3536         case WINED3DFMT_R32_FLOAT:
3537         case WINED3DFMT_R32G32_FLOAT:
3538         case WINED3DFMT_R32G32B32A32_FLOAT:
3539             if (gl_info->supported[ARB_TEXTURE_FLOAT])
3540             {
3541                 TRACE_(d3d_caps)("[OK]\n");
3542                 return TRUE;
3543             }
3544             TRACE_(d3d_caps)("[FAILED]\n");
3545             return FALSE;
3546
3547         /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3548          * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3549          * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3550          * We can do instancing with all shader versions, but we need vertex shaders.
3551          *
3552          * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3553          * to enable instancing. WineD3D doesn't need that and just ignores it.
3554          *
3555          * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3556          */
3557         case WINED3DFMT_INST:
3558             TRACE("ATI Instancing check hack\n");
3559             if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3560             {
3561                 TRACE_(d3d_caps)("[OK]\n");
3562                 return TRUE;
3563             }
3564             TRACE_(d3d_caps)("[FAILED]\n");
3565             return FALSE;
3566
3567         /* Some weird FOURCC formats */
3568         case WINED3DFMT_R8G8_B8G8:
3569         case WINED3DFMT_G8R8_G8B8:
3570         case WINED3DFMT_MULTI2_ARGB8:
3571             TRACE_(d3d_caps)("[FAILED]\n");
3572             return FALSE;
3573
3574         /* Vendor specific formats */
3575         case WINED3DFMT_ATI2N:
3576             if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3577                     || gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
3578             {
3579                 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3580                         && adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3581                 {
3582                     TRACE_(d3d_caps)("[OK]\n");
3583                     return TRUE;
3584                 }
3585
3586                 TRACE_(d3d_caps)("[OK]\n");
3587                 return TRUE;
3588             }
3589             TRACE_(d3d_caps)("[FAILED]\n");
3590             return FALSE;
3591
3592         /* Depth bound test. To query if the card supports it CheckDeviceFormat with the special
3593          * format MAKEFOURCC('N','V','D','B') is used.
3594          * It is enabled by setting D3DRS_ADAPTIVETESS_X render state to MAKEFOURCC('N','V','D','B') and
3595          * then controlled by setting D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax)
3596          * to test value.
3597          */
3598         case WINED3DFMT_NVDB:
3599             if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
3600             {
3601                 TRACE_(d3d_caps)("[OK]\n");
3602                 return TRUE;
3603             }
3604             TRACE_(d3d_caps)("[FAILED]\n");
3605             return FALSE;
3606
3607         case WINED3DFMT_NVHU:
3608         case WINED3DFMT_NVHS:
3609             /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3610              * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3611              * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3612              * ATI refused to support formats which can easily be emulated with pixel shaders, so
3613              * Applications have to deal with not having NVHS and NVHU.
3614              */
3615             TRACE_(d3d_caps)("[FAILED]\n");
3616             return FALSE;
3617
3618         case WINED3DFMT_NULL:
3619             if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3620                 return TRUE;
3621             return FALSE;
3622
3623         case WINED3DFMT_UNKNOWN:
3624             return FALSE;
3625
3626         default:
3627             ERR("Unhandled format %s.\n", debug_d3dformat(format->id));
3628             break;
3629     }
3630     return FALSE;
3631 }
3632
3633 static BOOL CheckSurfaceCapability(const struct wined3d_adapter *adapter,
3634         const struct wined3d_format *adapter_format,
3635         const struct wined3d_format *check_format,
3636         WINED3DSURFTYPE SurfaceType)
3637 {
3638     if (SurfaceType == SURFACE_GDI)
3639     {
3640         switch (check_format->id)
3641         {
3642             case WINED3DFMT_B8G8R8_UNORM:
3643             case WINED3DFMT_B8G8R8A8_UNORM:
3644             case WINED3DFMT_B8G8R8X8_UNORM:
3645             case WINED3DFMT_B5G6R5_UNORM:
3646             case WINED3DFMT_B5G5R5X1_UNORM:
3647             case WINED3DFMT_B5G5R5A1_UNORM:
3648             case WINED3DFMT_B4G4R4A4_UNORM:
3649             case WINED3DFMT_B2G3R3_UNORM:
3650             case WINED3DFMT_A8_UNORM:
3651             case WINED3DFMT_B2G3R3A8_UNORM:
3652             case WINED3DFMT_B4G4R4X4_UNORM:
3653             case WINED3DFMT_R10G10B10A2_UNORM:
3654             case WINED3DFMT_R8G8B8A8_UNORM:
3655             case WINED3DFMT_R8G8B8X8_UNORM:
3656             case WINED3DFMT_R16G16_UNORM:
3657             case WINED3DFMT_B10G10R10A2_UNORM:
3658             case WINED3DFMT_R16G16B16A16_UNORM:
3659             case WINED3DFMT_P8_UINT:
3660                 TRACE_(d3d_caps)("[OK]\n");
3661                 return TRUE;
3662             default:
3663                 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3664                 return FALSE;
3665         }
3666     }
3667
3668     /* All format that are supported for textures are supported for surfaces as well */
3669     if (CheckTextureCapability(adapter, check_format)) return TRUE;
3670     /* All depth stencil formats are supported on surfaces */
3671     if (CheckDepthStencilCapability(adapter, adapter_format, check_format)) return TRUE;
3672
3673     /* If opengl can't process the format natively, the blitter may be able to convert it */
3674     if (adapter->blitter->blit_supported(&adapter->gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
3675             NULL, WINED3DPOOL_DEFAULT, 0, check_format,
3676             NULL, WINED3DPOOL_DEFAULT, 0, adapter_format))
3677     {
3678         TRACE_(d3d_caps)("[OK]\n");
3679         return TRUE;
3680     }
3681
3682     /* Reject other formats */
3683     TRACE_(d3d_caps)("[FAILED]\n");
3684     return FALSE;
3685 }
3686
3687 static BOOL CheckVertexTextureCapability(const struct wined3d_adapter *adapter,
3688         const struct wined3d_format *format)
3689 {
3690     return adapter->gl_info.limits.vertex_samplers && (format->flags & WINED3DFMT_FLAG_VTF);
3691 }
3692
3693 HRESULT CDECL wined3d_check_device_format(const struct wined3d *wined3d, UINT adapter_idx,
3694         WINED3DDEVTYPE device_type, enum wined3d_format_id adapter_format_id, DWORD usage,
3695         WINED3DRESOURCETYPE resource_type, enum wined3d_format_id check_format_id, WINED3DSURFTYPE surface_type)
3696 {
3697     const struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
3698     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3699     const struct wined3d_format *adapter_format = wined3d_get_format(gl_info, adapter_format_id);
3700     const struct wined3d_format *format = wined3d_get_format(gl_info, check_format_id);
3701     DWORD usage_caps = 0;
3702
3703     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, adapter_format %s, usage %s, %s,\n"
3704             "resource_type %s, check_format %s, surface_type %#x.\n",
3705             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(adapter_format_id),
3706             debug_d3dusage(usage), debug_d3dusagequery(usage), debug_d3dresourcetype(resource_type),
3707             debug_d3dformat(check_format_id), surface_type);
3708
3709     if (adapter_idx >= wined3d->adapter_count)
3710         return WINED3DERR_INVALIDCALL;
3711
3712     switch (resource_type)
3713     {
3714         case WINED3DRTYPE_CUBETEXTURE:
3715             /* Cubetexture allows:
3716              *      - WINED3DUSAGE_AUTOGENMIPMAP
3717              *      - WINED3DUSAGE_DEPTHSTENCIL
3718              *      - WINED3DUSAGE_DYNAMIC
3719              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3720              *      - WINED3DUSAGE_RENDERTARGET
3721              *      - WINED3DUSAGE_SOFTWAREPROCESSING
3722              *      - WINED3DUSAGE_QUERY_WRAPANDMIP
3723              */
3724             if (surface_type != SURFACE_OPENGL)
3725             {
3726                 TRACE_(d3d_caps)("[FAILED]\n");
3727                 return WINED3DERR_NOTAVAILABLE;
3728             }
3729
3730             if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3731             {
3732                 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3733                 return WINED3DERR_NOTAVAILABLE;
3734             }
3735
3736             if (!CheckTextureCapability(adapter, format))
3737             {
3738                 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3739                 return WINED3DERR_NOTAVAILABLE;
3740             }
3741
3742             if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
3743             {
3744                 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3745                     /* When autogenmipmap isn't around continue and return
3746                      * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3747                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3748                 else
3749                     usage_caps |= WINED3DUSAGE_AUTOGENMIPMAP;
3750             }
3751
3752             /* Always report dynamic locking. */
3753             if (usage & WINED3DUSAGE_DYNAMIC)
3754                 usage_caps |= WINED3DUSAGE_DYNAMIC;
3755
3756             if (usage & WINED3DUSAGE_RENDERTARGET)
3757             {
3758                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3759                 {
3760                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3761                     return WINED3DERR_NOTAVAILABLE;
3762                 }
3763                 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3764             }
3765
3766             /* Always report software processing. */
3767             if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3768                 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3769
3770             if (usage & WINED3DUSAGE_QUERY_FILTER)
3771             {
3772                 if (!CheckFilterCapability(adapter, format))
3773                 {
3774                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3775                     return WINED3DERR_NOTAVAILABLE;
3776                 }
3777                 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
3778             }
3779
3780             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3781             {
3782                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3783                 {
3784                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3785                     return WINED3DERR_NOTAVAILABLE;
3786                 }
3787                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3788             }
3789
3790             if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
3791             {
3792                 if (!CheckSrgbReadCapability(adapter, format))
3793                 {
3794                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3795                     return WINED3DERR_NOTAVAILABLE;
3796                 }
3797                 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
3798             }
3799
3800             if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3801             {
3802                 if (!CheckSrgbWriteCapability(adapter, format))
3803                 {
3804                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3805                     return WINED3DERR_NOTAVAILABLE;
3806                 }
3807                 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3808             }
3809
3810             if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3811             {
3812                 if (!CheckVertexTextureCapability(adapter, format))
3813                 {
3814                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3815                     return WINED3DERR_NOTAVAILABLE;
3816                 }
3817                 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3818             }
3819
3820             if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3821             {
3822                 if (!CheckWrapAndMipCapability(adapter, format))
3823                 {
3824                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3825                     return WINED3DERR_NOTAVAILABLE;
3826                 }
3827                 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3828             }
3829             break;
3830
3831         case WINED3DRTYPE_SURFACE:
3832             /* Surface allows:
3833              *      - WINED3DUSAGE_DEPTHSTENCIL
3834              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3835              *      - WINED3DUSAGE_RENDERTARGET
3836              */
3837             if (!CheckSurfaceCapability(adapter, adapter_format, format, surface_type))
3838             {
3839                 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3840                 return WINED3DERR_NOTAVAILABLE;
3841             }
3842
3843             if (usage & WINED3DUSAGE_DEPTHSTENCIL)
3844             {
3845                 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3846                 {
3847                     TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3848                     return WINED3DERR_NOTAVAILABLE;
3849                 }
3850                 usage_caps |= WINED3DUSAGE_DEPTHSTENCIL;
3851             }
3852
3853             if (usage & WINED3DUSAGE_RENDERTARGET)
3854             {
3855                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3856                 {
3857                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3858                     return WINED3DERR_NOTAVAILABLE;
3859                 }
3860                 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3861             }
3862
3863             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3864             {
3865                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3866                 {
3867                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3868                     return WINED3DERR_NOTAVAILABLE;
3869                 }
3870                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3871             }
3872             break;
3873
3874         case WINED3DRTYPE_TEXTURE:
3875             /* Texture allows:
3876              *      - WINED3DUSAGE_AUTOGENMIPMAP
3877              *      - WINED3DUSAGE_DEPTHSTENCIL
3878              *      - WINED3DUSAGE_DMAP
3879              *      - WINED3DUSAGE_DYNAMIC
3880              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3881              *      - WINED3DUSAGE_RENDERTARGET
3882              *      - WINED3DUSAGE_SOFTWAREPROCESSING
3883              *      - WINED3DUSAGE_TEXTAPI (d3d9ex)
3884              *      - WINED3DUSAGE_QUERY_WRAPANDMIP
3885              */
3886             if (surface_type != SURFACE_OPENGL)
3887             {
3888                 TRACE_(d3d_caps)("[FAILED]\n");
3889                 return WINED3DERR_NOTAVAILABLE;
3890             }
3891
3892             if (!CheckTextureCapability(adapter, format))
3893             {
3894                 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3895                 return WINED3DERR_NOTAVAILABLE;
3896             }
3897
3898             if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
3899             {
3900                 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3901                     /* When autogenmipmap isn't around continue and return
3902                      * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3903                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3904                 else
3905                     usage_caps |= WINED3DUSAGE_AUTOGENMIPMAP;
3906             }
3907
3908             /* Always report dynamic locking. */
3909             if (usage & WINED3DUSAGE_DYNAMIC)
3910                 usage_caps |= WINED3DUSAGE_DYNAMIC;
3911
3912             if (usage & WINED3DUSAGE_RENDERTARGET)
3913             {
3914                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3915                 {
3916                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3917                     return WINED3DERR_NOTAVAILABLE;
3918                 }
3919                 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3920             }
3921
3922             /* Always report software processing. */
3923             if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3924                 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3925
3926             if (usage & WINED3DUSAGE_QUERY_FILTER)
3927             {
3928                 if (!CheckFilterCapability(adapter, format))
3929                 {
3930                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3931                     return WINED3DERR_NOTAVAILABLE;
3932                 }
3933                 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
3934             }
3935
3936             if (usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
3937             {
3938                 if (!CheckBumpMapCapability(adapter, format))
3939                 {
3940                     TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3941                     return WINED3DERR_NOTAVAILABLE;
3942                 }
3943                 usage_caps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3944             }
3945
3946             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3947             {
3948                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3949                 {
3950                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3951                     return WINED3DERR_NOTAVAILABLE;
3952                 }
3953                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3954             }
3955
3956             if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
3957             {
3958                 if (!CheckSrgbReadCapability(adapter, format))
3959                 {
3960                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3961                     return WINED3DERR_NOTAVAILABLE;
3962                 }
3963                 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
3964             }
3965
3966             if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3967             {
3968                 if (!CheckSrgbWriteCapability(adapter, format))
3969                 {
3970                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3971                     return WINED3DERR_NOTAVAILABLE;
3972                 }
3973                 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3974             }
3975
3976             if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3977             {
3978                 if (!CheckVertexTextureCapability(adapter, format))
3979                 {
3980                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3981                     return WINED3DERR_NOTAVAILABLE;
3982                 }
3983                 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3984             }
3985
3986             if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3987             {
3988                 if (!CheckWrapAndMipCapability(adapter, format))
3989                 {
3990                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3991                     return WINED3DERR_NOTAVAILABLE;
3992                 }
3993                 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3994             }
3995
3996             if (usage & WINED3DUSAGE_DEPTHSTENCIL)
3997             {
3998                 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3999                 {
4000                     TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
4001                     return WINED3DERR_NOTAVAILABLE;
4002                 }
4003                 if ((format->flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
4004                 {
4005                     TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
4006                     return WINED3DERR_NOTAVAILABLE;
4007                 }
4008                 usage_caps |= WINED3DUSAGE_DEPTHSTENCIL;
4009             }
4010             break;
4011
4012         case WINED3DRTYPE_VOLUMETEXTURE:
4013         case WINED3DRTYPE_VOLUME:
4014             /* Volume is to VolumeTexture what Surface is to Texture, but its
4015              * usage caps are not documented. Most driver seem to offer
4016              * (nearly) the same on Volume and VolumeTexture, so do that too.
4017              *
4018              * Volumetexture allows:
4019              *      - D3DUSAGE_DYNAMIC
4020              *      - D3DUSAGE_NONSECURE (d3d9ex)
4021              *      - D3DUSAGE_SOFTWAREPROCESSING
4022              *      - D3DUSAGE_QUERY_WRAPANDMIP
4023              */
4024             if (surface_type != SURFACE_OPENGL)
4025             {
4026                 TRACE_(d3d_caps)("[FAILED]\n");
4027                 return WINED3DERR_NOTAVAILABLE;
4028             }
4029
4030             if (!gl_info->supported[EXT_TEXTURE3D])
4031             {
4032                 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
4033                 return WINED3DERR_NOTAVAILABLE;
4034             }
4035
4036             if (!CheckTextureCapability(adapter, format))
4037             {
4038                 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
4039                 return WINED3DERR_NOTAVAILABLE;
4040             }
4041
4042             /* Filter formats that need conversion; For one part, this
4043              * conversion is unimplemented, and volume textures are huge, so
4044              * it would be a big performance hit. Unless we hit an application
4045              * needing one of those formats, don't advertize them to avoid
4046              * leading applications into temptation. The windows drivers don't
4047              * support most of those formats on volumes anyway, except for
4048              * WINED3DFMT_R32_FLOAT. */
4049             switch (check_format_id)
4050             {
4051                 case WINED3DFMT_P8_UINT:
4052                 case WINED3DFMT_L4A4_UNORM:
4053                 case WINED3DFMT_R32_FLOAT:
4054                 case WINED3DFMT_R16_FLOAT:
4055                 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
4056                 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
4057                 case WINED3DFMT_R16G16_UNORM:
4058                     TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4059                     return WINED3DERR_NOTAVAILABLE;
4060
4061                 case WINED3DFMT_R8G8B8A8_SNORM:
4062                 case WINED3DFMT_R16G16_SNORM:
4063                     if (!gl_info->supported[NV_TEXTURE_SHADER])
4064                     {
4065                         TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4066                         return WINED3DERR_NOTAVAILABLE;
4067                     }
4068                     break;
4069
4070                 case WINED3DFMT_R8G8_SNORM:
4071                     if (!gl_info->supported[NV_TEXTURE_SHADER])
4072                     {
4073                         TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4074                         return WINED3DERR_NOTAVAILABLE;
4075                     }
4076                     break;
4077
4078                 case WINED3DFMT_DXT1:
4079                 case WINED3DFMT_DXT2:
4080                 case WINED3DFMT_DXT3:
4081                 case WINED3DFMT_DXT4:
4082                 case WINED3DFMT_DXT5:
4083                     /* The GL_EXT_texture_compression_s3tc spec requires that
4084                      * loading an s3tc compressed texture results in an error.
4085                      * While the D3D refrast does support s3tc volumes, at
4086                      * least the nvidia windows driver does not, so we're free
4087                      * not to support this format. */
4088                     TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4089                     return WINED3DERR_NOTAVAILABLE;
4090
4091                 default:
4092                     /* Do nothing, continue with checking the format below */
4093                     break;
4094             }
4095
4096             /* Always report dynamic locking. */
4097             if (usage & WINED3DUSAGE_DYNAMIC)
4098                 usage_caps |= WINED3DUSAGE_DYNAMIC;
4099
4100             /* Always report software processing. */
4101             if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4102                 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4103
4104             if (usage & WINED3DUSAGE_QUERY_FILTER)
4105             {
4106                 if (!CheckFilterCapability(adapter, format))
4107                 {
4108                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
4109                     return WINED3DERR_NOTAVAILABLE;
4110                 }
4111                 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
4112             }
4113
4114             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
4115             {
4116                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
4117                 {
4118                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4119                     return WINED3DERR_NOTAVAILABLE;
4120                 }
4121                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4122             }
4123
4124             if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
4125             {
4126                 if (!CheckSrgbReadCapability(adapter, format))
4127                 {
4128                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4129                     return WINED3DERR_NOTAVAILABLE;
4130                 }
4131                 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
4132             }
4133
4134             if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4135             {
4136                 if (!CheckSrgbWriteCapability(adapter, format))
4137                 {
4138                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4139                     return WINED3DERR_NOTAVAILABLE;
4140                 }
4141                 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4142             }
4143
4144             if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4145             {
4146                 if (!CheckVertexTextureCapability(adapter, format))
4147                 {
4148                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4149                     return WINED3DERR_NOTAVAILABLE;
4150                 }
4151                 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4152             }
4153
4154             if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4155             {
4156                 if (!CheckWrapAndMipCapability(adapter, format))
4157                 {
4158                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4159                     return WINED3DERR_NOTAVAILABLE;
4160                 }
4161                 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4162             }
4163             break;
4164
4165         default:
4166             FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(resource_type));
4167             return WINED3DERR_NOTAVAILABLE;
4168     }
4169
4170     /* When the usage_caps exactly matches usage return WINED3D_OK except for
4171      * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4172      * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4173     if (usage_caps == usage)
4174         return WINED3D_OK;
4175     if (usage_caps == (usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4176         return WINED3DOK_NOAUTOGEN;
4177
4178     TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for format %s and resource_type %s but only %#x is available.\n",
4179             usage, debug_d3dformat(check_format_id), debug_d3dresourcetype(resource_type), usage_caps);
4180
4181     return WINED3DERR_NOTAVAILABLE;
4182 }
4183
4184 HRESULT CDECL wined3d_check_device_format_conversion(const struct wined3d *wined3d, UINT adapter_idx,
4185         WINED3DDEVTYPE device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format)
4186 {
4187     FIXME("wined3d %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4188             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4189             debug_d3dformat(dst_format));
4190
4191     return WINED3D_OK;
4192 }
4193
4194 HRESULT CDECL wined3d_check_device_type(const struct wined3d *wined3d, UINT adapter_idx, WINED3DDEVTYPE device_type,
4195         enum wined3d_format_id display_format, enum wined3d_format_id backbuffer_format, BOOL windowed)
4196 {
4197     UINT mode_count;
4198     HRESULT hr;
4199
4200     TRACE("wined3d %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
4201             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(display_format),
4202             debug_d3dformat(backbuffer_format), windowed);
4203
4204     if (adapter_idx >= wined3d->adapter_count)
4205         return WINED3DERR_INVALIDCALL;
4206
4207     /* The task of this function is to check whether a certain display / backbuffer format
4208      * combination is available on the given adapter. In fullscreen mode microsoft specified
4209      * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
4210      * and display format should match exactly.
4211      * In windowed mode format conversion can occur and this depends on the driver. When format
4212      * conversion is done, this function should nevertheless fail and applications need to use
4213      * CheckDeviceFormatConversion.
4214      * At the moment we assume that fullscreen and windowed have the same capabilities. */
4215
4216     /* There are only 4 display formats. */
4217     if (!(display_format == WINED3DFMT_B5G6R5_UNORM
4218             || display_format == WINED3DFMT_B5G5R5X1_UNORM
4219             || display_format == WINED3DFMT_B8G8R8X8_UNORM
4220             || display_format == WINED3DFMT_B10G10R10A2_UNORM))
4221     {
4222         TRACE_(d3d_caps)("Format %s is not supported as display format.\n", debug_d3dformat(display_format));
4223         return WINED3DERR_NOTAVAILABLE;
4224     }
4225
4226     /* If the requested display format is not available, don't continue. */
4227     mode_count = wined3d_get_adapter_mode_count(wined3d, adapter_idx, display_format);
4228     if (!mode_count)
4229     {
4230         TRACE_(d3d_caps)("No available modes for display format %s.\n", debug_d3dformat(display_format));
4231         return WINED3DERR_NOTAVAILABLE;
4232     }
4233
4234     /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbuffer format,
4235      * it means 'reuse' the display format for the backbuffer. */
4236     if (!windowed && backbuffer_format == WINED3DFMT_UNKNOWN)
4237     {
4238         TRACE_(d3d_caps)("backbuffer_format WINED3FMT_UNKNOWN only available in windowed mode.\n");
4239         return WINED3DERR_NOTAVAILABLE;
4240     }
4241
4242     /* In FULLSCREEN mode WINED3DFMT_B5G6R5_UNORM can only be mixed with
4243      * backbuffer format WINED3DFMT_B5G6R5_UNORM. */
4244     if (display_format == WINED3DFMT_B5G6R5_UNORM && backbuffer_format != WINED3DFMT_B5G6R5_UNORM)
4245     {
4246         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4247                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4248         return WINED3DERR_NOTAVAILABLE;
4249     }
4250
4251     /* In FULLSCREEN mode WINED3DFMT_B5G5R5X1_UNORM can only be mixed with
4252      * backbuffer formats WINED3DFMT_B5G5R5X1_UNORM and
4253      * WINED3DFMT_B5G5R5A1_UNORM. */
4254     if (display_format == WINED3DFMT_B5G5R5X1_UNORM
4255             && !(backbuffer_format == WINED3DFMT_B5G5R5X1_UNORM || backbuffer_format == WINED3DFMT_B5G5R5A1_UNORM))
4256     {
4257         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4258                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4259         return WINED3DERR_NOTAVAILABLE;
4260     }
4261
4262     /* In FULLSCREEN mode WINED3DFMT_B8G8R8X8_UNORM can only be mixed with
4263      * backbuffer formats WINED3DFMT_B8G8R8X8_UNORM and
4264      * WINED3DFMT_B8G8R8A8_UNORM. */
4265     if (display_format == WINED3DFMT_B8G8R8X8_UNORM
4266             && !(backbuffer_format == WINED3DFMT_B8G8R8X8_UNORM || backbuffer_format == WINED3DFMT_B8G8R8A8_UNORM))
4267     {
4268         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4269                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4270         return WINED3DERR_NOTAVAILABLE;
4271     }
4272
4273     /* WINED3DFMT_B10G10R10A2_UNORM is only allowed in fullscreen mode and it
4274      * can only be mixed with backbuffer format WINED3DFMT_B10G10R10A2_UNORM. */
4275     if (display_format == WINED3DFMT_B10G10R10A2_UNORM
4276             && (backbuffer_format != WINED3DFMT_B10G10R10A2_UNORM || windowed))
4277     {
4278         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4279                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4280         return WINED3DERR_NOTAVAILABLE;
4281     }
4282
4283     /* Use CheckDeviceFormat to see if the backbuffer_format is usable with the given display_format */
4284     hr = wined3d_check_device_format(wined3d, adapter_idx, device_type, display_format,
4285             WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, backbuffer_format, SURFACE_OPENGL);
4286     if (FAILED(hr))
4287         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4288                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4289
4290     return hr;
4291 }
4292
4293 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4294       subset of a D3DCAPS9 structure. However, it has to come via a void *
4295       as the d3d8 interface cannot import the d3d9 header                  */
4296 HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapter_idx,
4297         WINED3DDEVTYPE device_type, WINED3DCAPS *caps)
4298 {
4299     const struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
4300     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4301     int vs_selected_mode;
4302     int ps_selected_mode;
4303     struct shader_caps shader_caps;
4304     struct fragment_caps fragment_caps;
4305     DWORD ckey_caps, blit_caps, fx_caps, pal_caps;
4306
4307     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, caps %p.\n",
4308             wined3d, adapter_idx, debug_d3ddevicetype(device_type), caps);
4309
4310     if (adapter_idx >= wined3d->adapter_count)
4311         return WINED3DERR_INVALIDCALL;
4312
4313     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4314
4315     /* ------------------------------------------------
4316        The following fields apply to both d3d8 and d3d9
4317        ------------------------------------------------ */
4318     /* Not quite true, but use h/w supported by opengl I suppose */
4319     caps->DeviceType               = (device_type == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF;
4320     caps->AdapterOrdinal           = adapter_idx;
4321
4322     caps->Caps                     = 0;
4323     caps->Caps2                    = WINED3DCAPS2_CANRENDERWINDOWED |
4324                                      WINED3DCAPS2_FULLSCREENGAMMA |
4325                                      WINED3DCAPS2_DYNAMICTEXTURES;
4326     if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4327         caps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4328
4329     caps->Caps3                    = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4330                                      WINED3DCAPS3_COPY_TO_VIDMEM                   |
4331                                      WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4332
4333     caps->PresentationIntervals    = WINED3DPRESENT_INTERVAL_IMMEDIATE  |
4334                                      WINED3DPRESENT_INTERVAL_ONE;
4335
4336     caps->CursorCaps               = WINED3DCURSORCAPS_COLOR            |
4337                                      WINED3DCURSORCAPS_LOWRES;
4338
4339     caps->DevCaps                  = WINED3DDEVCAPS_FLOATTLVERTEX       |
4340                                      WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4341                                      WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4342                                      WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4343                                      WINED3DDEVCAPS_DRAWPRIMTLVERTEX    |
4344                                      WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4345                                      WINED3DDEVCAPS_EXECUTEVIDEOMEMORY  |
4346                                      WINED3DDEVCAPS_PUREDEVICE          |
4347                                      WINED3DDEVCAPS_HWRASTERIZATION     |
4348                                      WINED3DDEVCAPS_TEXTUREVIDEOMEMORY  |
4349                                      WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4350                                      WINED3DDEVCAPS_CANRENDERAFTERFLIP  |
4351                                      WINED3DDEVCAPS_DRAWPRIMITIVES2     |
4352                                      WINED3DDEVCAPS_DRAWPRIMITIVES2EX   |
4353                                      WINED3DDEVCAPS_RTPATCHES;
4354
4355     caps->PrimitiveMiscCaps        = WINED3DPMISCCAPS_CULLNONE              |
4356                                      WINED3DPMISCCAPS_CULLCCW               |
4357                                      WINED3DPMISCCAPS_CULLCW                |
4358                                      WINED3DPMISCCAPS_COLORWRITEENABLE      |
4359                                      WINED3DPMISCCAPS_CLIPTLVERTS           |
4360                                      WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4361                                      WINED3DPMISCCAPS_MASKZ                 |
4362                                      WINED3DPMISCCAPS_BLENDOP               |
4363                                      WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4364                                     /* TODO:
4365                                         WINED3DPMISCCAPS_NULLREFERENCE
4366                                         WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4367                                         WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4368                                         WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4369
4370     if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4371         caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4372     if (gl_info->supported[EXT_DRAW_BUFFERS2])
4373         caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4374
4375     caps->RasterCaps               = WINED3DPRASTERCAPS_DITHER    |
4376                                      WINED3DPRASTERCAPS_PAT       |
4377                                      WINED3DPRASTERCAPS_WFOG      |
4378                                      WINED3DPRASTERCAPS_ZFOG      |
4379                                      WINED3DPRASTERCAPS_FOGVERTEX |
4380                                      WINED3DPRASTERCAPS_FOGTABLE  |
4381                                      WINED3DPRASTERCAPS_STIPPLE   |
4382                                      WINED3DPRASTERCAPS_SUBPIXEL  |
4383                                      WINED3DPRASTERCAPS_ZTEST     |
4384                                      WINED3DPRASTERCAPS_SCISSORTEST   |
4385                                      WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4386                                      WINED3DPRASTERCAPS_DEPTHBIAS;
4387
4388     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4389     {
4390         caps->RasterCaps  |= WINED3DPRASTERCAPS_ANISOTROPY    |
4391                              WINED3DPRASTERCAPS_ZBIAS         |
4392                              WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4393     }
4394     if (gl_info->supported[NV_FOG_DISTANCE])
4395     {
4396         caps->RasterCaps          |= WINED3DPRASTERCAPS_FOGRANGE;
4397     }
4398                         /* FIXME Add:
4399                            WINED3DPRASTERCAPS_COLORPERSPECTIVE
4400                            WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4401                            WINED3DPRASTERCAPS_ANTIALIASEDGES
4402                            WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4403                            WINED3DPRASTERCAPS_WBUFFER */
4404
4405     caps->ZCmpCaps =  WINED3DPCMPCAPS_ALWAYS       |
4406                       WINED3DPCMPCAPS_EQUAL        |
4407                       WINED3DPCMPCAPS_GREATER      |
4408                       WINED3DPCMPCAPS_GREATEREQUAL |
4409                       WINED3DPCMPCAPS_LESS         |
4410                       WINED3DPCMPCAPS_LESSEQUAL    |
4411                       WINED3DPCMPCAPS_NEVER        |
4412                       WINED3DPCMPCAPS_NOTEQUAL;
4413
4414     caps->SrcBlendCaps  =  WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4415                            WINED3DPBLENDCAPS_BOTHSRCALPHA    |
4416                            WINED3DPBLENDCAPS_DESTALPHA       |
4417                            WINED3DPBLENDCAPS_DESTCOLOR       |
4418                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4419                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4420                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4421                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4422                            WINED3DPBLENDCAPS_ONE             |
4423                            WINED3DPBLENDCAPS_SRCALPHA        |
4424                            WINED3DPBLENDCAPS_SRCALPHASAT     |
4425                            WINED3DPBLENDCAPS_SRCCOLOR        |
4426                            WINED3DPBLENDCAPS_ZERO;
4427
4428     caps->DestBlendCaps =  WINED3DPBLENDCAPS_DESTALPHA       |
4429                            WINED3DPBLENDCAPS_DESTCOLOR       |
4430                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4431                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4432                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4433                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4434                            WINED3DPBLENDCAPS_ONE             |
4435                            WINED3DPBLENDCAPS_SRCALPHA        |
4436                            WINED3DPBLENDCAPS_SRCCOLOR        |
4437                            WINED3DPBLENDCAPS_ZERO;
4438     /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4439      * according to the glBlendFunc manpage
4440      *
4441      * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4442      * legacy settings for srcblend only
4443      */
4444
4445     if (gl_info->supported[EXT_BLEND_COLOR])
4446     {
4447         caps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4448         caps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4449     }
4450
4451
4452     caps->AlphaCmpCaps  = WINED3DPCMPCAPS_ALWAYS       |
4453                           WINED3DPCMPCAPS_EQUAL        |
4454                           WINED3DPCMPCAPS_GREATER      |
4455                           WINED3DPCMPCAPS_GREATEREQUAL |
4456                           WINED3DPCMPCAPS_LESS         |
4457                           WINED3DPCMPCAPS_LESSEQUAL    |
4458                           WINED3DPCMPCAPS_NEVER        |
4459                           WINED3DPCMPCAPS_NOTEQUAL;
4460
4461     caps->ShadeCaps      = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4462                            WINED3DPSHADECAPS_COLORGOURAUDRGB    |
4463                            WINED3DPSHADECAPS_ALPHAFLATBLEND     |
4464                            WINED3DPSHADECAPS_ALPHAGOURAUDBLEND  |
4465                            WINED3DPSHADECAPS_COLORFLATRGB       |
4466                            WINED3DPSHADECAPS_FOGFLAT            |
4467                            WINED3DPSHADECAPS_FOGGOURAUD         |
4468                            WINED3DPSHADECAPS_SPECULARFLATRGB;
4469
4470     caps->TextureCaps   = WINED3DPTEXTURECAPS_ALPHA              |
4471                           WINED3DPTEXTURECAPS_ALPHAPALETTE       |
4472                           WINED3DPTEXTURECAPS_TRANSPARENCY       |
4473                           WINED3DPTEXTURECAPS_BORDER             |
4474                           WINED3DPTEXTURECAPS_MIPMAP             |
4475                           WINED3DPTEXTURECAPS_PROJECTED          |
4476                           WINED3DPTEXTURECAPS_PERSPECTIVE;
4477
4478     if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4479     {
4480         caps->TextureCaps  |= WINED3DPTEXTURECAPS_POW2 |
4481                               WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4482     }
4483
4484     if (gl_info->supported[EXT_TEXTURE3D])
4485     {
4486         caps->TextureCaps  |=  WINED3DPTEXTURECAPS_VOLUMEMAP      |
4487                                WINED3DPTEXTURECAPS_MIPVOLUMEMAP;
4488         if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4489         {
4490             caps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4491         }
4492     }
4493
4494     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4495     {
4496         caps->TextureCaps  |= WINED3DPTEXTURECAPS_CUBEMAP     |
4497                               WINED3DPTEXTURECAPS_MIPCUBEMAP;
4498         if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4499         {
4500             caps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4501         }
4502     }
4503
4504     caps->TextureFilterCaps =  WINED3DPTFILTERCAPS_MAGFLINEAR       |
4505                                WINED3DPTFILTERCAPS_MAGFPOINT        |
4506                                WINED3DPTFILTERCAPS_MINFLINEAR       |
4507                                WINED3DPTFILTERCAPS_MINFPOINT        |
4508                                WINED3DPTFILTERCAPS_MIPFLINEAR       |
4509                                WINED3DPTFILTERCAPS_MIPFPOINT        |
4510                                WINED3DPTFILTERCAPS_LINEAR           |
4511                                WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4512                                WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4513                                WINED3DPTFILTERCAPS_MIPLINEAR        |
4514                                WINED3DPTFILTERCAPS_MIPNEAREST       |
4515                                WINED3DPTFILTERCAPS_NEAREST;
4516
4517     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4518     {
4519         caps->TextureFilterCaps  |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4520                                     WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4521     }
4522
4523     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4524     {
4525         caps->CubeTextureFilterCaps =  WINED3DPTFILTERCAPS_MAGFLINEAR       |
4526                                        WINED3DPTFILTERCAPS_MAGFPOINT        |
4527                                        WINED3DPTFILTERCAPS_MINFLINEAR       |
4528                                        WINED3DPTFILTERCAPS_MINFPOINT        |
4529                                        WINED3DPTFILTERCAPS_MIPFLINEAR       |
4530                                        WINED3DPTFILTERCAPS_MIPFPOINT        |
4531                                        WINED3DPTFILTERCAPS_LINEAR           |
4532                                        WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4533                                        WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4534                                        WINED3DPTFILTERCAPS_MIPLINEAR        |
4535                                        WINED3DPTFILTERCAPS_MIPNEAREST       |
4536                                        WINED3DPTFILTERCAPS_NEAREST;
4537
4538         if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4539         {
4540             caps->CubeTextureFilterCaps  |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4541                                             WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4542         }
4543     }
4544     else
4545     {
4546         caps->CubeTextureFilterCaps = 0;
4547     }
4548
4549     if (gl_info->supported[EXT_TEXTURE3D])
4550     {
4551         caps->VolumeTextureFilterCaps  = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4552                                          WINED3DPTFILTERCAPS_MAGFPOINT        |
4553                                          WINED3DPTFILTERCAPS_MINFLINEAR       |
4554                                          WINED3DPTFILTERCAPS_MINFPOINT        |
4555                                          WINED3DPTFILTERCAPS_MIPFLINEAR       |
4556                                          WINED3DPTFILTERCAPS_MIPFPOINT        |
4557                                          WINED3DPTFILTERCAPS_LINEAR           |
4558                                          WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4559                                          WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4560                                          WINED3DPTFILTERCAPS_MIPLINEAR        |
4561                                          WINED3DPTFILTERCAPS_MIPNEAREST       |
4562                                          WINED3DPTFILTERCAPS_NEAREST;
4563     }
4564     else
4565     {
4566         caps->VolumeTextureFilterCaps = 0;
4567     }
4568
4569     caps->TextureAddressCaps  =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4570                                  WINED3DPTADDRESSCAPS_CLAMP  |
4571                                  WINED3DPTADDRESSCAPS_WRAP;
4572
4573     if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4574     {
4575         caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4576     }
4577     if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4578     {
4579         caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4580     }
4581     if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4582     {
4583         caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4584     }
4585
4586     if (gl_info->supported[EXT_TEXTURE3D])
4587     {
4588         caps->VolumeTextureAddressCaps =   WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4589                                            WINED3DPTADDRESSCAPS_CLAMP  |
4590                                            WINED3DPTADDRESSCAPS_WRAP;
4591         if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4592         {
4593             caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4594         }
4595         if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4596         {
4597             caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4598         }
4599         if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4600         {
4601             caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4602         }
4603     }
4604     else
4605     {
4606         caps->VolumeTextureAddressCaps = 0;
4607     }
4608
4609     caps->LineCaps  = WINED3DLINECAPS_TEXTURE       |
4610                       WINED3DLINECAPS_ZTEST         |
4611                       WINED3DLINECAPS_BLEND         |
4612                       WINED3DLINECAPS_ALPHACMP      |
4613                       WINED3DLINECAPS_FOG;
4614     /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4615      * idea how generating the smoothing alpha values works; the result is different
4616      */
4617
4618     caps->MaxTextureWidth = gl_info->limits.texture_size;
4619     caps->MaxTextureHeight = gl_info->limits.texture_size;
4620
4621     if (gl_info->supported[EXT_TEXTURE3D])
4622         caps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4623     else
4624         caps->MaxVolumeExtent = 0;
4625
4626     caps->MaxTextureRepeat = 32768;
4627     caps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4628     caps->MaxVertexW = 1.0f;
4629
4630     caps->GuardBandLeft = 0.0f;
4631     caps->GuardBandTop = 0.0f;
4632     caps->GuardBandRight = 0.0f;
4633     caps->GuardBandBottom = 0.0f;
4634
4635     caps->ExtentsAdjust = 0.0f;
4636
4637     caps->StencilCaps   = WINED3DSTENCILCAPS_DECRSAT |
4638                           WINED3DSTENCILCAPS_INCRSAT |
4639                           WINED3DSTENCILCAPS_INVERT  |
4640                           WINED3DSTENCILCAPS_KEEP    |
4641                           WINED3DSTENCILCAPS_REPLACE |
4642                           WINED3DSTENCILCAPS_ZERO;
4643     if (gl_info->supported[EXT_STENCIL_WRAP])
4644     {
4645         caps->StencilCaps |= WINED3DSTENCILCAPS_DECR  |
4646                               WINED3DSTENCILCAPS_INCR;
4647     }
4648     if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4649     {
4650         caps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4651     }
4652
4653     caps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4654
4655     caps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4656     caps->MaxActiveLights = gl_info->limits.lights;
4657
4658     caps->MaxVertexBlendMatrices = gl_info->limits.blends;
4659     caps->MaxVertexBlendMatrixIndex   = 0;
4660
4661     caps->MaxAnisotropy = gl_info->limits.anisotropy;
4662     caps->MaxPointSize = gl_info->limits.pointsize_max;
4663
4664
4665     /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4666     caps->VertexProcessingCaps  = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4667                                   WINED3DVTXPCAPS_MATERIALSOURCE7   |
4668                                   WINED3DVTXPCAPS_POSITIONALLIGHTS  |
4669                                   WINED3DVTXPCAPS_LOCALVIEWER       |
4670                                   WINED3DVTXPCAPS_VERTEXFOG         |
4671                                   WINED3DVTXPCAPS_TEXGEN;
4672
4673     caps->MaxPrimitiveCount   = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4674     caps->MaxVertexIndex      = 0xFFFFF;
4675     caps->MaxStreams          = MAX_STREAMS;
4676     caps->MaxStreamStride     = 1024;
4677
4678     /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4679     caps->DevCaps2                          = WINED3DDEVCAPS2_STREAMOFFSET |
4680                                               WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4681     caps->MaxNpatchTessellationLevel        = 0;
4682     caps->MasterAdapterOrdinal              = 0;
4683     caps->AdapterOrdinalInGroup             = 0;
4684     caps->NumberOfAdaptersInGroup           = 1;
4685
4686     caps->NumSimultaneousRTs = gl_info->limits.buffers;
4687
4688     caps->StretchRectFilterCaps               = WINED3DPTFILTERCAPS_MINFPOINT  |
4689                                                 WINED3DPTFILTERCAPS_MAGFPOINT  |
4690                                                 WINED3DPTFILTERCAPS_MINFLINEAR |
4691                                                 WINED3DPTFILTERCAPS_MAGFLINEAR;
4692     caps->VertexTextureFilterCaps             = 0;
4693
4694     adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4695     adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4696
4697     /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4698     caps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4699
4700     /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4701      * Ignore shader model capabilities if disabled in config
4702      */
4703     if (vs_selected_mode == SHADER_NONE)
4704     {
4705         TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4706         caps->VertexShaderVersion          = WINED3DVS_VERSION(0,0);
4707         caps->MaxVertexShaderConst         = 0;
4708     }
4709     else
4710     {
4711         caps->VertexShaderVersion          = shader_caps.VertexShaderVersion;
4712         caps->MaxVertexShaderConst         = shader_caps.MaxVertexShaderConst;
4713     }
4714
4715     if (ps_selected_mode == SHADER_NONE)
4716     {
4717         TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4718         caps->PixelShaderVersion           = WINED3DPS_VERSION(0,0);
4719         caps->PixelShader1xMaxValue        = 0.0f;
4720     } else {
4721         caps->PixelShaderVersion           = shader_caps.PixelShaderVersion;
4722         caps->PixelShader1xMaxValue        = shader_caps.PixelShader1xMaxValue;
4723     }
4724
4725     caps->TextureOpCaps                    = fragment_caps.TextureOpCaps;
4726     caps->MaxTextureBlendStages            = fragment_caps.MaxTextureBlendStages;
4727     caps->MaxSimultaneousTextures          = fragment_caps.MaxSimultaneousTextures;
4728
4729     /* The following caps are shader specific, but they are things we cannot detect, or which
4730      * are the same among all shader models. So to avoid code duplication set the shader version
4731      * specific, but otherwise constant caps here
4732      */
4733     if (caps->VertexShaderVersion == WINED3DVS_VERSION(3,0))
4734     {
4735         /* Where possible set the caps based on OpenGL extensions and if they
4736          * aren't set (in case of software rendering) use the VS 3.0 from
4737          * MSDN or else if there's OpenGL spec use a hardcoded value minimum
4738          * VS3.0 value. */
4739         caps->VS20Caps.Caps                     = WINED3DVS20CAPS_PREDICATION;
4740         /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4741         caps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH;
4742         caps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4743         /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4744         caps->VS20Caps.StaticFlowControlDepth   = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH;
4745
4746         caps->MaxVShaderInstructionsExecuted    = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4747         caps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4748     }
4749     else if (caps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4750     {
4751         caps->VS20Caps.Caps                     = 0;
4752         caps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4753         caps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4754         caps->VS20Caps.StaticFlowControlDepth   = 1;
4755
4756         caps->MaxVShaderInstructionsExecuted    = 65535;
4757         caps->MaxVertexShader30InstructionSlots = 0;
4758     }
4759     else
4760     { /* VS 1.x */
4761         caps->VS20Caps.Caps                     = 0;
4762         caps->VS20Caps.DynamicFlowControlDepth  = 0;
4763         caps->VS20Caps.NumTemps                 = 0;
4764         caps->VS20Caps.StaticFlowControlDepth   = 0;
4765
4766         caps->MaxVShaderInstructionsExecuted    = 0;
4767         caps->MaxVertexShader30InstructionSlots = 0;
4768     }
4769
4770     if (caps->PixelShaderVersion == WINED3DPS_VERSION(3,0))
4771     {
4772         /* Where possible set the caps based on OpenGL extensions and if they
4773          * aren't set (in case of software rendering) use the PS 3.0 from
4774          * MSDN or else if there's OpenGL spec use a hardcoded value minimum
4775          * PS 3.0 value. */
4776
4777         /* Caps is more or less undocumented on MSDN but it appears to be
4778          * used for PS20Caps based on results from R9600/FX5900/Geforce6800
4779          * cards from Windows */
4780         caps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4781                 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4782                 WINED3DPS20CAPS_PREDICATION          |
4783                 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4784                 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4785         /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4786         caps->PS20Caps.DynamicFlowControlDepth  = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH;
4787         caps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4788         /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4789         caps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH;
4790         /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4791         caps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS;
4792
4793         caps->MaxPShaderInstructionsExecuted = 65535;
4794         caps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4795                 adapter->gl_info.limits.arb_ps_instructions);
4796     }
4797     else if(caps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4798     {
4799         /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4800         caps->PS20Caps.Caps                     = 0;
4801         caps->PS20Caps.DynamicFlowControlDepth  = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4802         caps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4803         caps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4804         /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4805         caps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS;
4806
4807         caps->MaxPShaderInstructionsExecuted    = 512; /* Minimum value, a GeforceFX uses 1024 */
4808         caps->MaxPixelShader30InstructionSlots  = 0;
4809     }
4810     else /* PS 1.x */
4811     {
4812         caps->PS20Caps.Caps                     = 0;
4813         caps->PS20Caps.DynamicFlowControlDepth  = 0;
4814         caps->PS20Caps.NumTemps                 = 0;
4815         caps->PS20Caps.StaticFlowControlDepth   = 0;
4816         caps->PS20Caps.NumInstructionSlots      = 0;
4817
4818         caps->MaxPShaderInstructionsExecuted    = 0;
4819         caps->MaxPixelShader30InstructionSlots  = 0;
4820     }
4821
4822     if (caps->VertexShaderVersion >= WINED3DVS_VERSION(2,0))
4823     {
4824         /* OpenGL supports all the formats below, perhaps not always
4825          * without conversion, but it supports them.
4826          * Further GLSL doesn't seem to have an official unsigned type so
4827          * don't advertise it yet as I'm not sure how we handle it.
4828          * We might need to add some clamping in the shader engine to
4829          * support it.
4830          * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4831         caps->DeclTypes = WINED3DDTCAPS_UBYTE4    |
4832                           WINED3DDTCAPS_UBYTE4N   |
4833                           WINED3DDTCAPS_SHORT2N   |
4834                           WINED3DDTCAPS_SHORT4N;
4835         if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4836         {
4837             caps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4838                                WINED3DDTCAPS_FLOAT16_4;
4839         }
4840     }
4841     else
4842     {
4843         caps->DeclTypes = 0;
4844     }
4845
4846     /* Set DirectDraw helper Caps */
4847     ckey_caps =                         WINEDDCKEYCAPS_DESTBLT              |
4848                                         WINEDDCKEYCAPS_SRCBLT;
4849     fx_caps =                           WINEDDFXCAPS_BLTALPHA               |
4850                                         WINEDDFXCAPS_BLTMIRRORLEFTRIGHT     |
4851                                         WINEDDFXCAPS_BLTMIRRORUPDOWN        |
4852                                         WINEDDFXCAPS_BLTROTATION90          |
4853                                         WINEDDFXCAPS_BLTSHRINKX             |
4854                                         WINEDDFXCAPS_BLTSHRINKXN            |
4855                                         WINEDDFXCAPS_BLTSHRINKY             |
4856                                         WINEDDFXCAPS_BLTSHRINKXN            |
4857                                         WINEDDFXCAPS_BLTSTRETCHX            |
4858                                         WINEDDFXCAPS_BLTSTRETCHXN           |
4859                                         WINEDDFXCAPS_BLTSTRETCHY            |
4860                                         WINEDDFXCAPS_BLTSTRETCHYN;
4861     blit_caps =                         WINEDDCAPS_BLT                      |
4862                                         WINEDDCAPS_BLTCOLORFILL             |
4863                                         WINEDDCAPS_BLTDEPTHFILL             |
4864                                         WINEDDCAPS_BLTSTRETCH               |
4865                                         WINEDDCAPS_CANBLTSYSMEM             |
4866                                         WINEDDCAPS_CANCLIP                  |
4867                                         WINEDDCAPS_CANCLIPSTRETCHED         |
4868                                         WINEDDCAPS_COLORKEY                 |
4869                                         WINEDDCAPS_COLORKEYHWASSIST         |
4870                                         WINEDDCAPS_ALIGNBOUNDARYSRC;
4871     pal_caps =                          WINEDDPCAPS_8BIT                    |
4872                                         WINEDDPCAPS_PRIMARYSURFACE;
4873
4874     /* Fill the ddraw caps structure */
4875     caps->DirectDrawCaps.Caps =         WINEDDCAPS_GDI                      |
4876                                         WINEDDCAPS_PALETTE                  |
4877                                         blit_caps;
4878     caps->DirectDrawCaps.Caps2 =        WINEDDCAPS2_CERTIFIED                |
4879                                         WINEDDCAPS2_NOPAGELOCKREQUIRED       |
4880                                         WINEDDCAPS2_PRIMARYGAMMA             |
4881                                         WINEDDCAPS2_WIDESURFACES             |
4882                                         WINEDDCAPS2_CANRENDERWINDOWED;
4883     caps->DirectDrawCaps.CKeyCaps =     ckey_caps;
4884     caps->DirectDrawCaps.FXCaps =       fx_caps;
4885     caps->DirectDrawCaps.PalCaps =      pal_caps;
4886     caps->DirectDrawCaps.SVBCaps =      blit_caps;
4887     caps->DirectDrawCaps.SVBCKeyCaps =  ckey_caps;
4888     caps->DirectDrawCaps.SVBFXCaps =    fx_caps;
4889     caps->DirectDrawCaps.VSBCaps =      blit_caps;
4890     caps->DirectDrawCaps.VSBCKeyCaps =  ckey_caps;
4891     caps->DirectDrawCaps.VSBFXCaps =    fx_caps;
4892     caps->DirectDrawCaps.SSBCaps =      blit_caps;
4893     caps->DirectDrawCaps.SSBCKeyCaps =  ckey_caps;
4894     caps->DirectDrawCaps.SSBFXCaps =    fx_caps;
4895
4896     caps->DirectDrawCaps.ddsCaps =      WINEDDSCAPS_ALPHA                   |
4897                                         WINEDDSCAPS_BACKBUFFER              |
4898                                         WINEDDSCAPS_FLIP                    |
4899                                         WINEDDSCAPS_FRONTBUFFER             |
4900                                         WINEDDSCAPS_OFFSCREENPLAIN          |
4901                                         WINEDDSCAPS_PALETTE                 |
4902                                         WINEDDSCAPS_PRIMARYSURFACE          |
4903                                         WINEDDSCAPS_SYSTEMMEMORY            |
4904                                         WINEDDSCAPS_VIDEOMEMORY             |
4905                                         WINEDDSCAPS_VISIBLE;
4906     caps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4907
4908     /* Set D3D caps if OpenGL is available. */
4909     if (adapter->opengl)
4910     {
4911         caps->DirectDrawCaps.ddsCaps |= WINEDDSCAPS_3DDEVICE                |
4912                                         WINEDDSCAPS_MIPMAP                  |
4913                                         WINEDDSCAPS_TEXTURE                 |
4914                                         WINEDDSCAPS_ZBUFFER;
4915         caps->DirectDrawCaps.Caps |=    WINEDDCAPS_3D;
4916     }
4917
4918     return WINED3D_OK;
4919 }
4920
4921 HRESULT CDECL wined3d_device_create(struct wined3d *wined3d, UINT adapter_idx, WINED3DDEVTYPE device_type,
4922         HWND focus_window, DWORD flags, BYTE surface_alignment, struct wined3d_device_parent *device_parent,
4923         struct wined3d_device **device)
4924 {
4925     struct wined3d_device *object;
4926     HRESULT hr;
4927
4928     TRACE("wined3d %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, device_parent %p, device %p.\n",
4929             wined3d, adapter_idx, device_type, focus_window, flags, device_parent, device);
4930
4931     /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4932      * number and create a device without a 3D adapter for 2D only operation. */
4933     if (wined3d->adapter_count && adapter_idx >= wined3d->adapter_count)
4934         return WINED3DERR_INVALIDCALL;
4935
4936     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4937     if (!object)
4938     {
4939         ERR("Failed to allocate device memory.\n");
4940         return E_OUTOFMEMORY;
4941     }
4942
4943     hr = device_init(object, wined3d, adapter_idx, device_type,
4944             focus_window, flags, surface_alignment, device_parent);
4945     if (FAILED(hr))
4946     {
4947         WARN("Failed to initialize device, hr %#x.\n", hr);
4948         HeapFree(GetProcessHeap(), 0, object);
4949         return hr;
4950     }
4951
4952     TRACE("Created device %p.\n", object);
4953     *device = object;
4954
4955     device_parent->ops->wined3d_device_created(device_parent, *device);
4956
4957     return WINED3D_OK;
4958 }
4959
4960 void * CDECL wined3d_get_parent(const struct wined3d *wined3d)
4961 {
4962     TRACE("wined3d %p.\n", wined3d);
4963
4964     return wined3d->parent;
4965 }
4966
4967 static void WINE_GLAPI invalid_func(const void *data)
4968 {
4969     ERR("Invalid vertex attribute function called\n");
4970     DebugBreak();
4971 }
4972
4973 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4974 {
4975     ERR("Invalid texcoord function called\n");
4976     DebugBreak();
4977 }
4978
4979 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4980  * the extension detection and are used in drawStridedSlow
4981  */
4982 static void WINE_GLAPI position_d3dcolor(const void *data)
4983 {
4984     DWORD pos = *((const DWORD *)data);
4985
4986     FIXME("Add a test for fixed function position from d3dcolor type\n");
4987     glVertex4s(D3DCOLOR_B_R(pos),
4988                D3DCOLOR_B_G(pos),
4989                D3DCOLOR_B_B(pos),
4990                D3DCOLOR_B_A(pos));
4991 }
4992
4993 static void WINE_GLAPI position_float4(const void *data)
4994 {
4995     const GLfloat *pos = data;
4996
4997     if (pos[3] != 0.0f && pos[3] != 1.0f)
4998     {
4999         float w = 1.0f / pos[3];
5000
5001         glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
5002     }
5003     else
5004     {
5005         glVertex3fv(pos);
5006     }
5007 }
5008
5009 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
5010 {
5011     DWORD diffuseColor = *((const DWORD *)data);
5012
5013     glColor4ub(D3DCOLOR_B_R(diffuseColor),
5014                D3DCOLOR_B_G(diffuseColor),
5015                D3DCOLOR_B_B(diffuseColor),
5016                D3DCOLOR_B_A(diffuseColor));
5017 }
5018
5019 static void WINE_GLAPI specular_d3dcolor(const void *data)
5020 {
5021     DWORD specularColor = *((const DWORD *)data);
5022     GLbyte d[] = {D3DCOLOR_B_R(specularColor),
5023             D3DCOLOR_B_G(specularColor),
5024             D3DCOLOR_B_B(specularColor)};
5025
5026     specular_func_3ubv(d);
5027 }
5028
5029 static void WINE_GLAPI warn_no_specular_func(const void *data)
5030 {
5031     WARN("GL_EXT_secondary_color not supported\n");
5032 }
5033
5034 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
5035 {
5036     position_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
5037     position_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
5038     position_funcs[WINED3D_FFP_EMIT_FLOAT3]      = (glAttribFunc)glVertex3fv;
5039     position_funcs[WINED3D_FFP_EMIT_FLOAT4]      = position_float4;
5040     position_funcs[WINED3D_FFP_EMIT_D3DCOLOR]    = position_d3dcolor;
5041     position_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
5042     position_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
5043     position_funcs[WINED3D_FFP_EMIT_SHORT4]      = (glAttribFunc)glVertex2sv;
5044     position_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
5045     position_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
5046     position_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
5047     position_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
5048     position_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
5049     position_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
5050     position_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
5051     position_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
5052     position_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
5053
5054     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1]       = invalid_func;
5055     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2]       = invalid_func;
5056     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3]       = (glAttribFunc)glColor3fv;
5057     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4]       = (glAttribFunc)glColor4fv;
5058     diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR]     = diffuse_d3dcolor;
5059     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4]       = invalid_func;
5060     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2]       = invalid_func;
5061     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4]       = invalid_func;
5062     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N]      = (glAttribFunc)glColor4ubv;
5063     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N]      = invalid_func;
5064     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N]      = (glAttribFunc)glColor4sv;
5065     diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N]     = invalid_func;
5066     diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N]     = (glAttribFunc)glColor4usv;
5067     diffuse_funcs[WINED3D_FFP_EMIT_UDEC3]        = invalid_func;
5068     diffuse_funcs[WINED3D_FFP_EMIT_DEC3N]        = invalid_func;
5069     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2]    = invalid_func;
5070     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4]    = invalid_func;
5071
5072     /* No 4 component entry points here */
5073     specular_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
5074     specular_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
5075     if (gl_info->supported[EXT_SECONDARY_COLOR])
5076     {
5077         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
5078     }
5079     else
5080     {
5081         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = warn_no_specular_func;
5082     }
5083     specular_funcs[WINED3D_FFP_EMIT_FLOAT4]      = invalid_func;
5084     if (gl_info->supported[EXT_SECONDARY_COLOR])
5085     {
5086         specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
5087         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
5088     }
5089     else
5090     {
5091         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
5092     }
5093     specular_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
5094     specular_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
5095     specular_funcs[WINED3D_FFP_EMIT_SHORT4]      = invalid_func;
5096     specular_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
5097     specular_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
5098     specular_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
5099     specular_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
5100     specular_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
5101     specular_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
5102     specular_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
5103     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
5104     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
5105
5106     /* Only 3 component entry points here. Test how others behave. Float4 normals are used
5107      * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
5108      */
5109     normal_funcs[WINED3D_FFP_EMIT_FLOAT1]         = invalid_func;
5110     normal_funcs[WINED3D_FFP_EMIT_FLOAT2]         = invalid_func;
5111     normal_funcs[WINED3D_FFP_EMIT_FLOAT3]         = (glAttribFunc)glNormal3fv;
5112     normal_funcs[WINED3D_FFP_EMIT_FLOAT4]         = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
5113     normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR]       = invalid_func;
5114     normal_funcs[WINED3D_FFP_EMIT_UBYTE4]         = invalid_func;
5115     normal_funcs[WINED3D_FFP_EMIT_SHORT2]         = invalid_func;
5116     normal_funcs[WINED3D_FFP_EMIT_SHORT4]         = invalid_func;
5117     normal_funcs[WINED3D_FFP_EMIT_UBYTE4N]        = invalid_func;
5118     normal_funcs[WINED3D_FFP_EMIT_SHORT2N]        = invalid_func;
5119     normal_funcs[WINED3D_FFP_EMIT_SHORT4N]        = invalid_func;
5120     normal_funcs[WINED3D_FFP_EMIT_USHORT2N]       = invalid_func;
5121     normal_funcs[WINED3D_FFP_EMIT_USHORT4N]       = invalid_func;
5122     normal_funcs[WINED3D_FFP_EMIT_UDEC3]          = invalid_func;
5123     normal_funcs[WINED3D_FFP_EMIT_DEC3N]          = invalid_func;
5124     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2]      = invalid_func;
5125     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4]      = invalid_func;
5126
5127     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
5128     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
5129     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
5130     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
5131     multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR]  = invalid_texcoord_func;
5132     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4]    = invalid_texcoord_func;
5133     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
5134     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
5135     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N]   = invalid_texcoord_func;
5136     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N]   = invalid_texcoord_func;
5137     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N]   = invalid_texcoord_func;
5138     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N]  = invalid_texcoord_func;
5139     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N]  = invalid_texcoord_func;
5140     multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3]     = invalid_texcoord_func;
5141     multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N]     = invalid_texcoord_func;
5142     if (gl_info->supported[NV_HALF_FLOAT])
5143     {
5144         /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
5145         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
5146         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
5147     } else {
5148         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
5149         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
5150     }
5151 }
5152
5153 /* Do not call while under the GL lock. */
5154 static BOOL InitAdapters(struct wined3d *wined3d)
5155 {
5156     static HMODULE mod_gl;
5157     BOOL ret;
5158     int ps_selected_mode, vs_selected_mode;
5159
5160     /* No need to hold any lock. The calling library makes sure only one thread calls
5161      * wined3d simultaneously
5162      */
5163
5164     TRACE("Initializing adapters\n");
5165
5166     if(!mod_gl) {
5167 #ifdef USE_WIN32_OPENGL
5168 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
5169         mod_gl = LoadLibraryA("opengl32.dll");
5170         if(!mod_gl) {
5171             ERR("Can't load opengl32.dll!\n");
5172             goto nogl_adapter;
5173         }
5174 #else
5175 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
5176         /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
5177         mod_gl = GetModuleHandleA("gdi32.dll");
5178 #endif
5179     }
5180
5181 /* Load WGL core functions from opengl32.dll */
5182 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5183     WGL_FUNCS_GEN;
5184 #undef USE_WGL_FUNC
5185
5186     if(!pwglGetProcAddress) {
5187         ERR("Unable to load wglGetProcAddress!\n");
5188         goto nogl_adapter;
5189     }
5190
5191 /* Dynamically load all GL core functions */
5192     GL_FUNCS_GEN;
5193 #undef USE_GL_FUNC
5194
5195     /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5196      * otherwise because we have to use winex11.drv's override
5197      */
5198 #ifdef USE_WIN32_OPENGL
5199     wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5200     wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5201 #else
5202     wglFinish = (void*)pwglGetProcAddress("wglFinish");
5203     wglFlush = (void*)pwglGetProcAddress("wglFlush");
5204 #endif
5205
5206     glEnableWINE = glEnable;
5207     glDisableWINE = glDisable;
5208
5209     /* For now only one default adapter */
5210     {
5211         struct wined3d_adapter *adapter = &wined3d->adapters[0];
5212         const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5213         struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5214         struct wined3d_pixel_format *cfgs;
5215         int iPixelFormat;
5216         int res;
5217         int i;
5218         DISPLAY_DEVICEW DisplayDevice;
5219         HDC hdc;
5220
5221         TRACE("Initializing default adapter\n");
5222         adapter->ordinal = 0;
5223         adapter->monitorPoint.x = -1;
5224         adapter->monitorPoint.y = -1;
5225
5226         if (!AllocateLocallyUniqueId(&adapter->luid))
5227         {
5228             DWORD err = GetLastError();
5229             ERR("Failed to set adapter LUID (%#x).\n", err);
5230             goto nogl_adapter;
5231         }
5232         TRACE("Allocated LUID %08x:%08x for adapter.\n",
5233                 adapter->luid.HighPart, adapter->luid.LowPart);
5234
5235         if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5236         {
5237             ERR("Failed to get a gl context for default adapter\n");
5238             goto nogl_adapter;
5239         }
5240
5241         ret = wined3d_adapter_init_gl_caps(adapter);
5242         if(!ret) {
5243             ERR("Failed to initialize gl caps for default adapter\n");
5244             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5245             goto nogl_adapter;
5246         }
5247         ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5248         if(!ret) {
5249             ERR("Failed to init gl formats\n");
5250             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5251             goto nogl_adapter;
5252         }
5253
5254         hdc = fake_gl_ctx.dc;
5255
5256         adapter->TextureRam = adapter->driver_info.vidmem;
5257         adapter->UsedTextureRam = 0;
5258         TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5259
5260         /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5261         DisplayDevice.cb = sizeof(DisplayDevice);
5262         EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5263         TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5264         strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5265
5266         if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5267         {
5268             int attribute;
5269             int attribs[11];
5270             int values[11];
5271             int nAttribs = 0;
5272
5273             attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5274             GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5275
5276             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs * sizeof(*adapter->cfgs));
5277             cfgs = adapter->cfgs;
5278             attribs[nAttribs++] = WGL_RED_BITS_ARB;
5279             attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5280             attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5281             attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5282             attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5283             attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5284             attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5285             attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5286             attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5287             attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5288             attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5289
5290             for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5291             {
5292                 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5293
5294                 if(!res)
5295                     continue;
5296
5297                 /* Cache the pixel format */
5298                 cfgs->iPixelFormat = iPixelFormat;
5299                 cfgs->redSize = values[0];
5300                 cfgs->greenSize = values[1];
5301                 cfgs->blueSize = values[2];
5302                 cfgs->alphaSize = values[3];
5303                 cfgs->colorSize = values[4];
5304                 cfgs->depthSize = values[5];
5305                 cfgs->stencilSize = values[6];
5306                 cfgs->windowDrawable = values[7];
5307                 cfgs->iPixelType = values[8];
5308                 cfgs->doubleBuffer = values[9];
5309                 cfgs->auxBuffers = values[10];
5310
5311                 cfgs->numSamples = 0;
5312                 /* Check multisample support */
5313                 if (gl_info->supported[ARB_MULTISAMPLE])
5314                 {
5315                     int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5316                     int value[2];
5317                     if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5318                         /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5319                         * value[1] = number of multi sample buffers*/
5320                         if(value[0])
5321                             cfgs->numSamples = value[1];
5322                     }
5323                 }
5324
5325                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5326                         "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5327                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5328                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5329                         cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5330                 cfgs++;
5331             }
5332         }
5333         else
5334         {
5335             int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5336             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs * sizeof(*adapter->cfgs));
5337             adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5338
5339             cfgs = adapter->cfgs;
5340             for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5341             {
5342                 PIXELFORMATDESCRIPTOR ppfd;
5343
5344                 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5345                 if(!res)
5346                     continue;
5347
5348                 /* We only want HW acceleration using an OpenGL ICD driver.
5349                  * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5350                  * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5351                  */
5352                 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5353                 {
5354                     TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5355                     continue;
5356                 }
5357
5358                 cfgs->iPixelFormat = iPixelFormat;
5359                 cfgs->redSize = ppfd.cRedBits;
5360                 cfgs->greenSize = ppfd.cGreenBits;
5361                 cfgs->blueSize = ppfd.cBlueBits;
5362                 cfgs->alphaSize = ppfd.cAlphaBits;
5363                 cfgs->colorSize = ppfd.cColorBits;
5364                 cfgs->depthSize = ppfd.cDepthBits;
5365                 cfgs->stencilSize = ppfd.cStencilBits;
5366                 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5367                 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5368                 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5369                 cfgs->auxBuffers = ppfd.cAuxBuffers;
5370                 cfgs->numSamples = 0;
5371
5372                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5373                         "depth=%d, stencil=%d, windowDrawable=%d\n",
5374                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5375                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5376                         cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5377                 cfgs++;
5378                 adapter->nCfgs++;
5379             }
5380
5381             /* 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 */
5382             if(!adapter->nCfgs)
5383             {
5384                 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5385
5386                 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5387                 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5388                 goto nogl_adapter;
5389             }
5390         }
5391
5392         /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5393          * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5394          * but just fake it using D24(X8?) which is fine. D3D also allows that.
5395          * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5396          * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5397          * driver is allowed to consume more bits EXCEPT for stencil bits.
5398          *
5399          * Mark an adapter with this broken stencil behavior.
5400          */
5401         adapter->brokenStencil = TRUE;
5402         for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5403         {
5404             /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5405             if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5406                 adapter->brokenStencil = FALSE;
5407                 break;
5408             }
5409         }
5410
5411         WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5412
5413         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5414         fillGLAttribFuncs(&adapter->gl_info);
5415         adapter->opengl = TRUE;
5416     }
5417     wined3d->adapter_count = 1;
5418     TRACE("%u adapters successfully initialized.\n", wined3d->adapter_count);
5419
5420     return TRUE;
5421
5422 nogl_adapter:
5423     /* Initialize an adapter for ddraw-only memory counting */
5424     memset(wined3d->adapters, 0, sizeof(wined3d->adapters));
5425     wined3d->adapters[0].ordinal = 0;
5426     wined3d->adapters[0].opengl = FALSE;
5427     wined3d->adapters[0].monitorPoint.x = -1;
5428     wined3d->adapters[0].monitorPoint.y = -1;
5429
5430     wined3d->adapters[0].driver_info.name = "Display";
5431     wined3d->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5432     if (wined3d_settings.emulated_textureram)
5433         wined3d->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5434     else
5435         wined3d->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5436
5437     initPixelFormatsNoGL(&wined3d->adapters[0].gl_info);
5438
5439     wined3d->adapter_count = 1;
5440     return FALSE;
5441 }
5442
5443 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5444
5445 const struct wined3d_parent_ops wined3d_null_parent_ops =
5446 {
5447     wined3d_null_wined3d_object_destroyed,
5448 };
5449
5450 /* Do not call while under the GL lock. */
5451 HRESULT wined3d_init(struct wined3d *wined3d, UINT version, DWORD flags, void *parent)
5452 {
5453     wined3d->dxVersion = version;
5454     wined3d->ref = 1;
5455     wined3d->parent = parent;
5456     wined3d->flags = flags;
5457
5458     if (!InitAdapters(wined3d))
5459     {
5460         WARN("Failed to initialize adapters.\n");
5461         if (version > 7)
5462         {
5463             MESSAGE("Direct3D%u is not available without OpenGL.\n", version);
5464             return E_FAIL;
5465         }
5466     }
5467
5468     return WINED3D_OK;
5469 }