wined3d: Separate driver info from GPU info.
[wine] / dlls / wined3d / directx.c
1 /*
2  * IWineD3D implementation
3  *
4  * Copyright 2002-2004 Jason Edmeades
5  * Copyright 2003-2004 Raphael Junqueira
6  * Copyright 2004 Christian Costa
7  * Copyright 2005 Oliver Stieber
8  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
9  * Copyright 2009 Henri Verbeet for CodeWeavers
10  *
11  * This library is free software; you can redistribute it and/or
12  * modify it under the terms of the GNU Lesser General Public
13  * License as published by the Free Software Foundation; either
14  * version 2.1 of the License, or (at your option) any later version.
15  *
16  * This library is distributed in the hope that it will be useful,
17  * but WITHOUT ANY WARRANTY; without even the implied warranty of
18  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
19  * Lesser General Public License for more details.
20  *
21  * You should have received a copy of the GNU Lesser General Public
22  * License along with this library; if not, write to the Free Software
23  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24  */
25
26 #include "config.h"
27 #include <stdio.h>
28 #include "wined3d_private.h"
29
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
32
33 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
34
35 /* The d3d device ID */
36 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
37
38 /* Extension detection */
39 static const struct {
40     const char *extension_string;
41     GL_SupportedExt extension;
42     DWORD version;
43 } EXTENSION_MAP[] = {
44     /* APPLE */
45     {"GL_APPLE_client_storage",             APPLE_CLIENT_STORAGE,           0                           },
46     {"GL_APPLE_fence",                      APPLE_FENCE,                    0                           },
47     {"GL_APPLE_float_pixels",               APPLE_FLOAT_PIXELS,             0                           },
48     {"GL_APPLE_flush_buffer_range",         APPLE_FLUSH_BUFFER_RANGE,       0                           },
49     {"GL_APPLE_flush_render",               APPLE_FLUSH_RENDER,             0                           },
50     {"GL_APPLE_ycbcr_422",                  APPLE_YCBCR_422,                0                           },
51
52     /* ARB */
53     {"GL_ARB_color_buffer_float",           ARB_COLOR_BUFFER_FLOAT,         0                           },
54     {"GL_ARB_depth_buffer_float",           ARB_DEPTH_BUFFER_FLOAT,         0                           },
55     {"GL_ARB_depth_clamp",                  ARB_DEPTH_CLAMP,                0                           },
56     {"GL_ARB_depth_texture",                ARB_DEPTH_TEXTURE,              0                           },
57     {"GL_ARB_draw_buffers",                 ARB_DRAW_BUFFERS,               0                           },
58     {"GL_ARB_fragment_program",             ARB_FRAGMENT_PROGRAM,           0                           },
59     {"GL_ARB_fragment_shader",              ARB_FRAGMENT_SHADER,            0                           },
60     {"GL_ARB_framebuffer_object",           ARB_FRAMEBUFFER_OBJECT,         0                           },
61     {"GL_ARB_geometry_shader4",             ARB_GEOMETRY_SHADER4,           0                           },
62     {"GL_ARB_half_float_pixel",             ARB_HALF_FLOAT_PIXEL,           0                           },
63     {"GL_ARB_half_float_vertex",            ARB_HALF_FLOAT_VERTEX,          0                           },
64     {"GL_ARB_imaging",                      ARB_IMAGING,                    0                           },
65     {"GL_ARB_map_buffer_range",             ARB_MAP_BUFFER_RANGE,           0                           },
66     {"GL_ARB_multisample",                  ARB_MULTISAMPLE,                0                           }, /* needs GLX_ARB_MULTISAMPLE as well */
67     {"GL_ARB_multitexture",                 ARB_MULTITEXTURE,               0                           },
68     {"GL_ARB_occlusion_query",              ARB_OCCLUSION_QUERY,            0                           },
69     {"GL_ARB_pixel_buffer_object",          ARB_PIXEL_BUFFER_OBJECT,        0                           },
70     {"GL_ARB_point_parameters",             ARB_POINT_PARAMETERS,           0                           },
71     {"GL_ARB_point_sprite",                 ARB_POINT_SPRITE,               0                           },
72     {"GL_ARB_provoking_vertex",             ARB_PROVOKING_VERTEX,           0                           },
73     {"GL_ARB_shader_objects",               ARB_SHADER_OBJECTS,             0                           },
74     {"GL_ARB_shader_texture_lod",           ARB_SHADER_TEXTURE_LOD,         0                           },
75     {"GL_ARB_shading_language_100",         ARB_SHADING_LANGUAGE_100,       0                           },
76     {"GL_ARB_shadow",                       ARB_SHADOW,                     0                           },
77     {"GL_ARB_sync",                         ARB_SYNC,                       0                           },
78     {"GL_ARB_texture_border_clamp",         ARB_TEXTURE_BORDER_CLAMP,       0                           },
79     {"GL_ARB_texture_compression",          ARB_TEXTURE_COMPRESSION,        0                           },
80     {"GL_ARB_texture_compression_rgtc",     ARB_TEXTURE_COMPRESSION_RGTC,   0                           },
81     {"GL_ARB_texture_cube_map",             ARB_TEXTURE_CUBE_MAP,           0                           },
82     {"GL_ARB_texture_env_add",              ARB_TEXTURE_ENV_ADD,            0                           },
83     {"GL_ARB_texture_env_combine",          ARB_TEXTURE_ENV_COMBINE,        0                           },
84     {"GL_ARB_texture_env_dot3",             ARB_TEXTURE_ENV_DOT3,           0                           },
85     {"GL_ARB_texture_float",                ARB_TEXTURE_FLOAT,              0                           },
86     {"GL_ARB_texture_mirrored_repeat",      ARB_TEXTURE_MIRRORED_REPEAT,    0                           },
87     {"GL_ARB_texture_non_power_of_two",     ARB_TEXTURE_NON_POWER_OF_TWO,   MAKEDWORD_VERSION(2, 0)     },
88     {"GL_ARB_texture_rectangle",            ARB_TEXTURE_RECTANGLE,          0                           },
89     {"GL_ARB_texture_rg",                   ARB_TEXTURE_RG,                 0                           },
90     {"GL_ARB_vertex_array_bgra",            ARB_VERTEX_ARRAY_BGRA,          0                           },
91     {"GL_ARB_vertex_blend",                 ARB_VERTEX_BLEND,               0                           },
92     {"GL_ARB_vertex_buffer_object",         ARB_VERTEX_BUFFER_OBJECT,       0                           },
93     {"GL_ARB_vertex_program",               ARB_VERTEX_PROGRAM,             0                           },
94     {"GL_ARB_vertex_shader",                ARB_VERTEX_SHADER,              0                           },
95
96     /* ATI */
97     {"GL_ATI_fragment_shader",              ATI_FRAGMENT_SHADER,            0                           },
98     {"GL_ATI_separate_stencil",             ATI_SEPARATE_STENCIL,           0                           },
99     {"GL_ATI_texture_compression_3dc",      ATI_TEXTURE_COMPRESSION_3DC,    0                           },
100     {"GL_ATI_texture_env_combine3",         ATI_TEXTURE_ENV_COMBINE3,       0                           },
101     {"GL_ATI_texture_mirror_once",          ATI_TEXTURE_MIRROR_ONCE,        0                           },
102
103     /* EXT */
104     {"GL_EXT_blend_color",                  EXT_BLEND_COLOR,                0                           },
105     {"GL_EXT_blend_equation_separate",      EXT_BLEND_EQUATION_SEPARATE,    0                           },
106     {"GL_EXT_blend_func_separate",          EXT_BLEND_FUNC_SEPARATE,        0                           },
107     {"GL_EXT_blend_minmax",                 EXT_BLEND_MINMAX,               0                           },
108     {"GL_EXT_draw_buffers2",                EXT_DRAW_BUFFERS2,              0                           },
109     {"GL_EXT_fog_coord",                    EXT_FOG_COORD,                  0                           },
110     {"GL_EXT_framebuffer_blit",             EXT_FRAMEBUFFER_BLIT,           0                           },
111     {"GL_EXT_framebuffer_multisample",      EXT_FRAMEBUFFER_MULTISAMPLE,    0                           },
112     {"GL_EXT_framebuffer_object",           EXT_FRAMEBUFFER_OBJECT,         0                           },
113     {"GL_EXT_gpu_program_parameters",       EXT_GPU_PROGRAM_PARAMETERS,     0                           },
114     {"GL_EXT_gpu_shader4",                  EXT_GPU_SHADER4,                0                           },
115     {"GL_EXT_packed_depth_stencil",         EXT_PACKED_DEPTH_STENCIL,       0                           },
116     {"GL_EXT_paletted_texture",             EXT_PALETTED_TEXTURE,           0                           },
117     {"GL_EXT_point_parameters",             EXT_POINT_PARAMETERS,           0                           },
118     {"GL_EXT_provoking_vertex",             EXT_PROVOKING_VERTEX,           0                           },
119     {"GL_EXT_secondary_color",              EXT_SECONDARY_COLOR,            0                           },
120     {"GL_EXT_stencil_two_side",             EXT_STENCIL_TWO_SIDE,           0                           },
121     {"GL_EXT_stencil_wrap",                 EXT_STENCIL_WRAP,               0                           },
122     {"GL_EXT_texture3D",                    EXT_TEXTURE3D,                  MAKEDWORD_VERSION(1, 2)     },
123     {"GL_EXT_texture_compression_rgtc",     EXT_TEXTURE_COMPRESSION_RGTC,   0                           },
124     {"GL_EXT_texture_compression_s3tc",     EXT_TEXTURE_COMPRESSION_S3TC,   0                           },
125     {"GL_EXT_texture_env_add",              EXT_TEXTURE_ENV_ADD,            0                           },
126     {"GL_EXT_texture_env_combine",          EXT_TEXTURE_ENV_COMBINE,        0                           },
127     {"GL_EXT_texture_env_dot3",             EXT_TEXTURE_ENV_DOT3,           0                           },
128     {"GL_EXT_texture_filter_anisotropic",   EXT_TEXTURE_FILTER_ANISOTROPIC, 0                           },
129     {"GL_EXT_texture_lod_bias",             EXT_TEXTURE_LOD_BIAS,           0                           },
130     {"GL_EXT_texture_sRGB",                 EXT_TEXTURE_SRGB,               0                           },
131     {"GL_EXT_vertex_array_bgra",            EXT_VERTEX_ARRAY_BGRA,          0                           },
132
133     /* NV */
134     {"GL_NV_depth_clamp",                   NV_DEPTH_CLAMP,                 0                           },
135     {"GL_NV_fence",                         NV_FENCE,                       0                           },
136     {"GL_NV_fog_distance",                  NV_FOG_DISTANCE,                0                           },
137     {"GL_NV_fragment_program",              NV_FRAGMENT_PROGRAM,            0                           },
138     {"GL_NV_fragment_program2",             NV_FRAGMENT_PROGRAM2,           0                           },
139     {"GL_NV_fragment_program_option",       NV_FRAGMENT_PROGRAM_OPTION,     0                           },
140     {"GL_NV_half_float",                    NV_HALF_FLOAT,                  0                           },
141     {"GL_NV_light_max_exponent",            NV_LIGHT_MAX_EXPONENT,          0                           },
142     {"GL_NV_point_sprite",                  NV_POINT_SPRITE,                0                           },
143     {"GL_NV_register_combiners",            NV_REGISTER_COMBINERS,          0                           },
144     {"GL_NV_register_combiners2",           NV_REGISTER_COMBINERS2,         0                           },
145     {"GL_NV_texgen_reflection",             NV_TEXGEN_REFLECTION,           0                           },
146     {"GL_NV_texture_env_combine4",          NV_TEXTURE_ENV_COMBINE4,        0                           },
147     {"GL_NV_texture_shader",                NV_TEXTURE_SHADER,              0                           },
148     {"GL_NV_texture_shader2",               NV_TEXTURE_SHADER2,             0                           },
149     {"GL_NV_vertex_program",                NV_VERTEX_PROGRAM,              0                           },
150     {"GL_NV_vertex_program1_1",             NV_VERTEX_PROGRAM1_1,           0                           },
151     {"GL_NV_vertex_program2",               NV_VERTEX_PROGRAM2,             0                           },
152     {"GL_NV_vertex_program2_option",        NV_VERTEX_PROGRAM2_OPTION,      0                           },
153     {"GL_NV_vertex_program3",               NV_VERTEX_PROGRAM3,             0                           },
154
155     /* SGI */
156     {"GL_SGIS_generate_mipmap",             SGIS_GENERATE_MIPMAP,           0                           },
157 };
158
159 /**********************************************************
160  * Utility functions follow
161  **********************************************************/
162
163 const struct min_lookup minMipLookup[] =
164 {
165     /* NONE         POINT                       LINEAR */
166     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
167     {{GL_NEAREST,   GL_NEAREST_MIPMAP_NEAREST,  GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
168     {{GL_LINEAR,    GL_LINEAR_MIPMAP_NEAREST,   GL_LINEAR_MIPMAP_LINEAR}},  /* LINEAR */
169 };
170
171 const struct min_lookup minMipLookup_noFilter[] =
172 {
173     /* NONE         POINT                       LINEAR */
174     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
175     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
176     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* LINEAR */
177 };
178
179 const struct min_lookup minMipLookup_noMip[] =
180 {
181     /* NONE         POINT                       LINEAR */
182     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
183     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
184     {{GL_LINEAR,    GL_LINEAR,                  GL_LINEAR }},               /* LINEAR */
185 };
186
187 const GLenum magLookup[] =
188 {
189     /* NONE     POINT       LINEAR */
190     GL_NEAREST, GL_NEAREST, GL_LINEAR,
191 };
192
193 const GLenum magLookup_noFilter[] =
194 {
195     /* NONE     POINT       LINEAR */
196     GL_NEAREST, GL_NEAREST, GL_NEAREST,
197 };
198
199 /* drawStridedSlow attributes */
200 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
201 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
202 glAttribFunc specular_func_3ubv;
203 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
204 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
205 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
206
207 /**
208  * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
209  * i.e., there is no GL Context - Get a default rendering context to enable the
210  * function query some info from GL.
211  */
212
213 struct wined3d_fake_gl_ctx
214 {
215     HDC dc;
216     HWND wnd;
217     HGLRC gl_ctx;
218     HDC restore_dc;
219     HGLRC restore_gl_ctx;
220 };
221
222 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
223 {
224     TRACE_(d3d_caps)("Destroying fake GL context.\n");
225
226     if (!pwglMakeCurrent(NULL, NULL))
227     {
228         ERR_(d3d_caps)("Failed to disable fake GL context.\n");
229     }
230
231     if (!pwglDeleteContext(ctx->gl_ctx))
232     {
233         DWORD err = GetLastError();
234         ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
235     }
236
237     ReleaseDC(ctx->wnd, ctx->dc);
238     DestroyWindow(ctx->wnd);
239
240     if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
241     {
242         ERR_(d3d_caps)("Failed to restore previous GL context.\n");
243     }
244 }
245
246 /* Do not call while under the GL lock. */
247 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
248 {
249     PIXELFORMATDESCRIPTOR pfd;
250     int iPixelFormat;
251
252     TRACE("getting context...\n");
253
254     ctx->restore_dc = pwglGetCurrentDC();
255     ctx->restore_gl_ctx = pwglGetCurrentContext();
256
257     /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
258     ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
259             WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
260     if (!ctx->wnd)
261     {
262         ERR_(d3d_caps)("Failed to create a window.\n");
263         goto fail;
264     }
265
266     ctx->dc = GetDC(ctx->wnd);
267     if (!ctx->dc)
268     {
269         ERR_(d3d_caps)("Failed to get a DC.\n");
270         goto fail;
271     }
272
273     /* PixelFormat selection */
274     ZeroMemory(&pfd, sizeof(pfd));
275     pfd.nSize = sizeof(pfd);
276     pfd.nVersion = 1;
277     pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
278     pfd.iPixelType = PFD_TYPE_RGBA;
279     pfd.cColorBits = 32;
280     pfd.iLayerType = PFD_MAIN_PLANE;
281
282     iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
283     if (!iPixelFormat)
284     {
285         /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
286         ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
287         goto fail;
288     }
289     DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
290     SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
291
292     /* Create a GL context. */
293     ctx->gl_ctx = pwglCreateContext(ctx->dc);
294     if (!ctx->gl_ctx)
295     {
296         WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
297         goto fail;
298     }
299
300     /* Make it the current GL context. */
301     if (!context_set_current(NULL))
302     {
303         ERR_(d3d_caps)("Failed to clear current D3D context.\n");
304     }
305
306     if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
307     {
308         ERR_(d3d_caps)("Failed to make fake GL context current.\n");
309         goto fail;
310     }
311
312     return TRUE;
313
314 fail:
315     if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
316     ctx->gl_ctx = NULL;
317     if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
318     ctx->dc = NULL;
319     if (ctx->wnd) DestroyWindow(ctx->wnd);
320     ctx->wnd = NULL;
321     if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
322     {
323         ERR_(d3d_caps)("Failed to restore previous GL context.\n");
324     }
325
326     return FALSE;
327 }
328
329 /* Adjust the amount of used texture memory */
330 unsigned int WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *device, unsigned int glram)
331 {
332     struct wined3d_adapter *adapter = device->adapter;
333
334     adapter->UsedTextureRam += glram;
335     TRACE("Adjusted gl ram by %d to %d\n", glram, adapter->UsedTextureRam);
336     return adapter->UsedTextureRam;
337 }
338
339 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
340 {
341     HeapFree(GetProcessHeap(), 0, adapter->gl_info.formats);
342     HeapFree(GetProcessHeap(), 0, adapter->cfgs);
343 }
344
345 /**********************************************************
346  * IUnknown parts follows
347  **********************************************************/
348
349 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
350 {
351     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
352
353     TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
354     if (IsEqualGUID(riid, &IID_IUnknown)
355         || IsEqualGUID(riid, &IID_IWineD3DBase)
356         || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
357         IUnknown_AddRef(iface);
358         *ppobj = This;
359         return S_OK;
360     }
361     *ppobj = NULL;
362     return E_NOINTERFACE;
363 }
364
365 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
366     IWineD3DImpl *This = (IWineD3DImpl *)iface;
367     ULONG refCount = InterlockedIncrement(&This->ref);
368
369     TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
370     return refCount;
371 }
372
373 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
374     IWineD3DImpl *This = (IWineD3DImpl *)iface;
375     ULONG ref;
376     TRACE("(%p) : Releasing from %d\n", This, This->ref);
377     ref = InterlockedDecrement(&This->ref);
378     if (ref == 0) {
379         unsigned int i;
380
381         for (i = 0; i < This->adapter_count; ++i)
382         {
383             wined3d_adapter_cleanup(&This->adapters[i]);
384         }
385         HeapFree(GetProcessHeap(), 0, This);
386     }
387
388     return ref;
389 }
390
391 /**********************************************************
392  * IWineD3D parts follows
393  **********************************************************/
394
395 /* GL locking is done by the caller */
396 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
397 {
398     GLuint prog;
399     BOOL ret = FALSE;
400     const char *testcode =
401         "!!ARBvp1.0\n"
402         "PARAM C[66] = { program.env[0..65] };\n"
403         "ADDRESS A0;"
404         "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
405         "ARL A0.x, zero.x;\n"
406         "MOV result.position, C[A0.x + 65];\n"
407         "END\n";
408
409     while(glGetError());
410     GL_EXTCALL(glGenProgramsARB(1, &prog));
411     if(!prog) {
412         ERR("Failed to create an ARB offset limit test program\n");
413     }
414     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
415     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
416                                   strlen(testcode), testcode));
417     if(glGetError() != 0) {
418         TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
419         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
420         ret = TRUE;
421     } else TRACE("OpenGL implementation allows offsets > 63\n");
422
423     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
424     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
425     checkGLcall("ARB vp offset limit test cleanup");
426
427     return ret;
428 }
429
430 static DWORD ver_for_ext(GL_SupportedExt ext)
431 {
432     unsigned int i;
433     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
434         if(EXTENSION_MAP[i].extension == ext) {
435             return EXTENSION_MAP[i].version;
436         }
437     }
438     return 0;
439 }
440
441 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
442         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
443 {
444     if (card_vendor != HW_VENDOR_ATI) return FALSE;
445     if (device == CARD_ATI_RADEON_9500) return TRUE;
446     if (device == CARD_ATI_RADEON_X700) return TRUE;
447     if (device == CARD_ATI_RADEON_X1600) return TRUE;
448     return FALSE;
449 }
450
451 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
452         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
453 {
454     if (card_vendor == HW_VENDOR_NVIDIA)
455     {
456         if (device == CARD_NVIDIA_GEFORCEFX_5200 ||
457             device == CARD_NVIDIA_GEFORCEFX_5600 ||
458             device == CARD_NVIDIA_GEFORCEFX_5800)
459         {
460             return TRUE;
461         }
462     }
463     return FALSE;
464 }
465
466 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
467         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
468 {
469     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
470      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
471      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
472      *
473      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
474      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
475      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
476      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
477      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
478      * the chance that other implementations support them is rather small since Win32 QuickTime uses
479      * DirectDraw, not OpenGL.
480      *
481      * This test has been moved into wined3d_guess_gl_vendor()
482      */
483     if (gl_vendor == GL_VENDOR_APPLE)
484     {
485         return TRUE;
486     }
487     return FALSE;
488 }
489
490 /* Context activation is done by the caller. */
491 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
492 {
493     /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
494      * but glTexSubImage from a PBO fails miserably, with the first line repeated over
495      * all the texture. This function detects this bug by its symptom and disables PBOs
496      * if the test fails.
497      *
498      * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
499      * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
500      * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
501      * read back is compared to the original. If they are equal PBOs are assumed to work,
502      * otherwise the PBO extension is disabled. */
503     GLuint texture, pbo;
504     static const unsigned int pattern[] =
505     {
506         0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
507         0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
508         0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
509         0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
510     };
511     unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
512
513     /* No PBO -> No point in testing them. */
514     if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
515
516     ENTER_GL();
517
518     while (glGetError());
519     glGenTextures(1, &texture);
520     glBindTexture(GL_TEXTURE_2D, texture);
521
522     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
523     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
524     checkGLcall("Specifying the PBO test texture");
525
526     GL_EXTCALL(glGenBuffersARB(1, &pbo));
527     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
528     GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
529     checkGLcall("Specifying the PBO test pbo");
530
531     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
532     checkGLcall("Loading the PBO test texture");
533
534     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
535     LEAVE_GL();
536
537     wglFinish(); /* just to be sure */
538
539     memset(check, 0, sizeof(check));
540     ENTER_GL();
541     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
542     checkGLcall("Reading back the PBO test texture");
543
544     glDeleteTextures(1, &texture);
545     GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
546     checkGLcall("PBO test cleanup");
547
548     LEAVE_GL();
549
550     if (memcmp(check, pattern, sizeof(check)))
551     {
552         WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
553         WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
554         gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
555     }
556     else
557     {
558         TRACE_(d3d_caps)("PBO test successful.\n");
559     }
560 }
561
562 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
563         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
564 {
565     return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
566 }
567
568 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
569         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
570 {
571     if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
572     if (card_vendor != HW_VENDOR_ATI) return FALSE;
573     if (device == CARD_ATI_RADEON_X1600) return FALSE;
574     return TRUE;
575 }
576
577 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
578         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
579 {
580     return gl_vendor == GL_VENDOR_FGLRX;
581
582 }
583
584 static BOOL match_dx10_capable(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     /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
588      * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
589      * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
590      * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
591      * hardcoded
592      *
593      * dx10 cards usually have 64 varyings */
594     return gl_info->limits.glsl_varyings > 44;
595 }
596
597 /* A GL context is provided by the caller */
598 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
599         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
600 {
601     GLenum error;
602     DWORD data[16];
603
604     if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
605
606     ENTER_GL();
607     while(glGetError());
608     GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
609     error = glGetError();
610     LEAVE_GL();
611
612     if(error == GL_NO_ERROR)
613     {
614         TRACE("GL Implementation accepts 4 component specular color pointers\n");
615         return TRUE;
616     }
617     else
618     {
619         TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
620               debug_glerror(error));
621         return FALSE;
622     }
623 }
624
625 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
626         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
627 {
628     if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
629     return gl_info->supported[NV_TEXTURE_SHADER];
630 }
631
632 /* A GL context is provided by the caller */
633 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
634         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
635 {
636     GLuint prog;
637     BOOL ret = FALSE;
638     GLint pos;
639     const char *testcode =
640         "!!ARBvp1.0\n"
641         "OPTION NV_vertex_program2;\n"
642         "MOV result.clip[0], 0.0;\n"
643         "MOV result.position, 0.0;\n"
644         "END\n";
645
646     if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
647
648     ENTER_GL();
649     while(glGetError());
650
651     GL_EXTCALL(glGenProgramsARB(1, &prog));
652     if(!prog)
653     {
654         ERR("Failed to create the NVvp clip test program\n");
655         LEAVE_GL();
656         return FALSE;
657     }
658     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
659     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
660                                   strlen(testcode), testcode));
661     glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
662     if(pos != -1)
663     {
664         WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
665         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
666         ret = TRUE;
667         while(glGetError());
668     }
669     else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
670
671     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
672     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
673     checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
674
675     LEAVE_GL();
676     return ret;
677 }
678
679 /* Context activation is done by the caller. */
680 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
681         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
682 {
683     char data[4 * 4 * 4];
684     GLuint tex, fbo;
685     GLenum status;
686
687     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
688
689     memset(data, 0xcc, sizeof(data));
690
691     ENTER_GL();
692
693     glGenTextures(1, &tex);
694     glBindTexture(GL_TEXTURE_2D, tex);
695     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
696     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
697     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
698     checkGLcall("glTexImage2D");
699
700     gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
701     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
702     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
703     checkGLcall("glFramebufferTexture2D");
704
705     status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
706     if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
707     checkGLcall("glCheckFramebufferStatus");
708
709     memset(data, 0x11, sizeof(data));
710     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
711     checkGLcall("glTexSubImage2D");
712
713     glClearColor(0.996f, 0.729f, 0.745f, 0.792f);
714     glClear(GL_COLOR_BUFFER_BIT);
715     checkGLcall("glClear");
716
717     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
718     checkGLcall("glGetTexImage");
719
720     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
721     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
722     glBindTexture(GL_TEXTURE_2D, 0);
723     checkGLcall("glBindTexture");
724
725     gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
726     glDeleteTextures(1, &tex);
727     checkGLcall("glDeleteTextures");
728
729     LEAVE_GL();
730
731     return *(DWORD *)data == 0x11111111;
732 }
733
734 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
735 {
736     TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
737     gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
738     TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
739     gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
740 }
741
742 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
743 {
744     quirk_arb_constants(gl_info);
745     /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
746      * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
747      * allow 48 different offsets or other helper immediate values. */
748     TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
749     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
750 }
751
752 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
753  * on more than one texture unit. This means that the d3d9 visual point size test will cause a
754  * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
755  * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
756  * most games, but avoids the crash
757  *
758  * A more sophisticated way would be to find all units that need texture coordinates and enable
759  * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
760  * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
761  *
762  * Note that disabling the extension entirely does not gain predictability because there is no point
763  * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
764 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
765 {
766     if (gl_info->supported[ARB_POINT_SPRITE])
767     {
768         TRACE("Limiting point sprites to one texture unit.\n");
769         gl_info->limits.point_sprite_units = 1;
770     }
771 }
772
773 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
774 {
775     quirk_arb_constants(gl_info);
776
777     /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
778      * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
779      * If real NP2 textures are used, the driver falls back to software. We could just remove the
780      * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
781      * due to the non-normalized texture coordinates. Thus set an internal extension flag,
782      * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
783      * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
784      *
785      * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
786      * has this extension promoted to core. The extension loading code sets this extension supported
787      * due to that, so this code works on fglrx as well. */
788     if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
789     {
790         TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
791         gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
792         gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] = TRUE;
793     }
794
795     /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
796      * it is generally more efficient. Reserve just 8 constants. */
797     TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
798     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
799 }
800
801 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
802 {
803     /*  The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
804      *  doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
805      *  This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
806      *  within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
807      *  FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
808      *  We therefore completely remove ARB_tex_npot from the list of supported extensions.
809      *
810      *  Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
811      *  triggering the software fallback. There is not much we can do here apart from disabling the
812      *  software-emulated extension and reenable ARB_tex_rect (which was previously disabled
813      *  in IWineD3DImpl_FillGLCaps).
814      *  This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
815      *  post-processing effects in the game "Max Payne 2").
816      *  The behaviour can be verified through a simple test app attached in bugreport #14724. */
817     TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
818     gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
819     gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
820 }
821
822 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
823 {
824     /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
825      * with fixed function fragment processing. Ideally this flag should be detected with a test shader
826      * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
827      * do not like vertex shaders in feedback mode and return an error, even though it should be valid
828      * according to the spec.
829      *
830      * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
831      * makes the shader slower and eats instruction slots which should be available to the d3d app.
832      *
833      * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
834      * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
835      * this workaround is activated on cards that do not need it, it won't break things, just affect
836      * performance negatively. */
837     TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
838     gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
839 }
840
841 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
842 {
843     gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
844 }
845
846 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
847 {
848     gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
849 }
850
851 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
852 {
853     gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
854     gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
855 }
856
857 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
858 {
859     gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
860 }
861
862 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
863 {
864     gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
865 }
866
867 struct driver_quirk
868 {
869     BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
870             enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
871     void (*apply)(struct wined3d_gl_info *gl_info);
872     const char *description;
873 };
874
875 static const struct driver_quirk quirk_table[] =
876 {
877     {
878         match_ati_r300_to_500,
879         quirk_ati_dx9,
880         "ATI GLSL constant and normalized texrect quirk"
881     },
882     /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
883      * used it falls back to software. While the compiler can detect if the shader uses all declared
884      * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
885      * using relative addressing falls back to software.
886      *
887      * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
888     {
889         match_apple,
890         quirk_apple_glsl_constants,
891         "Apple GLSL uniform override"
892     },
893     {
894         match_geforce5,
895         quirk_no_np2,
896         "Geforce 5 NP2 disable"
897     },
898     {
899         match_apple_intel,
900         quirk_texcoord_w,
901         "Init texcoord .w for Apple Intel GPU driver"
902     },
903     {
904         match_apple_nonr500ati,
905         quirk_texcoord_w,
906         "Init texcoord .w for Apple ATI >= r600 GPU driver"
907     },
908     {
909         match_fglrx,
910         quirk_one_point_sprite,
911         "Fglrx point sprite crash workaround"
912     },
913     {
914         match_dx10_capable,
915         quirk_clip_varying,
916         "Reserved varying for gl_ClipPos"
917     },
918     {
919         /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
920          * GL implementations accept it. The Mac GL is the only implementation known to
921          * reject it.
922          *
923          * If we can pass 4 component specular colors, do it, because (a) we don't have
924          * to screw around with the data, and (b) the D3D fixed function vertex pipeline
925          * passes specular alpha to the pixel shader if any is used. Otherwise the
926          * specular alpha is used to pass the fog coordinate, which we pass to opengl
927          * via GL_EXT_fog_coord.
928          */
929         match_allows_spec_alpha,
930         quirk_allows_specular_alpha,
931         "Allow specular alpha quirk"
932     },
933     {
934         /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
935          * (rdar://5682521).
936          */
937         match_apple_nvts,
938         quirk_apple_nvts,
939         "Apple NV_texture_shader disable"
940     },
941     {
942         match_broken_nv_clip,
943         quirk_disable_nvvp_clip,
944         "Apple NV_vertex_program clip bug quirk"
945     },
946     {
947         match_fbo_tex_update,
948         quirk_fbo_tex_update,
949         "FBO rebind for attachment updates"
950     },
951 };
952
953 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
954  * reporting a driver version is moot because we are not the Windows driver, and we have different
955  * bugs, features, etc.
956  *
957  * The driver version has the form "x.y.z.w".
958  *
959  * "x" is the Windows version the driver is meant for:
960  * 4 -> 95/98/NT4
961  * 5 -> 2000
962  * 6 -> 2000/XP
963  * 7 -> Vista
964  * 8 -> Win 7
965  *
966  * "y" is the maximum Direct3D version the driver supports.
967  * y  -> d3d version mapping:
968  * 11 -> d3d6
969  * 12 -> d3d7
970  * 13 -> d3d8
971  * 14 -> d3d9
972  * 15 -> d3d10
973  * 16 -> d3d10.1
974  * 17 -> d3d11
975  *
976  * "z" is the subversion number.
977  *
978  * "w" is the vendor specific driver build number.
979  */
980
981 struct driver_version_information
982 {
983     enum wined3d_display_driver driver;
984     enum wined3d_driver_model driver_model;
985     const char *driver_name;            /* name of Windows driver */
986     WORD version;                       /* version word ('y'), contained in low word of DriverVersion.HighPart */
987     WORD subversion;                    /* subversion word ('z'), contained in high word of DriverVersion.LowPart */
988     WORD build;                         /* build number ('w'), contained in low word of DriverVersion.LowPart */
989 };
990
991 /* The driver version table contains driver information for different devices on several OS versions. */
992 static const struct driver_version_information driver_version_table[] =
993 {
994     /* ATI
995      * - Radeon HD2x00 (R600) and up supported by current drivers.
996      * - Radeon 9500 (R300) - X1*00 (R5xx) supported upto Catalyst 9.3 (Linux) and 10.2 (XP/Vista/Win7) */
997     {DRIVER_ATI_R300,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 6764},
998     {DRIVER_ATI_R600,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 8681},
999
1000     /* Nvidia
1001      * - Geforce6 and newer cards are supported by the current driver (197.x) on XP-Win7
1002      * - GeforceFX support is up to 173.x on <= XP
1003      * - Geforce2MX/3/4 up to 96.x on <= XP
1004      * - TNT/Geforce1/2 up to 71.x on <= XP
1005      * All version numbers used below are from the Linux nvidia drivers. */
1006     {DRIVER_NVIDIA_TNT,         DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 10, 7186},
1007     {DRIVER_NVIDIA_GEFORCE2MX,  DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 10, 9371},
1008     {DRIVER_NVIDIA_GEFORCEFX,   DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 11, 7516},
1009     {DRIVER_NVIDIA_GEFORCE6,    DRIVER_MODEL_NT5X,  "nv4_disp.dll", 15, 11, 9745},
1010 };
1011
1012 struct gpu_description
1013 {
1014     WORD vendor;                    /* reported PCI card vendor ID  */
1015     WORD card;                      /* reported PCI card device ID  */
1016     const char *description;        /* Description of the card e.g. NVIDIA RIVA TNT */
1017     enum wined3d_display_driver driver;
1018 };
1019
1020 static const struct gpu_description gpu_description_table[] =
1021 {
1022     /* Nvidia cards */
1023     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT,           "NVIDIA RIVA TNT",                  DRIVER_NVIDIA_TNT        },
1024     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT2,          "NVIDIA RIVA TNT2/TNT2 Pro",        DRIVER_NVIDIA_TNT        },
1025     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE,            "NVIDIA GeForce 256",               DRIVER_NVIDIA_TNT        },
1026     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2,           "NVIDIA GeForce2 GTS/GeForce2 Pro", DRIVER_NVIDIA_TNT        },
1027     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2_MX,        "NVIDIA GeForce2 MX/MX 400",        DRIVER_NVIDIA_GEFORCE2MX },
1028     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE3,           "NVIDIA GeForce3",                  DRIVER_NVIDIA_GEFORCE2MX },
1029     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_MX,        "NVIDIA GeForce4 MX 460",           DRIVER_NVIDIA_GEFORCE2MX },
1030     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_TI4200,    "NVIDIA GeForce4 Ti 4200",          DRIVER_NVIDIA_GEFORCE2MX },
1031     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5200,     "NVIDIA GeForce FX 5200",           DRIVER_NVIDIA_GEFORCEFX  },
1032     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5600,     "NVIDIA GeForce FX 5600",           DRIVER_NVIDIA_GEFORCEFX  },
1033     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5800,     "NVIDIA GeForce FX 5800",           DRIVER_NVIDIA_GEFORCEFX  },
1034     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6200,       "NVIDIA GeForce 6200",              DRIVER_NVIDIA_GEFORCE6   },
1035     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6600GT,     "NVIDIA GeForce 6600 GT",           DRIVER_NVIDIA_GEFORCE6   },
1036     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6800,       "NVIDIA GeForce 6800",              DRIVER_NVIDIA_GEFORCE6   },
1037     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7300,       "NVIDIA GeForce Go 7300",           DRIVER_NVIDIA_GEFORCE6   },
1038     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7400,       "NVIDIA GeForce Go 7400",           DRIVER_NVIDIA_GEFORCE6   },
1039     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7600,       "NVIDIA GeForce 7600 GT",           DRIVER_NVIDIA_GEFORCE6   },
1040     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7800GT,     "NVIDIA GeForce 7800 GT",           DRIVER_NVIDIA_GEFORCE6   },
1041     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8300GS,     "NVIDIA GeForce 8300 GS",           DRIVER_NVIDIA_GEFORCE6   },
1042     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8400GS,     "NVIDIA GeForce 8400 GS",           DRIVER_NVIDIA_GEFORCE6   },
1043     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600GT,     "NVIDIA GeForce 8600 GT",           DRIVER_NVIDIA_GEFORCE6   },
1044     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600MGT,    "NVIDIA GeForce 8600M GT",          DRIVER_NVIDIA_GEFORCE6   },
1045     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTS,    "NVIDIA GeForce 8800 GTS",          DRIVER_NVIDIA_GEFORCE6   },
1046     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTX,    "NVIDIA GeForce 8800 GTX",          DRIVER_NVIDIA_GEFORCE6   },
1047     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9200,       "NVIDIA GeForce 9200",              DRIVER_NVIDIA_GEFORCE6   },
1048     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9400GT,     "NVIDIA GeForce 9400 GT",           DRIVER_NVIDIA_GEFORCE6   },
1049     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9500GT,     "NVIDIA GeForce 9500 GT",           DRIVER_NVIDIA_GEFORCE6   },
1050     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9600GT,     "NVIDIA GeForce 9600 GT",           DRIVER_NVIDIA_GEFORCE6   },
1051     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9800GT,     "NVIDIA GeForce 9800 GT",           DRIVER_NVIDIA_GEFORCE6   },
1052     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_210,        "NVIDIA GeForce 210",               DRIVER_NVIDIA_GEFORCE6   },
1053     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT220,      "NVIDIA GeForce GT 220",            DRIVER_NVIDIA_GEFORCE6   },
1054     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT240,      "NVIDIA GeForce GT 240",            DRIVER_NVIDIA_GEFORCE6   },
1055     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX260,     "NVIDIA GeForce GTX 260",           DRIVER_NVIDIA_GEFORCE6   },
1056     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX275,     "NVIDIA GeForce GTX 275",           DRIVER_NVIDIA_GEFORCE6   },
1057     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX280,     "NVIDIA GeForce GTX 280",           DRIVER_NVIDIA_GEFORCE6   },
1058     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT325M,     "NVIDIA GeForce GT 325M",           DRIVER_NVIDIA_GEFORCE6   },
1059     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTS350M,    "NVIDIA GeForce GTS 350M",          DRIVER_NVIDIA_GEFORCE6   },
1060     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX470,     "NVIDIA GeForce GTX 470",           DRIVER_NVIDIA_GEFORCE6   },
1061     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX480,     "NVIDIA GeForce GTX 480",           DRIVER_NVIDIA_GEFORCE6   },
1062     /* ATI cards */
1063     {HW_VENDOR_ATI,        CARD_ATI_RADEON_9500,           "ATI Radeon 9500",                  DRIVER_ATI_R300,         },
1064     {HW_VENDOR_ATI,        CARD_ATI_RADEON_X700,           "ATI Radeon X700 SE",               DRIVER_ATI_R300,         },
1065     {HW_VENDOR_ATI,        CARD_ATI_RADEON_X1600,          "ATI Radeon X1600 Series",          DRIVER_ATI_R300,         },
1066     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD2350,         "ATI Mobility Radeon HD 2350",      DRIVER_ATI_R600,         },
1067     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD2600,         "ATI Mobility Radeon HD 2600",      DRIVER_ATI_R600,         },
1068     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD2900,         "ATI Radeon HD 2900 XT",            DRIVER_ATI_R600,         },
1069     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4350,         "ATI Radeon HD 4350",               DRIVER_ATI_R600,         },
1070     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4600,         "ATI Radeon HD 4600 Series",        DRIVER_ATI_R600,         },
1071     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4700,         "ATI Radeon HD 4700 Series",        DRIVER_ATI_R600,         },
1072     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4800,         "ATI Radeon HD 4800 Series",        DRIVER_ATI_R600,         },
1073     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD5700,         "ATI Radeon HD 5700 Series",        DRIVER_ATI_R600,         },
1074     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD5800,         "ATI Radeon HD 5800 Series",        DRIVER_ATI_R600,         }
1075
1076     /* TODO: Add information about legacy ATI hardware, Intel and other cards. */
1077 };
1078
1079 static const struct driver_version_information *get_driver_version_info(enum wined3d_display_driver driver,
1080         enum wined3d_driver_model driver_model)
1081 {
1082     unsigned int i;
1083
1084     TRACE("Looking up version info for driver=%d driver_model=%d\n", driver, driver_model);
1085     for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++)
1086     {
1087         const struct driver_version_information *entry = &driver_version_table[i];
1088
1089         if (entry->driver == driver && entry->driver_model == driver_model)
1090         {
1091             TRACE_(d3d_caps)("Found driver '%s' version=%d subversion=%d build=%d\n",
1092                 entry->driver_name, entry->version, entry->subversion, entry->build);
1093
1094             return entry;
1095         }
1096     }
1097     return NULL;
1098 }
1099
1100 static void init_driver_info(struct wined3d_driver_info *driver_info,
1101         enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1102 {
1103     OSVERSIONINFOW os_version;
1104     WORD driver_os_version;
1105     unsigned int i;
1106     enum wined3d_display_driver driver = DRIVER_NVIDIA_TNT;
1107     enum wined3d_driver_model driver_model;
1108     const struct driver_version_information *version_info;
1109
1110     if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1111     {
1112         TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1113         vendor = wined3d_settings.pci_vendor_id;
1114     }
1115     driver_info->vendor = vendor;
1116
1117     if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1118     {
1119         TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1120         device = wined3d_settings.pci_device_id;
1121     }
1122     driver_info->device = device;
1123
1124     memset(&os_version, 0, sizeof(os_version));
1125     os_version.dwOSVersionInfoSize = sizeof(os_version);
1126     if (!GetVersionExW(&os_version))
1127     {
1128         ERR("Failed to get OS version, reporting 2000/XP.\n");
1129         driver_os_version = 6;
1130         driver_model = DRIVER_MODEL_NT5X;
1131     }
1132     else
1133     {
1134         TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1135         switch (os_version.dwMajorVersion)
1136         {
1137             case 4:
1138                 /* If needed we could distinguish between 9x and NT4, but this code won't make
1139                  * sense for NT4 since it had no way to obtain this info through DirectDraw 3.0.
1140                  */
1141                 driver_os_version = 4;
1142                 driver_model = DRIVER_MODEL_WIN9X;
1143                 break;
1144
1145             case 5:
1146                 driver_os_version = 6;
1147                 driver_model = DRIVER_MODEL_NT5X;
1148                 break;
1149
1150             case 6:
1151                 if (os_version.dwMinorVersion == 0)
1152                 {
1153                     driver_os_version = 7;
1154                     driver_model = DRIVER_MODEL_NT6X;
1155                 }
1156                 else
1157                 {
1158                     if (os_version.dwMinorVersion > 1)
1159                     {
1160                         FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1161                                 os_version.dwMajorVersion, os_version.dwMinorVersion);
1162                     }
1163                     driver_os_version = 8;
1164                     driver_model = DRIVER_MODEL_NT6X;
1165                 }
1166                 break;
1167
1168             default:
1169                 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1170                         os_version.dwMajorVersion, os_version.dwMinorVersion);
1171                 driver_os_version = 6;
1172                 driver_model = DRIVER_MODEL_NT5X;
1173                 break;
1174         }
1175     }
1176
1177     /* When we reach this stage we always have a vendor or device id (it can be a default one).
1178      * This means that unless the ids are overriden, we will always find a GPU description. */
1179     for (i = 0; i < (sizeof(gpu_description_table) / sizeof(gpu_description_table[0])); i++)
1180     {
1181         if (vendor == gpu_description_table[i].vendor && device == gpu_description_table[i].card)
1182         {
1183             TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1184
1185             driver_info->description = gpu_description_table[i].description;
1186             driver = gpu_description_table[i].driver;
1187             break;
1188         }
1189     }
1190
1191     /* Try to obtain driver version information for the current Windows version. This fails in
1192      * some cases:
1193      * - the gpu is not available on the currently selected OS version:
1194      *   - Geforce GTX480 on Win98. When running applications in compatibility mode on Windows,
1195      *     version information for the current Windows version is returned instead of faked info.
1196      *     We do the same and assume the default Windows version to emulate is WinXP.
1197      *
1198      *   - Videocard is a Riva TNT but winver is set to win7 (there are no drivers for this beast)
1199      *     For now return the XP driver info. Perhaps later on we should return VESA.
1200      *
1201      * - the gpu is not in our database (can happen when the user overrides the vendor_id / device_id)
1202      *   This could be an indication that our database is not up to date, so this should be fixed.
1203      */
1204     version_info = get_driver_version_info(driver, driver_model);
1205     if (version_info)
1206     {
1207         driver_info->name = version_info->driver_name;
1208         driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1209         driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1210     }
1211     else
1212     {
1213         version_info = get_driver_version_info(driver, DRIVER_MODEL_NT5X);
1214         if (version_info)
1215         {
1216             driver_info->name = version_info->driver_name;
1217             driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1218             driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1219         }
1220         else
1221         {
1222             driver_info->description = "Direct3D HAL";
1223             driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1224             driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1225
1226             FIXME("Unable to find a driver/device info for vendor_id=%#x device_id=%#x for driver_model=%d\n",
1227                     vendor, device, driver_model);
1228         }
1229     }
1230
1231     TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1232             driver_info->version_high, driver_info->version_low);
1233 }
1234
1235 /* Context activation is done by the caller. */
1236 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1237         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1238 {
1239     unsigned int i;
1240
1241     for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1242     {
1243         if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1244         TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1245         quirk_table[i].apply(gl_info);
1246     }
1247
1248     /* Find out if PBOs work as they are supposed to. */
1249     test_pbo_functionality(gl_info);
1250 }
1251
1252 static DWORD wined3d_parse_gl_version(const char *gl_version)
1253 {
1254     const char *ptr = gl_version;
1255     int major, minor;
1256
1257     major = atoi(ptr);
1258     if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1259
1260     while (isdigit(*ptr)) ++ptr;
1261     if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1262
1263     minor = atoi(ptr);
1264
1265     TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1266
1267     return MAKEDWORD_VERSION(major, minor);
1268 }
1269
1270 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1271 {
1272
1273     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1274      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1275      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1276      *
1277      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1278      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1279      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1280      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1281      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1282      * the chance that other implementations support them is rather small since Win32 QuickTime uses
1283      * DirectDraw, not OpenGL. */
1284     if (gl_info->supported[APPLE_FENCE]
1285             && gl_info->supported[APPLE_CLIENT_STORAGE]
1286             && gl_info->supported[APPLE_FLUSH_RENDER]
1287             && gl_info->supported[APPLE_YCBCR_422])
1288         return GL_VENDOR_APPLE;
1289
1290     if (strstr(gl_vendor_string, "NVIDIA"))
1291         return GL_VENDOR_NVIDIA;
1292
1293     if (strstr(gl_vendor_string, "ATI"))
1294         return GL_VENDOR_FGLRX;
1295
1296     if (strstr(gl_vendor_string, "Intel(R)")
1297             /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1298             || strstr(gl_renderer, "Intel")
1299             || strstr(gl_vendor_string, "Intel Inc."))
1300         return GL_VENDOR_INTEL;
1301
1302     if (strstr(gl_vendor_string, "Mesa")
1303             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1304             || strstr(gl_vendor_string, "DRI R300 Project")
1305             || strstr(gl_vendor_string, "X.Org R300 Project")
1306             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1307             || strstr(gl_vendor_string, "VMware, Inc.")
1308             || strstr(gl_renderer, "Mesa")
1309             || strstr(gl_renderer, "Gallium"))
1310         return GL_VENDOR_MESA;
1311
1312     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1313             debugstr_a(gl_vendor_string));
1314
1315     return GL_VENDOR_UNKNOWN;
1316 }
1317
1318 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1319 {
1320     if (strstr(gl_vendor_string, "NVIDIA"))
1321         return HW_VENDOR_NVIDIA;
1322
1323     if (strstr(gl_vendor_string, "ATI")
1324             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1325             || strstr(gl_vendor_string, "X.Org R300 Project")
1326             || strstr(gl_renderer, "R100")
1327             || strstr(gl_renderer, "R200")
1328             || strstr(gl_renderer, "R300")
1329             || strstr(gl_renderer, "R600")
1330             || strstr(gl_renderer, "R700"))
1331         return HW_VENDOR_ATI;
1332
1333     if (strstr(gl_vendor_string, "Intel(R)")
1334             /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1335             || strstr(gl_renderer, "Intel")
1336             || strstr(gl_vendor_string, "Intel Inc."))
1337         return HW_VENDOR_INTEL;
1338
1339     if (strstr(gl_vendor_string, "Mesa")
1340             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1341             || strstr(gl_vendor_string, "VMware, Inc."))
1342         return HW_VENDOR_SOFTWARE;
1343
1344     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1345
1346     return HW_VENDOR_NVIDIA;
1347 }
1348
1349
1350
1351 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1352         const char *gl_renderer, unsigned int *vidmem)
1353 {
1354     if (WINE_D3D10_CAPABLE(gl_info))
1355     {
1356         /* Geforce 400 - highend */
1357         if (strstr(gl_renderer, "GTX 480"))
1358         {
1359             *vidmem = 1536;
1360             return CARD_NVIDIA_GEFORCE_GTX480;
1361         }
1362
1363         /* Geforce 400 - midend high */
1364         if (strstr(gl_renderer, "GTX 470"))
1365         {
1366             *vidmem = 1280;
1367             return CARD_NVIDIA_GEFORCE_GTX470;
1368         }
1369
1370         /* Geforce 300 highend mobile */
1371         if (strstr(gl_renderer, "GTS 350M")
1372                 || strstr(gl_renderer, "GTS 360M"))
1373         {
1374            *vidmem = 1024;
1375            return CARD_NVIDIA_GEFORCE_GTS350M;
1376         }
1377
1378         /* Geforce 300 midend mobile (Geforce GT 325M/330M use the same core) */
1379         if (strstr(gl_renderer, "GT 325M")
1380                 || strstr(gl_renderer, "GT 330M"))
1381         {
1382            *vidmem = 1024;
1383            return CARD_NVIDIA_GEFORCE_GT325M;
1384         }
1385
1386         /* Geforce 200 - highend */
1387         if (strstr(gl_renderer, "GTX 280")
1388                 || strstr(gl_renderer, "GTX 285")
1389                 || strstr(gl_renderer, "GTX 295"))
1390         {
1391             *vidmem = 1024;
1392             return CARD_NVIDIA_GEFORCE_GTX280;
1393         }
1394
1395         /* Geforce 200 - midend high */
1396         if (strstr(gl_renderer, "GTX 275"))
1397         {
1398             *vidmem = 896;
1399             return CARD_NVIDIA_GEFORCE_GTX275;
1400         }
1401
1402         /* Geforce 200 - midend */
1403         if (strstr(gl_renderer, "GTX 260"))
1404         {
1405             *vidmem = 1024;
1406             return CARD_NVIDIA_GEFORCE_GTX260;
1407         }
1408         /* Geforce 200 - midend */
1409         if (strstr(gl_renderer, "GT 240"))
1410         {
1411            *vidmem = 512;
1412            return CARD_NVIDIA_GEFORCE_GT240;
1413         }
1414
1415         /* Geforce 200 lowend */
1416         if (strstr(gl_renderer, "GT 220"))
1417         {
1418            *vidmem = 512; /* The GT 220 has 512-1024MB */
1419            return CARD_NVIDIA_GEFORCE_GT220;
1420         }
1421         /* Geforce 200 lowend (Geforce 305/310 use the same core) */
1422         if (strstr(gl_renderer, "Geforce 210")
1423                 || strstr(gl_renderer, "G 210")
1424                 || strstr(gl_renderer, "Geforce 305")
1425                 || strstr(gl_renderer, "Geforce 310"))
1426         {
1427            *vidmem = 512;
1428            return CARD_NVIDIA_GEFORCE_210;
1429         }
1430
1431         /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1432         if (strstr(gl_renderer, "9800")
1433                 || strstr(gl_renderer, "GTS 150")
1434                 || strstr(gl_renderer, "GTS 250"))
1435         {
1436             *vidmem = 512;
1437             return CARD_NVIDIA_GEFORCE_9800GT;
1438         }
1439
1440         /* Geforce9 - midend (GT 140 uses the same core as the 9600GT) */
1441         if (strstr(gl_renderer, "9600")
1442                 || strstr(gl_renderer, "GT 140"))
1443         {
1444             *vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1445             return CARD_NVIDIA_GEFORCE_9600GT;
1446         }
1447
1448         /* Geforce9 - midend low / Geforce 200 - low */
1449         if (strstr(gl_renderer, "9500")
1450                 || strstr(gl_renderer, "GT 120")
1451                 || strstr(gl_renderer, "GT 130"))
1452         {
1453             *vidmem = 256; /* The 9500GT has 256-1024MB */
1454             return CARD_NVIDIA_GEFORCE_9500GT;
1455         }
1456
1457         /* Geforce9 - lowend */
1458         if (strstr(gl_renderer, "9400"))
1459         {
1460             *vidmem = 256; /* The 9400GT has 256-1024MB */
1461             return CARD_NVIDIA_GEFORCE_9400GT;
1462         }
1463
1464         /* Geforce9 - lowend low */
1465         if (strstr(gl_renderer, "9100")
1466                 || strstr(gl_renderer, "9200")
1467                 || strstr(gl_renderer, "9300")
1468                 || strstr(gl_renderer, "G 100"))
1469         {
1470             *vidmem = 256; /* The 9100-9300 cards have 256MB */
1471             return CARD_NVIDIA_GEFORCE_9200;
1472         }
1473
1474         /* Geforce8 - highend high*/
1475         if (strstr(gl_renderer, "8800 GTX"))
1476         {
1477             *vidmem = 768;
1478             return CARD_NVIDIA_GEFORCE_8800GTX;
1479         }
1480
1481         /* Geforce8 - highend */
1482         if (strstr(gl_renderer, "8800"))
1483         {
1484             *vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1485             return CARD_NVIDIA_GEFORCE_8800GTS;
1486         }
1487
1488         /* Geforce8 - midend mobile */
1489         if (strstr(gl_renderer, "8600 M"))
1490         {
1491             *vidmem = 512;
1492             return CARD_NVIDIA_GEFORCE_8600MGT;
1493         }
1494
1495         /* Geforce8 - midend */
1496         if (strstr(gl_renderer, "8600")
1497                 || strstr(gl_renderer, "8700"))
1498         {
1499             *vidmem = 256;
1500             return CARD_NVIDIA_GEFORCE_8600GT;
1501         }
1502
1503         /* Geforce8 - mid-lowend */
1504         if (strstr(gl_renderer, "8400")
1505                 || strstr(gl_renderer, "8500"))
1506         {
1507             *vidmem = 128; /* 128-256MB for a 8400, 256-512MB for a 8500 */
1508             return CARD_NVIDIA_GEFORCE_8400GS;
1509         }
1510
1511         /* Geforce8 - lowend */
1512         if (strstr(gl_renderer, "8100")
1513                 || strstr(gl_renderer, "8200")
1514                 || strstr(gl_renderer, "8300"))
1515         {
1516             *vidmem = 128; /* 128-256MB for a 8300 */
1517             return CARD_NVIDIA_GEFORCE_8300GS;
1518         }
1519
1520         /* Geforce8-compatible fall back if the GPU is not in the list yet */
1521         *vidmem = 128;
1522         return CARD_NVIDIA_GEFORCE_8300GS;
1523     }
1524
1525     /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1526      * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1527      */
1528     if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1529     {
1530         /* Geforce7 - highend */
1531         if (strstr(gl_renderer, "7800")
1532                 || strstr(gl_renderer, "7900")
1533                 || strstr(gl_renderer, "7950")
1534                 || strstr(gl_renderer, "Quadro FX 4")
1535                 || strstr(gl_renderer, "Quadro FX 5"))
1536         {
1537             *vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1538             return CARD_NVIDIA_GEFORCE_7800GT;
1539         }
1540
1541         /* Geforce7 midend */
1542         if (strstr(gl_renderer, "7600")
1543                 || strstr(gl_renderer, "7700"))
1544         {
1545             *vidmem = 256; /* The 7600 uses 256-512MB */
1546             return CARD_NVIDIA_GEFORCE_7600;
1547         }
1548
1549         /* Geforce7 lower medium */
1550         if (strstr(gl_renderer, "7400"))
1551         {
1552             *vidmem = 256; /* The 7400 uses 256-512MB */
1553             return CARD_NVIDIA_GEFORCE_7400;
1554         }
1555
1556         /* Geforce7 lowend */
1557         if (strstr(gl_renderer, "7300"))
1558         {
1559             *vidmem = 256; /* Mac Pros with this card have 256 MB */
1560             return CARD_NVIDIA_GEFORCE_7300;
1561         }
1562
1563         /* Geforce6 highend */
1564         if (strstr(gl_renderer, "6800"))
1565         {
1566             *vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1567             return CARD_NVIDIA_GEFORCE_6800;
1568         }
1569
1570         /* Geforce6 - midend */
1571         if (strstr(gl_renderer, "6600")
1572                 || strstr(gl_renderer, "6610")
1573                 || strstr(gl_renderer, "6700"))
1574         {
1575             *vidmem = 128; /* A 6600GT has 128-256MB */
1576             return CARD_NVIDIA_GEFORCE_6600GT;
1577         }
1578
1579         /* Geforce6/7 lowend */
1580         *vidmem = 64; /* */
1581         return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1582     }
1583
1584     if (WINE_D3D9_CAPABLE(gl_info))
1585     {
1586         /* GeforceFX - highend */
1587         if (strstr(gl_renderer, "5800")
1588                 || strstr(gl_renderer, "5900")
1589                 || strstr(gl_renderer, "5950")
1590                 || strstr(gl_renderer, "Quadro FX"))
1591         {
1592             *vidmem = 256; /* 5800-5900 cards use 256MB */
1593             return CARD_NVIDIA_GEFORCEFX_5800;
1594         }
1595
1596         /* GeforceFX - midend */
1597         if (strstr(gl_renderer, "5600")
1598                 || strstr(gl_renderer, "5650")
1599                 || strstr(gl_renderer, "5700")
1600                 || strstr(gl_renderer, "5750"))
1601         {
1602             *vidmem = 128; /* A 5600 uses 128-256MB */
1603             return CARD_NVIDIA_GEFORCEFX_5600;
1604         }
1605
1606         /* GeforceFX - lowend */
1607         *vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1608         return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1609     }
1610
1611     if (WINE_D3D8_CAPABLE(gl_info))
1612     {
1613         if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1614         {
1615             *vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1616             return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1617         }
1618
1619         *vidmem = 64; /* Geforce3 cards have 64-128MB */
1620         return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1621     }
1622
1623     if (WINE_D3D7_CAPABLE(gl_info))
1624     {
1625         if (strstr(gl_renderer, "GeForce4 MX"))
1626         {
1627             /* Most Geforce4MX GPUs have at least 64MB of memory, some
1628              * early models had 32MB but most have 64MB or even 128MB. */
1629             *vidmem = 64;
1630             return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1631         }
1632
1633         if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1634         {
1635             *vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1636             return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1637         }
1638
1639         if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1640         {
1641             *vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1642             return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1643         }
1644
1645         /* Most Geforce1 cards have 32MB, there are also some rare 16
1646          * and 64MB (Dell) models. */
1647         *vidmem = 32;
1648         return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1649     }
1650
1651     if (strstr(gl_renderer, "TNT2"))
1652     {
1653         *vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1654         return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1655     }
1656
1657     *vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1658     return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1659
1660 }
1661
1662 static enum wined3d_pci_device select_card_ati_binary(const struct wined3d_gl_info *gl_info,
1663         const char *gl_renderer, unsigned int *vidmem)
1664 {
1665     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1666      *
1667      * Beware: renderer string do not match exact card model,
1668      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1669     if (WINE_D3D10_CAPABLE(gl_info))
1670     {
1671         /* Radeon EG CYPRESS XT / PRO HD5800 - highend */
1672         if (strstr(gl_renderer, "HD 5800")          /* Radeon EG CYPRESS HD58xx generic renderer string */
1673                 || strstr(gl_renderer, "HD 5850")   /* Radeon EG CYPRESS XT */
1674                 || strstr(gl_renderer, "HD 5870"))  /* Radeon EG CYPRESS PRO */
1675         {
1676             *vidmem = 1024; /* note: HD58xx cards use 1024MB  */
1677             return CARD_ATI_RADEON_HD5800;
1678         }
1679
1680         /* Radeon EG JUNIPER XT / LE HD5700 - midend */
1681         if (strstr(gl_renderer, "HD 5700")          /* Radeon EG JUNIPER HD57xx generic renderer string */
1682                 || strstr(gl_renderer, "HD 5750")   /* Radeon EG JUNIPER LE */
1683                 || strstr(gl_renderer, "HD 5770"))  /* Radeon EG JUNIPER XT */
1684         {
1685             *vidmem = 512; /* note: HD5770 cards use 1024MB and HD5750 cards use 512MB or 1024MB  */
1686             return CARD_ATI_RADEON_HD5700;
1687         }
1688
1689         /* Radeon R7xx HD4800 - highend */
1690         if (strstr(gl_renderer, "HD 4800")          /* Radeon RV7xx HD48xx generic renderer string */
1691                 || strstr(gl_renderer, "HD 4830")   /* Radeon RV770 */
1692                 || strstr(gl_renderer, "HD 4850")   /* Radeon RV770 */
1693                 || strstr(gl_renderer, "HD 4870")   /* Radeon RV770 */
1694                 || strstr(gl_renderer, "HD 4890"))  /* Radeon RV790 */
1695         {
1696             *vidmem = 512; /* note: HD4890 cards use 1024MB */
1697             return CARD_ATI_RADEON_HD4800;
1698         }
1699
1700         /* Radeon R740 HD4700 - midend */
1701         if (strstr(gl_renderer, "HD 4700")          /* Radeon RV770 */
1702                 || strstr(gl_renderer, "HD 4770"))  /* Radeon RV740 */
1703         {
1704             *vidmem = 512;
1705             return CARD_ATI_RADEON_HD4700;
1706         }
1707
1708         /* Radeon R730 HD4600 - midend */
1709         if (strstr(gl_renderer, "HD 4600")          /* Radeon RV730 */
1710                 || strstr(gl_renderer, "HD 4650")   /* Radeon RV730 */
1711                 || strstr(gl_renderer, "HD 4670"))  /* Radeon RV730 */
1712         {
1713             *vidmem = 512;
1714             return CARD_ATI_RADEON_HD4600;
1715         }
1716
1717         /* Radeon R710 HD4500/HD4350 - lowend */
1718         if (strstr(gl_renderer, "HD 4350")          /* Radeon RV710 */
1719                 || strstr(gl_renderer, "HD 4550"))  /* Radeon RV710 */
1720         {
1721             *vidmem = 256;
1722             return CARD_ATI_RADEON_HD4350;
1723         }
1724
1725         /* Radeon R6xx HD2900/HD3800 - highend */
1726         if (strstr(gl_renderer, "HD 2900")
1727                 || strstr(gl_renderer, "HD 3870")
1728                 || strstr(gl_renderer, "HD 3850"))
1729         {
1730             *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1731             return CARD_ATI_RADEON_HD2900;
1732         }
1733
1734         /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1735         if (strstr(gl_renderer, "HD 2600")
1736                 || strstr(gl_renderer, "HD 3830")
1737                 || strstr(gl_renderer, "HD 3690")
1738                 || strstr(gl_renderer, "HD 3650"))
1739         {
1740             *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1741             return CARD_ATI_RADEON_HD2600;
1742         }
1743
1744         /* Radeon R6xx HD2350/HD2400/HD3400 - lowend
1745          * Note HD2300=DX9, HD2350=DX10 */
1746         if (strstr(gl_renderer, "HD 2350")
1747                 || strstr(gl_renderer, "HD 2400")
1748                 || strstr(gl_renderer, "HD 3470")
1749                 || strstr(gl_renderer, "HD 3450")
1750                 || strstr(gl_renderer, "HD 3430")
1751                 || strstr(gl_renderer, "HD 3400"))
1752         {
1753             *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1754             return CARD_ATI_RADEON_HD2350;
1755         }
1756
1757         /* Radeon R6xx/R7xx integrated */
1758         if (strstr(gl_renderer, "HD 3100")
1759                 || strstr(gl_renderer, "HD 3200")
1760                 || strstr(gl_renderer, "HD 3300"))
1761         {
1762             *vidmem = 128; /* 128MB */
1763             return CARD_ATI_RADEON_HD3200;
1764         }
1765
1766         /* Default for when no GPU has been found */
1767         *vidmem = 128; /* 128MB */
1768         return CARD_ATI_RADEON_HD3200;
1769     }
1770
1771     if (WINE_D3D8_CAPABLE(gl_info))
1772     {
1773         /* Radeon R5xx */
1774         if (strstr(gl_renderer, "X1600")
1775                 || strstr(gl_renderer, "X1650")
1776                 || strstr(gl_renderer, "X1800")
1777                 || strstr(gl_renderer, "X1900")
1778                 || strstr(gl_renderer, "X1950"))
1779         {
1780             *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1781             return CARD_ATI_RADEON_X1600;
1782         }
1783
1784         /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1785          * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1786         if (strstr(gl_renderer, "X700")
1787                 || strstr(gl_renderer, "X800")
1788                 || strstr(gl_renderer, "X850")
1789                 || strstr(gl_renderer, "X1300")
1790                 || strstr(gl_renderer, "X1400")
1791                 || strstr(gl_renderer, "X1450")
1792                 || strstr(gl_renderer, "X1550")
1793                 || strstr(gl_renderer, "X2300")
1794                 || strstr(gl_renderer, "X2500")
1795                 || strstr(gl_renderer, "HD 2300")
1796                 )
1797         {
1798             *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1799             return CARD_ATI_RADEON_X700;
1800         }
1801
1802         /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1803         if (strstr(gl_renderer, "Radeon Xpress"))
1804         {
1805             *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1806             return CARD_ATI_RADEON_XPRESS_200M;
1807         }
1808
1809         /* Radeon R3xx */
1810         *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1811         return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1812     }
1813
1814     if (WINE_D3D8_CAPABLE(gl_info))
1815     {
1816         *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1817         return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1818     }
1819
1820     if (WINE_D3D7_CAPABLE(gl_info))
1821     {
1822         *vidmem = 32; /* There are models with up to 64MB */
1823         return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1824     }
1825
1826     *vidmem = 16; /* There are 16-32MB models */
1827     return CARD_ATI_RAGE_128PRO;
1828
1829 }
1830
1831 static enum wined3d_pci_device select_card_intel_binary(const struct wined3d_gl_info *gl_info,
1832         const char *gl_renderer, unsigned int *vidmem)
1833 {
1834     if (strstr(gl_renderer, "X3100"))
1835     {
1836         /* MacOS calls the card GMA X3100, otherwise known as GM965/GL960 */
1837         *vidmem = 128;
1838         return CARD_INTEL_X3100;
1839     }
1840
1841     if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1842     {
1843         /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1844         *vidmem = 64;
1845         return CARD_INTEL_I945GM;
1846     }
1847
1848     if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1849     if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1850     if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1851     if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1852     if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1853     return CARD_INTEL_I915G;
1854
1855 }
1856
1857 static enum wined3d_pci_device select_card_ati_mesa(const struct wined3d_gl_info *gl_info,
1858         const char *gl_renderer, unsigned int *vidmem)
1859 {
1860     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1861      *
1862      * Beware: renderer string do not match exact card model,
1863      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1864     if (strstr(gl_renderer, "Gallium"))
1865     {
1866         /* Radeon R7xx HD4800 - highend */
1867         if (strstr(gl_renderer, "R700")          /* Radeon R7xx HD48xx generic renderer string */
1868                 || strstr(gl_renderer, "RV770")  /* Radeon RV770 */
1869                 || strstr(gl_renderer, "RV790"))  /* Radeon RV790 */
1870         {
1871             *vidmem = 512; /* note: HD4890 cards use 1024MB */
1872             return CARD_ATI_RADEON_HD4800;
1873         }
1874
1875         /* Radeon R740 HD4700 - midend */
1876         if (strstr(gl_renderer, "RV740"))          /* Radeon RV740 */
1877         {
1878             *vidmem = 512;
1879             return CARD_ATI_RADEON_HD4700;
1880         }
1881
1882         /* Radeon R730 HD4600 - midend */
1883         if (strstr(gl_renderer, "RV730"))        /* Radeon RV730 */
1884         {
1885             *vidmem = 512;
1886             return CARD_ATI_RADEON_HD4600;
1887         }
1888
1889         /* Radeon R710 HD4500/HD4350 - lowend */
1890         if (strstr(gl_renderer, "RV710"))          /* Radeon RV710 */
1891         {
1892             *vidmem = 256;
1893             return CARD_ATI_RADEON_HD4350;
1894         }
1895
1896         /* Radeon R6xx HD2900/HD3800 - highend */
1897         if (strstr(gl_renderer, "R600")
1898                 || strstr(gl_renderer, "RV670")
1899                 || strstr(gl_renderer, "R680"))
1900         {
1901             *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1902             return CARD_ATI_RADEON_HD2900;
1903         }
1904
1905         /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1906         if (strstr(gl_renderer, "RV630")
1907                 || strstr(gl_renderer, "RV635"))
1908         {
1909             *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1910             return CARD_ATI_RADEON_HD2600;
1911         }
1912
1913         /* Radeon R6xx HD2350/HD2400/HD3400 - lowend */
1914         if (strstr(gl_renderer, "RV610")
1915                 || strstr(gl_renderer, "RV620"))
1916         {
1917             *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1918             return CARD_ATI_RADEON_HD2350;
1919         }
1920
1921         /* Radeon R6xx/R7xx integrated */
1922         if (strstr(gl_renderer, "RS780")
1923                 || strstr(gl_renderer, "RS880"))
1924         {
1925             *vidmem = 128; /* 128MB */
1926             return CARD_ATI_RADEON_HD3200;
1927         }
1928
1929         /* Radeon R5xx */
1930         if (strstr(gl_renderer, "RV530")
1931                 || strstr(gl_renderer, "RV535")
1932                 || strstr(gl_renderer, "RV560")
1933                 || strstr(gl_renderer, "R520")
1934                 || strstr(gl_renderer, "RV570")
1935                 || strstr(gl_renderer, "R580"))
1936         {
1937             *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1938             return CARD_ATI_RADEON_X1600;
1939         }
1940
1941         /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1942         if (strstr(gl_renderer, "R410")
1943                 || strstr(gl_renderer, "R420")
1944                 || strstr(gl_renderer, "R423")
1945                 || strstr(gl_renderer, "R430")
1946                 || strstr(gl_renderer, "R480")
1947                 || strstr(gl_renderer, "R481")
1948                 || strstr(gl_renderer, "RV410")
1949                 || strstr(gl_renderer, "RV515")
1950                 || strstr(gl_renderer, "RV516"))
1951         {
1952             *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1953             return CARD_ATI_RADEON_X700;
1954         }
1955
1956         /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1957         if (strstr(gl_renderer, "RS400")
1958                 || strstr(gl_renderer, "RS480")
1959                 || strstr(gl_renderer, "RS482")
1960                 || strstr(gl_renderer, "RS485")
1961                 || strstr(gl_renderer, "RS600")
1962                 || strstr(gl_renderer, "RS690")
1963                 || strstr(gl_renderer, "RS740"))
1964         {
1965             *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1966             return CARD_ATI_RADEON_XPRESS_200M;
1967         }
1968
1969         /* Radeon R3xx */
1970         if (strstr(gl_renderer, "R300")
1971                 || strstr(gl_renderer, "RV350")
1972                 || strstr(gl_renderer, "RV351")
1973                 || strstr(gl_renderer, "RV360")
1974                 || strstr(gl_renderer, "RV370")
1975                 || strstr(gl_renderer, "R350")
1976                 || strstr(gl_renderer, "R360"))
1977         {
1978             *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1979             return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1980         }
1981     }
1982
1983     if (WINE_D3D9_CAPABLE(gl_info))
1984     {
1985         /* Radeon R7xx HD4800 - highend */
1986         if (strstr(gl_renderer, "(R700")          /* Radeon R7xx HD48xx generic renderer string */
1987                 || strstr(gl_renderer, "(RV770")  /* Radeon RV770 */
1988                 || strstr(gl_renderer, "(RV790"))  /* Radeon RV790 */
1989         {
1990             *vidmem = 512; /* note: HD4890 cards use 1024MB */
1991             return CARD_ATI_RADEON_HD4800;
1992         }
1993
1994         /* Radeon R740 HD4700 - midend */
1995         if (strstr(gl_renderer, "(RV740"))          /* Radeon RV740 */
1996         {
1997             *vidmem = 512;
1998             return CARD_ATI_RADEON_HD4700;
1999         }
2000
2001         /* Radeon R730 HD4600 - midend */
2002         if (strstr(gl_renderer, "(RV730"))        /* Radeon RV730 */
2003         {
2004             *vidmem = 512;
2005             return CARD_ATI_RADEON_HD4600;
2006         }
2007
2008         /* Radeon R710 HD4500/HD4350 - lowend */
2009         if (strstr(gl_renderer, "(RV710"))          /* Radeon RV710 */
2010         {
2011             *vidmem = 256;
2012             return CARD_ATI_RADEON_HD4350;
2013         }
2014
2015         /* Radeon R6xx HD2900/HD3800 - highend */
2016         if (strstr(gl_renderer, "(R600")
2017                 || strstr(gl_renderer, "(RV670")
2018                 || strstr(gl_renderer, "(R680"))
2019         {
2020             *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
2021             return CARD_ATI_RADEON_HD2900;
2022         }
2023
2024         /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
2025         if (strstr(gl_renderer, "(RV630")
2026                 || strstr(gl_renderer, "(RV635"))
2027         {
2028             *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
2029             return CARD_ATI_RADEON_HD2600;
2030         }
2031
2032         /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
2033         if (strstr(gl_renderer, "(RV610")
2034                 || strstr(gl_renderer, "(RV620"))
2035         {
2036             *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
2037             return CARD_ATI_RADEON_HD2350;
2038         }
2039
2040         /* Radeon R6xx/R7xx integrated */
2041         if (strstr(gl_renderer, "(RS780")
2042                 || strstr(gl_renderer, "(RS880"))
2043         {
2044             *vidmem = 128; /* 128MB */
2045             return CARD_ATI_RADEON_HD3200;
2046         }
2047     }
2048
2049     if (WINE_D3D8_CAPABLE(gl_info))
2050     {
2051         *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
2052         return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
2053     }
2054
2055     if (WINE_D3D7_CAPABLE(gl_info))
2056     {
2057         *vidmem = 32; /* There are models with up to 64MB */
2058         return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
2059     }
2060
2061     *vidmem = 16; /* There are 16-32MB models */
2062     return CARD_ATI_RAGE_128PRO;
2063
2064 }
2065
2066 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
2067         const char *gl_renderer, unsigned int *vidmem)
2068 {
2069     FIXME_(d3d_caps)("Card selection not handled for Mesa Nouveau driver\n");
2070     if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
2071     if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
2072     if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
2073     if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
2074     return CARD_NVIDIA_RIVA_128;
2075 }
2076
2077 static enum wined3d_pci_device select_card_intel_mesa(const struct wined3d_gl_info *gl_info,
2078         const char *gl_renderer, unsigned int *vidmem)
2079 {
2080     FIXME_(d3d_caps)("Card selection not handled for Mesa Intel driver\n");
2081     return CARD_INTEL_I915G;
2082 }
2083
2084
2085 struct vendor_card_selection
2086 {
2087     enum wined3d_gl_vendor gl_vendor;
2088     enum wined3d_pci_vendor card_vendor;
2089     const char *description;        /* Description of the card selector i.e. Apple OS/X Intel */
2090     enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
2091             unsigned int *vidmem );
2092 };
2093
2094 static const struct vendor_card_selection vendor_card_select_table[] =
2095 {
2096     {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA,  "Nvidia binary driver",     select_card_nvidia_binary},
2097     {GL_VENDOR_APPLE,  HW_VENDOR_NVIDIA,  "Apple OSX NVidia binary driver",   select_card_nvidia_binary},
2098     {GL_VENDOR_APPLE,  HW_VENDOR_ATI,     "Apple OSX AMD/ATI binary driver",  select_card_ati_binary},
2099     {GL_VENDOR_APPLE,  HW_VENDOR_INTEL,   "Apple OSX Intel binary driver",    select_card_intel_binary},
2100     {GL_VENDOR_FGLRX,  HW_VENDOR_ATI,     "AMD/ATI binary driver",    select_card_ati_binary},
2101     {GL_VENDOR_MESA,   HW_VENDOR_ATI,     "Mesa AMD/ATI driver",      select_card_ati_mesa},
2102     {GL_VENDOR_MESA,   HW_VENDOR_NVIDIA,  "Mesa Nouveau driver",      select_card_nvidia_mesa},
2103     {GL_VENDOR_MESA,   HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel_mesa},
2104     {GL_VENDOR_INTEL,  HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel_mesa}
2105 };
2106
2107
2108 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
2109         enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor, unsigned int *vidmem)
2110 {
2111     /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
2112      * different GPUs with roughly the same features. In most cases GPUs from a
2113      * certain family differ in clockspeeds, the amount of video memory and the
2114      * number of shader pipelines.
2115      *
2116      * A Direct3D device object contains the PCI id (vendor + device) of the
2117      * videocard which is used for rendering. Various applications use this
2118      * information to get a rough estimation of the features of the card and
2119      * some might use it for enabling 3d effects only on certain types of
2120      * videocards. In some cases games might even use it to work around bugs
2121      * which happen on certain videocards/driver combinations. The problem is
2122      * that OpenGL only exposes a rendering string containing the name of the
2123      * videocard and not the PCI id.
2124      *
2125      * Various games depend on the PCI id, so somehow we need to provide one.
2126      * A simple option is to parse the renderer string and translate this to
2127      * the right PCI id. This is a lot of work because there are more than 200
2128      * GPUs just for Nvidia. Various cards share the same renderer string, so
2129      * the amount of code might be 'small' but there are quite a number of
2130      * exceptions which would make this a pain to maintain. Another way would
2131      * be to query the PCI id from the operating system (assuming this is the
2132      * videocard which is used for rendering which is not always the case).
2133      * This would work but it is not very portable. Second it would not work
2134      * well in, let's say, a remote X situation in which the amount of 3d
2135      * features which can be used is limited.
2136      *
2137      * As said most games only use the PCI id to get an indication of the
2138      * capabilities of the card. It doesn't really matter if the given id is
2139      * the correct one if we return the id of a card with similar 3d features.
2140      *
2141      * The code below checks the OpenGL capabilities of a videocard and matches
2142      * that to a certain level of Direct3D functionality. Once a card passes
2143      * the Direct3D9 check, we know that the card (in case of Nvidia) is at
2144      * least a GeforceFX. To give a better estimate we do a basic check on the
2145      * renderer string but if that won't pass we return a default card. This
2146      * way is better than maintaining a full card database as even without a
2147      * full database we can return a card with similar features. Second the
2148      * size of the database can be made quite small because when you know what
2149      * type of 3d functionality a card has, you know to which GPU family the
2150      * GPU must belong. Because of this you only have to check a small part of
2151      * the renderer string to distinguishes between different models from that
2152      * family.
2153      *
2154      * The code also selects a default amount of video memory which we will
2155      * use for an estimation of the amount of free texture memory. In case of
2156      * real D3D the amount of texture memory includes video memory and system
2157      * memory (to be specific AGP memory or in case of PCIE TurboCache /
2158      * HyperMemory). We don't know how much system memory can be addressed by
2159      * the system but we can make a reasonable estimation about the amount of
2160      * video memory. If the value is slightly wrong it doesn't matter as we
2161      * didn't include AGP-like memory which makes the amount of addressable
2162      * memory higher and second OpenGL isn't that critical it moves to system
2163      * memory behind our backs if really needed. Note that the amount of video
2164      * memory can be overruled using a registry setting. */
2165
2166     int i;
2167
2168     for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
2169     {
2170         if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
2171             || (vendor_card_select_table[i].card_vendor != *card_vendor))
2172                 continue;
2173         TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
2174         return vendor_card_select_table[i].select_card(gl_info, gl_renderer, vidmem);
2175     }
2176
2177     FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
2178                      *gl_vendor, *card_vendor);
2179
2180     /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
2181      * for Nvidia was because the hardware and drivers they make are of good quality. This makes
2182      * them a good generic choice. */
2183     *card_vendor = HW_VENDOR_NVIDIA;
2184     if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
2185     if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
2186     if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
2187     if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
2188     return CARD_NVIDIA_RIVA_128;
2189 }
2190
2191 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
2192 {
2193     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2194     int vs_selected_mode, ps_selected_mode;
2195
2196     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2197     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2198             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
2199     else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
2200     else if (gl_info->supported[NV_REGISTER_COMBINERS]
2201             && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
2202     else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
2203     else return &ffp_fragment_pipeline;
2204 }
2205
2206 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
2207 {
2208     int vs_selected_mode, ps_selected_mode;
2209
2210     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2211     if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
2212     if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
2213     return &none_shader_backend;
2214 }
2215
2216 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
2217 {
2218     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2219     int vs_selected_mode, ps_selected_mode;
2220
2221     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2222     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2223             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2224     else return &ffp_blit;
2225 }
2226
2227 /* Context activation is done by the caller. */
2228 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
2229 {
2230     struct wined3d_driver_info *driver_info = &adapter->driver_info;
2231     struct wined3d_gl_info *gl_info = &adapter->gl_info;
2232     const char *GL_Extensions    = NULL;
2233     const char *WGL_Extensions   = NULL;
2234     const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2235     struct fragment_caps fragment_caps;
2236     enum wined3d_gl_vendor gl_vendor;
2237     enum wined3d_pci_vendor card_vendor;
2238     enum wined3d_pci_device device;
2239     GLint       gl_max;
2240     GLfloat     gl_floatv[2];
2241     unsigned    i;
2242     HDC         hdc;
2243     unsigned int vidmem=0;
2244     DWORD gl_version;
2245     size_t len;
2246
2247     TRACE_(d3d_caps)("(%p)\n", gl_info);
2248
2249     ENTER_GL();
2250
2251     gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2252     TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2253     if (!gl_renderer_str)
2254     {
2255         LEAVE_GL();
2256         ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2257         return FALSE;
2258     }
2259
2260     gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2261     TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2262     if (!gl_vendor_str)
2263     {
2264         LEAVE_GL();
2265         ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2266         return FALSE;
2267     }
2268
2269     /* Parse the GL_VERSION field into major and minor information */
2270     gl_version_str = (const char *)glGetString(GL_VERSION);
2271     TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2272     if (!gl_version_str)
2273     {
2274         LEAVE_GL();
2275         ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2276         return FALSE;
2277     }
2278     gl_version = wined3d_parse_gl_version(gl_version_str);
2279
2280     /*
2281      * Initialize openGL extension related variables
2282      *  with Default values
2283      */
2284     memset(gl_info->supported, 0, sizeof(gl_info->supported));
2285     gl_info->limits.blends = 1;
2286     gl_info->limits.buffers = 1;
2287     gl_info->limits.textures = 1;
2288     gl_info->limits.fragment_samplers = 1;
2289     gl_info->limits.vertex_samplers = 0;
2290     gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2291     gl_info->limits.sampler_stages = 1;
2292     gl_info->limits.glsl_vs_float_constants = 0;
2293     gl_info->limits.glsl_ps_float_constants = 0;
2294     gl_info->limits.arb_vs_float_constants = 0;
2295     gl_info->limits.arb_vs_native_constants = 0;
2296     gl_info->limits.arb_vs_instructions = 0;
2297     gl_info->limits.arb_vs_temps = 0;
2298     gl_info->limits.arb_ps_float_constants = 0;
2299     gl_info->limits.arb_ps_local_constants = 0;
2300     gl_info->limits.arb_ps_instructions = 0;
2301     gl_info->limits.arb_ps_temps = 0;
2302
2303     /* Retrieve opengl defaults */
2304     glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2305     gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2306     TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2307
2308     glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2309     gl_info->limits.lights = gl_max;
2310     TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2311
2312     glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2313     gl_info->limits.texture_size = gl_max;
2314     TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2315
2316     glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2317     gl_info->limits.pointsize_min = gl_floatv[0];
2318     gl_info->limits.pointsize_max = gl_floatv[1];
2319     TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2320
2321     /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2322     GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2323     if (!GL_Extensions)
2324     {
2325         LEAVE_GL();
2326         ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2327         return FALSE;
2328     }
2329
2330     LEAVE_GL();
2331
2332     TRACE_(d3d_caps)("GL_Extensions reported:\n");
2333
2334     gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2335
2336     while (*GL_Extensions)
2337     {
2338         const char *start;
2339         char current_ext[256];
2340
2341         while (isspace(*GL_Extensions)) ++GL_Extensions;
2342         start = GL_Extensions;
2343         while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2344
2345         len = GL_Extensions - start;
2346         if (!len || len >= sizeof(current_ext)) continue;
2347
2348         memcpy(current_ext, start, len);
2349         current_ext[len] = '\0';
2350         TRACE_(d3d_caps)("- %s\n", debugstr_a(current_ext));
2351
2352         for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2353         {
2354             if (!strcmp(current_ext, EXTENSION_MAP[i].extension_string))
2355             {
2356                 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2357                 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2358                 break;
2359             }
2360         }
2361     }
2362
2363     /* Now work out what GL support this card really has */
2364 #define USE_GL_FUNC(type, pfn, ext, replace) \
2365 { \
2366     DWORD ver = ver_for_ext(ext); \
2367     if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2368     else if (ver && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2369     else gl_info->pfn = NULL; \
2370 }
2371     GL_EXT_FUNCS_GEN;
2372 #undef USE_GL_FUNC
2373
2374 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2375     WGL_EXT_FUNCS_GEN;
2376 #undef USE_GL_FUNC
2377
2378     ENTER_GL();
2379
2380     /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2381      * loading the functions, otherwise the code above will load the extension entry points instead of the
2382      * core functions, which may not work. */
2383     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2384     {
2385         if (!gl_info->supported[EXTENSION_MAP[i].extension]
2386                 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2387         {
2388             TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2389             gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2390         }
2391     }
2392
2393     if (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
2394
2395     if (gl_info->supported[APPLE_FENCE])
2396     {
2397         /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2398          * The apple extension interacts with some other apple exts. Disable the NV
2399          * extension if the apple one is support to prevent confusion in other parts
2400          * of the code. */
2401         gl_info->supported[NV_FENCE] = FALSE;
2402     }
2403     if (gl_info->supported[APPLE_FLOAT_PIXELS])
2404     {
2405         /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2406          *
2407          * The enums are the same:
2408          * GL_RGBA16F_ARB     = GL_RGBA_FLOAT16_APPLE = 0x881A
2409          * GL_RGB16F_ARB      = GL_RGB_FLOAT16_APPLE  = 0x881B
2410          * GL_RGBA32F_ARB     = GL_RGBA_FLOAT32_APPLE = 0x8814
2411          * GL_RGB32F_ARB      = GL_RGB_FLOAT32_APPLE  = 0x8815
2412          * GL_HALF_FLOAT_ARB  = GL_HALF_APPLE         = 0x140B
2413          */
2414         if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2415         {
2416             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2417             gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2418         }
2419         if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2420         {
2421             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2422             gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2423         }
2424     }
2425     if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2426     {
2427         /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2428          * functionality. Prefer the ARB extension */
2429         gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2430     }
2431     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2432     {
2433         TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2434         gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2435     }
2436     if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2437     {
2438         TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2439         gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2440     }
2441     if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2442     {
2443         TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2444         gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2445     }
2446     if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
2447     {
2448         TRACE_(d3d_caps)(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
2449         gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
2450     }
2451     if (gl_info->supported[NV_TEXTURE_SHADER2])
2452     {
2453         if (gl_info->supported[NV_REGISTER_COMBINERS])
2454         {
2455             /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2456              * are supported. The nv extensions provide the same functionality as the
2457              * ATI one, and a bit more(signed pixelformats). */
2458             gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2459         }
2460     }
2461
2462     if (gl_info->supported[NV_REGISTER_COMBINERS])
2463     {
2464         glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2465         gl_info->limits.general_combiners = gl_max;
2466         TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2467     }
2468     if (gl_info->supported[ARB_DRAW_BUFFERS])
2469     {
2470         glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2471         gl_info->limits.buffers = gl_max;
2472         TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2473     }
2474     if (gl_info->supported[ARB_MULTITEXTURE])
2475     {
2476         glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2477         gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2478         TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2479
2480         if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2481         {
2482             GLint tmp;
2483             glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2484             gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2485         }
2486         else
2487         {
2488             gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2489         }
2490         TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2491
2492         if (gl_info->supported[ARB_VERTEX_SHADER])
2493         {
2494             GLint tmp;
2495             glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2496             gl_info->limits.vertex_samplers = tmp;
2497             glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2498             gl_info->limits.combined_samplers = tmp;
2499
2500             /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2501              * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2502              * an issue because then the sampler setup only depends on the two shaders. If a pixel
2503              * shader is used with fixed function vertex processing we're fine too because fixed function
2504              * vertex processing doesn't use any samplers. If fixed function fragment processing is
2505              * used we have to make sure that all vertex sampler setups are valid together with all
2506              * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2507              * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2508              * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2509              * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2510              * a fixed function pipeline anymore.
2511              *
2512              * So this is just a check to check that our assumption holds true. If not, write a warning
2513              * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2514             if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2515                     && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2516             {
2517                 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2518                         gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2519                 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2520                 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2521                     gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2522                 else
2523                     gl_info->limits.vertex_samplers = 0;
2524             }
2525         }
2526         else
2527         {
2528             gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2529         }
2530         TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2531         TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2532     }
2533     if (gl_info->supported[ARB_VERTEX_BLEND])
2534     {
2535         glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2536         gl_info->limits.blends = gl_max;
2537         TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2538     }
2539     if (gl_info->supported[EXT_TEXTURE3D])
2540     {
2541         glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2542         gl_info->limits.texture3d_size = gl_max;
2543         TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2544     }
2545     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2546     {
2547         glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2548         gl_info->limits.anisotropy = gl_max;
2549         TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2550     }
2551     if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2552     {
2553         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2554         gl_info->limits.arb_ps_float_constants = gl_max;
2555         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2556         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2557         gl_info->limits.arb_ps_native_constants = gl_max;
2558         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2559                 gl_info->limits.arb_ps_native_constants);
2560         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2561         gl_info->limits.arb_ps_temps = gl_max;
2562         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2563         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2564         gl_info->limits.arb_ps_instructions = gl_max;
2565         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2566         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2567         gl_info->limits.arb_ps_local_constants = gl_max;
2568         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2569     }
2570     if (gl_info->supported[ARB_VERTEX_PROGRAM])
2571     {
2572         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2573         gl_info->limits.arb_vs_float_constants = gl_max;
2574         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2575         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2576         gl_info->limits.arb_vs_native_constants = gl_max;
2577         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2578                 gl_info->limits.arb_vs_native_constants);
2579         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2580         gl_info->limits.arb_vs_temps = gl_max;
2581         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2582         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2583         gl_info->limits.arb_vs_instructions = gl_max;
2584         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2585
2586         if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2587     }
2588     if (gl_info->supported[ARB_VERTEX_SHADER])
2589     {
2590         glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2591         gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2592         TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2593     }
2594     if (gl_info->supported[ARB_FRAGMENT_SHADER])
2595     {
2596         glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2597         gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2598         TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2599         glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2600         gl_info->limits.glsl_varyings = gl_max;
2601         TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2602     }
2603     if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2604     {
2605         const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2606         unsigned int major, minor;
2607
2608         TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2609
2610         /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2611         sscanf(str, "%u.%u", &major, &minor);
2612         gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2613     }
2614     if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2615     {
2616         glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2617     }
2618     else
2619     {
2620         gl_info->limits.shininess = 128.0f;
2621     }
2622     if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2623     {
2624         /* If we have full NP2 texture support, disable
2625          * GL_ARB_texture_rectangle because we will never use it.
2626          * This saves a few redundant glDisable calls. */
2627         gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2628     }
2629     if (gl_info->supported[ATI_FRAGMENT_SHADER])
2630     {
2631         /* Disable NV_register_combiners and fragment shader if this is supported.
2632          * generally the NV extensions are preferred over the ATI ones, and this
2633          * extension is disabled if register_combiners and texture_shader2 are both
2634          * supported. So we reach this place only if we have incomplete NV dxlevel 8
2635          * fragment processing support. */
2636         gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2637         gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2638         gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2639         gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2640     }
2641     if (gl_info->supported[NV_HALF_FLOAT])
2642     {
2643         /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2644         gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2645     }
2646     if (gl_info->supported[ARB_POINT_SPRITE])
2647     {
2648         gl_info->limits.point_sprite_units = gl_info->limits.textures;
2649     }
2650     else
2651     {
2652         gl_info->limits.point_sprite_units = 0;
2653     }
2654     checkGLcall("extension detection");
2655
2656     LEAVE_GL();
2657
2658     adapter->fragment_pipe = select_fragment_implementation(adapter);
2659     adapter->shader_backend = select_shader_backend(adapter);
2660     adapter->blitter = select_blit_implementation(adapter);
2661
2662     adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2663     gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2664     TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2665
2666     /* In some cases the number of texture stages can be larger than the number
2667      * of samplers. The GF4 for example can use only 2 samplers (no fragment
2668      * shaders), but 8 texture stages (register combiners). */
2669     gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2670
2671     if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2672     {
2673         gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2674         gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2675         gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2676         gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2677         gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2678         gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2679         gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2680         gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2681         gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2682         gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2683         gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2684         gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2685         gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2686         gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2687         gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2688         gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2689         gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2690         gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2691         gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2692     }
2693     else
2694     {
2695         if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2696         {
2697             gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2698             gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2699             gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2700             gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2701             gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2702             gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2703             gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2704             gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2705             gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2706             gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2707             gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2708             gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2709             gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2710             gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2711             gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2712             gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2713             gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2714         }
2715         else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2716         {
2717             WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2718             wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2719         }
2720         if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2721         {
2722             gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2723         }
2724         if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2725         {
2726             gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2727         }
2728     }
2729
2730     /* MRTs are currently only supported when FBOs are used. */
2731     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2732     {
2733         gl_info->limits.buffers = 1;
2734     }
2735
2736     gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2737     card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2738     TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2739
2740     device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor, &vidmem);
2741     TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2742
2743     /* If we have an estimate use it, else default to 64MB;  */
2744     if(vidmem)
2745         gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
2746     else
2747         gl_info->vidmem = WINE_DEFAULT_VIDMEM;
2748
2749     gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2750     gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2751             gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2752     gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2753     gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2754             gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2755     gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2756             gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2757
2758     /* Make sure there's an active HDC else the WGL extensions will fail */
2759     hdc = pwglGetCurrentDC();
2760     if (hdc) {
2761         /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2762         if(GL_EXTCALL(wglGetExtensionsStringARB))
2763             WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2764
2765         if (NULL == WGL_Extensions) {
2766             ERR("   WGL_Extensions returns NULL\n");
2767         } else {
2768             TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2769             while (*WGL_Extensions != 0x00) {
2770                 const char *Start;
2771                 char ThisExtn[256];
2772
2773                 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2774                 Start = WGL_Extensions;
2775                 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
2776                     WGL_Extensions++;
2777                 }
2778
2779                 len = WGL_Extensions - Start;
2780                 if (len == 0 || len >= sizeof(ThisExtn))
2781                     continue;
2782
2783                 memcpy(ThisExtn, Start, len);
2784                 ThisExtn[len] = '\0';
2785                 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2786
2787                 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2788                     gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2789                     TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2790                 }
2791                 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2792                     gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2793                     TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2794                 }
2795             }
2796         }
2797     }
2798
2799     fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2800     init_driver_info(driver_info, card_vendor, device);
2801     add_gl_compat_wrappers(gl_info);
2802
2803     return TRUE;
2804 }
2805
2806 /**********************************************************
2807  * IWineD3D implementation follows
2808  **********************************************************/
2809
2810 static UINT     WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2811     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2812
2813     TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2814
2815     return This->adapter_count;
2816 }
2817
2818 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void *init_function)
2819 {
2820     FIXME("iface %p, init_function %p stub!\n", iface, init_function);
2821
2822     return WINED3D_OK;
2823 }
2824
2825 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2826     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2827
2828     TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2829
2830     if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2831         return NULL;
2832     }
2833
2834     return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2835 }
2836
2837 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2838      of the same bpp but different resolutions                                  */
2839
2840 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2841 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, enum wined3d_format_id format_id)
2842 {
2843     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2844
2845     TRACE_(d3d_caps)("iface %p, adapter %u, format_id: %s.\n", iface, Adapter, debug_d3dformat(format_id));
2846
2847     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2848         return 0;
2849     }
2850
2851     /* TODO: Store modes per adapter and read it from the adapter structure */
2852     if (Adapter == 0)
2853     {
2854         const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2855         UINT format_bits = format->byte_count * CHAR_BIT;
2856         unsigned int i = 0;
2857         unsigned int j = 0;
2858         DEVMODEW mode;
2859
2860         memset(&mode, 0, sizeof(mode));
2861         mode.dmSize = sizeof(mode);
2862
2863         while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2864         {
2865             ++j;
2866
2867             if (format_id == WINED3DFMT_UNKNOWN)
2868             {
2869                 /* This is for D3D8, do not enumerate P8 here */
2870                 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2871             }
2872             else if (mode.dmBitsPerPel == format_bits)
2873             {
2874                 ++i;
2875             }
2876         }
2877
2878         TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2879         return i;
2880     } else {
2881         FIXME_(d3d_caps)("Adapter not primary display\n");
2882     }
2883     return 0;
2884 }
2885
2886 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2887 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter,
2888         enum wined3d_format_id format_id, UINT Mode, WINED3DDISPLAYMODE *pMode)
2889 {
2890     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2891
2892     TRACE_(d3d_caps)("iface %p, adapter_idx %u, format %s, mode_idx %u, mode %p.\n",
2893             iface, Adapter, debug_d3dformat(format_id), Mode, pMode);
2894
2895     /* Validate the parameters as much as possible */
2896     if (!pMode || Adapter >= IWineD3DImpl_GetAdapterCount(iface)
2897             || Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, format_id))
2898     {
2899         return WINED3DERR_INVALIDCALL;
2900     }
2901
2902     /* TODO: Store modes per adapter and read it from the adapter structure */
2903     if (Adapter == 0)
2904     {
2905         const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2906         UINT format_bits = format->byte_count * CHAR_BIT;
2907         DEVMODEW DevModeW;
2908         int ModeIdx = 0;
2909         UINT i = 0;
2910         int j = 0;
2911
2912         ZeroMemory(&DevModeW, sizeof(DevModeW));
2913         DevModeW.dmSize = sizeof(DevModeW);
2914
2915         /* If we are filtering to a specific format (D3D9), then need to skip
2916            all unrelated modes, but if mode is irrelevant (D3D8), then we can
2917            just count through the ones with valid bit depths */
2918         while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2919         {
2920             if (format_id == WINED3DFMT_UNKNOWN)
2921             {
2922                 /* This is for D3D8, do not enumerate P8 here */
2923                 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2924             }
2925             else if (DevModeW.dmBitsPerPel == format_bits)
2926             {
2927                 ++i;
2928             }
2929         }
2930
2931         if (i == 0)
2932         {
2933             TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", format_id, debug_d3dformat(format_id));
2934             return WINED3DERR_INVALIDCALL;
2935         }
2936         ModeIdx = j - 1;
2937
2938         /* Now get the display mode via the calculated index */
2939         if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2940             pMode->Width        = DevModeW.dmPelsWidth;
2941             pMode->Height       = DevModeW.dmPelsHeight;
2942             pMode->RefreshRate  = DEFAULT_REFRESH_RATE;
2943             if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2944                 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2945
2946             if (format_id == WINED3DFMT_UNKNOWN)
2947                 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2948             else
2949                 pMode->Format = format_id;
2950         }
2951         else
2952         {
2953             TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2954             return WINED3DERR_INVALIDCALL;
2955         }
2956
2957         TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2958                 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2959                 DevModeW.dmBitsPerPel);
2960
2961     }
2962     else
2963     {
2964         FIXME_(d3d_caps)("Adapter not primary display\n");
2965     }
2966
2967     return WINED3D_OK;
2968 }
2969
2970 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE *pMode)
2971 {
2972     TRACE("iface %p, adapter_idx %u, display_mode %p.\n", iface, Adapter, pMode);
2973
2974     if (NULL == pMode ||
2975         Adapter >= IWineD3D_GetAdapterCount(iface)) {
2976         return WINED3DERR_INVALIDCALL;
2977     }
2978
2979     if (Adapter == 0) { /* Display */
2980         int bpp = 0;
2981         DEVMODEW DevModeW;
2982
2983         ZeroMemory(&DevModeW, sizeof(DevModeW));
2984         DevModeW.dmSize = sizeof(DevModeW);
2985
2986         EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2987         pMode->Width        = DevModeW.dmPelsWidth;
2988         pMode->Height       = DevModeW.dmPelsHeight;
2989         bpp                 = DevModeW.dmBitsPerPel;
2990         pMode->RefreshRate  = DEFAULT_REFRESH_RATE;
2991         if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2992         {
2993             pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2994         }
2995
2996         pMode->Format = pixelformat_for_depth(bpp);
2997     } else {
2998         FIXME_(d3d_caps)("Adapter not primary display\n");
2999     }
3000
3001     TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
3002           pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
3003     return WINED3D_OK;
3004 }
3005
3006 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
3007    and fields being inserted in the middle, a new structure is used in place    */
3008 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
3009                                                    WINED3DADAPTER_IDENTIFIER* pIdentifier) {
3010     IWineD3DImpl *This = (IWineD3DImpl *)iface;
3011     struct wined3d_adapter *adapter;
3012     size_t len;
3013
3014     TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
3015
3016     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3017         return WINED3DERR_INVALIDCALL;
3018     }
3019
3020     adapter = &This->adapters[Adapter];
3021
3022     /* Return the information requested */
3023     TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
3024
3025     if (pIdentifier->driver_size)
3026     {
3027         const char *name = adapter->driver_info.name;
3028         len = min(strlen(name), pIdentifier->driver_size - 1);
3029         memcpy(pIdentifier->driver, name, len);
3030         pIdentifier->driver[len] = '\0';
3031     }
3032
3033     if (pIdentifier->description_size)
3034     {
3035         const char *description = adapter->driver_info.description;
3036         len = min(strlen(description), pIdentifier->description_size - 1);
3037         memcpy(pIdentifier->description, description, len);
3038         pIdentifier->description[len] = '\0';
3039     }
3040
3041     /* Note that d3d8 doesn't supply a device name. */
3042     if (pIdentifier->device_name_size)
3043     {
3044         static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
3045
3046         len = strlen(device_name);
3047         if (len >= pIdentifier->device_name_size)
3048         {
3049             ERR("Device name size too small.\n");
3050             return WINED3DERR_INVALIDCALL;
3051         }
3052
3053         memcpy(pIdentifier->device_name, device_name, len);
3054         pIdentifier->device_name[len] = '\0';
3055     }
3056
3057     pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
3058     pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
3059     pIdentifier->vendor_id = adapter->driver_info.vendor;
3060     pIdentifier->device_id = adapter->driver_info.device;
3061     pIdentifier->subsystem_id = 0;
3062     pIdentifier->revision = 0;
3063     memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
3064     pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
3065     memcpy(&pIdentifier->adapter_luid, &adapter->luid, sizeof(pIdentifier->adapter_luid));
3066     pIdentifier->video_memory = adapter->TextureRam;
3067
3068     return WINED3D_OK;
3069 }
3070
3071 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
3072         const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
3073 {
3074     short redSize, greenSize, blueSize, alphaSize, colorBits;
3075
3076     if(!cfg)
3077         return FALSE;
3078
3079     /* Float formats need FBOs. If FBOs are used this function isn't called */
3080     if (format->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3081
3082     if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
3083         if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3084         {
3085             ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3086             return FALSE;
3087         }
3088
3089         if(cfg->redSize < redSize)
3090             return FALSE;
3091
3092         if(cfg->greenSize < greenSize)
3093             return FALSE;
3094
3095         if(cfg->blueSize < blueSize)
3096             return FALSE;
3097
3098         if(cfg->alphaSize < alphaSize)
3099             return FALSE;
3100
3101         return TRUE;
3102     }
3103
3104     /* Probably a RGBA_float or color index mode */
3105     return FALSE;
3106 }
3107
3108 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
3109         const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
3110 {
3111     short depthSize, stencilSize;
3112     BOOL lockable = FALSE;
3113
3114     if(!cfg)
3115         return FALSE;
3116
3117     if (!getDepthStencilBits(format, &depthSize, &stencilSize))
3118     {
3119         ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3120         return FALSE;
3121     }
3122
3123     /* Float formats need FBOs. If FBOs are used this function isn't called */
3124     if (format->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3125
3126     if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
3127         lockable = TRUE;
3128
3129     /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
3130      * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
3131      * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
3132     if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
3133         return FALSE;
3134
3135     /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
3136      * allow more stencil bits than requested. */
3137     if(cfg->stencilSize < stencilSize)
3138         return FALSE;
3139
3140     return TRUE;
3141 }
3142
3143 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface,
3144         UINT Adapter, WINED3DDEVTYPE DeviceType, enum wined3d_format_id AdapterFormat,
3145         enum wined3d_format_id RenderTargetFormat, enum wined3d_format_id DepthStencilFormat)
3146 {
3147     IWineD3DImpl *This = (IWineD3DImpl *)iface;
3148     int nCfgs;
3149     const WineD3D_PixelFormat *cfgs;
3150     const struct wined3d_adapter *adapter;
3151     const struct wined3d_format *rt_format;
3152     const struct wined3d_format *ds_format;
3153     int it;
3154
3155     WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
3156            This, Adapter,
3157            DeviceType, debug_d3ddevicetype(DeviceType),
3158            AdapterFormat, debug_d3dformat(AdapterFormat),
3159            RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
3160            DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
3161
3162     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3163         TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
3164         return WINED3DERR_INVALIDCALL;
3165     }
3166
3167     adapter = &This->adapters[Adapter];
3168     rt_format = wined3d_get_format(&adapter->gl_info, RenderTargetFormat);
3169     ds_format = wined3d_get_format(&adapter->gl_info, DepthStencilFormat);
3170     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3171     {
3172         if ((rt_format->Flags & WINED3DFMT_FLAG_RENDERTARGET)
3173                 && (ds_format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
3174         {
3175             TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3176             return WINED3D_OK;
3177         }
3178     }
3179     else
3180     {
3181         cfgs = adapter->cfgs;
3182         nCfgs = adapter->nCfgs;
3183         for (it = 0; it < nCfgs; ++it)
3184         {
3185             if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format))
3186             {
3187                 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format))
3188                 {
3189                     TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3190                     return WINED3D_OK;
3191                 }
3192             }
3193         }
3194     }
3195     WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
3196
3197     return WINED3DERR_NOTAVAILABLE;
3198 }
3199
3200 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter,
3201         WINED3DDEVTYPE DeviceType, enum wined3d_format_id SurfaceFormat, BOOL Windowed,
3202         WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
3203 {
3204     IWineD3DImpl *This = (IWineD3DImpl *)iface;
3205     const struct wined3d_adapter *adapter;
3206     const struct wined3d_format *format;
3207
3208     TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
3209           This,
3210           Adapter,
3211           DeviceType, debug_d3ddevicetype(DeviceType),
3212           SurfaceFormat, debug_d3dformat(SurfaceFormat),
3213           Windowed,
3214           MultiSampleType,
3215           pQualityLevels);
3216
3217     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3218         return WINED3DERR_INVALIDCALL;
3219     }
3220
3221     /* TODO: handle Windowed, add more quality levels */
3222
3223     if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
3224         if(pQualityLevels) *pQualityLevels = 1;
3225         return WINED3D_OK;
3226     }
3227
3228     /* By default multisampling is disabled right now as it causes issues
3229      * on some Nvidia driver versions and it doesn't work well in combination
3230      * with FBOs yet. */
3231     if(!wined3d_settings.allow_multisampling)
3232         return WINED3DERR_NOTAVAILABLE;
3233
3234     adapter = &This->adapters[Adapter];
3235     format = wined3d_get_format(&adapter->gl_info, SurfaceFormat);
3236     if (!format) return WINED3DERR_INVALIDCALL;
3237
3238     if (format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
3239     {
3240         int i, nCfgs;
3241         const WineD3D_PixelFormat *cfgs;
3242
3243         cfgs = adapter->cfgs;
3244         nCfgs = adapter->nCfgs;
3245         for(i=0; i<nCfgs; i++) {
3246             if(cfgs[i].numSamples != MultiSampleType)
3247                 continue;
3248
3249             if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], format))
3250                 continue;
3251
3252             TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3253
3254             if(pQualityLevels)
3255                 *pQualityLevels = 1; /* Guess at a value! */
3256             return WINED3D_OK;
3257         }
3258     }
3259     else if (format->Flags & WINED3DFMT_FLAG_RENDERTARGET)
3260     {
3261         short redSize, greenSize, blueSize, alphaSize, colorBits;
3262         int i, nCfgs;
3263         const WineD3D_PixelFormat *cfgs;
3264
3265         if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3266         {
3267             ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
3268             return WINED3DERR_NOTAVAILABLE;
3269         }
3270
3271         cfgs = adapter->cfgs;
3272         nCfgs = adapter->nCfgs;
3273         for(i=0; i<nCfgs; i++) {
3274             if(cfgs[i].numSamples != MultiSampleType)
3275                 continue;
3276             if(cfgs[i].redSize != redSize)
3277                 continue;
3278             if(cfgs[i].greenSize != greenSize)
3279                 continue;
3280             if(cfgs[i].blueSize != blueSize)
3281                 continue;
3282             /* Not all drivers report alpha-less formats since they use 32-bit anyway, so accept alpha even if we didn't ask for it. */
3283             if(alphaSize && cfgs[i].alphaSize != alphaSize)
3284                 continue;
3285             if (cfgs[i].colorSize != (format->byte_count << 3))
3286                 continue;
3287
3288             TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3289
3290             if(pQualityLevels)
3291                 *pQualityLevels = 1; /* Guess at a value! */
3292             return WINED3D_OK;
3293         }
3294     }
3295     return WINED3DERR_NOTAVAILABLE;
3296 }
3297
3298 /* Check if we support bumpmapping for a format */
3299 static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3300 {
3301     /* Ask the fixed function pipeline implementation if it can deal
3302      * with the conversion. If we've got a GL extension giving native
3303      * support this will be an identity conversion. */
3304     return (format->Flags & WINED3DFMT_FLAG_BUMPMAP)
3305             && adapter->fragment_pipe->color_fixup_supported(format->color_fixup);
3306 }
3307
3308 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3309 static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
3310         const struct wined3d_format *display_format, const struct wined3d_format *ds_format)
3311 {
3312     int it=0;
3313
3314     /* Only allow depth/stencil formats */
3315     if (!(ds_format->depth_size || ds_format->stencil_size)) return FALSE;
3316
3317     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3318     {
3319         /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3320         if (ds_format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3321     }
3322     else
3323     {
3324         /* Walk through all WGL pixel formats to find a match */
3325         for (it = 0; it < adapter->nCfgs; ++it)
3326         {
3327             WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
3328             if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format))
3329             {
3330                 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format))
3331                 {
3332                     return TRUE;
3333                 }
3334             }
3335         }
3336     }
3337
3338     return FALSE;
3339 }
3340
3341 static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3342 {
3343     /* The flags entry of a format contains the filtering capability */
3344     if (format->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3345
3346     return FALSE;
3347 }
3348
3349 /* Check the render target capabilities of a format */
3350 static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
3351         const struct wined3d_format *adapter_format, const struct wined3d_format *check_format)
3352 {
3353     /* Filter out non-RT formats */
3354     if (!(check_format->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3355     if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
3356     {
3357         WineD3D_PixelFormat *cfgs = adapter->cfgs;
3358         int it;
3359         short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3360         short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3361
3362         getColorBits(adapter_format, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3363         getColorBits(check_format, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3364
3365         /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3366          * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3367         if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3368             TRACE_(d3d_caps)("[FAILED]\n");
3369             return FALSE;
3370         }
3371
3372         /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3373          * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3374         for (it = 0; it < adapter->nCfgs; ++it)
3375         {
3376             if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3377                     &cfgs[it], check_format))
3378             {
3379                 TRACE_(d3d_caps)("Pixel format %d is compatible with format %s.\n",
3380                         cfgs[it].iPixelFormat, debug_d3dformat(check_format->id));
3381                 return TRUE;
3382             }
3383         }
3384     }
3385     else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3386     {
3387         /* For now return TRUE for FBOs until we have some proper checks.
3388          * Note that this function will only be called when the format is around for texturing. */
3389         return TRUE;
3390     }
3391     return FALSE;
3392 }
3393
3394 static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3395 {
3396     return adapter->gl_info.supported[EXT_TEXTURE_SRGB] && (format->Flags & WINED3DFMT_FLAG_SRGB_READ);
3397 }
3398
3399 static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3400 {
3401     /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3402      * doing the color fixup in shaders.
3403      * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3404     if (format->Flags & WINED3DFMT_FLAG_SRGB_WRITE)
3405     {
3406         int vs_selected_mode;
3407         int ps_selected_mode;
3408         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3409
3410         if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3411             TRACE_(d3d_caps)("[OK]\n");
3412             return TRUE;
3413         }
3414     }
3415
3416     TRACE_(d3d_caps)("[FAILED] - sRGB writes not supported by format %s.\n", debug_d3dformat(format->id));
3417     return FALSE;
3418 }
3419
3420 /* Check if a format support blending in combination with pixel shaders */
3421 static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
3422         const struct wined3d_format *format)
3423 {
3424     /* The flags entry of a format contains the post pixel shader blending capability */
3425     if (format->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3426
3427     return FALSE;
3428 }
3429
3430 static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3431 {
3432     /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3433      * but we have to report mipmapping so we cannot reject this flag. Tests show that
3434      * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3435      * that wrapping is supported. The lack of filtering will sort out the mipmapping
3436      * capability anyway.
3437      *
3438      * For now lets report this on all formats, but in the future we may want to
3439      * restrict it to some should games need that
3440      */
3441     return TRUE;
3442 }
3443
3444 /* Check if a texture format is supported on the given adapter */
3445 static BOOL CheckTextureCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3446 {
3447     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3448
3449     switch (format->id)
3450     {
3451         /*****
3452          *  supported: RGB(A) formats
3453          */
3454         case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3455         case WINED3DFMT_B8G8R8A8_UNORM:
3456         case WINED3DFMT_B8G8R8X8_UNORM:
3457         case WINED3DFMT_B5G6R5_UNORM:
3458         case WINED3DFMT_B5G5R5X1_UNORM:
3459         case WINED3DFMT_B5G5R5A1_UNORM:
3460         case WINED3DFMT_B4G4R4A4_UNORM:
3461         case WINED3DFMT_A8_UNORM:
3462         case WINED3DFMT_B4G4R4X4_UNORM:
3463         case WINED3DFMT_R8G8B8A8_UNORM:
3464         case WINED3DFMT_R8G8B8X8_UNORM:
3465         case WINED3DFMT_B10G10R10A2_UNORM:
3466         case WINED3DFMT_R10G10B10A2_UNORM:
3467         case WINED3DFMT_R16G16_UNORM:
3468             TRACE_(d3d_caps)("[OK]\n");
3469             return TRUE;
3470
3471         case WINED3DFMT_B2G3R3_UNORM:
3472             TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3473             return FALSE;
3474
3475         /*****
3476          *  Not supported: Palettized
3477          *  Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3478          *  Since it is not widely available, don't offer it. Further no Windows driver offers
3479          *  WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3480          */
3481         case WINED3DFMT_P8_UINT:
3482         case WINED3DFMT_P8_UINT_A8_UNORM:
3483             return FALSE;
3484
3485         /*****
3486          *  Supported: (Alpha)-Luminance
3487          */
3488         case WINED3DFMT_L8_UNORM:
3489         case WINED3DFMT_L8A8_UNORM:
3490         case WINED3DFMT_L16_UNORM:
3491             TRACE_(d3d_caps)("[OK]\n");
3492             return TRUE;
3493
3494         /* Not supported on Windows, thus disabled */
3495         case WINED3DFMT_L4A4_UNORM:
3496             TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3497             return FALSE;
3498
3499         /*****
3500          *  Supported: Depth/Stencil formats
3501          */
3502         case WINED3DFMT_D16_LOCKABLE:
3503         case WINED3DFMT_D16_UNORM:
3504         case WINED3DFMT_S1_UINT_D15_UNORM:
3505         case WINED3DFMT_X8D24_UNORM:
3506         case WINED3DFMT_S4X4_UINT_D24_UNORM:
3507         case WINED3DFMT_D24_UNORM_S8_UINT:
3508         case WINED3DFMT_S8_UINT_D24_FLOAT:
3509         case WINED3DFMT_D32_UNORM:
3510         case WINED3DFMT_D32_FLOAT:
3511             return TRUE;
3512
3513         /*****
3514          *  Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3515          *  GL_NV_texture_shader). Emulated by shaders
3516          */
3517         case WINED3DFMT_R8G8_SNORM:
3518         case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3519         case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3520         case WINED3DFMT_R8G8B8A8_SNORM:
3521         case WINED3DFMT_R16G16_SNORM:
3522             /* Ask the shader backend if it can deal with the conversion. If
3523              * we've got a GL extension giving native support this will be an
3524              * identity conversion. */
3525             if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup))
3526             {
3527                 TRACE_(d3d_caps)("[OK]\n");
3528                 return TRUE;
3529             }
3530             TRACE_(d3d_caps)("[FAILED]\n");
3531             return FALSE;
3532
3533         case WINED3DFMT_DXT1:
3534         case WINED3DFMT_DXT2:
3535         case WINED3DFMT_DXT3:
3536         case WINED3DFMT_DXT4:
3537         case WINED3DFMT_DXT5:
3538             if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3539             {
3540                 TRACE_(d3d_caps)("[OK]\n");
3541                 return TRUE;
3542             }
3543             TRACE_(d3d_caps)("[FAILED]\n");
3544             return FALSE;
3545
3546
3547         /*****
3548          *  Odd formats - not supported
3549          */
3550         case WINED3DFMT_VERTEXDATA:
3551         case WINED3DFMT_R16_UINT:
3552         case WINED3DFMT_R32_UINT:
3553         case WINED3DFMT_R16G16B16A16_SNORM:
3554         case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3555         case WINED3DFMT_R10G11B11_SNORM:
3556             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3557             return FALSE;
3558
3559         /*****
3560          *  WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3561          */
3562         case WINED3DFMT_R8G8_SNORM_Cx:
3563             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3564             return FALSE;
3565
3566         /* YUV formats */
3567         case WINED3DFMT_UYVY:
3568         case WINED3DFMT_YUY2:
3569             if (gl_info->supported[APPLE_YCBCR_422])
3570             {
3571                 TRACE_(d3d_caps)("[OK]\n");
3572                 return TRUE;
3573             }
3574             TRACE_(d3d_caps)("[FAILED]\n");
3575             return FALSE;
3576         case WINED3DFMT_YV12:
3577             TRACE_(d3d_caps)("[FAILED]\n");
3578             return FALSE;
3579
3580             /* Not supported */
3581         case WINED3DFMT_R16G16B16A16_UNORM:
3582         case WINED3DFMT_B2G3R3A8_UNORM:
3583             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3584             return FALSE;
3585
3586             /* Floating point formats */
3587         case WINED3DFMT_R16_FLOAT:
3588         case WINED3DFMT_R16G16_FLOAT:
3589         case WINED3DFMT_R16G16B16A16_FLOAT:
3590             if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3591             {
3592                 TRACE_(d3d_caps)("[OK]\n");
3593                 return TRUE;
3594             }
3595             TRACE_(d3d_caps)("[FAILED]\n");
3596             return FALSE;
3597
3598         case WINED3DFMT_R32_FLOAT:
3599         case WINED3DFMT_R32G32_FLOAT:
3600         case WINED3DFMT_R32G32B32A32_FLOAT:
3601             if (gl_info->supported[ARB_TEXTURE_FLOAT])
3602             {
3603                 TRACE_(d3d_caps)("[OK]\n");
3604                 return TRUE;
3605             }
3606             TRACE_(d3d_caps)("[FAILED]\n");
3607             return FALSE;
3608
3609         /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3610          * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3611          * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3612          * We can do instancing with all shader versions, but we need vertex shaders.
3613          *
3614          * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3615          * to enable instancing. WineD3D doesn't need that and just ignores it.
3616          *
3617          * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3618          */
3619         case WINED3DFMT_INST:
3620             TRACE("ATI Instancing check hack\n");
3621             if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3622             {
3623                 TRACE_(d3d_caps)("[OK]\n");
3624                 return TRUE;
3625             }
3626             TRACE_(d3d_caps)("[FAILED]\n");
3627             return FALSE;
3628
3629         /* Some weird FOURCC formats */
3630         case WINED3DFMT_R8G8_B8G8:
3631         case WINED3DFMT_G8R8_G8B8:
3632         case WINED3DFMT_MULTI2_ARGB8:
3633             TRACE_(d3d_caps)("[FAILED]\n");
3634             return FALSE;
3635
3636         /* Vendor specific formats */
3637         case WINED3DFMT_ATI2N:
3638             if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3639                     || gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
3640             {
3641                 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3642                         && adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3643                 {
3644                     TRACE_(d3d_caps)("[OK]\n");
3645                     return TRUE;
3646                 }
3647
3648                 TRACE_(d3d_caps)("[OK]\n");
3649                 return TRUE;
3650             }
3651             TRACE_(d3d_caps)("[FAILED]\n");
3652             return FALSE;
3653
3654         case WINED3DFMT_NVHU:
3655         case WINED3DFMT_NVHS:
3656             /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3657              * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3658              * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3659              * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3660              * Applications have to deal with not having NVHS and NVHU.
3661              */
3662             TRACE_(d3d_caps)("[FAILED]\n");
3663             return FALSE;
3664
3665         case WINED3DFMT_UNKNOWN:
3666             return FALSE;
3667
3668         default:
3669             ERR("Unhandled format %s.\n", debug_d3dformat(format->id));
3670             break;
3671     }
3672     return FALSE;
3673 }
3674
3675 static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter,
3676         const struct wined3d_format *adapter_format,
3677         const struct wined3d_format *check_format,
3678         WINED3DSURFTYPE SurfaceType)
3679 {
3680     if (SurfaceType == SURFACE_GDI)
3681     {
3682         switch (check_format->id)
3683         {
3684             case WINED3DFMT_B8G8R8_UNORM:
3685             case WINED3DFMT_B8G8R8A8_UNORM:
3686             case WINED3DFMT_B8G8R8X8_UNORM:
3687             case WINED3DFMT_B5G6R5_UNORM:
3688             case WINED3DFMT_B5G5R5X1_UNORM:
3689             case WINED3DFMT_B5G5R5A1_UNORM:
3690             case WINED3DFMT_B4G4R4A4_UNORM:
3691             case WINED3DFMT_B2G3R3_UNORM:
3692             case WINED3DFMT_A8_UNORM:
3693             case WINED3DFMT_B2G3R3A8_UNORM:
3694             case WINED3DFMT_B4G4R4X4_UNORM:
3695             case WINED3DFMT_R10G10B10A2_UNORM:
3696             case WINED3DFMT_R8G8B8A8_UNORM:
3697             case WINED3DFMT_R8G8B8X8_UNORM:
3698             case WINED3DFMT_R16G16_UNORM:
3699             case WINED3DFMT_B10G10R10A2_UNORM:
3700             case WINED3DFMT_R16G16B16A16_UNORM:
3701             case WINED3DFMT_P8_UINT:
3702                 TRACE_(d3d_caps)("[OK]\n");
3703                 return TRUE;
3704             default:
3705                 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3706                 return FALSE;
3707         }
3708     }
3709
3710     /* All format that are supported for textures are supported for surfaces as well */
3711     if (CheckTextureCapability(adapter, check_format)) return TRUE;
3712     /* All depth stencil formats are supported on surfaces */
3713     if (CheckDepthStencilCapability(adapter, adapter_format, check_format)) return TRUE;
3714
3715     /* If opengl can't process the format natively, the blitter may be able to convert it */
3716     if (adapter->blitter->blit_supported(&adapter->gl_info, BLIT_OP_BLIT,
3717             NULL, WINED3DPOOL_DEFAULT, 0, check_format,
3718             NULL, WINED3DPOOL_DEFAULT, 0, adapter_format))
3719     {
3720         TRACE_(d3d_caps)("[OK]\n");
3721         return TRUE;
3722     }
3723
3724     /* Reject other formats */
3725     TRACE_(d3d_caps)("[FAILED]\n");
3726     return FALSE;
3727 }
3728
3729 static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter,
3730         const struct wined3d_format *format)
3731 {
3732     return adapter->gl_info.limits.vertex_samplers && (format->Flags & WINED3DFMT_FLAG_VTF);
3733 }
3734
3735 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3736         enum wined3d_format_id AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType,
3737         enum wined3d_format_id CheckFormat, WINED3DSURFTYPE SurfaceType)
3738 {
3739     IWineD3DImpl *This = (IWineD3DImpl *)iface;
3740     struct wined3d_adapter *adapter = &This->adapters[Adapter];
3741     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3742     const struct wined3d_format *format = wined3d_get_format(gl_info, CheckFormat);
3743     const struct wined3d_format *adapter_format = wined3d_get_format(gl_info, AdapterFormat);
3744     DWORD UsageCaps = 0;
3745
3746     TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3747           This,
3748           Adapter,
3749           DeviceType, debug_d3ddevicetype(DeviceType),
3750           AdapterFormat, debug_d3dformat(AdapterFormat),
3751           Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3752           RType, debug_d3dresourcetype(RType),
3753           CheckFormat, debug_d3dformat(CheckFormat));
3754
3755     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3756         return WINED3DERR_INVALIDCALL;
3757     }
3758
3759     switch (RType)
3760     {
3761         case WINED3DRTYPE_CUBETEXTURE:
3762             /* Cubetexture allows:
3763              *      - WINED3DUSAGE_AUTOGENMIPMAP
3764              *      - WINED3DUSAGE_DEPTHSTENCIL
3765              *      - WINED3DUSAGE_DYNAMIC
3766              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3767              *      - WINED3DUSAGE_RENDERTARGET
3768              *      - WINED3DUSAGE_SOFTWAREPROCESSING
3769              *      - WINED3DUSAGE_QUERY_WRAPANDMIP
3770              */
3771             if (SurfaceType != SURFACE_OPENGL)
3772             {
3773                 TRACE_(d3d_caps)("[FAILED]\n");
3774                 return WINED3DERR_NOTAVAILABLE;
3775             }
3776
3777             if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3778             {
3779                 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3780                 return WINED3DERR_NOTAVAILABLE;
3781             }
3782
3783             if (!CheckTextureCapability(adapter, format))
3784             {
3785                 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3786                 return WINED3DERR_NOTAVAILABLE;
3787             }
3788
3789             if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3790             {
3791                 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3792                     /* When autogenmipmap isn't around continue and return
3793                      * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3794                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3795                 else
3796                     UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3797             }
3798
3799             /* Always report dynamic locking. */
3800             if (Usage & WINED3DUSAGE_DYNAMIC)
3801                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3802
3803             if (Usage & WINED3DUSAGE_RENDERTARGET)
3804             {
3805                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3806                 {
3807                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3808                     return WINED3DERR_NOTAVAILABLE;
3809                 }
3810                 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3811             }
3812
3813             /* Always report software processing. */
3814             if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3815                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3816
3817             if (Usage & WINED3DUSAGE_QUERY_FILTER)
3818             {
3819                 if (!CheckFilterCapability(adapter, format))
3820                 {
3821                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3822                     return WINED3DERR_NOTAVAILABLE;
3823                 }
3824                 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3825             }
3826
3827             if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3828             {
3829                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3830                 {
3831                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3832                     return WINED3DERR_NOTAVAILABLE;
3833                 }
3834                 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3835             }
3836
3837             if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3838             {
3839                 if (!CheckSrgbReadCapability(adapter, format))
3840                 {
3841                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3842                     return WINED3DERR_NOTAVAILABLE;
3843                 }
3844                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3845             }
3846
3847             if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3848             {
3849                 if (!CheckSrgbWriteCapability(adapter, format))
3850                 {
3851                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3852                     return WINED3DERR_NOTAVAILABLE;
3853                 }
3854                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3855             }
3856
3857             if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3858             {
3859                 if (!CheckVertexTextureCapability(adapter, format))
3860                 {
3861                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3862                     return WINED3DERR_NOTAVAILABLE;
3863                 }
3864                 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3865             }
3866
3867             if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3868             {
3869                 if (!CheckWrapAndMipCapability(adapter, format))
3870                 {
3871                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3872                     return WINED3DERR_NOTAVAILABLE;
3873                 }
3874                 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3875             }
3876             break;
3877
3878         case WINED3DRTYPE_SURFACE:
3879             /* Surface allows:
3880              *      - WINED3DUSAGE_DEPTHSTENCIL
3881              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3882              *      - WINED3DUSAGE_RENDERTARGET
3883              */
3884             if (!CheckSurfaceCapability(adapter, adapter_format, format, SurfaceType))
3885             {
3886                 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3887                 return WINED3DERR_NOTAVAILABLE;
3888             }
3889
3890             if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3891             {
3892                 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3893                 {
3894                     TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3895                     return WINED3DERR_NOTAVAILABLE;
3896                 }
3897                 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3898             }
3899
3900             if (Usage & WINED3DUSAGE_RENDERTARGET)
3901             {
3902                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3903                 {
3904                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3905                     return WINED3DERR_NOTAVAILABLE;
3906                 }
3907                 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3908             }
3909
3910             if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3911             {
3912                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3913                 {
3914                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3915                     return WINED3DERR_NOTAVAILABLE;
3916                 }
3917                 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3918             }
3919             break;
3920
3921         case WINED3DRTYPE_TEXTURE:
3922             /* Texture allows:
3923              *      - WINED3DUSAGE_AUTOGENMIPMAP
3924              *      - WINED3DUSAGE_DEPTHSTENCIL
3925              *      - WINED3DUSAGE_DMAP
3926              *      - WINED3DUSAGE_DYNAMIC
3927              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3928              *      - WINED3DUSAGE_RENDERTARGET
3929              *      - WINED3DUSAGE_SOFTWAREPROCESSING
3930              *      - WINED3DUSAGE_TEXTAPI (d3d9ex)
3931              *      - WINED3DUSAGE_QUERY_WRAPANDMIP
3932              */
3933             if (SurfaceType != SURFACE_OPENGL)
3934             {
3935                 TRACE_(d3d_caps)("[FAILED]\n");
3936                 return WINED3DERR_NOTAVAILABLE;
3937             }
3938
3939             if (!CheckTextureCapability(adapter, format))
3940             {
3941                 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3942                 return WINED3DERR_NOTAVAILABLE;
3943             }
3944
3945             if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3946             {
3947                 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3948                     /* When autogenmipmap isn't around continue and return
3949                      * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3950                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3951                 else
3952                     UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3953             }
3954
3955             /* Always report dynamic locking. */
3956             if (Usage & WINED3DUSAGE_DYNAMIC)
3957                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3958
3959             if (Usage & WINED3DUSAGE_RENDERTARGET)
3960             {
3961                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3962                 {
3963                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3964                     return WINED3DERR_NOTAVAILABLE;
3965                 }
3966                 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3967             }
3968
3969             /* Always report software processing. */
3970             if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3971                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3972
3973             if (Usage & WINED3DUSAGE_QUERY_FILTER)
3974             {
3975                 if (!CheckFilterCapability(adapter, format))
3976                 {
3977                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3978                     return WINED3DERR_NOTAVAILABLE;
3979                 }
3980                 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3981             }
3982
3983             if (Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
3984             {
3985                 if (!CheckBumpMapCapability(adapter, format))
3986                 {
3987                     TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3988                     return WINED3DERR_NOTAVAILABLE;
3989                 }
3990                 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3991             }
3992
3993             if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3994             {
3995                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3996                 {
3997                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3998                     return WINED3DERR_NOTAVAILABLE;
3999                 }
4000                 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4001             }
4002
4003             if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
4004             {
4005                 if (!CheckSrgbReadCapability(adapter, format))
4006                 {
4007                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4008                     return WINED3DERR_NOTAVAILABLE;
4009                 }
4010                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
4011             }
4012
4013             if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4014             {
4015                 if (!CheckSrgbWriteCapability(adapter, format))
4016                 {
4017                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4018                     return WINED3DERR_NOTAVAILABLE;
4019                 }
4020                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4021             }
4022
4023             if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4024             {
4025                 if (!CheckVertexTextureCapability(adapter, format))
4026                 {
4027                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4028                     return WINED3DERR_NOTAVAILABLE;
4029                 }
4030                 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4031             }
4032
4033             if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4034             {
4035                 if (!CheckWrapAndMipCapability(adapter, format))
4036                 {
4037                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4038                     return WINED3DERR_NOTAVAILABLE;
4039                 }
4040                 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4041             }
4042
4043             if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
4044             {
4045                 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
4046                 {
4047                     TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
4048                     return WINED3DERR_NOTAVAILABLE;
4049                 }
4050                 if ((format->Flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
4051                 {
4052                     TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
4053                     return WINED3DERR_NOTAVAILABLE;
4054                 }
4055                 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
4056             }
4057             break;
4058
4059         case WINED3DRTYPE_VOLUMETEXTURE:
4060         case WINED3DRTYPE_VOLUME:
4061             /* Volume is to VolumeTexture what Surface is to Texture, but its
4062              * usage caps are not documented. Most driver seem to offer
4063              * (nearly) the same on Volume and VolumeTexture, so do that too.
4064              *
4065              * Volumetexture allows:
4066              *      - D3DUSAGE_DYNAMIC
4067              *      - D3DUSAGE_NONSECURE (d3d9ex)
4068              *      - D3DUSAGE_SOFTWAREPROCESSING
4069              *      - D3DUSAGE_QUERY_WRAPANDMIP
4070              */
4071             if (SurfaceType != SURFACE_OPENGL)
4072             {
4073                 TRACE_(d3d_caps)("[FAILED]\n");
4074                 return WINED3DERR_NOTAVAILABLE;
4075             }
4076
4077             if (!gl_info->supported[EXT_TEXTURE3D])
4078             {
4079                 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
4080                 return WINED3DERR_NOTAVAILABLE;
4081             }
4082
4083             if (!CheckTextureCapability(adapter, format))
4084             {
4085                 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
4086                 return WINED3DERR_NOTAVAILABLE;
4087             }
4088
4089             /* Filter formats that need conversion; For one part, this
4090              * conversion is unimplemented, and volume textures are huge, so
4091              * it would be a big performance hit. Unless we hit an application
4092              * needing one of those formats, don't advertize them to avoid
4093              * leading applications into temptation. The windows drivers don't
4094              * support most of those formats on volumes anyway, except for
4095              * WINED3DFMT_R32_FLOAT. */
4096             switch (CheckFormat)
4097             {
4098                 case WINED3DFMT_P8_UINT:
4099                 case WINED3DFMT_L4A4_UNORM:
4100                 case WINED3DFMT_R32_FLOAT:
4101                 case WINED3DFMT_R16_FLOAT:
4102                 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
4103                 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
4104                 case WINED3DFMT_R16G16_UNORM:
4105                     TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4106                     return WINED3DERR_NOTAVAILABLE;
4107
4108                 case WINED3DFMT_R8G8B8A8_SNORM:
4109                 case WINED3DFMT_R16G16_SNORM:
4110                     if (!gl_info->supported[NV_TEXTURE_SHADER])
4111                     {
4112                         TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4113                         return WINED3DERR_NOTAVAILABLE;
4114                     }
4115                     break;
4116
4117                 case WINED3DFMT_R8G8_SNORM:
4118                     if (!gl_info->supported[NV_TEXTURE_SHADER])
4119                     {
4120                         TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4121                         return WINED3DERR_NOTAVAILABLE;
4122                     }
4123                     break;
4124
4125                 case WINED3DFMT_DXT1:
4126                 case WINED3DFMT_DXT2:
4127                 case WINED3DFMT_DXT3:
4128                 case WINED3DFMT_DXT4:
4129                 case WINED3DFMT_DXT5:
4130                     /* The GL_EXT_texture_compression_s3tc spec requires that
4131                      * loading an s3tc compressed texture results in an error.
4132                      * While the D3D refrast does support s3tc volumes, at
4133                      * least the nvidia windows driver does not, so we're free
4134                      * not to support this format. */
4135                     TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4136                     return WINED3DERR_NOTAVAILABLE;
4137
4138                 default:
4139                     /* Do nothing, continue with checking the format below */
4140                     break;
4141             }
4142
4143             /* Always report dynamic locking. */
4144             if (Usage & WINED3DUSAGE_DYNAMIC)
4145                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
4146
4147             /* Always report software processing. */
4148             if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4149                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4150
4151             if (Usage & WINED3DUSAGE_QUERY_FILTER)
4152             {
4153                 if (!CheckFilterCapability(adapter, format))
4154                 {
4155                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
4156                     return WINED3DERR_NOTAVAILABLE;
4157                 }
4158                 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
4159             }
4160
4161             if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
4162             {
4163                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
4164                 {
4165                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4166                     return WINED3DERR_NOTAVAILABLE;
4167                 }
4168                 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4169             }
4170
4171             if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
4172             {
4173                 if (!CheckSrgbReadCapability(adapter, format))
4174                 {
4175                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4176                     return WINED3DERR_NOTAVAILABLE;
4177                 }
4178                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
4179             }
4180
4181             if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4182             {
4183                 if (!CheckSrgbWriteCapability(adapter, format))
4184                 {
4185                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4186                     return WINED3DERR_NOTAVAILABLE;
4187                 }
4188                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4189             }
4190
4191             if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4192             {
4193                 if (!CheckVertexTextureCapability(adapter, format))
4194                 {
4195                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4196                     return WINED3DERR_NOTAVAILABLE;
4197                 }
4198                 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4199             }
4200
4201             if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4202             {
4203                 if (!CheckWrapAndMipCapability(adapter, format))
4204                 {
4205                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4206                     return WINED3DERR_NOTAVAILABLE;
4207                 }
4208                 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4209             }
4210             break;
4211
4212         default:
4213             FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(RType));
4214             return WINED3DERR_NOTAVAILABLE;
4215     }
4216
4217     /* When the UsageCaps exactly matches Usage return WINED3D_OK except for
4218      * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4219      * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4220     if (UsageCaps == Usage)
4221         return WINED3D_OK;
4222     if (UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4223         return WINED3DOK_NOAUTOGEN;
4224
4225     TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for CheckFormat %s and RType %s but only %#x is available\n",
4226             Usage, debug_d3dformat(CheckFormat), debug_d3dresourcetype(RType), UsageCaps);
4227
4228     return WINED3DERR_NOTAVAILABLE;
4229 }
4230
4231 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT adapter_idx,
4232         WINED3DDEVTYPE device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format)
4233 {
4234     FIXME("iface %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4235             iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4236             debug_d3dformat(dst_format));
4237
4238     return WINED3D_OK;
4239 }
4240
4241 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
4242         enum wined3d_format_id display_format, enum wined3d_format_id backbuffer_format, BOOL windowed)
4243 {
4244     UINT mode_count;
4245     HRESULT hr;
4246
4247     TRACE("iface %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
4248             iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(display_format),
4249             debug_d3dformat(backbuffer_format), windowed);
4250
4251     if (adapter_idx >= IWineD3D_GetAdapterCount(iface))
4252     {
4253         WARN_(d3d_caps)("adapter_idx >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
4254         return WINED3DERR_INVALIDCALL;
4255     }
4256
4257     /* The task of this function is to check whether a certain display / backbuffer format
4258      * combination is available on the given adapter. In fullscreen mode microsoft specified
4259      * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
4260      * and display format should match exactly.
4261      * In windowed mode format conversion can occur and this depends on the driver. When format
4262      * conversion is done, this function should nevertheless fail and applications need to use
4263      * CheckDeviceFormatConversion.
4264      * At the moment we assume that fullscreen and windowed have the same capabilities. */
4265
4266     /* There are only 4 display formats. */
4267     if (!(display_format == WINED3DFMT_B5G6R5_UNORM
4268             || display_format == WINED3DFMT_B5G5R5X1_UNORM
4269             || display_format == WINED3DFMT_B8G8R8X8_UNORM
4270             || display_format == WINED3DFMT_B10G10R10A2_UNORM))
4271     {
4272         TRACE_(d3d_caps)("Format %s is not supported as display format.\n", debug_d3dformat(display_format));
4273         return WINED3DERR_NOTAVAILABLE;
4274     }
4275
4276     /* If the requested display format is not available, don't continue. */
4277     mode_count = IWineD3DImpl_GetAdapterModeCount(iface, adapter_idx, display_format);
4278     if (!mode_count)
4279     {
4280         TRACE_(d3d_caps)("No available modes for display format %s.\n", debug_d3dformat(display_format));
4281         return WINED3DERR_NOTAVAILABLE;
4282     }
4283
4284     /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbuffer format,
4285      * it means 'reuse' the display format for the backbuffer. */
4286     if (!windowed && backbuffer_format == WINED3DFMT_UNKNOWN)
4287     {
4288         TRACE_(d3d_caps)("backbuffer_format WINED3FMT_UNKNOWN only available in windowed mode.\n");
4289         return WINED3DERR_NOTAVAILABLE;
4290     }
4291
4292     /* In FULLSCREEN mode WINED3DFMT_B5G6R5_UNORM can only be mixed with
4293      * backbuffer format WINED3DFMT_B5G6R5_UNORM. */
4294     if (display_format == WINED3DFMT_B5G6R5_UNORM && backbuffer_format != WINED3DFMT_B5G6R5_UNORM)
4295     {
4296         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4297                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4298         return WINED3DERR_NOTAVAILABLE;
4299     }
4300
4301     /* In FULLSCREEN mode WINED3DFMT_B5G5R5X1_UNORM can only be mixed with
4302      * backbuffer formats WINED3DFMT_B5G5R5X1_UNORM and
4303      * WINED3DFMT_B5G5R5A1_UNORM. */
4304     if (display_format == WINED3DFMT_B5G5R5X1_UNORM
4305             && !(backbuffer_format == WINED3DFMT_B5G5R5X1_UNORM || backbuffer_format == WINED3DFMT_B5G5R5A1_UNORM))
4306     {
4307         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4308                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4309         return WINED3DERR_NOTAVAILABLE;
4310     }
4311
4312     /* In FULLSCREEN mode WINED3DFMT_B8G8R8X8_UNORM can only be mixed with
4313      * backbuffer formats WINED3DFMT_B8G8R8X8_UNORM and
4314      * WINED3DFMT_B8G8R8A8_UNORM. */
4315     if (display_format == WINED3DFMT_B8G8R8X8_UNORM
4316             && !(backbuffer_format == WINED3DFMT_B8G8R8X8_UNORM || backbuffer_format == WINED3DFMT_B8G8R8A8_UNORM))
4317     {
4318         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4319                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4320         return WINED3DERR_NOTAVAILABLE;
4321     }
4322
4323     /* WINED3DFMT_B10G10R10A2_UNORM is only allowed in fullscreen mode and it
4324      * can only be mixed with backbuffer format WINED3DFMT_B10G10R10A2_UNORM. */
4325     if (display_format == WINED3DFMT_B10G10R10A2_UNORM
4326             && (backbuffer_format != WINED3DFMT_B10G10R10A2_UNORM || windowed))
4327     {
4328         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4329                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4330         return WINED3DERR_NOTAVAILABLE;
4331     }
4332
4333     /* Use CheckDeviceFormat to see if the backbuffer_format is usable with the given display_format */
4334     hr = IWineD3DImpl_CheckDeviceFormat(iface, adapter_idx, device_type, display_format,
4335             WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, backbuffer_format, SURFACE_OPENGL);
4336     if (FAILED(hr))
4337         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4338                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4339
4340     return hr;
4341 }
4342
4343 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4344       subset of a D3DCAPS9 structure. However, it has to come via a void *
4345       as the d3d8 interface cannot import the d3d9 header                  */
4346 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
4347
4348     IWineD3DImpl    *This = (IWineD3DImpl *)iface;
4349     struct wined3d_adapter *adapter = &This->adapters[Adapter];
4350     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4351     int vs_selected_mode;
4352     int ps_selected_mode;
4353     struct shader_caps shader_caps;
4354     struct fragment_caps fragment_caps;
4355     DWORD ckey_caps, blit_caps, fx_caps, pal_caps;
4356
4357     TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
4358
4359     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
4360         return WINED3DERR_INVALIDCALL;
4361     }
4362
4363     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4364
4365     /* ------------------------------------------------
4366        The following fields apply to both d3d8 and d3d9
4367        ------------------------------------------------ */
4368     pCaps->DeviceType              = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF;  /* Not quite true, but use h/w supported by opengl I suppose */
4369     pCaps->AdapterOrdinal          = Adapter;
4370
4371     pCaps->Caps                    = 0;
4372     pCaps->Caps2                   = WINED3DCAPS2_CANRENDERWINDOWED |
4373                                      WINED3DCAPS2_FULLSCREENGAMMA |
4374                                      WINED3DCAPS2_DYNAMICTEXTURES;
4375     if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4376     {
4377         pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4378     }
4379
4380     pCaps->Caps3                   = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4381                                      WINED3DCAPS3_COPY_TO_VIDMEM                   |
4382                                      WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4383
4384     pCaps->PresentationIntervals   = WINED3DPRESENT_INTERVAL_IMMEDIATE  |
4385                                      WINED3DPRESENT_INTERVAL_ONE;
4386
4387     pCaps->CursorCaps              = WINED3DCURSORCAPS_COLOR            |
4388                                      WINED3DCURSORCAPS_LOWRES;
4389
4390     pCaps->DevCaps                 = WINED3DDEVCAPS_FLOATTLVERTEX       |
4391                                      WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4392                                      WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4393                                      WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4394                                      WINED3DDEVCAPS_DRAWPRIMTLVERTEX    |
4395                                      WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4396                                      WINED3DDEVCAPS_EXECUTEVIDEOMEMORY  |
4397                                      WINED3DDEVCAPS_PUREDEVICE          |
4398                                      WINED3DDEVCAPS_HWRASTERIZATION     |
4399                                      WINED3DDEVCAPS_TEXTUREVIDEOMEMORY  |
4400                                      WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4401                                      WINED3DDEVCAPS_CANRENDERAFTERFLIP  |
4402                                      WINED3DDEVCAPS_DRAWPRIMITIVES2     |
4403                                      WINED3DDEVCAPS_DRAWPRIMITIVES2EX   |
4404                                      WINED3DDEVCAPS_RTPATCHES;
4405
4406     pCaps->PrimitiveMiscCaps       = WINED3DPMISCCAPS_CULLNONE              |
4407                                      WINED3DPMISCCAPS_CULLCCW               |
4408                                      WINED3DPMISCCAPS_CULLCW                |
4409                                      WINED3DPMISCCAPS_COLORWRITEENABLE      |
4410                                      WINED3DPMISCCAPS_CLIPTLVERTS           |
4411                                      WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4412                                      WINED3DPMISCCAPS_MASKZ                 |
4413                                      WINED3DPMISCCAPS_BLENDOP               |
4414                                      WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4415                                     /* TODO:
4416                                         WINED3DPMISCCAPS_NULLREFERENCE
4417                                         WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4418                                         WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4419                                         WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4420
4421     if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4422         pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4423     if (gl_info->supported[EXT_DRAW_BUFFERS2])
4424         pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4425
4426     pCaps->RasterCaps              = WINED3DPRASTERCAPS_DITHER    |
4427                                      WINED3DPRASTERCAPS_PAT       |
4428                                      WINED3DPRASTERCAPS_WFOG      |
4429                                      WINED3DPRASTERCAPS_ZFOG      |
4430                                      WINED3DPRASTERCAPS_FOGVERTEX |
4431                                      WINED3DPRASTERCAPS_FOGTABLE  |
4432                                      WINED3DPRASTERCAPS_STIPPLE   |
4433                                      WINED3DPRASTERCAPS_SUBPIXEL  |
4434                                      WINED3DPRASTERCAPS_ZTEST     |
4435                                      WINED3DPRASTERCAPS_SCISSORTEST   |
4436                                      WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4437                                      WINED3DPRASTERCAPS_DEPTHBIAS;
4438
4439     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4440     {
4441         pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY    |
4442                              WINED3DPRASTERCAPS_ZBIAS         |
4443                              WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4444     }
4445     if (gl_info->supported[NV_FOG_DISTANCE])
4446     {
4447         pCaps->RasterCaps         |= WINED3DPRASTERCAPS_FOGRANGE;
4448     }
4449                         /* FIXME Add:
4450                            WINED3DPRASTERCAPS_COLORPERSPECTIVE
4451                            WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4452                            WINED3DPRASTERCAPS_ANTIALIASEDGES
4453                            WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4454                            WINED3DPRASTERCAPS_WBUFFER */
4455
4456     pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS       |
4457                       WINED3DPCMPCAPS_EQUAL        |
4458                       WINED3DPCMPCAPS_GREATER      |
4459                       WINED3DPCMPCAPS_GREATEREQUAL |
4460                       WINED3DPCMPCAPS_LESS         |
4461                       WINED3DPCMPCAPS_LESSEQUAL    |
4462                       WINED3DPCMPCAPS_NEVER        |
4463                       WINED3DPCMPCAPS_NOTEQUAL;
4464
4465     pCaps->SrcBlendCaps  = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4466                            WINED3DPBLENDCAPS_BOTHSRCALPHA    |
4467                            WINED3DPBLENDCAPS_DESTALPHA       |
4468                            WINED3DPBLENDCAPS_DESTCOLOR       |
4469                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4470                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4471                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4472                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4473                            WINED3DPBLENDCAPS_ONE             |
4474                            WINED3DPBLENDCAPS_SRCALPHA        |
4475                            WINED3DPBLENDCAPS_SRCALPHASAT     |
4476                            WINED3DPBLENDCAPS_SRCCOLOR        |
4477                            WINED3DPBLENDCAPS_ZERO;
4478
4479     pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA       |
4480                            WINED3DPBLENDCAPS_DESTCOLOR       |
4481                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4482                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4483                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4484                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4485                            WINED3DPBLENDCAPS_ONE             |
4486                            WINED3DPBLENDCAPS_SRCALPHA        |
4487                            WINED3DPBLENDCAPS_SRCCOLOR        |
4488                            WINED3DPBLENDCAPS_ZERO;
4489     /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4490      * according to the glBlendFunc manpage
4491      *
4492      * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4493      * legacy settings for srcblend only
4494      */
4495
4496     if (gl_info->supported[EXT_BLEND_COLOR])
4497     {
4498         pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4499         pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4500     }
4501
4502
4503     pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS       |
4504                           WINED3DPCMPCAPS_EQUAL        |
4505                           WINED3DPCMPCAPS_GREATER      |
4506                           WINED3DPCMPCAPS_GREATEREQUAL |
4507                           WINED3DPCMPCAPS_LESS         |
4508                           WINED3DPCMPCAPS_LESSEQUAL    |
4509                           WINED3DPCMPCAPS_NEVER        |
4510                           WINED3DPCMPCAPS_NOTEQUAL;
4511
4512     pCaps->ShadeCaps     = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4513                            WINED3DPSHADECAPS_COLORGOURAUDRGB    |
4514                            WINED3DPSHADECAPS_ALPHAFLATBLEND     |
4515                            WINED3DPSHADECAPS_ALPHAGOURAUDBLEND  |
4516                            WINED3DPSHADECAPS_COLORFLATRGB       |
4517                            WINED3DPSHADECAPS_FOGFLAT            |
4518                            WINED3DPSHADECAPS_FOGGOURAUD         |
4519                            WINED3DPSHADECAPS_SPECULARFLATRGB;
4520
4521     pCaps->TextureCaps =  WINED3DPTEXTURECAPS_ALPHA              |
4522                           WINED3DPTEXTURECAPS_ALPHAPALETTE       |
4523                           WINED3DPTEXTURECAPS_TRANSPARENCY       |
4524                           WINED3DPTEXTURECAPS_BORDER             |
4525                           WINED3DPTEXTURECAPS_MIPMAP             |
4526                           WINED3DPTEXTURECAPS_PROJECTED          |
4527                           WINED3DPTEXTURECAPS_PERSPECTIVE;
4528
4529     if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4530     {
4531         pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4532                               WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4533     }
4534
4535     if (gl_info->supported[EXT_TEXTURE3D])
4536     {
4537         pCaps->TextureCaps |=  WINED3DPTEXTURECAPS_VOLUMEMAP      |
4538                                WINED3DPTEXTURECAPS_MIPVOLUMEMAP   |
4539                                WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4540     }
4541
4542     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4543     {
4544         pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP     |
4545                               WINED3DPTEXTURECAPS_MIPCUBEMAP    |
4546                               WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4547
4548     }
4549
4550     pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4551                                WINED3DPTFILTERCAPS_MAGFPOINT        |
4552                                WINED3DPTFILTERCAPS_MINFLINEAR       |
4553                                WINED3DPTFILTERCAPS_MINFPOINT        |
4554                                WINED3DPTFILTERCAPS_MIPFLINEAR       |
4555                                WINED3DPTFILTERCAPS_MIPFPOINT        |
4556                                WINED3DPTFILTERCAPS_LINEAR           |
4557                                WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4558                                WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4559                                WINED3DPTFILTERCAPS_MIPLINEAR        |
4560                                WINED3DPTFILTERCAPS_MIPNEAREST       |
4561                                WINED3DPTFILTERCAPS_NEAREST;
4562
4563     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4564     {
4565         pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4566                                     WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4567     }
4568
4569     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4570     {
4571         pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4572                                        WINED3DPTFILTERCAPS_MAGFPOINT        |
4573                                        WINED3DPTFILTERCAPS_MINFLINEAR       |
4574                                        WINED3DPTFILTERCAPS_MINFPOINT        |
4575                                        WINED3DPTFILTERCAPS_MIPFLINEAR       |
4576                                        WINED3DPTFILTERCAPS_MIPFPOINT        |
4577                                        WINED3DPTFILTERCAPS_LINEAR           |
4578                                        WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4579                                        WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4580                                        WINED3DPTFILTERCAPS_MIPLINEAR        |
4581                                        WINED3DPTFILTERCAPS_MIPNEAREST       |
4582                                        WINED3DPTFILTERCAPS_NEAREST;
4583
4584         if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4585         {
4586             pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4587                                             WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4588         }
4589     } else
4590         pCaps->CubeTextureFilterCaps = 0;
4591
4592     if (gl_info->supported[EXT_TEXTURE3D])
4593     {
4594         pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4595                                          WINED3DPTFILTERCAPS_MAGFPOINT        |
4596                                          WINED3DPTFILTERCAPS_MINFLINEAR       |
4597                                          WINED3DPTFILTERCAPS_MINFPOINT        |
4598                                          WINED3DPTFILTERCAPS_MIPFLINEAR       |
4599                                          WINED3DPTFILTERCAPS_MIPFPOINT        |
4600                                          WINED3DPTFILTERCAPS_LINEAR           |
4601                                          WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4602                                          WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4603                                          WINED3DPTFILTERCAPS_MIPLINEAR        |
4604                                          WINED3DPTFILTERCAPS_MIPNEAREST       |
4605                                          WINED3DPTFILTERCAPS_NEAREST;
4606     } else
4607         pCaps->VolumeTextureFilterCaps = 0;
4608
4609     pCaps->TextureAddressCaps =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4610                                  WINED3DPTADDRESSCAPS_CLAMP  |
4611                                  WINED3DPTADDRESSCAPS_WRAP;
4612
4613     if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4614     {
4615         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4616     }
4617     if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4618     {
4619         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4620     }
4621     if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4622     {
4623         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4624     }
4625
4626     if (gl_info->supported[EXT_TEXTURE3D])
4627     {
4628         pCaps->VolumeTextureAddressCaps =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4629                                            WINED3DPTADDRESSCAPS_CLAMP  |
4630                                            WINED3DPTADDRESSCAPS_WRAP;
4631         if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4632         {
4633             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4634         }
4635         if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4636         {
4637             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4638         }
4639         if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4640         {
4641             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4642         }
4643     } else
4644         pCaps->VolumeTextureAddressCaps = 0;
4645
4646     pCaps->LineCaps = WINED3DLINECAPS_TEXTURE       |
4647                       WINED3DLINECAPS_ZTEST         |
4648                       WINED3DLINECAPS_BLEND         |
4649                       WINED3DLINECAPS_ALPHACMP      |
4650                       WINED3DLINECAPS_FOG;
4651     /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4652      * idea how generating the smoothing alpha values works; the result is different
4653      */
4654
4655     pCaps->MaxTextureWidth = gl_info->limits.texture_size;
4656     pCaps->MaxTextureHeight = gl_info->limits.texture_size;
4657
4658     if (gl_info->supported[EXT_TEXTURE3D])
4659         pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4660     else
4661         pCaps->MaxVolumeExtent = 0;
4662
4663     pCaps->MaxTextureRepeat = 32768;
4664     pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4665     pCaps->MaxVertexW = 1.0f;
4666
4667     pCaps->GuardBandLeft = 0.0f;
4668     pCaps->GuardBandTop = 0.0f;
4669     pCaps->GuardBandRight = 0.0f;
4670     pCaps->GuardBandBottom = 0.0f;
4671
4672     pCaps->ExtentsAdjust = 0.0f;
4673
4674     pCaps->StencilCaps =  WINED3DSTENCILCAPS_DECRSAT |
4675                           WINED3DSTENCILCAPS_INCRSAT |
4676                           WINED3DSTENCILCAPS_INVERT  |
4677                           WINED3DSTENCILCAPS_KEEP    |
4678                           WINED3DSTENCILCAPS_REPLACE |
4679                           WINED3DSTENCILCAPS_ZERO;
4680     if (gl_info->supported[EXT_STENCIL_WRAP])
4681     {
4682         pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR  |
4683                               WINED3DSTENCILCAPS_INCR;
4684     }
4685     if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4686     {
4687         pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4688     }
4689
4690     pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4691
4692     pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4693     pCaps->MaxActiveLights = gl_info->limits.lights;
4694
4695     pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
4696     pCaps->MaxVertexBlendMatrixIndex   = 0;
4697
4698     pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
4699     pCaps->MaxPointSize = gl_info->limits.pointsize_max;
4700
4701
4702     /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4703     pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4704                                   WINED3DVTXPCAPS_MATERIALSOURCE7   |
4705                                   WINED3DVTXPCAPS_POSITIONALLIGHTS  |
4706                                   WINED3DVTXPCAPS_LOCALVIEWER       |
4707                                   WINED3DVTXPCAPS_VERTEXFOG         |
4708                                   WINED3DVTXPCAPS_TEXGEN;
4709
4710     pCaps->MaxPrimitiveCount   = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4711     pCaps->MaxVertexIndex      = 0xFFFFF;
4712     pCaps->MaxStreams          = MAX_STREAMS;
4713     pCaps->MaxStreamStride     = 1024;
4714
4715     /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4716     pCaps->DevCaps2                          = WINED3DDEVCAPS2_STREAMOFFSET |
4717                                                WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4718     pCaps->MaxNpatchTessellationLevel        = 0;
4719     pCaps->MasterAdapterOrdinal              = 0;
4720     pCaps->AdapterOrdinalInGroup             = 0;
4721     pCaps->NumberOfAdaptersInGroup           = 1;
4722
4723     pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
4724
4725     pCaps->StretchRectFilterCaps             = WINED3DPTFILTERCAPS_MINFPOINT  |
4726                                                 WINED3DPTFILTERCAPS_MAGFPOINT  |
4727                                                 WINED3DPTFILTERCAPS_MINFLINEAR |
4728                                                 WINED3DPTFILTERCAPS_MAGFLINEAR;
4729     pCaps->VertexTextureFilterCaps           = 0;
4730
4731     adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4732     adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4733
4734     /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4735     pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4736
4737     /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4738      * Ignore shader model capabilities if disabled in config
4739      */
4740     if(vs_selected_mode == SHADER_NONE) {
4741         TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4742         pCaps->VertexShaderVersion          = WINED3DVS_VERSION(0,0);
4743         pCaps->MaxVertexShaderConst         = 0;
4744     } else {
4745         pCaps->VertexShaderVersion          = shader_caps.VertexShaderVersion;
4746         pCaps->MaxVertexShaderConst         = shader_caps.MaxVertexShaderConst;
4747     }
4748
4749     if(ps_selected_mode == SHADER_NONE) {
4750         TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4751         pCaps->PixelShaderVersion           = WINED3DPS_VERSION(0,0);
4752         pCaps->PixelShader1xMaxValue        = 0.0f;
4753     } else {
4754         pCaps->PixelShaderVersion           = shader_caps.PixelShaderVersion;
4755         pCaps->PixelShader1xMaxValue        = shader_caps.PixelShader1xMaxValue;
4756     }
4757
4758     pCaps->TextureOpCaps                    = fragment_caps.TextureOpCaps;
4759     pCaps->MaxTextureBlendStages            = fragment_caps.MaxTextureBlendStages;
4760     pCaps->MaxSimultaneousTextures          = fragment_caps.MaxSimultaneousTextures;
4761
4762     /* The following caps are shader specific, but they are things we cannot detect, or which
4763      * are the same among all shader models. So to avoid code duplication set the shader version
4764      * specific, but otherwise constant caps here
4765      */
4766     if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4767         /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4768         use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4769         pCaps->VS20Caps.Caps                     = WINED3DVS20CAPS_PREDICATION;
4770         pCaps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4771         pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4772         pCaps->VS20Caps.StaticFlowControlDepth   = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4773
4774         pCaps->MaxVShaderInstructionsExecuted    = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4775         pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4776     }
4777     else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4778     {
4779         pCaps->VS20Caps.Caps                     = 0;
4780         pCaps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4781         pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4782         pCaps->VS20Caps.StaticFlowControlDepth   = 1;
4783
4784         pCaps->MaxVShaderInstructionsExecuted    = 65535;
4785         pCaps->MaxVertexShader30InstructionSlots = 0;
4786     } else { /* VS 1.x */
4787         pCaps->VS20Caps.Caps                     = 0;
4788         pCaps->VS20Caps.DynamicFlowControlDepth  = 0;
4789         pCaps->VS20Caps.NumTemps                 = 0;
4790         pCaps->VS20Caps.StaticFlowControlDepth   = 0;
4791
4792         pCaps->MaxVShaderInstructionsExecuted    = 0;
4793         pCaps->MaxVertexShader30InstructionSlots = 0;
4794     }
4795
4796     if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4797         /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4798         use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4799
4800         /* Caps is more or less undocumented on MSDN but it appears to be used for PS20Caps based on results from R9600/FX5900/Geforce6800 cards from Windows */
4801         pCaps->PS20Caps.Caps                     = WINED3DPS20CAPS_ARBITRARYSWIZZLE     |
4802                 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4803                 WINED3DPS20CAPS_PREDICATION          |
4804                 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4805                 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4806         pCaps->PS20Caps.DynamicFlowControlDepth  = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4807         pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4808         pCaps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4809         pCaps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4810
4811         pCaps->MaxPShaderInstructionsExecuted    = 65535;
4812         pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4813                 adapter->gl_info.limits.arb_ps_instructions);
4814     }
4815     else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4816     {
4817         /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4818         pCaps->PS20Caps.Caps                     = 0;
4819         pCaps->PS20Caps.DynamicFlowControlDepth  = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4820         pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4821         pCaps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4822         pCaps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4823
4824         pCaps->MaxPShaderInstructionsExecuted    = 512; /* Minimum value, a GeforceFX uses 1024 */
4825         pCaps->MaxPixelShader30InstructionSlots  = 0;
4826     } else { /* PS 1.x */
4827         pCaps->PS20Caps.Caps                     = 0;
4828         pCaps->PS20Caps.DynamicFlowControlDepth  = 0;
4829         pCaps->PS20Caps.NumTemps                 = 0;
4830         pCaps->PS20Caps.StaticFlowControlDepth   = 0;
4831         pCaps->PS20Caps.NumInstructionSlots      = 0;
4832
4833         pCaps->MaxPShaderInstructionsExecuted    = 0;
4834         pCaps->MaxPixelShader30InstructionSlots  = 0;
4835     }
4836
4837     if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4838         /* OpenGL supports all the formats below, perhaps not always
4839          * without conversion, but it supports them.
4840          * Further GLSL doesn't seem to have an official unsigned type so
4841          * don't advertise it yet as I'm not sure how we handle it.
4842          * We might need to add some clamping in the shader engine to
4843          * support it.
4844          * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4845         pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4    |
4846                            WINED3DDTCAPS_UBYTE4N   |
4847                            WINED3DDTCAPS_SHORT2N   |
4848                            WINED3DDTCAPS_SHORT4N;
4849         if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4850         {
4851             pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4852                                 WINED3DDTCAPS_FLOAT16_4;
4853         }
4854     } else
4855         pCaps->DeclTypes                         = 0;
4856
4857     /* Set DirectDraw helper Caps */
4858     ckey_caps =                         WINEDDCKEYCAPS_DESTBLT              |
4859                                         WINEDDCKEYCAPS_SRCBLT;
4860     fx_caps =                           WINEDDFXCAPS_BLTALPHA               |
4861                                         WINEDDFXCAPS_BLTMIRRORLEFTRIGHT     |
4862                                         WINEDDFXCAPS_BLTMIRRORUPDOWN        |
4863                                         WINEDDFXCAPS_BLTROTATION90          |
4864                                         WINEDDFXCAPS_BLTSHRINKX             |
4865                                         WINEDDFXCAPS_BLTSHRINKXN            |
4866                                         WINEDDFXCAPS_BLTSHRINKY             |
4867                                         WINEDDFXCAPS_BLTSHRINKXN            |
4868                                         WINEDDFXCAPS_BLTSTRETCHX            |
4869                                         WINEDDFXCAPS_BLTSTRETCHXN           |
4870                                         WINEDDFXCAPS_BLTSTRETCHY            |
4871                                         WINEDDFXCAPS_BLTSTRETCHYN;
4872     blit_caps =                         WINEDDCAPS_BLT                      |
4873                                         WINEDDCAPS_BLTCOLORFILL             |
4874                                         WINEDDCAPS_BLTDEPTHFILL             |
4875                                         WINEDDCAPS_BLTSTRETCH               |
4876                                         WINEDDCAPS_CANBLTSYSMEM             |
4877                                         WINEDDCAPS_CANCLIP                  |
4878                                         WINEDDCAPS_CANCLIPSTRETCHED         |
4879                                         WINEDDCAPS_COLORKEY                 |
4880                                         WINEDDCAPS_COLORKEYHWASSIST         |
4881                                         WINEDDCAPS_ALIGNBOUNDARYSRC;
4882     pal_caps =                          WINEDDPCAPS_8BIT                    |
4883                                         WINEDDPCAPS_PRIMARYSURFACE;
4884
4885     /* Fill the ddraw caps structure */
4886     pCaps->DirectDrawCaps.Caps =        WINEDDCAPS_GDI                      |
4887                                         WINEDDCAPS_PALETTE                  |
4888                                         blit_caps;
4889     pCaps->DirectDrawCaps.Caps2 =       WINEDDCAPS2_CERTIFIED                |
4890                                         WINEDDCAPS2_NOPAGELOCKREQUIRED       |
4891                                         WINEDDCAPS2_PRIMARYGAMMA             |
4892                                         WINEDDCAPS2_WIDESURFACES             |
4893                                         WINEDDCAPS2_CANRENDERWINDOWED;
4894     pCaps->DirectDrawCaps.CKeyCaps =    ckey_caps;
4895     pCaps->DirectDrawCaps.FXCaps =      fx_caps;
4896     pCaps->DirectDrawCaps.PalCaps =     pal_caps;
4897     pCaps->DirectDrawCaps.SVBCaps =     blit_caps;
4898     pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4899     pCaps->DirectDrawCaps.SVBFXCaps =   fx_caps;
4900     pCaps->DirectDrawCaps.VSBCaps =     blit_caps;
4901     pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4902     pCaps->DirectDrawCaps.VSBFXCaps =   fx_caps;
4903     pCaps->DirectDrawCaps.SSBCaps =     blit_caps;
4904     pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4905     pCaps->DirectDrawCaps.SSBFXCaps =   fx_caps;
4906
4907     pCaps->DirectDrawCaps.ddsCaps =     WINEDDSCAPS_ALPHA                   |
4908                                         WINEDDSCAPS_BACKBUFFER              |
4909                                         WINEDDSCAPS_FLIP                    |
4910                                         WINEDDSCAPS_FRONTBUFFER             |
4911                                         WINEDDSCAPS_OFFSCREENPLAIN          |
4912                                         WINEDDSCAPS_PALETTE                 |
4913                                         WINEDDSCAPS_PRIMARYSURFACE          |
4914                                         WINEDDSCAPS_SYSTEMMEMORY            |
4915                                         WINEDDSCAPS_VIDEOMEMORY             |
4916                                         WINEDDSCAPS_VISIBLE;
4917     pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4918
4919     /* Set D3D caps if OpenGL is available. */
4920     if (adapter->opengl)
4921     {
4922         pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE                |
4923                                         WINEDDSCAPS_MIPMAP                  |
4924                                         WINEDDSCAPS_TEXTURE                 |
4925                                         WINEDDSCAPS_ZBUFFER;
4926         pCaps->DirectDrawCaps.Caps |=   WINEDDCAPS_3D;
4927     }
4928
4929     return WINED3D_OK;
4930 }
4931
4932 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
4933         HWND focus_window, DWORD flags, IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4934 {
4935     IWineD3DImpl *This = (IWineD3DImpl *)iface;
4936     IWineD3DDeviceImpl *object;
4937     HRESULT hr;
4938
4939     TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, device_parent %p, device %p.\n",
4940             iface, adapter_idx, device_type, focus_window, flags, device_parent, device);
4941
4942     /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4943      * number and create a device without a 3D adapter for 2D only operation. */
4944     if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
4945     {
4946         return WINED3DERR_INVALIDCALL;
4947     }
4948
4949     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4950     if (!object)
4951     {
4952         ERR("Failed to allocate device memory.\n");
4953         return E_OUTOFMEMORY;
4954     }
4955
4956     hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, device_parent);
4957     if (FAILED(hr))
4958     {
4959         WARN("Failed to initialize device, hr %#x.\n", hr);
4960         HeapFree(GetProcessHeap(), 0, object);
4961         return hr;
4962     }
4963
4964     TRACE("Created device %p.\n", object);
4965     *device = (IWineD3DDevice *)object;
4966
4967     IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4968
4969     return WINED3D_OK;
4970 }
4971
4972 static void * WINAPI IWineD3DImpl_GetParent(IWineD3D *iface)
4973 {
4974     TRACE("iface %p.\n", iface);
4975
4976     return ((IWineD3DImpl *)iface)->parent;
4977 }
4978
4979 static void WINE_GLAPI invalid_func(const void *data)
4980 {
4981     ERR("Invalid vertex attribute function called\n");
4982     DebugBreak();
4983 }
4984
4985 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4986 {
4987     ERR("Invalid texcoord function called\n");
4988     DebugBreak();
4989 }
4990
4991 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4992  * the extension detection and are used in drawStridedSlow
4993  */
4994 static void WINE_GLAPI position_d3dcolor(const void *data)
4995 {
4996     DWORD pos = *((const DWORD *)data);
4997
4998     FIXME("Add a test for fixed function position from d3dcolor type\n");
4999     glVertex4s(D3DCOLOR_B_R(pos),
5000                D3DCOLOR_B_G(pos),
5001                D3DCOLOR_B_B(pos),
5002                D3DCOLOR_B_A(pos));
5003 }
5004
5005 static void WINE_GLAPI position_float4(const void *data)
5006 {
5007     const GLfloat *pos = data;
5008
5009     if (pos[3] != 0.0f && pos[3] != 1.0f)
5010     {
5011         float w = 1.0f / pos[3];
5012
5013         glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
5014     }
5015     else
5016     {
5017         glVertex3fv(pos);
5018     }
5019 }
5020
5021 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
5022 {
5023     DWORD diffuseColor = *((const DWORD *)data);
5024
5025     glColor4ub(D3DCOLOR_B_R(diffuseColor),
5026                D3DCOLOR_B_G(diffuseColor),
5027                D3DCOLOR_B_B(diffuseColor),
5028                D3DCOLOR_B_A(diffuseColor));
5029 }
5030
5031 static void WINE_GLAPI specular_d3dcolor(const void *data)
5032 {
5033     DWORD specularColor = *((const DWORD *)data);
5034     GLbyte d[] = {D3DCOLOR_B_R(specularColor),
5035             D3DCOLOR_B_G(specularColor),
5036             D3DCOLOR_B_B(specularColor)};
5037
5038     specular_func_3ubv(d);
5039 }
5040
5041 static void WINE_GLAPI warn_no_specular_func(const void *data)
5042 {
5043     WARN("GL_EXT_secondary_color not supported\n");
5044 }
5045
5046 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
5047 {
5048     position_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
5049     position_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
5050     position_funcs[WINED3D_FFP_EMIT_FLOAT3]      = (glAttribFunc)glVertex3fv;
5051     position_funcs[WINED3D_FFP_EMIT_FLOAT4]      = position_float4;
5052     position_funcs[WINED3D_FFP_EMIT_D3DCOLOR]    = position_d3dcolor;
5053     position_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
5054     position_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
5055     position_funcs[WINED3D_FFP_EMIT_SHORT4]      = (glAttribFunc)glVertex2sv;
5056     position_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
5057     position_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
5058     position_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
5059     position_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
5060     position_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
5061     position_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
5062     position_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
5063     position_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
5064     position_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
5065
5066     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1]       = invalid_func;
5067     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2]       = invalid_func;
5068     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3]       = (glAttribFunc)glColor3fv;
5069     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4]       = (glAttribFunc)glColor4fv;
5070     diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR]     = diffuse_d3dcolor;
5071     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4]       = invalid_func;
5072     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2]       = invalid_func;
5073     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4]       = invalid_func;
5074     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N]      = (glAttribFunc)glColor4ubv;
5075     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N]      = invalid_func;
5076     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N]      = (glAttribFunc)glColor4sv;
5077     diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N]     = invalid_func;
5078     diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N]     = (glAttribFunc)glColor4usv;
5079     diffuse_funcs[WINED3D_FFP_EMIT_UDEC3]        = invalid_func;
5080     diffuse_funcs[WINED3D_FFP_EMIT_DEC3N]        = invalid_func;
5081     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2]    = invalid_func;
5082     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4]    = invalid_func;
5083
5084     /* No 4 component entry points here */
5085     specular_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
5086     specular_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
5087     if (gl_info->supported[EXT_SECONDARY_COLOR])
5088     {
5089         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
5090     }
5091     else
5092     {
5093         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = warn_no_specular_func;
5094     }
5095     specular_funcs[WINED3D_FFP_EMIT_FLOAT4]      = invalid_func;
5096     if (gl_info->supported[EXT_SECONDARY_COLOR])
5097     {
5098         specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
5099         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
5100     }
5101     else
5102     {
5103         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
5104     }
5105     specular_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
5106     specular_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
5107     specular_funcs[WINED3D_FFP_EMIT_SHORT4]      = invalid_func;
5108     specular_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
5109     specular_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
5110     specular_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
5111     specular_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
5112     specular_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
5113     specular_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
5114     specular_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
5115     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
5116     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
5117
5118     /* Only 3 component entry points here. Test how others behave. Float4 normals are used
5119      * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
5120      */
5121     normal_funcs[WINED3D_FFP_EMIT_FLOAT1]         = invalid_func;
5122     normal_funcs[WINED3D_FFP_EMIT_FLOAT2]         = invalid_func;
5123     normal_funcs[WINED3D_FFP_EMIT_FLOAT3]         = (glAttribFunc)glNormal3fv;
5124     normal_funcs[WINED3D_FFP_EMIT_FLOAT4]         = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
5125     normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR]       = invalid_func;
5126     normal_funcs[WINED3D_FFP_EMIT_UBYTE4]         = invalid_func;
5127     normal_funcs[WINED3D_FFP_EMIT_SHORT2]         = invalid_func;
5128     normal_funcs[WINED3D_FFP_EMIT_SHORT4]         = invalid_func;
5129     normal_funcs[WINED3D_FFP_EMIT_UBYTE4N]        = invalid_func;
5130     normal_funcs[WINED3D_FFP_EMIT_SHORT2N]        = invalid_func;
5131     normal_funcs[WINED3D_FFP_EMIT_SHORT4N]        = invalid_func;
5132     normal_funcs[WINED3D_FFP_EMIT_USHORT2N]       = invalid_func;
5133     normal_funcs[WINED3D_FFP_EMIT_USHORT4N]       = invalid_func;
5134     normal_funcs[WINED3D_FFP_EMIT_UDEC3]          = invalid_func;
5135     normal_funcs[WINED3D_FFP_EMIT_DEC3N]          = invalid_func;
5136     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2]      = invalid_func;
5137     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4]      = invalid_func;
5138
5139     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
5140     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
5141     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
5142     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
5143     multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR]  = invalid_texcoord_func;
5144     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4]    = invalid_texcoord_func;
5145     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
5146     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
5147     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N]   = invalid_texcoord_func;
5148     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N]   = invalid_texcoord_func;
5149     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N]   = invalid_texcoord_func;
5150     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N]  = invalid_texcoord_func;
5151     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N]  = invalid_texcoord_func;
5152     multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3]     = invalid_texcoord_func;
5153     multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N]     = invalid_texcoord_func;
5154     if (gl_info->supported[NV_HALF_FLOAT])
5155     {
5156         /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
5157         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
5158         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
5159     } else {
5160         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
5161         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
5162     }
5163 }
5164
5165 /* Do not call while under the GL lock. */
5166 static BOOL InitAdapters(IWineD3DImpl *This)
5167 {
5168     static HMODULE mod_gl;
5169     BOOL ret;
5170     int ps_selected_mode, vs_selected_mode;
5171
5172     /* No need to hold any lock. The calling library makes sure only one thread calls
5173      * wined3d simultaneously
5174      */
5175
5176     TRACE("Initializing adapters\n");
5177
5178     if(!mod_gl) {
5179 #ifdef USE_WIN32_OPENGL
5180 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
5181         mod_gl = LoadLibraryA("opengl32.dll");
5182         if(!mod_gl) {
5183             ERR("Can't load opengl32.dll!\n");
5184             goto nogl_adapter;
5185         }
5186 #else
5187 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
5188         /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
5189         mod_gl = GetModuleHandleA("gdi32.dll");
5190 #endif
5191     }
5192
5193 /* Load WGL core functions from opengl32.dll */
5194 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5195     WGL_FUNCS_GEN;
5196 #undef USE_WGL_FUNC
5197
5198     if(!pwglGetProcAddress) {
5199         ERR("Unable to load wglGetProcAddress!\n");
5200         goto nogl_adapter;
5201     }
5202
5203 /* Dynamically load all GL core functions */
5204     GL_FUNCS_GEN;
5205 #undef USE_GL_FUNC
5206
5207     /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5208      * otherwise because we have to use winex11.drv's override
5209      */
5210 #ifdef USE_WIN32_OPENGL
5211     wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5212     wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5213 #else
5214     wglFinish = (void*)pwglGetProcAddress("wglFinish");
5215     wglFlush = (void*)pwglGetProcAddress("wglFlush");
5216 #endif
5217
5218     glEnableWINE = glEnable;
5219     glDisableWINE = glDisable;
5220
5221     /* For now only one default adapter */
5222     {
5223         struct wined3d_adapter *adapter = &This->adapters[0];
5224         const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5225         struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5226         int iPixelFormat;
5227         int res;
5228         int i;
5229         WineD3D_PixelFormat *cfgs;
5230         DISPLAY_DEVICEW DisplayDevice;
5231         HDC hdc;
5232
5233         TRACE("Initializing default adapter\n");
5234         adapter->ordinal = 0;
5235         adapter->monitorPoint.x = -1;
5236         adapter->monitorPoint.y = -1;
5237
5238         if (!AllocateLocallyUniqueId(&adapter->luid))
5239         {
5240             DWORD err = GetLastError();
5241             ERR("Failed to set adapter LUID (%#x).\n", err);
5242             goto nogl_adapter;
5243         }
5244         TRACE("Allocated LUID %08x:%08x for adapter.\n",
5245                 adapter->luid.HighPart, adapter->luid.LowPart);
5246
5247         if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5248         {
5249             ERR("Failed to get a gl context for default adapter\n");
5250             goto nogl_adapter;
5251         }
5252
5253         ret = IWineD3DImpl_FillGLCaps(adapter);
5254         if(!ret) {
5255             ERR("Failed to initialize gl caps for default adapter\n");
5256             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5257             goto nogl_adapter;
5258         }
5259         ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5260         if(!ret) {
5261             ERR("Failed to init gl formats\n");
5262             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5263             goto nogl_adapter;
5264         }
5265
5266         hdc = fake_gl_ctx.dc;
5267
5268         /* Use the VideoRamSize registry setting when set */
5269         if(wined3d_settings.emulated_textureram)
5270             adapter->TextureRam = wined3d_settings.emulated_textureram;
5271         else
5272             adapter->TextureRam = adapter->gl_info.vidmem;
5273         adapter->UsedTextureRam = 0;
5274         TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5275
5276         /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5277         DisplayDevice.cb = sizeof(DisplayDevice);
5278         EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5279         TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5280         strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5281
5282         if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5283         {
5284             int attribute;
5285             int attribs[11];
5286             int values[11];
5287             int nAttribs = 0;
5288
5289             attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5290             GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5291
5292             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
5293             cfgs = adapter->cfgs;
5294             attribs[nAttribs++] = WGL_RED_BITS_ARB;
5295             attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5296             attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5297             attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5298             attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5299             attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5300             attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5301             attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5302             attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5303             attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5304             attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5305
5306             for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5307             {
5308                 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5309
5310                 if(!res)
5311                     continue;
5312
5313                 /* Cache the pixel format */
5314                 cfgs->iPixelFormat = iPixelFormat;
5315                 cfgs->redSize = values[0];
5316                 cfgs->greenSize = values[1];
5317                 cfgs->blueSize = values[2];
5318                 cfgs->alphaSize = values[3];
5319                 cfgs->colorSize = values[4];
5320                 cfgs->depthSize = values[5];
5321                 cfgs->stencilSize = values[6];
5322                 cfgs->windowDrawable = values[7];
5323                 cfgs->iPixelType = values[8];
5324                 cfgs->doubleBuffer = values[9];
5325                 cfgs->auxBuffers = values[10];
5326
5327                 cfgs->numSamples = 0;
5328                 /* Check multisample support */
5329                 if (gl_info->supported[ARB_MULTISAMPLE])
5330                 {
5331                     int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5332                     int value[2];
5333                     if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5334                         /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5335                         * value[1] = number of multi sample buffers*/
5336                         if(value[0])
5337                             cfgs->numSamples = value[1];
5338                     }
5339                 }
5340
5341                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5342                         "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5343                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5344                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5345                         cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5346                 cfgs++;
5347             }
5348         }
5349         else
5350         {
5351             int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5352             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
5353             adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5354
5355             cfgs = adapter->cfgs;
5356             for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5357             {
5358                 PIXELFORMATDESCRIPTOR ppfd;
5359
5360                 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5361                 if(!res)
5362                     continue;
5363
5364                 /* We only want HW acceleration using an OpenGL ICD driver.
5365                  * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5366                  * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5367                  */
5368                 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5369                 {
5370                     TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5371                     continue;
5372                 }
5373
5374                 cfgs->iPixelFormat = iPixelFormat;
5375                 cfgs->redSize = ppfd.cRedBits;
5376                 cfgs->greenSize = ppfd.cGreenBits;
5377                 cfgs->blueSize = ppfd.cBlueBits;
5378                 cfgs->alphaSize = ppfd.cAlphaBits;
5379                 cfgs->colorSize = ppfd.cColorBits;
5380                 cfgs->depthSize = ppfd.cDepthBits;
5381                 cfgs->stencilSize = ppfd.cStencilBits;
5382                 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5383                 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5384                 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5385                 cfgs->auxBuffers = ppfd.cAuxBuffers;
5386                 cfgs->numSamples = 0;
5387
5388                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5389                         "depth=%d, stencil=%d, windowDrawable=%d\n",
5390                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5391                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5392                         cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5393                 cfgs++;
5394                 adapter->nCfgs++;
5395             }
5396
5397             /* 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 */
5398             if(!adapter->nCfgs)
5399             {
5400                 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5401
5402                 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5403                 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5404                 goto nogl_adapter;
5405             }
5406         }
5407
5408         /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5409          * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5410          * but just fake it using D24(X8?) which is fine. D3D also allows that.
5411          * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5412          * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5413          * driver is allowed to consume more bits EXCEPT for stencil bits.
5414          *
5415          * Mark an adapter with this broken stencil behavior.
5416          */
5417         adapter->brokenStencil = TRUE;
5418         for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5419         {
5420             /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5421             if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5422                 adapter->brokenStencil = FALSE;
5423                 break;
5424             }
5425         }
5426
5427         WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5428
5429         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5430         fillGLAttribFuncs(&adapter->gl_info);
5431         adapter->opengl = TRUE;
5432     }
5433     This->adapter_count = 1;
5434     TRACE("%u adapters successfully initialized\n", This->adapter_count);
5435
5436     return TRUE;
5437
5438 nogl_adapter:
5439     /* Initialize an adapter for ddraw-only memory counting */
5440     memset(This->adapters, 0, sizeof(This->adapters));
5441     This->adapters[0].ordinal = 0;
5442     This->adapters[0].opengl = FALSE;
5443     This->adapters[0].monitorPoint.x = -1;
5444     This->adapters[0].monitorPoint.y = -1;
5445
5446     This->adapters[0].driver_info.name = "Display";
5447     This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5448     if(wined3d_settings.emulated_textureram) {
5449         This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5450     } else {
5451         This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5452     }
5453
5454     initPixelFormatsNoGL(&This->adapters[0].gl_info);
5455
5456     This->adapter_count = 1;
5457     return FALSE;
5458 }
5459
5460 /**********************************************************
5461  * IWineD3D VTbl follows
5462  **********************************************************/
5463
5464 static const struct IWineD3DVtbl IWineD3D_Vtbl =
5465 {
5466     /* IUnknown */
5467     IWineD3DImpl_QueryInterface,
5468     IWineD3DImpl_AddRef,
5469     IWineD3DImpl_Release,
5470     /* IWineD3D */
5471     IWineD3DImpl_GetParent,
5472     IWineD3DImpl_GetAdapterCount,
5473     IWineD3DImpl_RegisterSoftwareDevice,
5474     IWineD3DImpl_GetAdapterMonitor,
5475     IWineD3DImpl_GetAdapterModeCount,
5476     IWineD3DImpl_EnumAdapterModes,
5477     IWineD3DImpl_GetAdapterDisplayMode,
5478     IWineD3DImpl_GetAdapterIdentifier,
5479     IWineD3DImpl_CheckDeviceMultiSampleType,
5480     IWineD3DImpl_CheckDepthStencilMatch,
5481     IWineD3DImpl_CheckDeviceType,
5482     IWineD3DImpl_CheckDeviceFormat,
5483     IWineD3DImpl_CheckDeviceFormatConversion,
5484     IWineD3DImpl_GetDeviceCaps,
5485     IWineD3DImpl_CreateDevice
5486 };
5487
5488 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5489
5490 const struct wined3d_parent_ops wined3d_null_parent_ops =
5491 {
5492     wined3d_null_wined3d_object_destroyed,
5493 };
5494
5495 /* Do not call while under the GL lock. */
5496 HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, void *parent)
5497 {
5498     wined3d->lpVtbl = &IWineD3D_Vtbl;
5499     wined3d->dxVersion = version;
5500     wined3d->ref = 1;
5501     wined3d->parent = parent;
5502
5503     if (!InitAdapters(wined3d))
5504     {
5505         WARN("Failed to initialize adapters.\n");
5506         if (version > 7)
5507         {
5508             MESSAGE("Direct3D%u is not available without OpenGL.\n", version);
5509             return E_FAIL;
5510         }
5511     }
5512
5513     return WINED3D_OK;
5514 }