wined3d: Get rid of some macros.
[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 2009-2010 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_draw_elements_base_vertex",    ARB_DRAW_ELEMENTS_BASE_VERTEX,  0                           },
59     {"GL_ARB_fragment_program",             ARB_FRAGMENT_PROGRAM,           0                           },
60     {"GL_ARB_fragment_shader",              ARB_FRAGMENT_SHADER,            0                           },
61     {"GL_ARB_framebuffer_object",           ARB_FRAMEBUFFER_OBJECT,         0                           },
62     {"GL_ARB_geometry_shader4",             ARB_GEOMETRY_SHADER4,           0                           },
63     {"GL_ARB_half_float_pixel",             ARB_HALF_FLOAT_PIXEL,           0                           },
64     {"GL_ARB_half_float_vertex",            ARB_HALF_FLOAT_VERTEX,          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_blend_subtract",               EXT_BLEND_SUBTRACT,             0                           },
109     {"GL_EXT_depth_bounds_test",            EXT_DEPTH_BOUNDS_TEST,          0                           },
110     {"GL_EXT_draw_buffers2",                EXT_DRAW_BUFFERS2,              0                           },
111     {"GL_EXT_fog_coord",                    EXT_FOG_COORD,                  0                           },
112     {"GL_EXT_framebuffer_blit",             EXT_FRAMEBUFFER_BLIT,           0                           },
113     {"GL_EXT_framebuffer_multisample",      EXT_FRAMEBUFFER_MULTISAMPLE,    0                           },
114     {"GL_EXT_framebuffer_object",           EXT_FRAMEBUFFER_OBJECT,         0                           },
115     {"GL_EXT_gpu_program_parameters",       EXT_GPU_PROGRAM_PARAMETERS,     0                           },
116     {"GL_EXT_gpu_shader4",                  EXT_GPU_SHADER4,                0                           },
117     {"GL_EXT_packed_depth_stencil",         EXT_PACKED_DEPTH_STENCIL,       0                           },
118     {"GL_EXT_paletted_texture",             EXT_PALETTED_TEXTURE,           0                           },
119     {"GL_EXT_point_parameters",             EXT_POINT_PARAMETERS,           0                           },
120     {"GL_EXT_provoking_vertex",             EXT_PROVOKING_VERTEX,           0                           },
121     {"GL_EXT_secondary_color",              EXT_SECONDARY_COLOR,            0                           },
122     {"GL_EXT_stencil_two_side",             EXT_STENCIL_TWO_SIDE,           0                           },
123     {"GL_EXT_stencil_wrap",                 EXT_STENCIL_WRAP,               0                           },
124     {"GL_EXT_texture3D",                    EXT_TEXTURE3D,                  MAKEDWORD_VERSION(1, 2)     },
125     {"GL_EXT_texture_compression_rgtc",     EXT_TEXTURE_COMPRESSION_RGTC,   0                           },
126     {"GL_EXT_texture_compression_s3tc",     EXT_TEXTURE_COMPRESSION_S3TC,   0                           },
127     {"GL_EXT_texture_env_add",              EXT_TEXTURE_ENV_ADD,            0                           },
128     {"GL_EXT_texture_env_combine",          EXT_TEXTURE_ENV_COMBINE,        0                           },
129     {"GL_EXT_texture_env_dot3",             EXT_TEXTURE_ENV_DOT3,           0                           },
130     {"GL_EXT_texture_filter_anisotropic",   EXT_TEXTURE_FILTER_ANISOTROPIC, 0                           },
131     {"GL_EXT_texture_lod_bias",             EXT_TEXTURE_LOD_BIAS,           0                           },
132     {"GL_EXT_texture_sRGB",                 EXT_TEXTURE_SRGB,               0                           },
133     {"GL_EXT_texture_sRGB_decode",          EXT_TEXTURE_SRGB_DECODE,        0                           },
134     {"GL_EXT_vertex_array_bgra",            EXT_VERTEX_ARRAY_BGRA,          0                           },
135
136     /* NV */
137     {"GL_NV_depth_clamp",                   NV_DEPTH_CLAMP,                 0                           },
138     {"GL_NV_fence",                         NV_FENCE,                       0                           },
139     {"GL_NV_fog_distance",                  NV_FOG_DISTANCE,                0                           },
140     {"GL_NV_fragment_program",              NV_FRAGMENT_PROGRAM,            0                           },
141     {"GL_NV_fragment_program2",             NV_FRAGMENT_PROGRAM2,           0                           },
142     {"GL_NV_fragment_program_option",       NV_FRAGMENT_PROGRAM_OPTION,     0                           },
143     {"GL_NV_half_float",                    NV_HALF_FLOAT,                  0                           },
144     {"GL_NV_light_max_exponent",            NV_LIGHT_MAX_EXPONENT,          0                           },
145     {"GL_NV_point_sprite",                  NV_POINT_SPRITE,                0                           },
146     {"GL_NV_register_combiners",            NV_REGISTER_COMBINERS,          0                           },
147     {"GL_NV_register_combiners2",           NV_REGISTER_COMBINERS2,         0                           },
148     {"GL_NV_texgen_reflection",             NV_TEXGEN_REFLECTION,           0                           },
149     {"GL_NV_texture_env_combine4",          NV_TEXTURE_ENV_COMBINE4,        0                           },
150     {"GL_NV_texture_shader",                NV_TEXTURE_SHADER,              0                           },
151     {"GL_NV_texture_shader2",               NV_TEXTURE_SHADER2,             0                           },
152     {"GL_NV_vertex_program",                NV_VERTEX_PROGRAM,              0                           },
153     {"GL_NV_vertex_program1_1",             NV_VERTEX_PROGRAM1_1,           0                           },
154     {"GL_NV_vertex_program2",               NV_VERTEX_PROGRAM2,             0                           },
155     {"GL_NV_vertex_program2_option",        NV_VERTEX_PROGRAM2_OPTION,      0                           },
156     {"GL_NV_vertex_program3",               NV_VERTEX_PROGRAM3,             0                           },
157
158     /* SGI */
159     {"GL_SGIS_generate_mipmap",             SGIS_GENERATE_MIPMAP,           0                           },
160 };
161
162 /**********************************************************
163  * Utility functions follow
164  **********************************************************/
165
166 const struct min_lookup minMipLookup[] =
167 {
168     /* NONE         POINT                       LINEAR */
169     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
170     {{GL_NEAREST,   GL_NEAREST_MIPMAP_NEAREST,  GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
171     {{GL_LINEAR,    GL_LINEAR_MIPMAP_NEAREST,   GL_LINEAR_MIPMAP_LINEAR}},  /* LINEAR */
172 };
173
174 const struct min_lookup minMipLookup_noFilter[] =
175 {
176     /* NONE         POINT                       LINEAR */
177     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
178     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
179     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* LINEAR */
180 };
181
182 const struct min_lookup minMipLookup_noMip[] =
183 {
184     /* NONE         POINT                       LINEAR */
185     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
186     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
187     {{GL_LINEAR,    GL_LINEAR,                  GL_LINEAR }},               /* LINEAR */
188 };
189
190 const GLenum magLookup[] =
191 {
192     /* NONE     POINT       LINEAR */
193     GL_NEAREST, GL_NEAREST, GL_LINEAR,
194 };
195
196 const GLenum magLookup_noFilter[] =
197 {
198     /* NONE     POINT       LINEAR */
199     GL_NEAREST, GL_NEAREST, GL_NEAREST,
200 };
201
202 /* drawStridedSlow attributes */
203 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
204 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
205 glAttribFunc specular_func_3ubv;
206 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
207 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
208 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
209
210 /**
211  * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
212  * i.e., there is no GL Context - Get a default rendering context to enable the
213  * function query some info from GL.
214  */
215
216 struct wined3d_fake_gl_ctx
217 {
218     HDC dc;
219     HWND wnd;
220     HGLRC gl_ctx;
221     HDC restore_dc;
222     HGLRC restore_gl_ctx;
223 };
224
225 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
226 {
227     TRACE_(d3d_caps)("Destroying fake GL context.\n");
228
229     if (!pwglMakeCurrent(NULL, NULL))
230     {
231         ERR_(d3d_caps)("Failed to disable fake GL context.\n");
232     }
233
234     if (!pwglDeleteContext(ctx->gl_ctx))
235     {
236         DWORD err = GetLastError();
237         ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
238     }
239
240     ReleaseDC(ctx->wnd, ctx->dc);
241     DestroyWindow(ctx->wnd);
242
243     if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
244     {
245         ERR_(d3d_caps)("Failed to restore previous GL context.\n");
246     }
247 }
248
249 /* Do not call while under the GL lock. */
250 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
251 {
252     PIXELFORMATDESCRIPTOR pfd;
253     int iPixelFormat;
254
255     TRACE("getting context...\n");
256
257     ctx->restore_dc = pwglGetCurrentDC();
258     ctx->restore_gl_ctx = pwglGetCurrentContext();
259
260     /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
261     ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
262             WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
263     if (!ctx->wnd)
264     {
265         ERR_(d3d_caps)("Failed to create a window.\n");
266         goto fail;
267     }
268
269     ctx->dc = GetDC(ctx->wnd);
270     if (!ctx->dc)
271     {
272         ERR_(d3d_caps)("Failed to get a DC.\n");
273         goto fail;
274     }
275
276     /* PixelFormat selection */
277     ZeroMemory(&pfd, sizeof(pfd));
278     pfd.nSize = sizeof(pfd);
279     pfd.nVersion = 1;
280     pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
281     pfd.iPixelType = PFD_TYPE_RGBA;
282     pfd.cColorBits = 32;
283     pfd.iLayerType = PFD_MAIN_PLANE;
284
285     iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
286     if (!iPixelFormat)
287     {
288         /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
289         ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
290         goto fail;
291     }
292     DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
293     SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
294
295     /* Create a GL context. */
296     ctx->gl_ctx = pwglCreateContext(ctx->dc);
297     if (!ctx->gl_ctx)
298     {
299         WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
300         goto fail;
301     }
302
303     /* Make it the current GL context. */
304     if (!context_set_current(NULL))
305     {
306         ERR_(d3d_caps)("Failed to clear current D3D context.\n");
307     }
308
309     if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
310     {
311         ERR_(d3d_caps)("Failed to make fake GL context current.\n");
312         goto fail;
313     }
314
315     return TRUE;
316
317 fail:
318     if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
319     ctx->gl_ctx = NULL;
320     if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
321     ctx->dc = NULL;
322     if (ctx->wnd) DestroyWindow(ctx->wnd);
323     ctx->wnd = NULL;
324     if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
325     {
326         ERR_(d3d_caps)("Failed to restore previous GL context.\n");
327     }
328
329     return FALSE;
330 }
331
332 /* Adjust the amount of used texture memory */
333 unsigned int WineD3DAdapterChangeGLRam(struct wined3d_device *device, int glram)
334 {
335     struct wined3d_adapter *adapter = device->adapter;
336
337     adapter->UsedTextureRam += glram;
338     TRACE("Adjusted gl ram by %d to %d\n", glram, adapter->UsedTextureRam);
339     return adapter->UsedTextureRam;
340 }
341
342 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
343 {
344     HeapFree(GetProcessHeap(), 0, adapter->gl_info.formats);
345     HeapFree(GetProcessHeap(), 0, adapter->cfgs);
346 }
347
348 ULONG CDECL wined3d_incref(struct wined3d *wined3d)
349 {
350     ULONG refcount = InterlockedIncrement(&wined3d->ref);
351
352     TRACE("%p increasing refcount to %u.\n", wined3d, refcount);
353
354     return refcount;
355 }
356
357 ULONG CDECL wined3d_decref(struct wined3d *wined3d)
358 {
359     ULONG refcount = InterlockedDecrement(&wined3d->ref);
360
361     TRACE("%p decreasing refcount to %u.\n", wined3d, refcount);
362
363     if (!refcount)
364     {
365         unsigned int i;
366
367         for (i = 0; i < wined3d->adapter_count; ++i)
368         {
369             wined3d_adapter_cleanup(&wined3d->adapters[i]);
370         }
371         HeapFree(GetProcessHeap(), 0, wined3d);
372     }
373
374     return refcount;
375 }
376
377 /**********************************************************
378  * IWineD3D parts follows
379  **********************************************************/
380
381 /* GL locking is done by the caller */
382 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
383 {
384     GLuint prog;
385     BOOL ret = FALSE;
386     const char *testcode =
387         "!!ARBvp1.0\n"
388         "PARAM C[66] = { program.env[0..65] };\n"
389         "ADDRESS A0;"
390         "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
391         "ARL A0.x, zero.x;\n"
392         "MOV result.position, C[A0.x + 65];\n"
393         "END\n";
394
395     while(glGetError());
396     GL_EXTCALL(glGenProgramsARB(1, &prog));
397     if(!prog) {
398         ERR("Failed to create an ARB offset limit test program\n");
399     }
400     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
401     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
402                                   strlen(testcode), testcode));
403     if (glGetError())
404     {
405         TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
406         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
407         ret = TRUE;
408     } else TRACE("OpenGL implementation allows offsets > 63\n");
409
410     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
411     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
412     checkGLcall("ARB vp offset limit test cleanup");
413
414     return ret;
415 }
416
417 static DWORD ver_for_ext(GL_SupportedExt ext)
418 {
419     unsigned int i;
420     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
421         if(EXTENSION_MAP[i].extension == ext) {
422             return EXTENSION_MAP[i].version;
423         }
424     }
425     return 0;
426 }
427
428 static BOOL match_amd_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
429         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
430 {
431     if (card_vendor != HW_VENDOR_AMD) return FALSE;
432     if (device == CARD_AMD_RADEON_9500) return TRUE;
433     if (device == CARD_AMD_RADEON_X700) return TRUE;
434     if (device == CARD_AMD_RADEON_X1600) return TRUE;
435     return FALSE;
436 }
437
438 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
439         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
440 {
441     if (card_vendor == HW_VENDOR_NVIDIA)
442     {
443         if (device == CARD_NVIDIA_GEFORCEFX_5200 ||
444             device == CARD_NVIDIA_GEFORCEFX_5600 ||
445             device == CARD_NVIDIA_GEFORCEFX_5800)
446         {
447             return TRUE;
448         }
449     }
450     return FALSE;
451 }
452
453 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
454         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
455 {
456     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
457      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
458      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
459      *
460      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
461      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
462      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
463      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
464      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
465      * the chance that other implementations support them is rather small since Win32 QuickTime uses
466      * DirectDraw, not OpenGL.
467      *
468      * This test has been moved into wined3d_guess_gl_vendor()
469      */
470     if (gl_vendor == GL_VENDOR_APPLE)
471     {
472         return TRUE;
473     }
474     return FALSE;
475 }
476
477 /* Context activation is done by the caller. */
478 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
479 {
480     /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
481      * but glTexSubImage from a PBO fails miserably, with the first line repeated over
482      * all the texture. This function detects this bug by its symptom and disables PBOs
483      * if the test fails.
484      *
485      * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
486      * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
487      * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
488      * read back is compared to the original. If they are equal PBOs are assumed to work,
489      * otherwise the PBO extension is disabled. */
490     GLuint texture, pbo;
491     static const unsigned int pattern[] =
492     {
493         0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
494         0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
495         0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
496         0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
497     };
498     unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
499
500     /* No PBO -> No point in testing them. */
501     if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
502
503     ENTER_GL();
504
505     while (glGetError());
506     glGenTextures(1, &texture);
507     glBindTexture(GL_TEXTURE_2D, texture);
508
509     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
510     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
511     checkGLcall("Specifying the PBO test texture");
512
513     GL_EXTCALL(glGenBuffersARB(1, &pbo));
514     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
515     GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
516     checkGLcall("Specifying the PBO test pbo");
517
518     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
519     checkGLcall("Loading the PBO test texture");
520
521     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
522     LEAVE_GL();
523
524     wglFinish(); /* just to be sure */
525
526     memset(check, 0, sizeof(check));
527     ENTER_GL();
528     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
529     checkGLcall("Reading back the PBO test texture");
530
531     glDeleteTextures(1, &texture);
532     GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
533     checkGLcall("PBO test cleanup");
534
535     LEAVE_GL();
536
537     if (memcmp(check, pattern, sizeof(check)))
538     {
539         WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
540         WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
541         gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
542     }
543     else
544     {
545         TRACE_(d3d_caps)("PBO test successful.\n");
546     }
547 }
548
549 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
550         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
551 {
552     return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
553 }
554
555 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
556         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
557 {
558     if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
559     if (card_vendor != HW_VENDOR_AMD) return FALSE;
560     if (device == CARD_AMD_RADEON_X1600) return FALSE;
561     return TRUE;
562 }
563
564 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
565         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
566 {
567     return gl_vendor == GL_VENDOR_FGLRX;
568
569 }
570
571 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
572         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
573 {
574     /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
575      * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
576      * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
577      * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
578      * hardcoded
579      *
580      * dx10 cards usually have 64 varyings */
581     return gl_info->limits.glsl_varyings > 44;
582 }
583
584 /* A GL context is provided by the caller */
585 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
586         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
587 {
588     GLenum error;
589     DWORD data[16];
590
591     if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
592
593     ENTER_GL();
594     while(glGetError());
595     GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
596     error = glGetError();
597     LEAVE_GL();
598
599     if(error == GL_NO_ERROR)
600     {
601         TRACE("GL Implementation accepts 4 component specular color pointers\n");
602         return TRUE;
603     }
604     else
605     {
606         TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
607               debug_glerror(error));
608         return FALSE;
609     }
610 }
611
612 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
613         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
614 {
615     if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
616     return gl_info->supported[NV_TEXTURE_SHADER];
617 }
618
619 /* A GL context is provided by the caller */
620 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
621         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
622 {
623     GLuint prog;
624     BOOL ret = FALSE;
625     GLint pos;
626     const char *testcode =
627         "!!ARBvp1.0\n"
628         "OPTION NV_vertex_program2;\n"
629         "MOV result.clip[0], 0.0;\n"
630         "MOV result.position, 0.0;\n"
631         "END\n";
632
633     if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
634
635     ENTER_GL();
636     while(glGetError());
637
638     GL_EXTCALL(glGenProgramsARB(1, &prog));
639     if(!prog)
640     {
641         ERR("Failed to create the NVvp clip test program\n");
642         LEAVE_GL();
643         return FALSE;
644     }
645     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
646     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
647                                   strlen(testcode), testcode));
648     glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
649     if(pos != -1)
650     {
651         WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
652         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
653         ret = TRUE;
654         while(glGetError());
655     }
656     else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
657
658     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
659     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
660     checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
661
662     LEAVE_GL();
663     return ret;
664 }
665
666 /* Context activation is done by the caller. */
667 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
668         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
669 {
670     char data[4 * 4 * 4];
671     GLuint tex, fbo;
672     GLenum status;
673
674     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
675
676     memset(data, 0xcc, sizeof(data));
677
678     ENTER_GL();
679
680     glGenTextures(1, &tex);
681     glBindTexture(GL_TEXTURE_2D, tex);
682     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
683     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
684     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
685     checkGLcall("glTexImage2D");
686
687     gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
688     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
689     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
690     checkGLcall("glFramebufferTexture2D");
691
692     status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
693     if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
694     checkGLcall("glCheckFramebufferStatus");
695
696     memset(data, 0x11, sizeof(data));
697     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
698     checkGLcall("glTexSubImage2D");
699
700     glClearColor(0.996f, 0.729f, 0.745f, 0.792f);
701     glClear(GL_COLOR_BUFFER_BIT);
702     checkGLcall("glClear");
703
704     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
705     checkGLcall("glGetTexImage");
706
707     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
708     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
709     glBindTexture(GL_TEXTURE_2D, 0);
710     checkGLcall("glBindTexture");
711
712     gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
713     glDeleteTextures(1, &tex);
714     checkGLcall("glDeleteTextures");
715
716     LEAVE_GL();
717
718     return *(DWORD *)data == 0x11111111;
719 }
720
721 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
722 {
723     TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
724     gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
725     TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
726     gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
727 }
728
729 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
730 {
731     quirk_arb_constants(gl_info);
732     /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
733      * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
734      * allow 48 different offsets or other helper immediate values. */
735     TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
736     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
737 }
738
739 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
740  * on more than one texture unit. This means that the d3d9 visual point size test will cause a
741  * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
742  * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
743  * most games, but avoids the crash
744  *
745  * A more sophisticated way would be to find all units that need texture coordinates and enable
746  * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
747  * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
748  *
749  * Note that disabling the extension entirely does not gain predictability because there is no point
750  * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
751 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
752 {
753     if (gl_info->supported[ARB_POINT_SPRITE])
754     {
755         TRACE("Limiting point sprites to one texture unit.\n");
756         gl_info->limits.point_sprite_units = 1;
757     }
758 }
759
760 static void quirk_amd_dx9(struct wined3d_gl_info *gl_info)
761 {
762     quirk_arb_constants(gl_info);
763
764     /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
765      * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
766      * If real NP2 textures are used, the driver falls back to software. We could just remove the
767      * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
768      * due to the non-normalized texture coordinates. Thus set an internal extension flag,
769      * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
770      * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
771      *
772      * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
773      * has this extension promoted to core. The extension loading code sets this extension supported
774      * due to that, so this code works on fglrx as well. */
775     if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
776     {
777         TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
778         gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
779         gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] = TRUE;
780     }
781
782     /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
783      * it is generally more efficient. Reserve just 8 constants. */
784     TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
785     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
786 }
787
788 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
789 {
790     /*  The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
791      *  doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
792      *  This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
793      *  within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
794      *  FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
795      *  We therefore completely remove ARB_tex_npot from the list of supported extensions.
796      *
797      *  Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
798      *  triggering the software fallback. There is not much we can do here apart from disabling the
799      *  software-emulated extension and reenable ARB_tex_rect (which was previously disabled
800      *  in wined3d_adapter_init_gl_caps).
801      *  This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
802      *  post-processing effects in the game "Max Payne 2").
803      *  The behaviour can be verified through a simple test app attached in bugreport #14724. */
804     TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
805     gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
806     gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
807 }
808
809 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
810 {
811     /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
812      * with fixed function fragment processing. Ideally this flag should be detected with a test shader
813      * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
814      * do not like vertex shaders in feedback mode and return an error, even though it should be valid
815      * according to the spec.
816      *
817      * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
818      * makes the shader slower and eats instruction slots which should be available to the d3d app.
819      *
820      * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
821      * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
822      * this workaround is activated on cards that do not need it, it won't break things, just affect
823      * performance negatively. */
824     TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
825     gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
826 }
827
828 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
829 {
830     gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
831 }
832
833 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
834 {
835     gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
836 }
837
838 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
839 {
840     gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
841     gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
842 }
843
844 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
845 {
846     gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
847 }
848
849 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
850 {
851     gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
852 }
853
854 struct driver_quirk
855 {
856     BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
857             enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
858     void (*apply)(struct wined3d_gl_info *gl_info);
859     const char *description;
860 };
861
862 static const struct driver_quirk quirk_table[] =
863 {
864     {
865         match_amd_r300_to_500,
866         quirk_amd_dx9,
867         "AMD GLSL constant and normalized texrect quirk"
868     },
869     /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
870      * used it falls back to software. While the compiler can detect if the shader uses all declared
871      * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
872      * using relative addressing falls back to software.
873      *
874      * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
875     {
876         match_apple,
877         quirk_apple_glsl_constants,
878         "Apple GLSL uniform override"
879     },
880     {
881         match_geforce5,
882         quirk_no_np2,
883         "Geforce 5 NP2 disable"
884     },
885     {
886         match_apple_intel,
887         quirk_texcoord_w,
888         "Init texcoord .w for Apple Intel GPU driver"
889     },
890     {
891         match_apple_nonr500ati,
892         quirk_texcoord_w,
893         "Init texcoord .w for Apple ATI >= r600 GPU driver"
894     },
895     {
896         match_fglrx,
897         quirk_one_point_sprite,
898         "Fglrx point sprite crash workaround"
899     },
900     {
901         match_dx10_capable,
902         quirk_clip_varying,
903         "Reserved varying for gl_ClipPos"
904     },
905     {
906         /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
907          * GL implementations accept it. The Mac GL is the only implementation known to
908          * reject it.
909          *
910          * If we can pass 4 component specular colors, do it, because (a) we don't have
911          * to screw around with the data, and (b) the D3D fixed function vertex pipeline
912          * passes specular alpha to the pixel shader if any is used. Otherwise the
913          * specular alpha is used to pass the fog coordinate, which we pass to opengl
914          * via GL_EXT_fog_coord.
915          */
916         match_allows_spec_alpha,
917         quirk_allows_specular_alpha,
918         "Allow specular alpha quirk"
919     },
920     {
921         /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
922          * (rdar://5682521).
923          */
924         match_apple_nvts,
925         quirk_apple_nvts,
926         "Apple NV_texture_shader disable"
927     },
928     {
929         match_broken_nv_clip,
930         quirk_disable_nvvp_clip,
931         "Apple NV_vertex_program clip bug quirk"
932     },
933     {
934         match_fbo_tex_update,
935         quirk_fbo_tex_update,
936         "FBO rebind for attachment updates"
937     },
938 };
939
940 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
941  * reporting a driver version is moot because we are not the Windows driver, and we have different
942  * bugs, features, etc.
943  *
944  * The driver version has the form "x.y.z.w".
945  *
946  * "x" is the Windows version the driver is meant for:
947  * 4 -> 95/98/NT4
948  * 5 -> 2000
949  * 6 -> 2000/XP
950  * 7 -> Vista
951  * 8 -> Win 7
952  *
953  * "y" is the maximum Direct3D version the driver supports.
954  * y  -> d3d version mapping:
955  * 11 -> d3d6
956  * 12 -> d3d7
957  * 13 -> d3d8
958  * 14 -> d3d9
959  * 15 -> d3d10
960  * 16 -> d3d10.1
961  * 17 -> d3d11
962  *
963  * "z" is the subversion number.
964  *
965  * "w" is the vendor specific driver build number.
966  */
967
968 struct driver_version_information
969 {
970     enum wined3d_display_driver driver;
971     enum wined3d_driver_model driver_model;
972     const char *driver_name;            /* name of Windows driver */
973     WORD version;                       /* version word ('y'), contained in low word of DriverVersion.HighPart */
974     WORD subversion;                    /* subversion word ('z'), contained in high word of DriverVersion.LowPart */
975     WORD build;                         /* build number ('w'), contained in low word of DriverVersion.LowPart */
976 };
977
978 /* The driver version table contains driver information for different devices on several OS versions. */
979 static const struct driver_version_information driver_version_table[] =
980 {
981     /* AMD
982      * - Radeon HD2x00 (R600) and up supported by current drivers.
983      * - Radeon 9500 (R300) - X1*00 (R5xx) supported up to Catalyst 9.3 (Linux) and 10.2 (XP/Vista/Win7)
984      * - Radeon 7xxx (R100) - 9250 (RV250) supported up to Catalyst 6.11 (XP)
985      * - Rage 128 supported up to XP, latest official build 6.13.3279 dated October 2001 */
986     {DRIVER_AMD_RAGE_128PRO,    DRIVER_MODEL_NT5X,  "ati2dvaa.dll", 13, 3279,  0},
987     {DRIVER_AMD_R100,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 6614},
988     {DRIVER_AMD_R300,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 6764},
989     {DRIVER_AMD_R600,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 8681},
990     {DRIVER_AMD_R300,           DRIVER_MODEL_NT6X,  "atiumdag.dll", 14, 10, 741 },
991     {DRIVER_AMD_R600,           DRIVER_MODEL_NT6X,  "atiumdag.dll", 14, 10, 741 },
992
993     /* Intel
994      * The drivers are unified but not all versions support all GPUs. At some point the 2k/xp
995      * drivers used ialmrnt5.dll for GMA800/GMA900 but at some point the file was renamed to
996      * igxprd32.dll but the GMA800 driver was never updated. */
997     {DRIVER_INTEL_GMA800,       DRIVER_MODEL_NT5X,  "ialmrnt5.dll", 14, 10, 3889},
998     {DRIVER_INTEL_GMA900,       DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 4764},
999     {DRIVER_INTEL_GMA950,       DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 4926},
1000     {DRIVER_INTEL_GMA3000,      DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 5218},
1001     {DRIVER_INTEL_GMA950,       DRIVER_MODEL_NT6X,  "igdumd32.dll", 14, 10, 1504},
1002     {DRIVER_INTEL_GMA3000,      DRIVER_MODEL_NT6X,  "igdumd32.dll", 15, 10, 1666},
1003
1004     /* Nvidia
1005      * - Geforce6 and newer cards are supported by the current driver (197.x) on XP-Win7
1006      * - GeforceFX support is up to 173.x on <= XP
1007      * - Geforce2MX/3/4 up to 96.x on <= XP
1008      * - TNT/Geforce1/2 up to 71.x on <= XP
1009      * All version numbers used below are from the Linux nvidia drivers. */
1010     {DRIVER_NVIDIA_TNT,         DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 10, 7186},
1011     {DRIVER_NVIDIA_GEFORCE2MX,  DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 10, 9371},
1012     {DRIVER_NVIDIA_GEFORCEFX,   DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 11, 7516},
1013     {DRIVER_NVIDIA_GEFORCE6,    DRIVER_MODEL_NT5X,  "nv4_disp.dll", 15, 12, 6658},
1014     {DRIVER_NVIDIA_GEFORCE6,    DRIVER_MODEL_NT6X,  "nvd3dum.dll",  15, 12, 6658},
1015 };
1016
1017 struct gpu_description
1018 {
1019     WORD vendor;                    /* reported PCI card vendor ID  */
1020     WORD card;                      /* reported PCI card device ID  */
1021     const char *description;        /* Description of the card e.g. NVIDIA RIVA TNT */
1022     enum wined3d_display_driver driver;
1023     unsigned int vidmem;
1024 };
1025
1026 /* The amount of video memory stored in the gpu description table is the minimum amount of video memory
1027  * found on a board containing a specific GPU. */
1028 static const struct gpu_description gpu_description_table[] =
1029 {
1030     /* Nvidia cards */
1031     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT,           "NVIDIA RIVA TNT",                  DRIVER_NVIDIA_TNT,       16  },
1032     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT2,          "NVIDIA RIVA TNT2/TNT2 Pro",        DRIVER_NVIDIA_TNT,       32  },
1033     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE,            "NVIDIA GeForce 256",               DRIVER_NVIDIA_TNT,       32  },
1034     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2,           "NVIDIA GeForce2 GTS/GeForce2 Pro", DRIVER_NVIDIA_TNT,       32  },
1035     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2_MX,        "NVIDIA GeForce2 MX/MX 400",        DRIVER_NVIDIA_GEFORCE2MX,32  },
1036     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE3,           "NVIDIA GeForce3",                  DRIVER_NVIDIA_GEFORCE2MX,64  },
1037     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_MX,        "NVIDIA GeForce4 MX 460",           DRIVER_NVIDIA_GEFORCE2MX,64  },
1038     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_TI4200,    "NVIDIA GeForce4 Ti 4200",          DRIVER_NVIDIA_GEFORCE2MX,64, },
1039     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5200,     "NVIDIA GeForce FX 5200",           DRIVER_NVIDIA_GEFORCEFX, 64  },
1040     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5600,     "NVIDIA GeForce FX 5600",           DRIVER_NVIDIA_GEFORCEFX, 128 },
1041     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5800,     "NVIDIA GeForce FX 5800",           DRIVER_NVIDIA_GEFORCEFX, 256 },
1042     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6200,       "NVIDIA GeForce 6200",              DRIVER_NVIDIA_GEFORCE6,  64  },
1043     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6600GT,     "NVIDIA GeForce 6600 GT",           DRIVER_NVIDIA_GEFORCE6,  128 },
1044     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6800,       "NVIDIA GeForce 6800",              DRIVER_NVIDIA_GEFORCE6,  128 },
1045     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7300,       "NVIDIA GeForce Go 7300",           DRIVER_NVIDIA_GEFORCE6,  256 },
1046     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7400,       "NVIDIA GeForce Go 7400",           DRIVER_NVIDIA_GEFORCE6,  256 },
1047     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7600,       "NVIDIA GeForce 7600 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1048     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7800GT,     "NVIDIA GeForce 7800 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1049     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8300GS,     "NVIDIA GeForce 8300 GS",           DRIVER_NVIDIA_GEFORCE6,  128 },
1050     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8400GS,     "NVIDIA GeForce 8400 GS",           DRIVER_NVIDIA_GEFORCE6,  128 },
1051     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600GT,     "NVIDIA GeForce 8600 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1052     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600MGT,    "NVIDIA GeForce 8600M GT",          DRIVER_NVIDIA_GEFORCE6,  512 },
1053     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTS,    "NVIDIA GeForce 8800 GTS",          DRIVER_NVIDIA_GEFORCE6,  320 },
1054     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTX,    "NVIDIA GeForce 8800 GTX",          DRIVER_NVIDIA_GEFORCE6,  768 },
1055     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9200,       "NVIDIA GeForce 9200",              DRIVER_NVIDIA_GEFORCE6,  256 },
1056     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9400GT,     "NVIDIA GeForce 9400 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1057     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9500GT,     "NVIDIA GeForce 9500 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1058     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9600GT,     "NVIDIA GeForce 9600 GT",           DRIVER_NVIDIA_GEFORCE6,  384 },
1059     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9800GT,     "NVIDIA GeForce 9800 GT",           DRIVER_NVIDIA_GEFORCE6,  512 },
1060     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_210,        "NVIDIA GeForce 210",               DRIVER_NVIDIA_GEFORCE6,  512 },
1061     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT220,      "NVIDIA GeForce GT 220",            DRIVER_NVIDIA_GEFORCE6,  512 },
1062     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT240,      "NVIDIA GeForce GT 240",            DRIVER_NVIDIA_GEFORCE6,  512 },
1063     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX260,     "NVIDIA GeForce GTX 260",           DRIVER_NVIDIA_GEFORCE6,  1024},
1064     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX275,     "NVIDIA GeForce GTX 275",           DRIVER_NVIDIA_GEFORCE6,  896 },
1065     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX280,     "NVIDIA GeForce GTX 280",           DRIVER_NVIDIA_GEFORCE6,  1024},
1066     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT320M,     "NVIDIA GeForce GT 320M",           DRIVER_NVIDIA_GEFORCE6,  1024},
1067     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT325M,     "NVIDIA GeForce GT 325M",           DRIVER_NVIDIA_GEFORCE6,  1024},
1068     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT330,      "NVIDIA GeForce GT 330",            DRIVER_NVIDIA_GEFORCE6,  1024},
1069     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTS350M,    "NVIDIA GeForce GTS 350M",          DRIVER_NVIDIA_GEFORCE6,  1024},
1070     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT420,      "NVIDIA GeForce GT 420",            DRIVER_NVIDIA_GEFORCE6,  2048},
1071     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT430,      "NVIDIA GeForce GT 430",            DRIVER_NVIDIA_GEFORCE6,  1024},
1072     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT440,      "NVIDIA GeForce GT 440",            DRIVER_NVIDIA_GEFORCE6,  1024},
1073     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTS450,     "NVIDIA GeForce GTS 450",           DRIVER_NVIDIA_GEFORCE6,  1024},
1074     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX460,     "NVIDIA GeForce GTX 460",           DRIVER_NVIDIA_GEFORCE6,  768 },
1075     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX465,     "NVIDIA GeForce GTX 465",           DRIVER_NVIDIA_GEFORCE6,  1024},
1076     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX470,     "NVIDIA GeForce GTX 470",           DRIVER_NVIDIA_GEFORCE6,  1280},
1077     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX480,     "NVIDIA GeForce GTX 480",           DRIVER_NVIDIA_GEFORCE6,  1536},
1078     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX560,     "NVIDIA GeForce GTX 560 TI",        DRIVER_NVIDIA_GEFORCE6,  1024},
1079     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX570,     "NVIDIA GeForce GTX 570",           DRIVER_NVIDIA_GEFORCE6,  1280},
1080     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX580,     "NVIDIA GeForce GTX 580",           DRIVER_NVIDIA_GEFORCE6,  1536},
1081
1082     /* AMD cards */
1083     {HW_VENDOR_AMD,        CARD_AMD_RAGE_128PRO,           "ATI Rage Fury",                    DRIVER_AMD_RAGE_128PRO,  16  },
1084     {HW_VENDOR_AMD,        CARD_AMD_RADEON_7200,           "ATI RADEON 7200 SERIES",           DRIVER_AMD_R100,         32  },
1085     {HW_VENDOR_AMD,        CARD_AMD_RADEON_8500,           "ATI RADEON 8500 SERIES",           DRIVER_AMD_R100,         64  },
1086     {HW_VENDOR_AMD,        CARD_AMD_RADEON_9500,           "ATI Radeon 9500",                  DRIVER_AMD_R300,         64  },
1087     {HW_VENDOR_AMD,        CARD_AMD_RADEON_XPRESS_200M,    "ATI RADEON XPRESS 200M Series",    DRIVER_AMD_R300,         64  },
1088     {HW_VENDOR_AMD,        CARD_AMD_RADEON_X700,           "ATI Radeon X700 SE",               DRIVER_AMD_R300,         128 },
1089     {HW_VENDOR_AMD,        CARD_AMD_RADEON_X1600,          "ATI Radeon X1600 Series",          DRIVER_AMD_R300,         128 },
1090     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD2350,         "ATI Mobility Radeon HD 2350",      DRIVER_AMD_R600,         256 },
1091     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD2600,         "ATI Mobility Radeon HD 2600",      DRIVER_AMD_R600,         256 },
1092     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD2900,         "ATI Radeon HD 2900 XT",            DRIVER_AMD_R600,         512 },
1093     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD3200,         "ATI Radeon HD 3200 Graphics",      DRIVER_AMD_R600,         128 },
1094     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4350,         "ATI Radeon HD 4350",               DRIVER_AMD_R600,         256 },
1095     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4600,         "ATI Radeon HD 4600 Series",        DRIVER_AMD_R600,         512 },
1096     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4700,         "ATI Radeon HD 4700 Series",        DRIVER_AMD_R600,         512 },
1097     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4800,         "ATI Radeon HD 4800 Series",        DRIVER_AMD_R600,         512 },
1098     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5400,         "ATI Radeon HD 5400 Series",        DRIVER_AMD_R600,         512 },
1099     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5600,         "ATI Radeon HD 5600 Series",        DRIVER_AMD_R600,         512 },
1100     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5700,         "ATI Radeon HD 5700 Series",        DRIVER_AMD_R600,         512 },
1101     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5800,         "ATI Radeon HD 5800 Series",        DRIVER_AMD_R600,         1024},
1102     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5900,         "ATI Radeon HD 5900 Series",        DRIVER_AMD_R600,         1024},
1103     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6310,         "AMD Radeon HD 6310 Graphics",      DRIVER_AMD_R600,         1024},
1104     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6800,         "AMD Radeon HD 6800 Series",        DRIVER_AMD_R600,         1024},
1105     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6900,         "AMD Radeon HD 6900 Series",        DRIVER_AMD_R600,         2048},
1106     /* Intel cards */
1107     {HW_VENDOR_INTEL,      CARD_INTEL_I830G,               "Intel(R) 82830M Graphics Controller",                       DRIVER_INTEL_GMA800,  32 },
1108     {HW_VENDOR_INTEL,      CARD_INTEL_I855G,               "Intel(R) 82852/82855 GM/GME Graphics Controller",           DRIVER_INTEL_GMA800,  32 },
1109     {HW_VENDOR_INTEL,      CARD_INTEL_I865G,               "Intel(R) 82865G Graphics Controller",                       DRIVER_INTEL_GMA800,  32 },
1110     {HW_VENDOR_INTEL,      CARD_INTEL_I915G,               "Intel(R) 82915G/GV/910GL Express Chipset Family",           DRIVER_INTEL_GMA900,  64 },
1111     {HW_VENDOR_INTEL,      CARD_INTEL_I915GM,              "Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family",   DRIVER_INTEL_GMA900,  64 },
1112     {HW_VENDOR_INTEL,      CARD_INTEL_I945GM,              "Mobile Intel(R) 945GM Express Chipset Family",              DRIVER_INTEL_GMA950,  64 },
1113     {HW_VENDOR_INTEL,      CARD_INTEL_X3100,               "Mobile Intel(R) 965 Express Chipset Family",                DRIVER_INTEL_GMA3000, 128},
1114     {HW_VENDOR_INTEL,      CARD_INTEL_GM45,                "Mobile Intel(R) GM45 Express Chipset Family",               DRIVER_INTEL_GMA3000, 512}
1115 };
1116
1117 static const struct driver_version_information *get_driver_version_info(enum wined3d_display_driver driver,
1118         enum wined3d_driver_model driver_model)
1119 {
1120     unsigned int i;
1121
1122     TRACE("Looking up version info for driver=%d driver_model=%d\n", driver, driver_model);
1123     for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++)
1124     {
1125         const struct driver_version_information *entry = &driver_version_table[i];
1126
1127         if (entry->driver == driver && entry->driver_model == driver_model)
1128         {
1129             TRACE_(d3d_caps)("Found driver '%s' version=%d subversion=%d build=%d\n",
1130                 entry->driver_name, entry->version, entry->subversion, entry->build);
1131
1132             return entry;
1133         }
1134     }
1135     return NULL;
1136 }
1137
1138 static void init_driver_info(struct wined3d_driver_info *driver_info,
1139         enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1140 {
1141     OSVERSIONINFOW os_version;
1142     WORD driver_os_version;
1143     unsigned int i;
1144     enum wined3d_display_driver driver = DRIVER_UNKNOWN;
1145     enum wined3d_driver_model driver_model;
1146     const struct driver_version_information *version_info;
1147
1148     if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1149     {
1150         TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1151         vendor = wined3d_settings.pci_vendor_id;
1152     }
1153     driver_info->vendor = vendor;
1154
1155     if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1156     {
1157         TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1158         device = wined3d_settings.pci_device_id;
1159     }
1160     driver_info->device = device;
1161
1162     /* Set a default amount of video memory (64MB). In general this code isn't used unless the user
1163      * overrides the pci ids to a card which is not in our database. */
1164     driver_info->vidmem = WINE_DEFAULT_VIDMEM;
1165
1166     memset(&os_version, 0, sizeof(os_version));
1167     os_version.dwOSVersionInfoSize = sizeof(os_version);
1168     if (!GetVersionExW(&os_version))
1169     {
1170         ERR("Failed to get OS version, reporting 2000/XP.\n");
1171         driver_os_version = 6;
1172         driver_model = DRIVER_MODEL_NT5X;
1173     }
1174     else
1175     {
1176         TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1177         switch (os_version.dwMajorVersion)
1178         {
1179             case 4:
1180                 /* If needed we could distinguish between 9x and NT4, but this code won't make
1181                  * sense for NT4 since it had no way to obtain this info through DirectDraw 3.0.
1182                  */
1183                 driver_os_version = 4;
1184                 driver_model = DRIVER_MODEL_WIN9X;
1185                 break;
1186
1187             case 5:
1188                 driver_os_version = 6;
1189                 driver_model = DRIVER_MODEL_NT5X;
1190                 break;
1191
1192             case 6:
1193                 if (os_version.dwMinorVersion == 0)
1194                 {
1195                     driver_os_version = 7;
1196                     driver_model = DRIVER_MODEL_NT6X;
1197                 }
1198                 else
1199                 {
1200                     if (os_version.dwMinorVersion > 1)
1201                     {
1202                         FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1203                                 os_version.dwMajorVersion, os_version.dwMinorVersion);
1204                     }
1205                     driver_os_version = 8;
1206                     driver_model = DRIVER_MODEL_NT6X;
1207                 }
1208                 break;
1209
1210             default:
1211                 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1212                         os_version.dwMajorVersion, os_version.dwMinorVersion);
1213                 driver_os_version = 6;
1214                 driver_model = DRIVER_MODEL_NT5X;
1215                 break;
1216         }
1217     }
1218
1219     /* When we reach this stage we always have a vendor or device id (it can be a default one).
1220      * This means that unless the ids are overriden, we will always find a GPU description. */
1221     for (i = 0; i < (sizeof(gpu_description_table) / sizeof(gpu_description_table[0])); i++)
1222     {
1223         if (vendor == gpu_description_table[i].vendor && device == gpu_description_table[i].card)
1224         {
1225             TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1226
1227             driver_info->description = gpu_description_table[i].description;
1228             driver_info->vidmem = gpu_description_table[i].vidmem * 1024*1024;
1229             driver = gpu_description_table[i].driver;
1230             break;
1231         }
1232     }
1233
1234     if (wined3d_settings.emulated_textureram)
1235     {
1236         TRACE_(d3d_caps)("Overriding amount of video memory with: %d byte\n", wined3d_settings.emulated_textureram);
1237         driver_info->vidmem = wined3d_settings.emulated_textureram;
1238     }
1239
1240     /* Try to obtain driver version information for the current Windows version. This fails in
1241      * some cases:
1242      * - the gpu is not available on the currently selected OS version:
1243      *   - Geforce GTX480 on Win98. When running applications in compatibility mode on Windows,
1244      *     version information for the current Windows version is returned instead of faked info.
1245      *     We do the same and assume the default Windows version to emulate is WinXP.
1246      *
1247      *   - Videocard is a Riva TNT but winver is set to win7 (there are no drivers for this beast)
1248      *     For now return the XP driver info. Perhaps later on we should return VESA.
1249      *
1250      * - the gpu is not in our database (can happen when the user overrides the vendor_id / device_id)
1251      *   This could be an indication that our database is not up to date, so this should be fixed.
1252      */
1253     version_info = get_driver_version_info(driver, driver_model);
1254     if (version_info)
1255     {
1256         driver_info->name = version_info->driver_name;
1257         driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1258         driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1259     }
1260     else
1261     {
1262         version_info = get_driver_version_info(driver, DRIVER_MODEL_NT5X);
1263         if (version_info)
1264         {
1265             driver_info->name = version_info->driver_name;
1266             driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1267             driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1268         }
1269         else
1270         {
1271             driver_info->description = "Direct3D HAL";
1272             driver_info->name = "Display";
1273             driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1274             driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1275
1276             FIXME("Unable to find a driver/device info for vendor_id=%#x device_id=%#x for driver_model=%d\n",
1277                     vendor, device, driver_model);
1278         }
1279     }
1280
1281     TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1282             driver_info->version_high, driver_info->version_low);
1283 }
1284
1285 /* Context activation is done by the caller. */
1286 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1287         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1288 {
1289     unsigned int i;
1290
1291     for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1292     {
1293         if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1294         TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1295         quirk_table[i].apply(gl_info);
1296     }
1297
1298     /* Find out if PBOs work as they are supposed to. */
1299     test_pbo_functionality(gl_info);
1300 }
1301
1302 static DWORD wined3d_parse_gl_version(const char *gl_version)
1303 {
1304     const char *ptr = gl_version;
1305     int major, minor;
1306
1307     major = atoi(ptr);
1308     if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1309
1310     while (isdigit(*ptr)) ++ptr;
1311     if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1312
1313     minor = atoi(ptr);
1314
1315     TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1316
1317     return MAKEDWORD_VERSION(major, minor);
1318 }
1319
1320 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1321 {
1322
1323     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1324      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1325      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1326      *
1327      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1328      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1329      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1330      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1331      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1332      * the chance that other implementations support them is rather small since Win32 QuickTime uses
1333      * DirectDraw, not OpenGL. */
1334     if (gl_info->supported[APPLE_FENCE]
1335             && gl_info->supported[APPLE_CLIENT_STORAGE]
1336             && gl_info->supported[APPLE_FLUSH_RENDER]
1337             && gl_info->supported[APPLE_YCBCR_422])
1338         return GL_VENDOR_APPLE;
1339
1340     if (strstr(gl_vendor_string, "NVIDIA"))
1341         return GL_VENDOR_NVIDIA;
1342
1343     if (strstr(gl_vendor_string, "ATI"))
1344         return GL_VENDOR_FGLRX;
1345
1346     if (strstr(gl_vendor_string, "Intel(R)")
1347             /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1348             || strstr(gl_renderer, "Intel")
1349             || strstr(gl_vendor_string, "Intel Inc."))
1350         return GL_VENDOR_INTEL;
1351
1352     if (strstr(gl_vendor_string, "Mesa")
1353             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1354             || strstr(gl_vendor_string, "DRI R300 Project")
1355             || strstr(gl_vendor_string, "X.Org R300 Project")
1356             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1357             || strstr(gl_vendor_string, "VMware, Inc.")
1358             || strstr(gl_renderer, "Mesa")
1359             || strstr(gl_renderer, "Gallium"))
1360         return GL_VENDOR_MESA;
1361
1362     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1363             debugstr_a(gl_vendor_string));
1364
1365     return GL_VENDOR_UNKNOWN;
1366 }
1367
1368 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1369 {
1370     if (strstr(gl_vendor_string, "NVIDIA")
1371             || strstr(gl_vendor_string, "nouveau"))
1372         return HW_VENDOR_NVIDIA;
1373
1374     if (strstr(gl_vendor_string, "ATI")
1375             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1376             || strstr(gl_vendor_string, "X.Org R300 Project")
1377             || strstr(gl_renderer, "AMD")
1378             || strstr(gl_renderer, "R100")
1379             || strstr(gl_renderer, "R200")
1380             || strstr(gl_renderer, "R300")
1381             || strstr(gl_renderer, "R600")
1382             || strstr(gl_renderer, "R700"))
1383         return HW_VENDOR_AMD;
1384
1385     if (strstr(gl_vendor_string, "Intel(R)")
1386             /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1387             || strstr(gl_renderer, "Intel")
1388             || strstr(gl_vendor_string, "Intel Inc."))
1389         return HW_VENDOR_INTEL;
1390
1391     if (strstr(gl_vendor_string, "Mesa")
1392             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1393             || strstr(gl_vendor_string, "VMware, Inc."))
1394         return HW_VENDOR_SOFTWARE;
1395
1396     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1397
1398     return HW_VENDOR_NVIDIA;
1399 }
1400
1401 static UINT d3d_level_from_gl_info(const struct wined3d_gl_info *gl_info)
1402 {
1403     UINT level = 0;
1404
1405     if (gl_info->supported[ARB_MULTITEXTURE])
1406         level = 6;
1407     if (gl_info->supported[ARB_TEXTURE_COMPRESSION]
1408             && gl_info->supported[ARB_TEXTURE_CUBE_MAP]
1409             && gl_info->supported[ARB_TEXTURE_ENV_DOT3])
1410         level = 7;
1411     if (level == 7 && gl_info->supported[ARB_MULTISAMPLE]
1412             && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1413         level = 8;
1414     if (level == 8 && gl_info->supported[ARB_FRAGMENT_PROGRAM]
1415             && gl_info->supported[ARB_VERTEX_SHADER])
1416         level = 9;
1417     if (level == 9 && gl_info->supported[EXT_GPU_SHADER4])
1418         level = 10;
1419
1420     return level;
1421 }
1422
1423 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1424         const char *gl_renderer)
1425 {
1426     UINT d3d_level = d3d_level_from_gl_info(gl_info);
1427     unsigned int i;
1428
1429     if (d3d_level >= 10)
1430     {
1431         static const struct
1432         {
1433             const char *renderer;
1434             enum wined3d_pci_device id;
1435         }
1436         cards[] =
1437         {
1438             {"GTX 580",     CARD_NVIDIA_GEFORCE_GTX580},    /* Geforce 500 - highend */
1439             {"GTX 570",     CARD_NVIDIA_GEFORCE_GTX570},    /* Geforce 500 - midend high */
1440             {"GTX 560 TI",  CARD_NVIDIA_GEFORCE_GTX560},    /* Geforce 500 - midend */
1441             {"GTX 480",     CARD_NVIDIA_GEFORCE_GTX480},    /* Geforce 400 - highend */
1442             {"GTX 470",     CARD_NVIDIA_GEFORCE_GTX470},    /* Geforce 400 - midend high */
1443             {"GTX 465",     CARD_NVIDIA_GEFORCE_GTX465},    /* Geforce 400 - midend */
1444             {"GTX 460",     CARD_NVIDIA_GEFORCE_GTX460},    /* Geforce 400 - midend */
1445             {"GTS 450",     CARD_NVIDIA_GEFORCE_GTS450},    /* Geforce 400 - midend low */
1446             {"GT 440",      CARD_NVIDIA_GEFORCE_GT440},     /* Geforce 400 - lowend */
1447             {"GT 430",      CARD_NVIDIA_GEFORCE_GT430},     /* Geforce 400 - lowend */
1448             {"GT 420",      CARD_NVIDIA_GEFORCE_GT420},     /* Geforce 400 - lowend */
1449             {"GT 330",      CARD_NVIDIA_GEFORCE_GT330},     /* Geforce 300 - highend */
1450             {"GTS 360M",    CARD_NVIDIA_GEFORCE_GTS350M},   /* Geforce 300 - highend mobile */
1451             {"GTS 350M",    CARD_NVIDIA_GEFORCE_GTS350M},   /* Geforce 300 - highend mobile */
1452             {"GT 330M",     CARD_NVIDIA_GEFORCE_GT325M},    /* Geforce 300 - midend mobile */
1453             {"GT 325M",     CARD_NVIDIA_GEFORCE_GT325M},    /* Geforce 300 - midend mobile */
1454             {"GT 320M",     CARD_NVIDIA_GEFORCE_GT320M},    /* Geforce 300 - midend mobile */
1455             {"GTX 295",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1456             {"GTX 285",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1457             {"GTX 280",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1458             {"GTX 275",     CARD_NVIDIA_GEFORCE_GTX275},    /* Geforce 200 - midend high */
1459             {"GTX 260",     CARD_NVIDIA_GEFORCE_GTX260},    /* Geforce 200 - midend */
1460             {"GT 240",      CARD_NVIDIA_GEFORCE_GT240},     /* Geforce 200 - midend */
1461             {"GT 220",      CARD_NVIDIA_GEFORCE_GT220},     /* Geforce 200 - lowend */
1462             {"Geforce 310", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1463             {"Geforce 305", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1464             {"Geforce 210", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1465             {"G 210",       CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1466             {"GTS 250",     CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1467             {"GTS 150",     CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1468             {"9800",        CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1469             {"GT 140",      CARD_NVIDIA_GEFORCE_9600GT},    /* Geforce 9 - midend */
1470             {"9600",        CARD_NVIDIA_GEFORCE_9600GT},    /* Geforce 9 - midend */
1471             {"GT 130",      CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1472             {"GT 120",      CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1473             {"9500",        CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1474             {"9400",        CARD_NVIDIA_GEFORCE_9400GT},    /* Geforce 9 - lowend */
1475             {"9300",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1476             {"9200",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1477             {"9100",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1478             {"G 100",       CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1479             {"8800 GTX",    CARD_NVIDIA_GEFORCE_8800GTX},   /* Geforce 8 - highend high */
1480             {"8800",        CARD_NVIDIA_GEFORCE_8800GTS},   /* Geforce 8 - highend */
1481             {"8600 M",      CARD_NVIDIA_GEFORCE_8600MGT},   /* Geforce 8 - midend mobile */
1482             {"8700",        CARD_NVIDIA_GEFORCE_8600GT},    /* Geforce 8 - midend */
1483             {"8600",        CARD_NVIDIA_GEFORCE_8600GT},    /* Geforce 8 - midend */
1484             {"8500",        CARD_NVIDIA_GEFORCE_8400GS},    /* Geforce 8 - mid-lowend */
1485             {"8400",        CARD_NVIDIA_GEFORCE_8400GS},    /* Geforce 8 - mid-lowend */
1486             {"8300",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1487             {"8200",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1488             {"8100",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1489         };
1490
1491         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1492         {
1493             if (strstr(gl_renderer, cards[i].renderer))
1494                 return cards[i].id;
1495         }
1496
1497         /* Geforce8-compatible fall back if the GPU is not in the list yet */
1498         return CARD_NVIDIA_GEFORCE_8300GS;
1499     }
1500
1501     /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1502      * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1503      */
1504     if (d3d_level >= 9 && gl_info->supported[NV_VERTEX_PROGRAM3])
1505     {
1506         static const struct
1507         {
1508             const char *renderer;
1509             enum wined3d_pci_device id;
1510         }
1511         cards[] =
1512         {
1513             {"Quadro FX 5", CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1514             {"Quadro FX 4", CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1515             {"7950",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1516             {"7900",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1517             {"7800",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1518             {"7700",        CARD_NVIDIA_GEFORCE_7600},      /* Geforce 7 - midend */
1519             {"7600",        CARD_NVIDIA_GEFORCE_7600},      /* Geforce 7 - midend */
1520             {"7400",        CARD_NVIDIA_GEFORCE_7400},      /* Geforce 7 - lower medium */
1521             {"7300",        CARD_NVIDIA_GEFORCE_7300},      /* Geforce 7 - lowend */
1522             {"6800",        CARD_NVIDIA_GEFORCE_6800},      /* Geforce 6 - highend */
1523             {"6700",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1524             {"6610",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1525             {"6600",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1526         };
1527
1528         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1529         {
1530             if (strstr(gl_renderer, cards[i].renderer))
1531                 return cards[i].id;
1532         }
1533
1534         /* Geforce 6/7 - lowend */
1535         return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1536     }
1537
1538     if (d3d_level >= 9)
1539     {
1540         /* GeforceFX - highend */
1541         if (strstr(gl_renderer, "5800")
1542                 || strstr(gl_renderer, "5900")
1543                 || strstr(gl_renderer, "5950")
1544                 || strstr(gl_renderer, "Quadro FX"))
1545         {
1546             return CARD_NVIDIA_GEFORCEFX_5800;
1547         }
1548
1549         /* GeforceFX - midend */
1550         if (strstr(gl_renderer, "5600")
1551                 || strstr(gl_renderer, "5650")
1552                 || strstr(gl_renderer, "5700")
1553                 || strstr(gl_renderer, "5750"))
1554         {
1555             return CARD_NVIDIA_GEFORCEFX_5600;
1556         }
1557
1558         /* GeforceFX - lowend */
1559         return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1560     }
1561
1562     if (d3d_level >= 8)
1563     {
1564         if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1565         {
1566             return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1567         }
1568
1569         return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1570     }
1571
1572     if (d3d_level >= 7)
1573     {
1574         if (strstr(gl_renderer, "GeForce4 MX"))
1575         {
1576             return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1577         }
1578
1579         if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1580         {
1581             return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1582         }
1583
1584         if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1585         {
1586             return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1587         }
1588
1589         return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1590     }
1591
1592     if (strstr(gl_renderer, "TNT2"))
1593     {
1594         return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1595     }
1596
1597     return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1598 }
1599
1600 static enum wined3d_pci_device select_card_amd_binary(const struct wined3d_gl_info *gl_info,
1601         const char *gl_renderer)
1602 {
1603     UINT d3d_level = d3d_level_from_gl_info(gl_info);
1604
1605     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1606      *
1607      * Beware: renderer string do not match exact card model,
1608      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1609     if (d3d_level >= 10)
1610     {
1611         unsigned int i;
1612
1613         static const struct
1614         {
1615             const char *renderer;
1616             enum wined3d_pci_device id;
1617         }
1618         cards[] =
1619         {
1620             /* Evergreen */
1621             {"HD 5870", CARD_AMD_RADEON_HD5800},    /* Radeon EG CYPRESS PRO */
1622             {"HD 5850", CARD_AMD_RADEON_HD5800},    /* Radeon EG CYPRESS XT */
1623             {"HD 5800", CARD_AMD_RADEON_HD5800},    /* Radeon EG CYPRESS HD58xx generic renderer string */
1624             {"HD 5770", CARD_AMD_RADEON_HD5700},    /* Radeon EG JUNIPER XT */
1625             {"HD 5750", CARD_AMD_RADEON_HD5700},    /* Radeon EG JUNIPER LE */
1626             {"HD 5700", CARD_AMD_RADEON_HD5700},    /* Radeon EG JUNIPER HD57xx generic renderer string */
1627             {"HD 5670", CARD_AMD_RADEON_HD5600},    /* Radeon EG REDWOOD XT */
1628             {"HD 5570", CARD_AMD_RADEON_HD5600},    /* Radeon EG REDWOOD PRO mapped to HD5600 series */
1629             {"HD 5550", CARD_AMD_RADEON_HD5600},    /* Radeon EG REDWOOD LE mapped to HD5600 series */
1630             {"HD 5450", CARD_AMD_RADEON_HD5400},    /* Radeon EG CEDAR PRO */
1631             /* R700 */
1632             {"HD 4890", CARD_AMD_RADEON_HD4800},    /* Radeon RV790 */
1633             {"HD 4870", CARD_AMD_RADEON_HD4800},    /* Radeon RV770 */
1634             {"HD 4850", CARD_AMD_RADEON_HD4800},    /* Radeon RV770 */
1635             {"HD 4830", CARD_AMD_RADEON_HD4800},    /* Radeon RV770 */
1636             {"HD 4800", CARD_AMD_RADEON_HD4800},    /* Radeon RV7xx HD48xx generic renderer string */
1637             {"HD 4770", CARD_AMD_RADEON_HD4700},    /* Radeon RV740 */
1638             {"HD 4700", CARD_AMD_RADEON_HD4700},    /* Radeon RV7xx HD47xx generic renderer string */
1639             {"HD 4670", CARD_AMD_RADEON_HD4600},    /* Radeon RV730 */
1640             {"HD 4650", CARD_AMD_RADEON_HD4600},    /* Radeon RV730 */
1641             {"HD 4600", CARD_AMD_RADEON_HD4600},    /* Radeon RV730 */
1642             {"HD 4550", CARD_AMD_RADEON_HD4350},    /* Radeon RV710 */
1643             {"HD 4350", CARD_AMD_RADEON_HD4350},    /* Radeon RV710 */
1644             /* R600/R700 integrated */
1645             {"HD 3300", CARD_AMD_RADEON_HD3200},
1646             {"HD 3200", CARD_AMD_RADEON_HD3200},
1647             {"HD 3100", CARD_AMD_RADEON_HD3200},
1648             /* R600 */
1649             {"HD 3870", CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1650             {"HD 3850", CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1651             {"HD 2900", CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1652             {"HD 3830", CARD_AMD_RADEON_HD2600},    /* China-only midend */
1653             {"HD 3690", CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1654             {"HD 3650", CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1655             {"HD 2600", CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1656             {"HD 3470", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1657             {"HD 3450", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1658             {"HD 3430", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1659             {"HD 3400", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1660             {"HD 2400", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1661             {"HD 2350", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1662         };
1663
1664         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1665         {
1666             if (strstr(gl_renderer, cards[i].renderer))
1667                 return cards[i].id;
1668         }
1669
1670         /* Default for when no GPU has been found */
1671         return CARD_AMD_RADEON_HD3200;
1672     }
1673
1674     if (d3d_level >= 9)
1675     {
1676         /* Radeon R5xx */
1677         if (strstr(gl_renderer, "X1600")
1678                 || strstr(gl_renderer, "X1650")
1679                 || strstr(gl_renderer, "X1800")
1680                 || strstr(gl_renderer, "X1900")
1681                 || strstr(gl_renderer, "X1950"))
1682         {
1683             return CARD_AMD_RADEON_X1600;
1684         }
1685
1686         /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1687          * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1688         if (strstr(gl_renderer, "X700")
1689                 || strstr(gl_renderer, "X800")
1690                 || strstr(gl_renderer, "X850")
1691                 || strstr(gl_renderer, "X1300")
1692                 || strstr(gl_renderer, "X1400")
1693                 || strstr(gl_renderer, "X1450")
1694                 || strstr(gl_renderer, "X1550")
1695                 || strstr(gl_renderer, "X2300")
1696                 || strstr(gl_renderer, "X2500")
1697                 || strstr(gl_renderer, "HD 2300")
1698                 )
1699         {
1700             return CARD_AMD_RADEON_X700;
1701         }
1702
1703         /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1704         if (strstr(gl_renderer, "Radeon Xpress"))
1705         {
1706             return CARD_AMD_RADEON_XPRESS_200M;
1707         }
1708
1709         /* Radeon R3xx */
1710         return CARD_AMD_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1711     }
1712
1713     if (d3d_level >= 8)
1714         return CARD_AMD_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1715
1716     if (d3d_level >= 7)
1717         return CARD_AMD_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1718
1719     return CARD_AMD_RAGE_128PRO;
1720 }
1721
1722 static enum wined3d_pci_device select_card_intel(const struct wined3d_gl_info *gl_info,
1723         const char *gl_renderer)
1724 {
1725     if (strstr(gl_renderer, "GM45")) return CARD_INTEL_GM45;
1726     if (strstr(gl_renderer, "X3100") || strstr(gl_renderer, "965GM"))
1727     {
1728         /* MacOS calls the card GMA X3100, otherwise known as GM965/GL960 */
1729         return CARD_INTEL_X3100;
1730     }
1731
1732     if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1733     {
1734         /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1735         return CARD_INTEL_I945GM;
1736     }
1737
1738     if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1739     if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1740     if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1741     if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1742     if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1743     return CARD_INTEL_I915G;
1744
1745 }
1746
1747 static enum wined3d_pci_device select_card_amd_mesa(const struct wined3d_gl_info *gl_info,
1748         const char *gl_renderer)
1749 {
1750     UINT d3d_level;
1751     unsigned int i;
1752
1753     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1754      *
1755      * Beware: renderer string do not match exact card model,
1756      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1757     if (strstr(gl_renderer, "Gallium"))
1758     {
1759         /* 20101109 - These are never returned by current Gallium radeon
1760          * drivers: R700, RV790, R680, RV535, RV516, R410, RS485, RV360, RV351.
1761          *
1762          * These are returned but not handled: RC410, RV380. */
1763         static const struct
1764         {
1765             const char *renderer;
1766             enum wined3d_pci_device id;
1767         }
1768         cards[] =
1769         {
1770             /* Northern Islands */
1771             {"CAYMAN",  CARD_AMD_RADEON_HD6900},
1772             {"BARTS",   CARD_AMD_RADEON_HD6800},
1773             {"PALM",    CARD_AMD_RADEON_HD6310},
1774             /* Evergreen */
1775             {"HEMLOCK", CARD_AMD_RADEON_HD5900},
1776             {"CYPRESS", CARD_AMD_RADEON_HD5800},
1777             {"JUNIPER", CARD_AMD_RADEON_HD5700},
1778             {"REDWOOD", CARD_AMD_RADEON_HD5600},
1779             {"CEDAR",   CARD_AMD_RADEON_HD5400},
1780             /* R700 */
1781             {"R700",    CARD_AMD_RADEON_HD4800},    /* HD4800 - highend */
1782             {"RV790",   CARD_AMD_RADEON_HD4800},
1783             {"RV770",   CARD_AMD_RADEON_HD4800},
1784             {"RV740",   CARD_AMD_RADEON_HD4700},    /* HD4700 - midend */
1785             {"RV730",   CARD_AMD_RADEON_HD4600},    /* HD4600 - midend */
1786             {"RV710",   CARD_AMD_RADEON_HD4350},    /* HD4500/HD4350 - lowend */
1787             /* R600/R700 integrated */
1788             {"RS880",   CARD_AMD_RADEON_HD3200},
1789             {"RS780",   CARD_AMD_RADEON_HD3200},
1790             /* R600 */
1791             {"R680",    CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1792             {"R600",    CARD_AMD_RADEON_HD2900},
1793             {"RV670",   CARD_AMD_RADEON_HD2900},
1794             {"RV635",   CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1795             {"RV630",   CARD_AMD_RADEON_HD2600},
1796             {"RV620",   CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1797             {"RV610",   CARD_AMD_RADEON_HD2350},
1798             /* R500 */
1799             {"R580",    CARD_AMD_RADEON_X1600},
1800             {"R520",    CARD_AMD_RADEON_X1600},
1801             {"RV570",   CARD_AMD_RADEON_X1600},
1802             {"RV560",   CARD_AMD_RADEON_X1600},
1803             {"RV535",   CARD_AMD_RADEON_X1600},
1804             {"RV530",   CARD_AMD_RADEON_X1600},
1805             {"RV516",   CARD_AMD_RADEON_X700},      /* X700 is actually R400. */
1806             {"RV515",   CARD_AMD_RADEON_X700},
1807             /* R400 */
1808             {"R481",    CARD_AMD_RADEON_X700},
1809             {"R480",    CARD_AMD_RADEON_X700},
1810             {"R430",    CARD_AMD_RADEON_X700},
1811             {"R423",    CARD_AMD_RADEON_X700},
1812             {"R420",    CARD_AMD_RADEON_X700},
1813             {"R410",    CARD_AMD_RADEON_X700},
1814             {"RV410",   CARD_AMD_RADEON_X700},
1815             /* Radeon Xpress - onboard, DX9b, Shader 2.0, 300-400MHz */
1816             {"RS740",   CARD_AMD_RADEON_XPRESS_200M},
1817             {"RS690",   CARD_AMD_RADEON_XPRESS_200M},
1818             {"RS600",   CARD_AMD_RADEON_XPRESS_200M},
1819             {"RS485",   CARD_AMD_RADEON_XPRESS_200M},
1820             {"RS482",   CARD_AMD_RADEON_XPRESS_200M},
1821             {"RS480",   CARD_AMD_RADEON_XPRESS_200M},
1822             {"RS400",   CARD_AMD_RADEON_XPRESS_200M},
1823             /* R300 */
1824             {"R360",    CARD_AMD_RADEON_9500},
1825             {"R350",    CARD_AMD_RADEON_9500},
1826             {"R300",    CARD_AMD_RADEON_9500},
1827             {"RV370",   CARD_AMD_RADEON_9500},
1828             {"RV360",   CARD_AMD_RADEON_9500},
1829             {"RV351",   CARD_AMD_RADEON_9500},
1830             {"RV350",   CARD_AMD_RADEON_9500},
1831         };
1832
1833         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1834         {
1835             if (strstr(gl_renderer, cards[i].renderer))
1836                 return cards[i].id;
1837         }
1838     }
1839
1840     d3d_level = d3d_level_from_gl_info(gl_info);
1841     if (d3d_level >= 9)
1842     {
1843         static const struct
1844         {
1845             const char *renderer;
1846             enum wined3d_pci_device id;
1847         }
1848         cards[] =
1849         {
1850             /* R700 */
1851             {"(R700",   CARD_AMD_RADEON_HD4800},    /* HD4800 - highend */
1852             {"(RV790",  CARD_AMD_RADEON_HD4800},
1853             {"(RV770",  CARD_AMD_RADEON_HD4800},
1854             {"(RV740",  CARD_AMD_RADEON_HD4700},    /* HD4700 - midend */
1855             {"(RV730",  CARD_AMD_RADEON_HD4600},    /* HD4600 - midend */
1856             {"(RV710",  CARD_AMD_RADEON_HD4350},    /* HD4500/HD4350 - lowend */
1857             /* R600/R700 integrated */
1858             {"RS880",   CARD_AMD_RADEON_HD3200},
1859             {"RS780",   CARD_AMD_RADEON_HD3200},
1860             /* R600 */
1861             {"(R680",   CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1862             {"(R600",   CARD_AMD_RADEON_HD2900},
1863             {"(RV670",  CARD_AMD_RADEON_HD2900},
1864             {"(RV635",  CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1865             {"(RV630",  CARD_AMD_RADEON_HD2600},
1866             {"(RV620",  CARD_AMD_RADEON_HD2350},    /* HD2300/HD2400/HD3400 - lowend */
1867             {"(RV610",  CARD_AMD_RADEON_HD2350},
1868         };
1869
1870         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1871         {
1872             if (strstr(gl_renderer, cards[i].renderer))
1873                 return cards[i].id;
1874         }
1875     }
1876
1877     if (d3d_level >= 8)
1878         return CARD_AMD_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1879
1880     if (d3d_level >= 7)
1881         return CARD_AMD_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1882
1883     return CARD_AMD_RAGE_128PRO;
1884 }
1885
1886 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
1887         const char *gl_renderer)
1888 {
1889     UINT d3d_level;
1890
1891     if (strstr(gl_renderer, "Gallium"))
1892     {
1893         unsigned int i;
1894
1895         static const struct
1896         {
1897             const char *renderer;
1898             enum wined3d_pci_device id;
1899         }
1900         cards[] =
1901         {
1902             {"NVC8",    CARD_NVIDIA_GEFORCE_GTX570},
1903             {"NVC4",    CARD_NVIDIA_GEFORCE_GTX460},
1904             {"NVC3",    CARD_NVIDIA_GEFORCE_GT440},
1905             {"NVC0",    CARD_NVIDIA_GEFORCE_GTX480},
1906             {"NVAF",    CARD_NVIDIA_GEFORCE_GT320M},
1907             {"NVAC",    CARD_NVIDIA_GEFORCE_8200},
1908             {"NVAA",    CARD_NVIDIA_GEFORCE_8200},
1909             {"NVA8",    CARD_NVIDIA_GEFORCE_210},
1910             {"NVA5",    CARD_NVIDIA_GEFORCE_GT220},
1911             {"NVA3",    CARD_NVIDIA_GEFORCE_GT240},
1912             {"NVA0",    CARD_NVIDIA_GEFORCE_GTX280},
1913             {"NV98",    CARD_NVIDIA_GEFORCE_9200},
1914             {"NV96",    CARD_NVIDIA_GEFORCE_9400GT},
1915             {"NV94",    CARD_NVIDIA_GEFORCE_9600GT},
1916             {"NV92",    CARD_NVIDIA_GEFORCE_9800GT},
1917             {"NV86",    CARD_NVIDIA_GEFORCE_8500GT},
1918             {"NV84",    CARD_NVIDIA_GEFORCE_8600GT},
1919             {"NV68",    CARD_NVIDIA_GEFORCE_6200},      /* 7050 */
1920             {"NV67",    CARD_NVIDIA_GEFORCE_6200},      /* 7000M */
1921             {"NV63",    CARD_NVIDIA_GEFORCE_6200},      /* 7100 */
1922             {"NV50",    CARD_NVIDIA_GEFORCE_8800GTX},
1923             {"NV4E",    CARD_NVIDIA_GEFORCE_6200},      /* 6100 Go / 6150 Go */
1924             {"NV4C",    CARD_NVIDIA_GEFORCE_6200},      /* 6150SE */
1925             {"NV4B",    CARD_NVIDIA_GEFORCE_7600},
1926             {"NV4A",    CARD_NVIDIA_GEFORCE_6200},
1927             {"NV49",    CARD_NVIDIA_GEFORCE_7800GT},    /* 7900 */
1928             {"NV47",    CARD_NVIDIA_GEFORCE_7800GT},
1929             {"NV46",    CARD_NVIDIA_GEFORCE_7400},
1930             {"NV45",    CARD_NVIDIA_GEFORCE_6800},
1931             {"NV44",    CARD_NVIDIA_GEFORCE_6200},
1932             {"NV43",    CARD_NVIDIA_GEFORCE_6600GT},
1933             {"NV42",    CARD_NVIDIA_GEFORCE_6800},
1934             {"NV41",    CARD_NVIDIA_GEFORCE_6800},
1935             {"NV40",    CARD_NVIDIA_GEFORCE_6800},
1936             {"NV38",    CARD_NVIDIA_GEFORCEFX_5800},    /* FX 5950 Ultra */
1937             {"NV36",    CARD_NVIDIA_GEFORCEFX_5800},    /* FX 5700/5750 */
1938             {"NV35",    CARD_NVIDIA_GEFORCEFX_5800},    /* FX 5900 */
1939             {"NV34",    CARD_NVIDIA_GEFORCEFX_5200},
1940             {"NV31",    CARD_NVIDIA_GEFORCEFX_5600},
1941             {"NV30",    CARD_NVIDIA_GEFORCEFX_5800},
1942             {"NV28",    CARD_NVIDIA_GEFORCE4_TI4200},
1943             {"NV25",    CARD_NVIDIA_GEFORCE4_TI4200},
1944             {"NV20",    CARD_NVIDIA_GEFORCE3},
1945             {"NV1F",    CARD_NVIDIA_GEFORCE4_MX},       /* GF4 MX IGP */
1946             {"NV1A",    CARD_NVIDIA_GEFORCE2},          /* GF2 IGP */
1947             {"NV18",    CARD_NVIDIA_GEFORCE4_MX},
1948             {"NV17",    CARD_NVIDIA_GEFORCE4_MX},
1949             {"NV16",    CARD_NVIDIA_GEFORCE2},
1950             {"NV15",    CARD_NVIDIA_GEFORCE2},
1951             {"NV11",    CARD_NVIDIA_GEFORCE2_MX},
1952             {"NV10",    CARD_NVIDIA_GEFORCE},
1953             {"NV05",    CARD_NVIDIA_RIVA_TNT2},
1954             {"NV04",    CARD_NVIDIA_RIVA_TNT},
1955             {"NV03",    CARD_NVIDIA_RIVA_128},
1956         };
1957
1958         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1959         {
1960             if (strstr(gl_renderer, cards[i].renderer))
1961                 return cards[i].id;
1962         }
1963     }
1964
1965     FIXME_(d3d_caps)("Unknown renderer %s.\n", debugstr_a(gl_renderer));
1966
1967     d3d_level = d3d_level_from_gl_info(gl_info);
1968     if (d3d_level >= 9)
1969         return CARD_NVIDIA_GEFORCEFX_5600;
1970     if (d3d_level >= 8)
1971         return CARD_NVIDIA_GEFORCE3;
1972     if (d3d_level >= 7)
1973         return CARD_NVIDIA_GEFORCE;
1974     if (d3d_level >= 6)
1975         return CARD_NVIDIA_RIVA_TNT;
1976     return CARD_NVIDIA_RIVA_128;
1977 }
1978
1979
1980 struct vendor_card_selection
1981 {
1982     enum wined3d_gl_vendor gl_vendor;
1983     enum wined3d_pci_vendor card_vendor;
1984     const char *description;        /* Description of the card selector i.e. Apple OS/X Intel */
1985     enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer);
1986 };
1987
1988 static const struct vendor_card_selection vendor_card_select_table[] =
1989 {
1990     {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA,  "Nvidia binary driver",     select_card_nvidia_binary},
1991     {GL_VENDOR_APPLE,  HW_VENDOR_NVIDIA,  "Apple OSX NVidia binary driver",   select_card_nvidia_binary},
1992     {GL_VENDOR_APPLE,  HW_VENDOR_AMD,     "Apple OSX AMD/ATI binary driver",  select_card_amd_binary},
1993     {GL_VENDOR_APPLE,  HW_VENDOR_INTEL,   "Apple OSX Intel binary driver",    select_card_intel},
1994     {GL_VENDOR_FGLRX,  HW_VENDOR_AMD,     "AMD/ATI binary driver",    select_card_amd_binary},
1995     {GL_VENDOR_MESA,   HW_VENDOR_AMD,     "Mesa AMD/ATI driver",      select_card_amd_mesa},
1996     {GL_VENDOR_MESA,   HW_VENDOR_NVIDIA,  "Mesa Nouveau driver",      select_card_nvidia_mesa},
1997     {GL_VENDOR_MESA,   HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel},
1998     {GL_VENDOR_INTEL,  HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel}
1999 };
2000
2001
2002 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
2003         enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor)
2004 {
2005     UINT d3d_level;
2006
2007     /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
2008      * different GPUs with roughly the same features. In most cases GPUs from a
2009      * certain family differ in clockspeeds, the amount of video memory and the
2010      * number of shader pipelines.
2011      *
2012      * A Direct3D device object contains the PCI id (vendor + device) of the
2013      * videocard which is used for rendering. Various applications use this
2014      * information to get a rough estimation of the features of the card and
2015      * some might use it for enabling 3d effects only on certain types of
2016      * videocards. In some cases games might even use it to work around bugs
2017      * which happen on certain videocards/driver combinations. The problem is
2018      * that OpenGL only exposes a rendering string containing the name of the
2019      * videocard and not the PCI id.
2020      *
2021      * Various games depend on the PCI id, so somehow we need to provide one.
2022      * A simple option is to parse the renderer string and translate this to
2023      * the right PCI id. This is a lot of work because there are more than 200
2024      * GPUs just for Nvidia. Various cards share the same renderer string, so
2025      * the amount of code might be 'small' but there are quite a number of
2026      * exceptions which would make this a pain to maintain. Another way would
2027      * be to query the PCI id from the operating system (assuming this is the
2028      * videocard which is used for rendering which is not always the case).
2029      * This would work but it is not very portable. Second it would not work
2030      * well in, let's say, a remote X situation in which the amount of 3d
2031      * features which can be used is limited.
2032      *
2033      * As said most games only use the PCI id to get an indication of the
2034      * capabilities of the card. It doesn't really matter if the given id is
2035      * the correct one if we return the id of a card with similar 3d features.
2036      *
2037      * The code below checks the OpenGL capabilities of a videocard and matches
2038      * that to a certain level of Direct3D functionality. Once a card passes
2039      * the Direct3D9 check, we know that the card (in case of Nvidia) is at
2040      * least a GeforceFX. To give a better estimate we do a basic check on the
2041      * renderer string but if that won't pass we return a default card. This
2042      * way is better than maintaining a full card database as even without a
2043      * full database we can return a card with similar features. Second the
2044      * size of the database can be made quite small because when you know what
2045      * type of 3d functionality a card has, you know to which GPU family the
2046      * GPU must belong. Because of this you only have to check a small part of
2047      * the renderer string to distinguishes between different models from that
2048      * family.
2049      *
2050      * The code also selects a default amount of video memory which we will
2051      * use for an estimation of the amount of free texture memory. In case of
2052      * real D3D the amount of texture memory includes video memory and system
2053      * memory (to be specific AGP memory or in case of PCIE TurboCache /
2054      * HyperMemory). We don't know how much system memory can be addressed by
2055      * the system but we can make a reasonable estimation about the amount of
2056      * video memory. If the value is slightly wrong it doesn't matter as we
2057      * didn't include AGP-like memory which makes the amount of addressable
2058      * memory higher and second OpenGL isn't that critical it moves to system
2059      * memory behind our backs if really needed. Note that the amount of video
2060      * memory can be overruled using a registry setting. */
2061
2062     int i;
2063
2064     for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
2065     {
2066         if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
2067             || (vendor_card_select_table[i].card_vendor != *card_vendor))
2068                 continue;
2069         TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
2070         return vendor_card_select_table[i].select_card(gl_info, gl_renderer);
2071     }
2072
2073     FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
2074                      *gl_vendor, *card_vendor);
2075
2076     /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
2077      * for Nvidia was because the hardware and drivers they make are of good quality. This makes
2078      * them a good generic choice. */
2079     *card_vendor = HW_VENDOR_NVIDIA;
2080     d3d_level = d3d_level_from_gl_info(gl_info);
2081     if (d3d_level >= 9)
2082         return CARD_NVIDIA_GEFORCEFX_5600;
2083     if (d3d_level >= 8)
2084         return CARD_NVIDIA_GEFORCE3;
2085     if (d3d_level >= 7)
2086         return CARD_NVIDIA_GEFORCE;
2087     if (d3d_level >= 6)
2088         return CARD_NVIDIA_RIVA_TNT;
2089     return CARD_NVIDIA_RIVA_128;
2090 }
2091
2092 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
2093 {
2094     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2095     int vs_selected_mode, ps_selected_mode;
2096
2097     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2098     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2099             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
2100     else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
2101     else if (gl_info->supported[NV_REGISTER_COMBINERS]
2102             && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
2103     else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
2104     else return &ffp_fragment_pipeline;
2105 }
2106
2107 static const struct wined3d_shader_backend_ops *select_shader_backend(struct wined3d_adapter *adapter)
2108 {
2109     int vs_selected_mode, ps_selected_mode;
2110
2111     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2112     if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
2113     if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
2114     return &none_shader_backend;
2115 }
2116
2117 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
2118 {
2119     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2120     int vs_selected_mode, ps_selected_mode;
2121
2122     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2123     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2124             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2125     else return &ffp_blit;
2126 }
2127
2128 static void load_gl_funcs(struct wined3d_gl_info *gl_info, DWORD gl_version)
2129 {
2130     DWORD ver;
2131
2132 #define USE_GL_FUNC(type, pfn, ext, replace) \
2133     if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2134     else if ((ver = ver_for_ext(ext)) && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2135     else gl_info->pfn = NULL;
2136
2137     GL_EXT_FUNCS_GEN;
2138 #undef USE_GL_FUNC
2139
2140 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2141     WGL_EXT_FUNCS_GEN;
2142 #undef USE_GL_FUNC
2143 }
2144
2145 /* Context activation is done by the caller. */
2146 static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter)
2147 {
2148     struct wined3d_driver_info *driver_info = &adapter->driver_info;
2149     struct wined3d_gl_info *gl_info = &adapter->gl_info;
2150     const char *GL_Extensions    = NULL;
2151     const char *WGL_Extensions   = NULL;
2152     const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2153     struct fragment_caps fragment_caps;
2154     enum wined3d_gl_vendor gl_vendor;
2155     enum wined3d_pci_vendor card_vendor;
2156     enum wined3d_pci_device device;
2157     GLint       gl_max;
2158     GLfloat     gl_floatv[2];
2159     unsigned    i;
2160     HDC         hdc;
2161     DWORD gl_version;
2162     size_t len;
2163
2164     TRACE_(d3d_caps)("(%p)\n", gl_info);
2165
2166     ENTER_GL();
2167
2168     gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2169     TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2170     if (!gl_renderer_str)
2171     {
2172         LEAVE_GL();
2173         ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2174         return FALSE;
2175     }
2176
2177     gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2178     TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2179     if (!gl_vendor_str)
2180     {
2181         LEAVE_GL();
2182         ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2183         return FALSE;
2184     }
2185
2186     /* Parse the GL_VERSION field into major and minor information */
2187     gl_version_str = (const char *)glGetString(GL_VERSION);
2188     TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2189     if (!gl_version_str)
2190     {
2191         LEAVE_GL();
2192         ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2193         return FALSE;
2194     }
2195     gl_version = wined3d_parse_gl_version(gl_version_str);
2196
2197     /*
2198      * Initialize openGL extension related variables
2199      *  with Default values
2200      */
2201     memset(gl_info->supported, 0, sizeof(gl_info->supported));
2202     gl_info->limits.blends = 1;
2203     gl_info->limits.buffers = 1;
2204     gl_info->limits.textures = 1;
2205     gl_info->limits.fragment_samplers = 1;
2206     gl_info->limits.vertex_samplers = 0;
2207     gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2208     gl_info->limits.sampler_stages = 1;
2209     gl_info->limits.glsl_vs_float_constants = 0;
2210     gl_info->limits.glsl_ps_float_constants = 0;
2211     gl_info->limits.arb_vs_float_constants = 0;
2212     gl_info->limits.arb_vs_native_constants = 0;
2213     gl_info->limits.arb_vs_instructions = 0;
2214     gl_info->limits.arb_vs_temps = 0;
2215     gl_info->limits.arb_ps_float_constants = 0;
2216     gl_info->limits.arb_ps_local_constants = 0;
2217     gl_info->limits.arb_ps_instructions = 0;
2218     gl_info->limits.arb_ps_temps = 0;
2219
2220     /* Retrieve opengl defaults */
2221     glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2222     gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2223     TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2224
2225     glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2226     gl_info->limits.lights = gl_max;
2227     TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2228
2229     glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2230     gl_info->limits.texture_size = gl_max;
2231     TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2232
2233     glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2234     gl_info->limits.pointsize_min = gl_floatv[0];
2235     gl_info->limits.pointsize_max = gl_floatv[1];
2236     TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2237
2238     /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2239     GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2240     if (!GL_Extensions)
2241     {
2242         LEAVE_GL();
2243         ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2244         return FALSE;
2245     }
2246
2247     LEAVE_GL();
2248
2249     TRACE_(d3d_caps)("GL_Extensions reported:\n");
2250
2251     gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2252
2253     while (*GL_Extensions)
2254     {
2255         const char *start;
2256
2257         while (isspace(*GL_Extensions)) ++GL_Extensions;
2258         start = GL_Extensions;
2259         while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2260
2261         len = GL_Extensions - start;
2262         if (!len) continue;
2263
2264         TRACE_(d3d_caps)("- %s\n", debugstr_an(start, len));
2265
2266         for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2267         {
2268             if (len == strlen(EXTENSION_MAP[i].extension_string)
2269                     && !memcmp(start, EXTENSION_MAP[i].extension_string, len))
2270             {
2271                 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2272                 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2273                 break;
2274             }
2275         }
2276     }
2277
2278     /* Now work out what GL support this card really has */
2279     load_gl_funcs( gl_info, gl_version );
2280
2281     ENTER_GL();
2282
2283     /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2284      * loading the functions, otherwise the code above will load the extension entry points instead of the
2285      * core functions, which may not work. */
2286     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2287     {
2288         if (!gl_info->supported[EXTENSION_MAP[i].extension]
2289                 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2290         {
2291             TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2292             gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2293         }
2294     }
2295
2296     if (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
2297
2298     if (gl_info->supported[APPLE_FENCE])
2299     {
2300         /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2301          * The apple extension interacts with some other apple exts. Disable the NV
2302          * extension if the apple one is support to prevent confusion in other parts
2303          * of the code. */
2304         gl_info->supported[NV_FENCE] = FALSE;
2305     }
2306     if (gl_info->supported[APPLE_FLOAT_PIXELS])
2307     {
2308         /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2309          *
2310          * The enums are the same:
2311          * GL_RGBA16F_ARB     = GL_RGBA_FLOAT16_APPLE = 0x881A
2312          * GL_RGB16F_ARB      = GL_RGB_FLOAT16_APPLE  = 0x881B
2313          * GL_RGBA32F_ARB     = GL_RGBA_FLOAT32_APPLE = 0x8814
2314          * GL_RGB32F_ARB      = GL_RGB_FLOAT32_APPLE  = 0x8815
2315          * GL_HALF_FLOAT_ARB  = GL_HALF_APPLE         = 0x140B
2316          */
2317         if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2318         {
2319             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2320             gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2321         }
2322         if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2323         {
2324             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2325             gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2326         }
2327     }
2328     if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2329     {
2330         /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2331          * functionality. Prefer the ARB extension */
2332         gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2333     }
2334     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2335     {
2336         TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2337         gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2338     }
2339     if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2340     {
2341         TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2342         gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2343     }
2344     if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2345     {
2346         TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2347         gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2348     }
2349     if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
2350     {
2351         TRACE_(d3d_caps)(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
2352         gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
2353     }
2354     if (gl_info->supported[NV_TEXTURE_SHADER2])
2355     {
2356         if (gl_info->supported[NV_REGISTER_COMBINERS])
2357         {
2358             /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2359              * are supported. The nv extensions provide the same functionality as the
2360              * ATI one, and a bit more(signed pixelformats). */
2361             gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2362         }
2363     }
2364
2365     if (gl_info->supported[NV_REGISTER_COMBINERS])
2366     {
2367         glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2368         gl_info->limits.general_combiners = gl_max;
2369         TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2370     }
2371     if (gl_info->supported[ARB_DRAW_BUFFERS])
2372     {
2373         glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2374         gl_info->limits.buffers = gl_max;
2375         TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2376     }
2377     if (gl_info->supported[ARB_MULTITEXTURE])
2378     {
2379         glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2380         gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2381         TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2382
2383         if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2384         {
2385             GLint tmp;
2386             glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2387             gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2388         }
2389         else
2390         {
2391             gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2392         }
2393         TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2394
2395         if (gl_info->supported[ARB_VERTEX_SHADER])
2396         {
2397             GLint tmp;
2398             glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2399             gl_info->limits.vertex_samplers = tmp;
2400             glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2401             gl_info->limits.combined_samplers = tmp;
2402
2403             /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2404              * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2405              * an issue because then the sampler setup only depends on the two shaders. If a pixel
2406              * shader is used with fixed function vertex processing we're fine too because fixed function
2407              * vertex processing doesn't use any samplers. If fixed function fragment processing is
2408              * used we have to make sure that all vertex sampler setups are valid together with all
2409              * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2410              * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2411              * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2412              * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2413              * a fixed function pipeline anymore.
2414              *
2415              * So this is just a check to check that our assumption holds true. If not, write a warning
2416              * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2417             if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2418                     && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2419             {
2420                 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2421                         gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2422                 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2423                 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2424                     gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2425                 else
2426                     gl_info->limits.vertex_samplers = 0;
2427             }
2428         }
2429         else
2430         {
2431             gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2432         }
2433         TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2434         TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2435     }
2436     if (gl_info->supported[ARB_VERTEX_BLEND])
2437     {
2438         glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2439         gl_info->limits.blends = gl_max;
2440         TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2441     }
2442     if (gl_info->supported[EXT_TEXTURE3D])
2443     {
2444         glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2445         gl_info->limits.texture3d_size = gl_max;
2446         TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2447     }
2448     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2449     {
2450         glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2451         gl_info->limits.anisotropy = gl_max;
2452         TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2453     }
2454     if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2455     {
2456         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2457         gl_info->limits.arb_ps_float_constants = gl_max;
2458         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2459         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2460         gl_info->limits.arb_ps_native_constants = gl_max;
2461         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2462                 gl_info->limits.arb_ps_native_constants);
2463         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2464         gl_info->limits.arb_ps_temps = gl_max;
2465         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2466         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2467         gl_info->limits.arb_ps_instructions = gl_max;
2468         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2469         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2470         gl_info->limits.arb_ps_local_constants = gl_max;
2471         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2472     }
2473     if (gl_info->supported[ARB_VERTEX_PROGRAM])
2474     {
2475         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2476         gl_info->limits.arb_vs_float_constants = gl_max;
2477         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2478         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2479         gl_info->limits.arb_vs_native_constants = gl_max;
2480         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2481                 gl_info->limits.arb_vs_native_constants);
2482         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2483         gl_info->limits.arb_vs_temps = gl_max;
2484         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2485         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2486         gl_info->limits.arb_vs_instructions = gl_max;
2487         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2488
2489         if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2490     }
2491     if (gl_info->supported[ARB_VERTEX_SHADER])
2492     {
2493         glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2494         gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2495         TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2496     }
2497     if (gl_info->supported[ARB_FRAGMENT_SHADER])
2498     {
2499         glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2500         gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2501         TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2502         glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2503         gl_info->limits.glsl_varyings = gl_max;
2504         TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2505     }
2506     if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2507     {
2508         const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2509         unsigned int major, minor;
2510
2511         TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2512
2513         /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2514         sscanf(str, "%u.%u", &major, &minor);
2515         gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2516     }
2517     if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2518     {
2519         glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2520     }
2521     else
2522     {
2523         gl_info->limits.shininess = 128.0f;
2524     }
2525     if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2526     {
2527         /* If we have full NP2 texture support, disable
2528          * GL_ARB_texture_rectangle because we will never use it.
2529          * This saves a few redundant glDisable calls. */
2530         gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2531     }
2532     if (gl_info->supported[ATI_FRAGMENT_SHADER])
2533     {
2534         /* Disable NV_register_combiners and fragment shader if this is supported.
2535          * generally the NV extensions are preferred over the ATI ones, and this
2536          * extension is disabled if register_combiners and texture_shader2 are both
2537          * supported. So we reach this place only if we have incomplete NV dxlevel 8
2538          * fragment processing support. */
2539         gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2540         gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2541         gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2542         gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2543     }
2544     if (gl_info->supported[NV_HALF_FLOAT])
2545     {
2546         /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2547         gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2548     }
2549     if (gl_info->supported[ARB_POINT_SPRITE])
2550     {
2551         gl_info->limits.point_sprite_units = gl_info->limits.textures;
2552     }
2553     else
2554     {
2555         gl_info->limits.point_sprite_units = 0;
2556     }
2557     checkGLcall("extension detection");
2558
2559     LEAVE_GL();
2560
2561     adapter->fragment_pipe = select_fragment_implementation(adapter);
2562     adapter->shader_backend = select_shader_backend(adapter);
2563     adapter->blitter = select_blit_implementation(adapter);
2564
2565     adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2566     gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2567     TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2568
2569     /* In some cases the number of texture stages can be larger than the number
2570      * of samplers. The GF4 for example can use only 2 samplers (no fragment
2571      * shaders), but 8 texture stages (register combiners). */
2572     gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2573
2574     if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2575     {
2576         gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2577         gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2578         gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2579         gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2580         gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2581         gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2582         gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2583         gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2584         gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2585         gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2586         gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2587         gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2588         gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2589         gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2590         gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2591         gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2592         gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2593         gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2594         gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2595     }
2596     else
2597     {
2598         if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2599         {
2600             gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2601             gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2602             gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2603             gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2604             gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2605             gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2606             gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2607             gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2608             gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2609             gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2610             gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2611             gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2612             gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2613             gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2614             gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2615             gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2616             gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2617         }
2618         else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2619         {
2620             WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2621             wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2622         }
2623         if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2624         {
2625             gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2626         }
2627         if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2628         {
2629             gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2630         }
2631     }
2632
2633     /* MRTs are currently only supported when FBOs are used. */
2634     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2635     {
2636         gl_info->limits.buffers = 1;
2637     }
2638
2639     gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2640     card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2641     TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2642
2643     device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor);
2644     TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2645
2646     gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2647     gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2648             gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2649     gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2650     gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2651             gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2652     gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2653             gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2654
2655     /* Make sure there's an active HDC else the WGL extensions will fail */
2656     hdc = pwglGetCurrentDC();
2657     if (hdc) {
2658         /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2659         if(GL_EXTCALL(wglGetExtensionsStringARB))
2660             WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2661
2662         if (!WGL_Extensions)
2663         {
2664             ERR("   WGL_Extensions returns NULL\n");
2665         }
2666         else
2667         {
2668             TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2669             while (*WGL_Extensions)
2670             {
2671                 const char *Start;
2672                 char ThisExtn[256];
2673
2674                 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2675                 Start = WGL_Extensions;
2676                 while (!isspace(*WGL_Extensions) && *WGL_Extensions) ++WGL_Extensions;
2677
2678                 len = WGL_Extensions - Start;
2679                 if (!len || len >= sizeof(ThisExtn))
2680                     continue;
2681
2682                 memcpy(ThisExtn, Start, len);
2683                 ThisExtn[len] = '\0';
2684                 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2685
2686                 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2687                     gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2688                     TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2689                 }
2690                 if (!strcmp(ThisExtn, "WGL_EXT_swap_control")) {
2691                     gl_info->supported[WGL_EXT_SWAP_CONTROL] = TRUE;
2692                     TRACE_(d3d_caps)("FOUND: WGL_EXT_swap_control support\n");
2693                 }
2694                 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2695                     gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2696                     TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2697                 }
2698             }
2699         }
2700     }
2701
2702     fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2703     init_driver_info(driver_info, card_vendor, device);
2704     add_gl_compat_wrappers(gl_info);
2705
2706     return TRUE;
2707 }
2708
2709 UINT CDECL wined3d_get_adapter_count(const struct wined3d *wined3d)
2710 {
2711     TRACE_(d3d_caps)("wined3d %p, reporting %u adapters.\n",
2712             wined3d, wined3d->adapter_count);
2713
2714     return wined3d->adapter_count;
2715 }
2716
2717 HRESULT CDECL wined3d_register_software_device(struct wined3d *wined3d, void *init_function)
2718 {
2719     FIXME("wined3d %p, init_function %p stub!\n", wined3d, init_function);
2720
2721     return WINED3D_OK;
2722 }
2723
2724 HMONITOR CDECL wined3d_get_adapter_monitor(const struct wined3d *wined3d, UINT adapter_idx)
2725 {
2726     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u.\n", wined3d, adapter_idx);
2727
2728     if (adapter_idx >= wined3d->adapter_count)
2729         return NULL;
2730
2731     return MonitorFromPoint(wined3d->adapters[adapter_idx].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2732 }
2733
2734 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2735      of the same bpp but different resolutions                                  */
2736
2737 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2738 UINT CDECL wined3d_get_adapter_mode_count(const struct wined3d *wined3d, UINT adapter_idx,
2739         enum wined3d_format_id format_id)
2740 {
2741     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, format %s.\n", wined3d, adapter_idx, debug_d3dformat(format_id));
2742
2743     if (adapter_idx >= wined3d->adapter_count)
2744         return 0;
2745
2746     /* TODO: Store modes per adapter and read it from the adapter structure */
2747     if (!adapter_idx)
2748     {
2749         const struct wined3d_format *format = wined3d_get_format(&wined3d->adapters[adapter_idx].gl_info, format_id);
2750         UINT format_bits = format->byte_count * CHAR_BIT;
2751         unsigned int i = 0;
2752         unsigned int j = 0;
2753         DEVMODEW mode;
2754
2755         memset(&mode, 0, sizeof(mode));
2756         mode.dmSize = sizeof(mode);
2757
2758         while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2759         {
2760             ++j;
2761
2762             if (format_id == WINED3DFMT_UNKNOWN)
2763             {
2764                 /* This is for D3D8, do not enumerate P8 here */
2765                 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2766             }
2767             else if (mode.dmBitsPerPel == format_bits)
2768             {
2769                 ++i;
2770             }
2771         }
2772
2773         TRACE_(d3d_caps)("Returning %u matching modes (out of %u total) for adapter %u.\n", i, j, adapter_idx);
2774
2775         return i;
2776     }
2777     else
2778     {
2779         FIXME_(d3d_caps)("Adapter not primary display.\n");
2780     }
2781
2782     return 0;
2783 }
2784
2785 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2786 HRESULT CDECL wined3d_enum_adapter_modes(const struct wined3d *wined3d, UINT adapter_idx,
2787         enum wined3d_format_id format_id, UINT mode_idx, WINED3DDISPLAYMODE *mode)
2788 {
2789     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, format %s, mode_idx %u, mode %p.\n",
2790             wined3d, adapter_idx, debug_d3dformat(format_id), mode_idx, mode);
2791
2792     /* Validate the parameters as much as possible */
2793     if (!mode || adapter_idx >= wined3d->adapter_count
2794             || mode_idx >= wined3d_get_adapter_mode_count(wined3d, adapter_idx, format_id))
2795     {
2796         return WINED3DERR_INVALIDCALL;
2797     }
2798
2799     /* TODO: Store modes per adapter and read it from the adapter structure */
2800     if (!adapter_idx)
2801     {
2802         const struct wined3d_format *format = wined3d_get_format(&wined3d->adapters[adapter_idx].gl_info, format_id);
2803         UINT format_bits = format->byte_count * CHAR_BIT;
2804         DEVMODEW DevModeW;
2805         int ModeIdx = 0;
2806         UINT i = 0;
2807         int j = 0;
2808
2809         ZeroMemory(&DevModeW, sizeof(DevModeW));
2810         DevModeW.dmSize = sizeof(DevModeW);
2811
2812         /* If we are filtering to a specific format (D3D9), then need to skip
2813            all unrelated modes, but if mode is irrelevant (D3D8), then we can
2814            just count through the ones with valid bit depths */
2815         while (i <= mode_idx && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2816         {
2817             if (format_id == WINED3DFMT_UNKNOWN)
2818             {
2819                 /* This is for D3D8, do not enumerate P8 here */
2820                 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2821             }
2822             else if (DevModeW.dmBitsPerPel == format_bits)
2823             {
2824                 ++i;
2825             }
2826         }
2827
2828         if (!i)
2829         {
2830             TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", format_id, debug_d3dformat(format_id));
2831             return WINED3DERR_INVALIDCALL;
2832         }
2833         ModeIdx = j - 1;
2834
2835         /* Now get the display mode via the calculated index */
2836         if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0))
2837         {
2838             mode->Width = DevModeW.dmPelsWidth;
2839             mode->Height = DevModeW.dmPelsHeight;
2840             mode->RefreshRate = DEFAULT_REFRESH_RATE;
2841             if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2842                 mode->RefreshRate = DevModeW.dmDisplayFrequency;
2843
2844             if (format_id == WINED3DFMT_UNKNOWN)
2845                 mode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2846             else
2847                 mode->Format = format_id;
2848         }
2849         else
2850         {
2851             TRACE_(d3d_caps)("Requested mode %u out of range.\n", mode_idx);
2852             return WINED3DERR_INVALIDCALL;
2853         }
2854
2855         TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n",
2856                 mode->Width, mode->Height, mode->RefreshRate, mode->Format,
2857                 debug_d3dformat(mode->Format), DevModeW.dmBitsPerPel);
2858     }
2859     else
2860     {
2861         FIXME_(d3d_caps)("Adapter not primary display\n");
2862     }
2863
2864     return WINED3D_OK;
2865 }
2866
2867 HRESULT CDECL wined3d_get_adapter_display_mode(const struct wined3d *wined3d, UINT adapter_idx,
2868         WINED3DDISPLAYMODE *mode)
2869 {
2870     TRACE("wined3d %p, adapter_idx %u, display_mode %p.\n", wined3d, adapter_idx, mode);
2871
2872     if (!mode || adapter_idx >= wined3d->adapter_count)
2873         return WINED3DERR_INVALIDCALL;
2874
2875     if (!adapter_idx)
2876     {
2877         DEVMODEW DevModeW;
2878         unsigned int bpp;
2879
2880         ZeroMemory(&DevModeW, sizeof(DevModeW));
2881         DevModeW.dmSize = sizeof(DevModeW);
2882
2883         EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2884         mode->Width = DevModeW.dmPelsWidth;
2885         mode->Height = DevModeW.dmPelsHeight;
2886         bpp = DevModeW.dmBitsPerPel;
2887         mode->RefreshRate = DEFAULT_REFRESH_RATE;
2888         if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2889             mode->RefreshRate = DevModeW.dmDisplayFrequency;
2890         mode->Format = pixelformat_for_depth(bpp);
2891     }
2892     else
2893     {
2894         FIXME_(d3d_caps)("Adapter not primary display\n");
2895     }
2896
2897     TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", mode->Width,
2898           mode->Height, mode->RefreshRate, debug_d3dformat(mode->Format));
2899     return WINED3D_OK;
2900 }
2901
2902 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2903    and fields being inserted in the middle, a new structure is used in place    */
2904 HRESULT CDECL wined3d_get_adapter_identifier(const struct wined3d *wined3d,
2905         UINT adapter_idx, DWORD flags, WINED3DADAPTER_IDENTIFIER *identifier)
2906 {
2907     const struct wined3d_adapter *adapter;
2908     size_t len;
2909
2910     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, flags %#x, indentifier %p.\n",
2911             wined3d, adapter_idx, flags, identifier);
2912
2913     if (adapter_idx >= wined3d->adapter_count)
2914         return WINED3DERR_INVALIDCALL;
2915
2916     adapter = &wined3d->adapters[adapter_idx];
2917
2918     /* Return the information requested */
2919     TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2920
2921     if (identifier->driver_size)
2922     {
2923         const char *name = adapter->driver_info.name;
2924         len = min(strlen(name), identifier->driver_size - 1);
2925         memcpy(identifier->driver, name, len);
2926         identifier->driver[len] = '\0';
2927     }
2928
2929     if (identifier->description_size)
2930     {
2931         const char *description = adapter->driver_info.description;
2932         len = min(strlen(description), identifier->description_size - 1);
2933         memcpy(identifier->description, description, len);
2934         identifier->description[len] = '\0';
2935     }
2936
2937     /* Note that d3d8 doesn't supply a device name. */
2938     if (identifier->device_name_size)
2939     {
2940         static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2941
2942         len = strlen(device_name);
2943         if (len >= identifier->device_name_size)
2944         {
2945             ERR("Device name size too small.\n");
2946             return WINED3DERR_INVALIDCALL;
2947         }
2948
2949         memcpy(identifier->device_name, device_name, len);
2950         identifier->device_name[len] = '\0';
2951     }
2952
2953     identifier->driver_version.u.HighPart = adapter->driver_info.version_high;
2954     identifier->driver_version.u.LowPart = adapter->driver_info.version_low;
2955     identifier->vendor_id = adapter->driver_info.vendor;
2956     identifier->device_id = adapter->driver_info.device;
2957     identifier->subsystem_id = 0;
2958     identifier->revision = 0;
2959     memcpy(&identifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(identifier->device_identifier));
2960     identifier->whql_level = (flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2961     memcpy(&identifier->adapter_luid, &adapter->luid, sizeof(identifier->adapter_luid));
2962     identifier->video_memory = adapter->TextureRam;
2963
2964     return WINED3D_OK;
2965 }
2966
2967 static BOOL wined3d_check_pixel_format_color(const struct wined3d_gl_info *gl_info,
2968         const struct wined3d_pixel_format *cfg, const struct wined3d_format *format)
2969 {
2970     BYTE redSize, greenSize, blueSize, alphaSize, colorBits;
2971
2972     /* Float formats need FBOs. If FBOs are used this function isn't called */
2973     if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2974
2975     if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
2976         if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2977         {
2978             ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
2979             return FALSE;
2980         }
2981
2982         if(cfg->redSize < redSize)
2983             return FALSE;
2984
2985         if(cfg->greenSize < greenSize)
2986             return FALSE;
2987
2988         if(cfg->blueSize < blueSize)
2989             return FALSE;
2990
2991         if(cfg->alphaSize < alphaSize)
2992             return FALSE;
2993
2994         return TRUE;
2995     }
2996
2997     /* Probably a RGBA_float or color index mode */
2998     return FALSE;
2999 }
3000
3001 static BOOL wined3d_check_pixel_format_depth(const struct wined3d_gl_info *gl_info,
3002         const struct wined3d_pixel_format *cfg, const struct wined3d_format *format)
3003 {
3004     BYTE depthSize, stencilSize;
3005     BOOL lockable = FALSE;
3006
3007     if (!getDepthStencilBits(format, &depthSize, &stencilSize))
3008     {
3009         ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3010         return FALSE;
3011     }
3012
3013     /* Float formats need FBOs. If FBOs are used this function isn't called */
3014     if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3015
3016     if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
3017         lockable = TRUE;
3018
3019     /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
3020      * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
3021      * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
3022     if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
3023         return FALSE;
3024
3025     /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
3026      * allow more stencil bits than requested. */
3027     if(cfg->stencilSize < stencilSize)
3028         return FALSE;
3029
3030     return TRUE;
3031 }
3032
3033 HRESULT CDECL wined3d_check_depth_stencil_match(const struct wined3d *wined3d,
3034         UINT adapter_idx, WINED3DDEVTYPE device_type, enum wined3d_format_id adapter_format_id,
3035         enum wined3d_format_id render_target_format_id, enum wined3d_format_id depth_stencil_format_id)
3036 {
3037     const struct wined3d_format *rt_format;
3038     const struct wined3d_format *ds_format;
3039     const struct wined3d_adapter *adapter;
3040
3041     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s,\n"
3042             "adapter_format %s, render_target_format %s, depth_stencil_format %s.\n",
3043             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(adapter_format_id),
3044             debug_d3dformat(render_target_format_id), debug_d3dformat(depth_stencil_format_id));
3045
3046     if (adapter_idx >= wined3d->adapter_count)
3047         return WINED3DERR_INVALIDCALL;
3048
3049     adapter = &wined3d->adapters[adapter_idx];
3050     rt_format = wined3d_get_format(&adapter->gl_info, render_target_format_id);
3051     ds_format = wined3d_get_format(&adapter->gl_info, depth_stencil_format_id);
3052     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3053     {
3054         if ((rt_format->flags & WINED3DFMT_FLAG_RENDERTARGET)
3055                 && (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
3056         {
3057             TRACE_(d3d_caps)("Formats match.\n");
3058             return WINED3D_OK;
3059         }
3060     }
3061     else
3062     {
3063         const struct wined3d_pixel_format *cfgs;
3064         unsigned int cfg_count;
3065         unsigned int i;
3066
3067         cfgs = adapter->cfgs;
3068         cfg_count = adapter->nCfgs;
3069         for (i = 0; i < cfg_count; ++i)
3070         {
3071             if (wined3d_check_pixel_format_color(&adapter->gl_info, &cfgs[i], rt_format)
3072                     && wined3d_check_pixel_format_depth(&adapter->gl_info, &cfgs[i], ds_format))
3073             {
3074                 TRACE_(d3d_caps)("Formats match.\n");
3075                 return WINED3D_OK;
3076             }
3077         }
3078     }
3079
3080     TRACE_(d3d_caps)("Unsupported format pair: %s and %s.\n",
3081             debug_d3dformat(render_target_format_id),
3082             debug_d3dformat(depth_stencil_format_id));
3083
3084     return WINED3DERR_NOTAVAILABLE;
3085 }
3086
3087 HRESULT CDECL wined3d_check_device_multisample_type(const struct wined3d *wined3d, UINT adapter_idx,
3088         WINED3DDEVTYPE device_type, enum wined3d_format_id surface_format_id, BOOL windowed,
3089         WINED3DMULTISAMPLE_TYPE multisample_type, DWORD *quality_levels)
3090 {
3091     const struct wined3d_adapter *adapter;
3092     const struct wined3d_format *format;
3093
3094     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, surface_format %s,\n"
3095             "windowed %#x, multisample_type %#x, quality_levels %p.\n",
3096             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(surface_format_id),
3097             windowed, multisample_type, quality_levels);
3098
3099     if (adapter_idx >= wined3d->adapter_count)
3100         return WINED3DERR_INVALIDCALL;
3101
3102     /* TODO: Handle windowed, add more quality levels. */
3103
3104     if (WINED3DMULTISAMPLE_NONE == multisample_type)
3105     {
3106         if (quality_levels) *quality_levels = 1;
3107         return WINED3D_OK;
3108     }
3109
3110     /* By default multisampling is disabled right now as it causes issues
3111      * on some Nvidia driver versions and it doesn't work well in combination
3112      * with FBOs yet. */
3113     if (!wined3d_settings.allow_multisampling)
3114         return WINED3DERR_NOTAVAILABLE;
3115
3116     adapter = &wined3d->adapters[adapter_idx];
3117     format = wined3d_get_format(&adapter->gl_info, surface_format_id);
3118     if (!format) return WINED3DERR_INVALIDCALL;
3119
3120     if (format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
3121     {
3122         const struct wined3d_pixel_format *cfgs;
3123         unsigned int i, cfg_count;
3124
3125         cfgs = adapter->cfgs;
3126         cfg_count = adapter->nCfgs;
3127         for (i = 0; i < cfg_count; ++i)
3128         {
3129             if(cfgs[i].numSamples != multisample_type)
3130                 continue;
3131
3132             if (!wined3d_check_pixel_format_depth(&adapter->gl_info, &cfgs[i], format))
3133                 continue;
3134
3135             TRACE("Found pixel format %u to support multisample_type %#x for format %s.\n",
3136                     cfgs[i].iPixelFormat, multisample_type, debug_d3dformat(surface_format_id));
3137
3138             if (quality_levels) *quality_levels = 1;
3139
3140             return WINED3D_OK;
3141         }
3142     }
3143     else if (format->flags & WINED3DFMT_FLAG_RENDERTARGET)
3144     {
3145         BYTE redSize, greenSize, blueSize, alphaSize, colorBits;
3146         const struct wined3d_pixel_format *cfgs;
3147         unsigned int i, cfg_count;
3148
3149         if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3150         {
3151             ERR("Unable to get color bits for format %s, can't check multisampling capability.\n",
3152                     debug_d3dformat(surface_format_id));
3153             return WINED3DERR_NOTAVAILABLE;
3154         }
3155
3156         cfgs = adapter->cfgs;
3157         cfg_count = adapter->nCfgs;
3158         for (i = 0; i < cfg_count; ++i)
3159         {
3160             if(cfgs[i].numSamples != multisample_type)
3161                 continue;
3162             if(cfgs[i].redSize != redSize)
3163                 continue;
3164             if(cfgs[i].greenSize != greenSize)
3165                 continue;
3166             if(cfgs[i].blueSize != blueSize)
3167                 continue;
3168             /* Not all drivers report alpha-less formats since they use 32-bit
3169              * anyway, so accept alpha even if we didn't ask for it. */
3170             if(alphaSize && cfgs[i].alphaSize != alphaSize)
3171                 continue;
3172             if (cfgs[i].colorSize != (format->byte_count << 3))
3173                 continue;
3174
3175             TRACE("Found pixel format %u to support multisample_type %#x for format %s.\n",
3176                     cfgs[i].iPixelFormat, multisample_type, debug_d3dformat(surface_format_id));
3177
3178             if (quality_levels) *quality_levels = 1;
3179
3180             return WINED3D_OK;
3181         }
3182     }
3183     return WINED3DERR_NOTAVAILABLE;
3184 }
3185
3186 /* Check if we support bumpmapping for a format */
3187 static BOOL CheckBumpMapCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3188 {
3189     /* Ask the fixed function pipeline implementation if it can deal
3190      * with the conversion. If we've got a GL extension giving native
3191      * support this will be an identity conversion. */
3192     return (format->flags & WINED3DFMT_FLAG_BUMPMAP)
3193             && adapter->fragment_pipe->color_fixup_supported(format->color_fixup);
3194 }
3195
3196 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3197 static BOOL CheckDepthStencilCapability(const struct wined3d_adapter *adapter,
3198         const struct wined3d_format *display_format, const struct wined3d_format *ds_format)
3199 {
3200     int it=0;
3201
3202     /* Only allow depth/stencil formats */
3203     if (!(ds_format->depth_size || ds_format->stencil_size)) return FALSE;
3204
3205     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3206     {
3207         /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3208         if (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3209     }
3210     else
3211     {
3212         /* Walk through all WGL pixel formats to find a match */
3213         for (it = 0; it < adapter->nCfgs; ++it)
3214         {
3215             const struct wined3d_pixel_format *cfg = &adapter->cfgs[it];
3216             if (wined3d_check_pixel_format_color(&adapter->gl_info, cfg, display_format)
3217                     && wined3d_check_pixel_format_depth(&adapter->gl_info, cfg, ds_format))
3218                 return TRUE;
3219         }
3220     }
3221
3222     return FALSE;
3223 }
3224
3225 static BOOL CheckFilterCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3226 {
3227     /* The flags entry of a format contains the filtering capability */
3228     if (format->flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3229
3230     return FALSE;
3231 }
3232
3233 /* Check the render target capabilities of a format */
3234 static BOOL CheckRenderTargetCapability(const struct wined3d_adapter *adapter,
3235         const struct wined3d_format *adapter_format, const struct wined3d_format *check_format)
3236 {
3237     /* Filter out non-RT formats */
3238     if (!(check_format->flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3239     if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
3240     {
3241         BYTE AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3242         BYTE CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3243         const struct wined3d_pixel_format *cfgs = adapter->cfgs;
3244         int it;
3245
3246         getColorBits(adapter_format, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3247         getColorBits(check_format, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3248
3249         /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3250          * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3251         if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3252             TRACE_(d3d_caps)("[FAILED]\n");
3253             return FALSE;
3254         }
3255
3256         /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3257          * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3258         for (it = 0; it < adapter->nCfgs; ++it)
3259         {
3260             if (cfgs[it].windowDrawable
3261                     && wined3d_check_pixel_format_color(&adapter->gl_info, &cfgs[it], check_format))
3262             {
3263                 TRACE_(d3d_caps)("Pixel format %d is compatible with format %s.\n",
3264                         cfgs[it].iPixelFormat, debug_d3dformat(check_format->id));
3265                 return TRUE;
3266             }
3267         }
3268     }
3269     else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3270     {
3271         /* For now return TRUE for FBOs until we have some proper checks.
3272          * Note that this function will only be called when the format is around for texturing. */
3273         return TRUE;
3274     }
3275     return FALSE;
3276 }
3277
3278 static BOOL CheckSrgbReadCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3279 {
3280     return format->flags & WINED3DFMT_FLAG_SRGB_READ;
3281 }
3282
3283 static BOOL CheckSrgbWriteCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3284 {
3285     /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3286      * doing the color fixup in shaders.
3287      * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3288     if (format->flags & WINED3DFMT_FLAG_SRGB_WRITE)
3289     {
3290         int vs_selected_mode;
3291         int ps_selected_mode;
3292         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3293
3294         if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3295             TRACE_(d3d_caps)("[OK]\n");
3296             return TRUE;
3297         }
3298     }
3299
3300     TRACE_(d3d_caps)("[FAILED] - sRGB writes not supported by format %s.\n", debug_d3dformat(format->id));
3301     return FALSE;
3302 }
3303
3304 /* Check if a format support blending in combination with pixel shaders */
3305 static BOOL CheckPostPixelShaderBlendingCapability(const struct wined3d_adapter *adapter,
3306         const struct wined3d_format *format)
3307 {
3308     /* The flags entry of a format contains the post pixel shader blending capability */
3309     if (format->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3310
3311     return FALSE;
3312 }
3313
3314 static BOOL CheckWrapAndMipCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3315 {
3316     /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3317      * but we have to report mipmapping so we cannot reject this flag. Tests show that
3318      * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3319      * that wrapping is supported. The lack of filtering will sort out the mipmapping
3320      * capability anyway.
3321      *
3322      * For now lets report this on all formats, but in the future we may want to
3323      * restrict it to some should games need that
3324      */
3325     return TRUE;
3326 }
3327
3328 /* Check if a texture format is supported on the given adapter */
3329 static BOOL CheckTextureCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3330 {
3331     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3332
3333     switch (format->id)
3334     {
3335         /*****
3336          *  supported: RGB(A) formats
3337          */
3338         case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3339         case WINED3DFMT_B8G8R8A8_UNORM:
3340         case WINED3DFMT_B8G8R8X8_UNORM:
3341         case WINED3DFMT_B5G6R5_UNORM:
3342         case WINED3DFMT_B5G5R5X1_UNORM:
3343         case WINED3DFMT_B5G5R5A1_UNORM:
3344         case WINED3DFMT_B4G4R4A4_UNORM:
3345         case WINED3DFMT_A8_UNORM:
3346         case WINED3DFMT_B4G4R4X4_UNORM:
3347         case WINED3DFMT_R8G8B8A8_UNORM:
3348         case WINED3DFMT_R8G8B8X8_UNORM:
3349         case WINED3DFMT_B10G10R10A2_UNORM:
3350         case WINED3DFMT_R10G10B10A2_UNORM:
3351         case WINED3DFMT_R16G16_UNORM:
3352             TRACE_(d3d_caps)("[OK]\n");
3353             return TRUE;
3354
3355         case WINED3DFMT_B2G3R3_UNORM:
3356             TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3357             return FALSE;
3358
3359         /*****
3360          *  Not supported: Palettized
3361          *  Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3362          *  Since it is not widely available, don't offer it. Further no Windows driver offers
3363          *  WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3364          */
3365         case WINED3DFMT_P8_UINT:
3366         case WINED3DFMT_P8_UINT_A8_UNORM:
3367             return FALSE;
3368
3369         /*****
3370          *  Supported: (Alpha)-Luminance
3371          */
3372         case WINED3DFMT_L8_UNORM:
3373         case WINED3DFMT_L8A8_UNORM:
3374         case WINED3DFMT_L16_UNORM:
3375             TRACE_(d3d_caps)("[OK]\n");
3376             return TRUE;
3377
3378         /* Not supported on Windows, thus disabled */
3379         case WINED3DFMT_L4A4_UNORM:
3380             TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3381             return FALSE;
3382
3383         /*****
3384          *  Supported: Depth/Stencil formats
3385          */
3386         case WINED3DFMT_D16_LOCKABLE:
3387         case WINED3DFMT_D16_UNORM:
3388         case WINED3DFMT_S1_UINT_D15_UNORM:
3389         case WINED3DFMT_X8D24_UNORM:
3390         case WINED3DFMT_S4X4_UINT_D24_UNORM:
3391         case WINED3DFMT_D24_UNORM_S8_UINT:
3392         case WINED3DFMT_S8_UINT_D24_FLOAT:
3393         case WINED3DFMT_D32_UNORM:
3394         case WINED3DFMT_D32_FLOAT:
3395             return TRUE;
3396
3397         case WINED3DFMT_INTZ:
3398             if (gl_info->supported[EXT_PACKED_DEPTH_STENCIL]
3399                     || gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3400                 return TRUE;
3401             return FALSE;
3402
3403         /*****
3404          *  Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3405          *  GL_NV_texture_shader). Emulated by shaders
3406          */
3407         case WINED3DFMT_R8G8_SNORM:
3408         case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3409         case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3410         case WINED3DFMT_R8G8B8A8_SNORM:
3411         case WINED3DFMT_R16G16_SNORM:
3412             /* Ask the shader backend if it can deal with the conversion. If
3413              * we've got a GL extension giving native support this will be an
3414              * identity conversion. */
3415             if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup))
3416             {
3417                 TRACE_(d3d_caps)("[OK]\n");
3418                 return TRUE;
3419             }
3420             TRACE_(d3d_caps)("[FAILED]\n");
3421             return FALSE;
3422
3423         case WINED3DFMT_DXT1:
3424         case WINED3DFMT_DXT2:
3425         case WINED3DFMT_DXT3:
3426         case WINED3DFMT_DXT4:
3427         case WINED3DFMT_DXT5:
3428             if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3429             {
3430                 TRACE_(d3d_caps)("[OK]\n");
3431                 return TRUE;
3432             }
3433             TRACE_(d3d_caps)("[FAILED]\n");
3434             return FALSE;
3435
3436
3437         /*****
3438          *  Odd formats - not supported
3439          */
3440         case WINED3DFMT_VERTEXDATA:
3441         case WINED3DFMT_R16_UINT:
3442         case WINED3DFMT_R32_UINT:
3443         case WINED3DFMT_R16G16B16A16_SNORM:
3444         case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3445         case WINED3DFMT_R10G11B11_SNORM:
3446         case WINED3DFMT_R16:
3447         case WINED3DFMT_AL16:
3448             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3449             return FALSE;
3450
3451         /*****
3452          *  WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3453          */
3454         case WINED3DFMT_R8G8_SNORM_Cx:
3455             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3456             return FALSE;
3457
3458         /* YUV formats */
3459         case WINED3DFMT_UYVY:
3460         case WINED3DFMT_YUY2:
3461             if (gl_info->supported[APPLE_YCBCR_422])
3462             {
3463                 TRACE_(d3d_caps)("[OK]\n");
3464                 return TRUE;
3465             }
3466             TRACE_(d3d_caps)("[FAILED]\n");
3467             return FALSE;
3468         case WINED3DFMT_YV12:
3469             TRACE_(d3d_caps)("[FAILED]\n");
3470             return FALSE;
3471
3472             /* Not supported */
3473         case WINED3DFMT_R16G16B16A16_UNORM:
3474         case WINED3DFMT_B2G3R3A8_UNORM:
3475             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3476             return FALSE;
3477
3478             /* Floating point formats */
3479         case WINED3DFMT_R16_FLOAT:
3480         case WINED3DFMT_R16G16_FLOAT:
3481         case WINED3DFMT_R16G16B16A16_FLOAT:
3482             if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3483             {
3484                 TRACE_(d3d_caps)("[OK]\n");
3485                 return TRUE;
3486             }
3487             TRACE_(d3d_caps)("[FAILED]\n");
3488             return FALSE;
3489
3490         case WINED3DFMT_R32_FLOAT:
3491         case WINED3DFMT_R32G32_FLOAT:
3492         case WINED3DFMT_R32G32B32A32_FLOAT:
3493             if (gl_info->supported[ARB_TEXTURE_FLOAT])
3494             {
3495                 TRACE_(d3d_caps)("[OK]\n");
3496                 return TRUE;
3497             }
3498             TRACE_(d3d_caps)("[FAILED]\n");
3499             return FALSE;
3500
3501         /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3502          * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3503          * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3504          * We can do instancing with all shader versions, but we need vertex shaders.
3505          *
3506          * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3507          * to enable instancing. WineD3D doesn't need that and just ignores it.
3508          *
3509          * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3510          */
3511         case WINED3DFMT_INST:
3512             TRACE("ATI Instancing check hack\n");
3513             if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3514             {
3515                 TRACE_(d3d_caps)("[OK]\n");
3516                 return TRUE;
3517             }
3518             TRACE_(d3d_caps)("[FAILED]\n");
3519             return FALSE;
3520
3521         /* Some weird FOURCC formats */
3522         case WINED3DFMT_R8G8_B8G8:
3523         case WINED3DFMT_G8R8_G8B8:
3524         case WINED3DFMT_MULTI2_ARGB8:
3525             TRACE_(d3d_caps)("[FAILED]\n");
3526             return FALSE;
3527
3528         /* Vendor specific formats */
3529         case WINED3DFMT_ATI2N:
3530             if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3531                     || gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
3532             {
3533                 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3534                         && adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3535                 {
3536                     TRACE_(d3d_caps)("[OK]\n");
3537                     return TRUE;
3538                 }
3539
3540                 TRACE_(d3d_caps)("[OK]\n");
3541                 return TRUE;
3542             }
3543             TRACE_(d3d_caps)("[FAILED]\n");
3544             return FALSE;
3545
3546         /* Depth bound test. To query if the card supports it CheckDeviceFormat with the special
3547          * format MAKEFOURCC('N','V','D','B') is used.
3548          * It is enabled by setting D3DRS_ADAPTIVETESS_X render state to MAKEFOURCC('N','V','D','B') and
3549          * then controlled by setting D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax)
3550          * to test value.
3551          */
3552         case WINED3DFMT_NVDB:
3553             if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
3554             {
3555                 TRACE_(d3d_caps)("[OK]\n");
3556                 return TRUE;
3557             }
3558             TRACE_(d3d_caps)("[FAILED]\n");
3559             return FALSE;
3560
3561         case WINED3DFMT_NVHU:
3562         case WINED3DFMT_NVHS:
3563             /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3564              * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3565              * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3566              * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3567              * Applications have to deal with not having NVHS and NVHU.
3568              */
3569             TRACE_(d3d_caps)("[FAILED]\n");
3570             return FALSE;
3571
3572         case WINED3DFMT_NULL:
3573             if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3574                 return TRUE;
3575             return FALSE;
3576
3577         case WINED3DFMT_UNKNOWN:
3578             return FALSE;
3579
3580         default:
3581             ERR("Unhandled format %s.\n", debug_d3dformat(format->id));
3582             break;
3583     }
3584     return FALSE;
3585 }
3586
3587 static BOOL CheckSurfaceCapability(const struct wined3d_adapter *adapter,
3588         const struct wined3d_format *adapter_format,
3589         const struct wined3d_format *check_format,
3590         WINED3DSURFTYPE SurfaceType)
3591 {
3592     if (SurfaceType == SURFACE_GDI)
3593     {
3594         switch (check_format->id)
3595         {
3596             case WINED3DFMT_B8G8R8_UNORM:
3597             case WINED3DFMT_B8G8R8A8_UNORM:
3598             case WINED3DFMT_B8G8R8X8_UNORM:
3599             case WINED3DFMT_B5G6R5_UNORM:
3600             case WINED3DFMT_B5G5R5X1_UNORM:
3601             case WINED3DFMT_B5G5R5A1_UNORM:
3602             case WINED3DFMT_B4G4R4A4_UNORM:
3603             case WINED3DFMT_B2G3R3_UNORM:
3604             case WINED3DFMT_A8_UNORM:
3605             case WINED3DFMT_B2G3R3A8_UNORM:
3606             case WINED3DFMT_B4G4R4X4_UNORM:
3607             case WINED3DFMT_R10G10B10A2_UNORM:
3608             case WINED3DFMT_R8G8B8A8_UNORM:
3609             case WINED3DFMT_R8G8B8X8_UNORM:
3610             case WINED3DFMT_R16G16_UNORM:
3611             case WINED3DFMT_B10G10R10A2_UNORM:
3612             case WINED3DFMT_R16G16B16A16_UNORM:
3613             case WINED3DFMT_P8_UINT:
3614                 TRACE_(d3d_caps)("[OK]\n");
3615                 return TRUE;
3616             default:
3617                 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3618                 return FALSE;
3619         }
3620     }
3621
3622     /* All format that are supported for textures are supported for surfaces as well */
3623     if (CheckTextureCapability(adapter, check_format)) return TRUE;
3624     /* All depth stencil formats are supported on surfaces */
3625     if (CheckDepthStencilCapability(adapter, adapter_format, check_format)) return TRUE;
3626
3627     /* If opengl can't process the format natively, the blitter may be able to convert it */
3628     if (adapter->blitter->blit_supported(&adapter->gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
3629             NULL, WINED3DPOOL_DEFAULT, 0, check_format,
3630             NULL, WINED3DPOOL_DEFAULT, 0, adapter_format))
3631     {
3632         TRACE_(d3d_caps)("[OK]\n");
3633         return TRUE;
3634     }
3635
3636     /* Reject other formats */
3637     TRACE_(d3d_caps)("[FAILED]\n");
3638     return FALSE;
3639 }
3640
3641 static BOOL CheckVertexTextureCapability(const struct wined3d_adapter *adapter,
3642         const struct wined3d_format *format)
3643 {
3644     return adapter->gl_info.limits.vertex_samplers && (format->flags & WINED3DFMT_FLAG_VTF);
3645 }
3646
3647 HRESULT CDECL wined3d_check_device_format(const struct wined3d *wined3d, UINT adapter_idx,
3648         WINED3DDEVTYPE device_type, enum wined3d_format_id adapter_format_id, DWORD usage,
3649         WINED3DRESOURCETYPE resource_type, enum wined3d_format_id check_format_id, WINED3DSURFTYPE surface_type)
3650 {
3651     const struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
3652     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3653     const struct wined3d_format *adapter_format = wined3d_get_format(gl_info, adapter_format_id);
3654     const struct wined3d_format *format = wined3d_get_format(gl_info, check_format_id);
3655     DWORD usage_caps = 0;
3656
3657     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, adapter_format %s, usage %s, %s,\n"
3658             "resource_type %s, check_format %s, surface_type %#x.\n",
3659             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(adapter_format_id),
3660             debug_d3dusage(usage), debug_d3dusagequery(usage), debug_d3dresourcetype(resource_type),
3661             debug_d3dformat(check_format_id), surface_type);
3662
3663     if (adapter_idx >= wined3d->adapter_count)
3664         return WINED3DERR_INVALIDCALL;
3665
3666     switch (resource_type)
3667     {
3668         case WINED3DRTYPE_CUBETEXTURE:
3669             /* Cubetexture allows:
3670              *      - WINED3DUSAGE_AUTOGENMIPMAP
3671              *      - WINED3DUSAGE_DEPTHSTENCIL
3672              *      - WINED3DUSAGE_DYNAMIC
3673              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3674              *      - WINED3DUSAGE_RENDERTARGET
3675              *      - WINED3DUSAGE_SOFTWAREPROCESSING
3676              *      - WINED3DUSAGE_QUERY_WRAPANDMIP
3677              */
3678             if (surface_type != SURFACE_OPENGL)
3679             {
3680                 TRACE_(d3d_caps)("[FAILED]\n");
3681                 return WINED3DERR_NOTAVAILABLE;
3682             }
3683
3684             if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3685             {
3686                 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3687                 return WINED3DERR_NOTAVAILABLE;
3688             }
3689
3690             if (!CheckTextureCapability(adapter, format))
3691             {
3692                 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3693                 return WINED3DERR_NOTAVAILABLE;
3694             }
3695
3696             if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
3697             {
3698                 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3699                     /* When autogenmipmap isn't around continue and return
3700                      * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3701                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3702                 else
3703                     usage_caps |= WINED3DUSAGE_AUTOGENMIPMAP;
3704             }
3705
3706             /* Always report dynamic locking. */
3707             if (usage & WINED3DUSAGE_DYNAMIC)
3708                 usage_caps |= WINED3DUSAGE_DYNAMIC;
3709
3710             if (usage & WINED3DUSAGE_RENDERTARGET)
3711             {
3712                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3713                 {
3714                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3715                     return WINED3DERR_NOTAVAILABLE;
3716                 }
3717                 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3718             }
3719
3720             /* Always report software processing. */
3721             if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3722                 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3723
3724             if (usage & WINED3DUSAGE_QUERY_FILTER)
3725             {
3726                 if (!CheckFilterCapability(adapter, format))
3727                 {
3728                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3729                     return WINED3DERR_NOTAVAILABLE;
3730                 }
3731                 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
3732             }
3733
3734             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3735             {
3736                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3737                 {
3738                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3739                     return WINED3DERR_NOTAVAILABLE;
3740                 }
3741                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3742             }
3743
3744             if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
3745             {
3746                 if (!CheckSrgbReadCapability(adapter, format))
3747                 {
3748                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3749                     return WINED3DERR_NOTAVAILABLE;
3750                 }
3751                 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
3752             }
3753
3754             if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3755             {
3756                 if (!CheckSrgbWriteCapability(adapter, format))
3757                 {
3758                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3759                     return WINED3DERR_NOTAVAILABLE;
3760                 }
3761                 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3762             }
3763
3764             if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3765             {
3766                 if (!CheckVertexTextureCapability(adapter, format))
3767                 {
3768                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3769                     return WINED3DERR_NOTAVAILABLE;
3770                 }
3771                 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3772             }
3773
3774             if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3775             {
3776                 if (!CheckWrapAndMipCapability(adapter, format))
3777                 {
3778                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3779                     return WINED3DERR_NOTAVAILABLE;
3780                 }
3781                 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3782             }
3783             break;
3784
3785         case WINED3DRTYPE_SURFACE:
3786             /* Surface allows:
3787              *      - WINED3DUSAGE_DEPTHSTENCIL
3788              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3789              *      - WINED3DUSAGE_RENDERTARGET
3790              */
3791             if (!CheckSurfaceCapability(adapter, adapter_format, format, surface_type))
3792             {
3793                 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3794                 return WINED3DERR_NOTAVAILABLE;
3795             }
3796
3797             if (usage & WINED3DUSAGE_DEPTHSTENCIL)
3798             {
3799                 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3800                 {
3801                     TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3802                     return WINED3DERR_NOTAVAILABLE;
3803                 }
3804                 usage_caps |= WINED3DUSAGE_DEPTHSTENCIL;
3805             }
3806
3807             if (usage & WINED3DUSAGE_RENDERTARGET)
3808             {
3809                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3810                 {
3811                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3812                     return WINED3DERR_NOTAVAILABLE;
3813                 }
3814                 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3815             }
3816
3817             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3818             {
3819                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3820                 {
3821                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3822                     return WINED3DERR_NOTAVAILABLE;
3823                 }
3824                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3825             }
3826             break;
3827
3828         case WINED3DRTYPE_TEXTURE:
3829             /* Texture allows:
3830              *      - WINED3DUSAGE_AUTOGENMIPMAP
3831              *      - WINED3DUSAGE_DEPTHSTENCIL
3832              *      - WINED3DUSAGE_DMAP
3833              *      - WINED3DUSAGE_DYNAMIC
3834              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3835              *      - WINED3DUSAGE_RENDERTARGET
3836              *      - WINED3DUSAGE_SOFTWAREPROCESSING
3837              *      - WINED3DUSAGE_TEXTAPI (d3d9ex)
3838              *      - WINED3DUSAGE_QUERY_WRAPANDMIP
3839              */
3840             if (surface_type != SURFACE_OPENGL)
3841             {
3842                 TRACE_(d3d_caps)("[FAILED]\n");
3843                 return WINED3DERR_NOTAVAILABLE;
3844             }
3845
3846             if (!CheckTextureCapability(adapter, format))
3847             {
3848                 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3849                 return WINED3DERR_NOTAVAILABLE;
3850             }
3851
3852             if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
3853             {
3854                 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3855                     /* When autogenmipmap isn't around continue and return
3856                      * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3857                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3858                 else
3859                     usage_caps |= WINED3DUSAGE_AUTOGENMIPMAP;
3860             }
3861
3862             /* Always report dynamic locking. */
3863             if (usage & WINED3DUSAGE_DYNAMIC)
3864                 usage_caps |= WINED3DUSAGE_DYNAMIC;
3865
3866             if (usage & WINED3DUSAGE_RENDERTARGET)
3867             {
3868                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3869                 {
3870                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3871                     return WINED3DERR_NOTAVAILABLE;
3872                 }
3873                 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3874             }
3875
3876             /* Always report software processing. */
3877             if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3878                 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3879
3880             if (usage & WINED3DUSAGE_QUERY_FILTER)
3881             {
3882                 if (!CheckFilterCapability(adapter, format))
3883                 {
3884                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3885                     return WINED3DERR_NOTAVAILABLE;
3886                 }
3887                 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
3888             }
3889
3890             if (usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
3891             {
3892                 if (!CheckBumpMapCapability(adapter, format))
3893                 {
3894                     TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3895                     return WINED3DERR_NOTAVAILABLE;
3896                 }
3897                 usage_caps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3898             }
3899
3900             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3901             {
3902                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3903                 {
3904                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3905                     return WINED3DERR_NOTAVAILABLE;
3906                 }
3907                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3908             }
3909
3910             if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
3911             {
3912                 if (!CheckSrgbReadCapability(adapter, format))
3913                 {
3914                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3915                     return WINED3DERR_NOTAVAILABLE;
3916                 }
3917                 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
3918             }
3919
3920             if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3921             {
3922                 if (!CheckSrgbWriteCapability(adapter, format))
3923                 {
3924                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3925                     return WINED3DERR_NOTAVAILABLE;
3926                 }
3927                 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3928             }
3929
3930             if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3931             {
3932                 if (!CheckVertexTextureCapability(adapter, format))
3933                 {
3934                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3935                     return WINED3DERR_NOTAVAILABLE;
3936                 }
3937                 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3938             }
3939
3940             if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3941             {
3942                 if (!CheckWrapAndMipCapability(adapter, format))
3943                 {
3944                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3945                     return WINED3DERR_NOTAVAILABLE;
3946                 }
3947                 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3948             }
3949
3950             if (usage & WINED3DUSAGE_DEPTHSTENCIL)
3951             {
3952                 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3953                 {
3954                     TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
3955                     return WINED3DERR_NOTAVAILABLE;
3956                 }
3957                 if ((format->flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
3958                 {
3959                     TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
3960                     return WINED3DERR_NOTAVAILABLE;
3961                 }
3962                 usage_caps |= WINED3DUSAGE_DEPTHSTENCIL;
3963             }
3964             break;
3965
3966         case WINED3DRTYPE_VOLUMETEXTURE:
3967         case WINED3DRTYPE_VOLUME:
3968             /* Volume is to VolumeTexture what Surface is to Texture, but its
3969              * usage caps are not documented. Most driver seem to offer
3970              * (nearly) the same on Volume and VolumeTexture, so do that too.
3971              *
3972              * Volumetexture allows:
3973              *      - D3DUSAGE_DYNAMIC
3974              *      - D3DUSAGE_NONSECURE (d3d9ex)
3975              *      - D3DUSAGE_SOFTWAREPROCESSING
3976              *      - D3DUSAGE_QUERY_WRAPANDMIP
3977              */
3978             if (surface_type != SURFACE_OPENGL)
3979             {
3980                 TRACE_(d3d_caps)("[FAILED]\n");
3981                 return WINED3DERR_NOTAVAILABLE;
3982             }
3983
3984             if (!gl_info->supported[EXT_TEXTURE3D])
3985             {
3986                 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
3987                 return WINED3DERR_NOTAVAILABLE;
3988             }
3989
3990             if (!CheckTextureCapability(adapter, format))
3991             {
3992                 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
3993                 return WINED3DERR_NOTAVAILABLE;
3994             }
3995
3996             /* Filter formats that need conversion; For one part, this
3997              * conversion is unimplemented, and volume textures are huge, so
3998              * it would be a big performance hit. Unless we hit an application
3999              * needing one of those formats, don't advertize them to avoid
4000              * leading applications into temptation. The windows drivers don't
4001              * support most of those formats on volumes anyway, except for
4002              * WINED3DFMT_R32_FLOAT. */
4003             switch (check_format_id)
4004             {
4005                 case WINED3DFMT_P8_UINT:
4006                 case WINED3DFMT_L4A4_UNORM:
4007                 case WINED3DFMT_R32_FLOAT:
4008                 case WINED3DFMT_R16_FLOAT:
4009                 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
4010                 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
4011                 case WINED3DFMT_R16G16_UNORM:
4012                     TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4013                     return WINED3DERR_NOTAVAILABLE;
4014
4015                 case WINED3DFMT_R8G8B8A8_SNORM:
4016                 case WINED3DFMT_R16G16_SNORM:
4017                     if (!gl_info->supported[NV_TEXTURE_SHADER])
4018                     {
4019                         TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4020                         return WINED3DERR_NOTAVAILABLE;
4021                     }
4022                     break;
4023
4024                 case WINED3DFMT_R8G8_SNORM:
4025                     if (!gl_info->supported[NV_TEXTURE_SHADER])
4026                     {
4027                         TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4028                         return WINED3DERR_NOTAVAILABLE;
4029                     }
4030                     break;
4031
4032                 case WINED3DFMT_DXT1:
4033                 case WINED3DFMT_DXT2:
4034                 case WINED3DFMT_DXT3:
4035                 case WINED3DFMT_DXT4:
4036                 case WINED3DFMT_DXT5:
4037                     /* The GL_EXT_texture_compression_s3tc spec requires that
4038                      * loading an s3tc compressed texture results in an error.
4039                      * While the D3D refrast does support s3tc volumes, at
4040                      * least the nvidia windows driver does not, so we're free
4041                      * not to support this format. */
4042                     TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4043                     return WINED3DERR_NOTAVAILABLE;
4044
4045                 default:
4046                     /* Do nothing, continue with checking the format below */
4047                     break;
4048             }
4049
4050             /* Always report dynamic locking. */
4051             if (usage & WINED3DUSAGE_DYNAMIC)
4052                 usage_caps |= WINED3DUSAGE_DYNAMIC;
4053
4054             /* Always report software processing. */
4055             if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4056                 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4057
4058             if (usage & WINED3DUSAGE_QUERY_FILTER)
4059             {
4060                 if (!CheckFilterCapability(adapter, format))
4061                 {
4062                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
4063                     return WINED3DERR_NOTAVAILABLE;
4064                 }
4065                 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
4066             }
4067
4068             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
4069             {
4070                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
4071                 {
4072                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4073                     return WINED3DERR_NOTAVAILABLE;
4074                 }
4075                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4076             }
4077
4078             if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
4079             {
4080                 if (!CheckSrgbReadCapability(adapter, format))
4081                 {
4082                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4083                     return WINED3DERR_NOTAVAILABLE;
4084                 }
4085                 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
4086             }
4087
4088             if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4089             {
4090                 if (!CheckSrgbWriteCapability(adapter, format))
4091                 {
4092                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4093                     return WINED3DERR_NOTAVAILABLE;
4094                 }
4095                 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4096             }
4097
4098             if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4099             {
4100                 if (!CheckVertexTextureCapability(adapter, format))
4101                 {
4102                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4103                     return WINED3DERR_NOTAVAILABLE;
4104                 }
4105                 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4106             }
4107
4108             if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4109             {
4110                 if (!CheckWrapAndMipCapability(adapter, format))
4111                 {
4112                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4113                     return WINED3DERR_NOTAVAILABLE;
4114                 }
4115                 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4116             }
4117             break;
4118
4119         default:
4120             FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(resource_type));
4121             return WINED3DERR_NOTAVAILABLE;
4122     }
4123
4124     /* When the usage_caps exactly matches usage return WINED3D_OK except for
4125      * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4126      * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4127     if (usage_caps == usage)
4128         return WINED3D_OK;
4129     if (usage_caps == (usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4130         return WINED3DOK_NOAUTOGEN;
4131
4132     TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for format %s and resource_type %s but only %#x is available.\n",
4133             usage, debug_d3dformat(check_format_id), debug_d3dresourcetype(resource_type), usage_caps);
4134
4135     return WINED3DERR_NOTAVAILABLE;
4136 }
4137
4138 HRESULT CDECL wined3d_check_device_format_conversion(const struct wined3d *wined3d, UINT adapter_idx,
4139         WINED3DDEVTYPE device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format)
4140 {
4141     FIXME("wined3d %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4142             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4143             debug_d3dformat(dst_format));
4144
4145     return WINED3D_OK;
4146 }
4147
4148 HRESULT CDECL wined3d_check_device_type(const struct wined3d *wined3d, UINT adapter_idx, WINED3DDEVTYPE device_type,
4149         enum wined3d_format_id display_format, enum wined3d_format_id backbuffer_format, BOOL windowed)
4150 {
4151     UINT mode_count;
4152     HRESULT hr;
4153
4154     TRACE("wined3d %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
4155             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(display_format),
4156             debug_d3dformat(backbuffer_format), windowed);
4157
4158     if (adapter_idx >= wined3d->adapter_count)
4159         return WINED3DERR_INVALIDCALL;
4160
4161     /* The task of this function is to check whether a certain display / backbuffer format
4162      * combination is available on the given adapter. In fullscreen mode microsoft specified
4163      * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
4164      * and display format should match exactly.
4165      * In windowed mode format conversion can occur and this depends on the driver. When format
4166      * conversion is done, this function should nevertheless fail and applications need to use
4167      * CheckDeviceFormatConversion.
4168      * At the moment we assume that fullscreen and windowed have the same capabilities. */
4169
4170     /* There are only 4 display formats. */
4171     if (!(display_format == WINED3DFMT_B5G6R5_UNORM
4172             || display_format == WINED3DFMT_B5G5R5X1_UNORM
4173             || display_format == WINED3DFMT_B8G8R8X8_UNORM
4174             || display_format == WINED3DFMT_B10G10R10A2_UNORM))
4175     {
4176         TRACE_(d3d_caps)("Format %s is not supported as display format.\n", debug_d3dformat(display_format));
4177         return WINED3DERR_NOTAVAILABLE;
4178     }
4179
4180     /* If the requested display format is not available, don't continue. */
4181     mode_count = wined3d_get_adapter_mode_count(wined3d, adapter_idx, display_format);
4182     if (!mode_count)
4183     {
4184         TRACE_(d3d_caps)("No available modes for display format %s.\n", debug_d3dformat(display_format));
4185         return WINED3DERR_NOTAVAILABLE;
4186     }
4187
4188     /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbuffer format,
4189      * it means 'reuse' the display format for the backbuffer. */
4190     if (!windowed && backbuffer_format == WINED3DFMT_UNKNOWN)
4191     {
4192         TRACE_(d3d_caps)("backbuffer_format WINED3FMT_UNKNOWN only available in windowed mode.\n");
4193         return WINED3DERR_NOTAVAILABLE;
4194     }
4195
4196     /* In FULLSCREEN mode WINED3DFMT_B5G6R5_UNORM can only be mixed with
4197      * backbuffer format WINED3DFMT_B5G6R5_UNORM. */
4198     if (display_format == WINED3DFMT_B5G6R5_UNORM && backbuffer_format != WINED3DFMT_B5G6R5_UNORM)
4199     {
4200         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4201                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4202         return WINED3DERR_NOTAVAILABLE;
4203     }
4204
4205     /* In FULLSCREEN mode WINED3DFMT_B5G5R5X1_UNORM can only be mixed with
4206      * backbuffer formats WINED3DFMT_B5G5R5X1_UNORM and
4207      * WINED3DFMT_B5G5R5A1_UNORM. */
4208     if (display_format == WINED3DFMT_B5G5R5X1_UNORM
4209             && !(backbuffer_format == WINED3DFMT_B5G5R5X1_UNORM || backbuffer_format == WINED3DFMT_B5G5R5A1_UNORM))
4210     {
4211         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4212                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4213         return WINED3DERR_NOTAVAILABLE;
4214     }
4215
4216     /* In FULLSCREEN mode WINED3DFMT_B8G8R8X8_UNORM can only be mixed with
4217      * backbuffer formats WINED3DFMT_B8G8R8X8_UNORM and
4218      * WINED3DFMT_B8G8R8A8_UNORM. */
4219     if (display_format == WINED3DFMT_B8G8R8X8_UNORM
4220             && !(backbuffer_format == WINED3DFMT_B8G8R8X8_UNORM || backbuffer_format == WINED3DFMT_B8G8R8A8_UNORM))
4221     {
4222         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4223                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4224         return WINED3DERR_NOTAVAILABLE;
4225     }
4226
4227     /* WINED3DFMT_B10G10R10A2_UNORM is only allowed in fullscreen mode and it
4228      * can only be mixed with backbuffer format WINED3DFMT_B10G10R10A2_UNORM. */
4229     if (display_format == WINED3DFMT_B10G10R10A2_UNORM
4230             && (backbuffer_format != WINED3DFMT_B10G10R10A2_UNORM || windowed))
4231     {
4232         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4233                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4234         return WINED3DERR_NOTAVAILABLE;
4235     }
4236
4237     /* Use CheckDeviceFormat to see if the backbuffer_format is usable with the given display_format */
4238     hr = wined3d_check_device_format(wined3d, adapter_idx, device_type, display_format,
4239             WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, backbuffer_format, SURFACE_OPENGL);
4240     if (FAILED(hr))
4241         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4242                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4243
4244     return hr;
4245 }
4246
4247 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4248       subset of a D3DCAPS9 structure. However, it has to come via a void *
4249       as the d3d8 interface cannot import the d3d9 header                  */
4250 HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapter_idx,
4251         WINED3DDEVTYPE device_type, WINED3DCAPS *caps)
4252 {
4253     const struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
4254     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4255     int vs_selected_mode;
4256     int ps_selected_mode;
4257     struct shader_caps shader_caps;
4258     struct fragment_caps fragment_caps;
4259     DWORD ckey_caps, blit_caps, fx_caps, pal_caps;
4260
4261     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, caps %p.\n",
4262             wined3d, adapter_idx, debug_d3ddevicetype(device_type), caps);
4263
4264     if (adapter_idx >= wined3d->adapter_count)
4265         return WINED3DERR_INVALIDCALL;
4266
4267     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4268
4269     /* ------------------------------------------------
4270        The following fields apply to both d3d8 and d3d9
4271        ------------------------------------------------ */
4272     /* Not quite true, but use h/w supported by opengl I suppose */
4273     caps->DeviceType               = (device_type == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF;
4274     caps->AdapterOrdinal           = adapter_idx;
4275
4276     caps->Caps                     = 0;
4277     caps->Caps2                    = WINED3DCAPS2_CANRENDERWINDOWED |
4278                                      WINED3DCAPS2_FULLSCREENGAMMA |
4279                                      WINED3DCAPS2_DYNAMICTEXTURES;
4280     if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4281         caps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4282
4283     caps->Caps3                    = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4284                                      WINED3DCAPS3_COPY_TO_VIDMEM                   |
4285                                      WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4286
4287     caps->PresentationIntervals    = WINED3DPRESENT_INTERVAL_IMMEDIATE  |
4288                                      WINED3DPRESENT_INTERVAL_ONE;
4289
4290     caps->CursorCaps               = WINED3DCURSORCAPS_COLOR            |
4291                                      WINED3DCURSORCAPS_LOWRES;
4292
4293     caps->DevCaps                  = WINED3DDEVCAPS_FLOATTLVERTEX       |
4294                                      WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4295                                      WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4296                                      WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4297                                      WINED3DDEVCAPS_DRAWPRIMTLVERTEX    |
4298                                      WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4299                                      WINED3DDEVCAPS_EXECUTEVIDEOMEMORY  |
4300                                      WINED3DDEVCAPS_PUREDEVICE          |
4301                                      WINED3DDEVCAPS_HWRASTERIZATION     |
4302                                      WINED3DDEVCAPS_TEXTUREVIDEOMEMORY  |
4303                                      WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4304                                      WINED3DDEVCAPS_CANRENDERAFTERFLIP  |
4305                                      WINED3DDEVCAPS_DRAWPRIMITIVES2     |
4306                                      WINED3DDEVCAPS_DRAWPRIMITIVES2EX   |
4307                                      WINED3DDEVCAPS_RTPATCHES;
4308
4309     caps->PrimitiveMiscCaps        = WINED3DPMISCCAPS_CULLNONE              |
4310                                      WINED3DPMISCCAPS_CULLCCW               |
4311                                      WINED3DPMISCCAPS_CULLCW                |
4312                                      WINED3DPMISCCAPS_COLORWRITEENABLE      |
4313                                      WINED3DPMISCCAPS_CLIPTLVERTS           |
4314                                      WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4315                                      WINED3DPMISCCAPS_MASKZ                 |
4316                                      WINED3DPMISCCAPS_BLENDOP               |
4317                                      WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4318                                     /* TODO:
4319                                         WINED3DPMISCCAPS_NULLREFERENCE
4320                                         WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4321                                         WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4322                                         WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4323
4324     if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4325         caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4326     if (gl_info->supported[EXT_DRAW_BUFFERS2])
4327         caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4328
4329     caps->RasterCaps               = WINED3DPRASTERCAPS_DITHER    |
4330                                      WINED3DPRASTERCAPS_PAT       |
4331                                      WINED3DPRASTERCAPS_WFOG      |
4332                                      WINED3DPRASTERCAPS_ZFOG      |
4333                                      WINED3DPRASTERCAPS_FOGVERTEX |
4334                                      WINED3DPRASTERCAPS_FOGTABLE  |
4335                                      WINED3DPRASTERCAPS_STIPPLE   |
4336                                      WINED3DPRASTERCAPS_SUBPIXEL  |
4337                                      WINED3DPRASTERCAPS_ZTEST     |
4338                                      WINED3DPRASTERCAPS_SCISSORTEST   |
4339                                      WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4340                                      WINED3DPRASTERCAPS_DEPTHBIAS;
4341
4342     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4343     {
4344         caps->RasterCaps  |= WINED3DPRASTERCAPS_ANISOTROPY    |
4345                              WINED3DPRASTERCAPS_ZBIAS         |
4346                              WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4347     }
4348     if (gl_info->supported[NV_FOG_DISTANCE])
4349     {
4350         caps->RasterCaps          |= WINED3DPRASTERCAPS_FOGRANGE;
4351     }
4352                         /* FIXME Add:
4353                            WINED3DPRASTERCAPS_COLORPERSPECTIVE
4354                            WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4355                            WINED3DPRASTERCAPS_ANTIALIASEDGES
4356                            WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4357                            WINED3DPRASTERCAPS_WBUFFER */
4358
4359     caps->ZCmpCaps =  WINED3DPCMPCAPS_ALWAYS       |
4360                       WINED3DPCMPCAPS_EQUAL        |
4361                       WINED3DPCMPCAPS_GREATER      |
4362                       WINED3DPCMPCAPS_GREATEREQUAL |
4363                       WINED3DPCMPCAPS_LESS         |
4364                       WINED3DPCMPCAPS_LESSEQUAL    |
4365                       WINED3DPCMPCAPS_NEVER        |
4366                       WINED3DPCMPCAPS_NOTEQUAL;
4367
4368     caps->SrcBlendCaps  =  WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4369                            WINED3DPBLENDCAPS_BOTHSRCALPHA    |
4370                            WINED3DPBLENDCAPS_DESTALPHA       |
4371                            WINED3DPBLENDCAPS_DESTCOLOR       |
4372                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4373                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4374                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4375                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4376                            WINED3DPBLENDCAPS_ONE             |
4377                            WINED3DPBLENDCAPS_SRCALPHA        |
4378                            WINED3DPBLENDCAPS_SRCALPHASAT     |
4379                            WINED3DPBLENDCAPS_SRCCOLOR        |
4380                            WINED3DPBLENDCAPS_ZERO;
4381
4382     caps->DestBlendCaps =  WINED3DPBLENDCAPS_DESTALPHA       |
4383                            WINED3DPBLENDCAPS_DESTCOLOR       |
4384                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4385                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4386                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4387                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4388                            WINED3DPBLENDCAPS_ONE             |
4389                            WINED3DPBLENDCAPS_SRCALPHA        |
4390                            WINED3DPBLENDCAPS_SRCCOLOR        |
4391                            WINED3DPBLENDCAPS_ZERO;
4392     /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4393      * according to the glBlendFunc manpage
4394      *
4395      * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4396      * legacy settings for srcblend only
4397      */
4398
4399     if (gl_info->supported[EXT_BLEND_COLOR])
4400     {
4401         caps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4402         caps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4403     }
4404
4405
4406     caps->AlphaCmpCaps  = WINED3DPCMPCAPS_ALWAYS       |
4407                           WINED3DPCMPCAPS_EQUAL        |
4408                           WINED3DPCMPCAPS_GREATER      |
4409                           WINED3DPCMPCAPS_GREATEREQUAL |
4410                           WINED3DPCMPCAPS_LESS         |
4411                           WINED3DPCMPCAPS_LESSEQUAL    |
4412                           WINED3DPCMPCAPS_NEVER        |
4413                           WINED3DPCMPCAPS_NOTEQUAL;
4414
4415     caps->ShadeCaps      = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4416                            WINED3DPSHADECAPS_COLORGOURAUDRGB    |
4417                            WINED3DPSHADECAPS_ALPHAFLATBLEND     |
4418                            WINED3DPSHADECAPS_ALPHAGOURAUDBLEND  |
4419                            WINED3DPSHADECAPS_COLORFLATRGB       |
4420                            WINED3DPSHADECAPS_FOGFLAT            |
4421                            WINED3DPSHADECAPS_FOGGOURAUD         |
4422                            WINED3DPSHADECAPS_SPECULARFLATRGB;
4423
4424     caps->TextureCaps   = WINED3DPTEXTURECAPS_ALPHA              |
4425                           WINED3DPTEXTURECAPS_ALPHAPALETTE       |
4426                           WINED3DPTEXTURECAPS_TRANSPARENCY       |
4427                           WINED3DPTEXTURECAPS_BORDER             |
4428                           WINED3DPTEXTURECAPS_MIPMAP             |
4429                           WINED3DPTEXTURECAPS_PROJECTED          |
4430                           WINED3DPTEXTURECAPS_PERSPECTIVE;
4431
4432     if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4433     {
4434         caps->TextureCaps  |= WINED3DPTEXTURECAPS_POW2 |
4435                               WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4436     }
4437
4438     if (gl_info->supported[EXT_TEXTURE3D])
4439     {
4440         caps->TextureCaps  |=  WINED3DPTEXTURECAPS_VOLUMEMAP      |
4441                                WINED3DPTEXTURECAPS_MIPVOLUMEMAP;
4442         if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4443         {
4444             caps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4445         }
4446     }
4447
4448     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4449     {
4450         caps->TextureCaps  |= WINED3DPTEXTURECAPS_CUBEMAP     |
4451                               WINED3DPTEXTURECAPS_MIPCUBEMAP;
4452         if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4453         {
4454             caps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4455         }
4456     }
4457
4458     caps->TextureFilterCaps =  WINED3DPTFILTERCAPS_MAGFLINEAR       |
4459                                WINED3DPTFILTERCAPS_MAGFPOINT        |
4460                                WINED3DPTFILTERCAPS_MINFLINEAR       |
4461                                WINED3DPTFILTERCAPS_MINFPOINT        |
4462                                WINED3DPTFILTERCAPS_MIPFLINEAR       |
4463                                WINED3DPTFILTERCAPS_MIPFPOINT        |
4464                                WINED3DPTFILTERCAPS_LINEAR           |
4465                                WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4466                                WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4467                                WINED3DPTFILTERCAPS_MIPLINEAR        |
4468                                WINED3DPTFILTERCAPS_MIPNEAREST       |
4469                                WINED3DPTFILTERCAPS_NEAREST;
4470
4471     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4472     {
4473         caps->TextureFilterCaps  |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4474                                     WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4475     }
4476
4477     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4478     {
4479         caps->CubeTextureFilterCaps =  WINED3DPTFILTERCAPS_MAGFLINEAR       |
4480                                        WINED3DPTFILTERCAPS_MAGFPOINT        |
4481                                        WINED3DPTFILTERCAPS_MINFLINEAR       |
4482                                        WINED3DPTFILTERCAPS_MINFPOINT        |
4483                                        WINED3DPTFILTERCAPS_MIPFLINEAR       |
4484                                        WINED3DPTFILTERCAPS_MIPFPOINT        |
4485                                        WINED3DPTFILTERCAPS_LINEAR           |
4486                                        WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4487                                        WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4488                                        WINED3DPTFILTERCAPS_MIPLINEAR        |
4489                                        WINED3DPTFILTERCAPS_MIPNEAREST       |
4490                                        WINED3DPTFILTERCAPS_NEAREST;
4491
4492         if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4493         {
4494             caps->CubeTextureFilterCaps  |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4495                                             WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4496         }
4497     }
4498     else
4499     {
4500         caps->CubeTextureFilterCaps = 0;
4501     }
4502
4503     if (gl_info->supported[EXT_TEXTURE3D])
4504     {
4505         caps->VolumeTextureFilterCaps  = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4506                                          WINED3DPTFILTERCAPS_MAGFPOINT        |
4507                                          WINED3DPTFILTERCAPS_MINFLINEAR       |
4508                                          WINED3DPTFILTERCAPS_MINFPOINT        |
4509                                          WINED3DPTFILTERCAPS_MIPFLINEAR       |
4510                                          WINED3DPTFILTERCAPS_MIPFPOINT        |
4511                                          WINED3DPTFILTERCAPS_LINEAR           |
4512                                          WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4513                                          WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4514                                          WINED3DPTFILTERCAPS_MIPLINEAR        |
4515                                          WINED3DPTFILTERCAPS_MIPNEAREST       |
4516                                          WINED3DPTFILTERCAPS_NEAREST;
4517     }
4518     else
4519     {
4520         caps->VolumeTextureFilterCaps = 0;
4521     }
4522
4523     caps->TextureAddressCaps  =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4524                                  WINED3DPTADDRESSCAPS_CLAMP  |
4525                                  WINED3DPTADDRESSCAPS_WRAP;
4526
4527     if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4528     {
4529         caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4530     }
4531     if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4532     {
4533         caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4534     }
4535     if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4536     {
4537         caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4538     }
4539
4540     if (gl_info->supported[EXT_TEXTURE3D])
4541     {
4542         caps->VolumeTextureAddressCaps =   WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4543                                            WINED3DPTADDRESSCAPS_CLAMP  |
4544                                            WINED3DPTADDRESSCAPS_WRAP;
4545         if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4546         {
4547             caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4548         }
4549         if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4550         {
4551             caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4552         }
4553         if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4554         {
4555             caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4556         }
4557     }
4558     else
4559     {
4560         caps->VolumeTextureAddressCaps = 0;
4561     }
4562
4563     caps->LineCaps  = WINED3DLINECAPS_TEXTURE       |
4564                       WINED3DLINECAPS_ZTEST         |
4565                       WINED3DLINECAPS_BLEND         |
4566                       WINED3DLINECAPS_ALPHACMP      |
4567                       WINED3DLINECAPS_FOG;
4568     /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4569      * idea how generating the smoothing alpha values works; the result is different
4570      */
4571
4572     caps->MaxTextureWidth = gl_info->limits.texture_size;
4573     caps->MaxTextureHeight = gl_info->limits.texture_size;
4574
4575     if (gl_info->supported[EXT_TEXTURE3D])
4576         caps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4577     else
4578         caps->MaxVolumeExtent = 0;
4579
4580     caps->MaxTextureRepeat = 32768;
4581     caps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4582     caps->MaxVertexW = 1.0f;
4583
4584     caps->GuardBandLeft = 0.0f;
4585     caps->GuardBandTop = 0.0f;
4586     caps->GuardBandRight = 0.0f;
4587     caps->GuardBandBottom = 0.0f;
4588
4589     caps->ExtentsAdjust = 0.0f;
4590
4591     caps->StencilCaps   = WINED3DSTENCILCAPS_DECRSAT |
4592                           WINED3DSTENCILCAPS_INCRSAT |
4593                           WINED3DSTENCILCAPS_INVERT  |
4594                           WINED3DSTENCILCAPS_KEEP    |
4595                           WINED3DSTENCILCAPS_REPLACE |
4596                           WINED3DSTENCILCAPS_ZERO;
4597     if (gl_info->supported[EXT_STENCIL_WRAP])
4598     {
4599         caps->StencilCaps |= WINED3DSTENCILCAPS_DECR  |
4600                               WINED3DSTENCILCAPS_INCR;
4601     }
4602     if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4603     {
4604         caps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4605     }
4606
4607     caps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4608
4609     caps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4610     caps->MaxActiveLights = gl_info->limits.lights;
4611
4612     caps->MaxVertexBlendMatrices = gl_info->limits.blends;
4613     caps->MaxVertexBlendMatrixIndex   = 0;
4614
4615     caps->MaxAnisotropy = gl_info->limits.anisotropy;
4616     caps->MaxPointSize = gl_info->limits.pointsize_max;
4617
4618
4619     /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4620     caps->VertexProcessingCaps  = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4621                                   WINED3DVTXPCAPS_MATERIALSOURCE7   |
4622                                   WINED3DVTXPCAPS_POSITIONALLIGHTS  |
4623                                   WINED3DVTXPCAPS_LOCALVIEWER       |
4624                                   WINED3DVTXPCAPS_VERTEXFOG         |
4625                                   WINED3DVTXPCAPS_TEXGEN;
4626
4627     caps->MaxPrimitiveCount   = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4628     caps->MaxVertexIndex      = 0xFFFFF;
4629     caps->MaxStreams          = MAX_STREAMS;
4630     caps->MaxStreamStride     = 1024;
4631
4632     /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4633     caps->DevCaps2                          = WINED3DDEVCAPS2_STREAMOFFSET |
4634                                               WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4635     caps->MaxNpatchTessellationLevel        = 0;
4636     caps->MasterAdapterOrdinal              = 0;
4637     caps->AdapterOrdinalInGroup             = 0;
4638     caps->NumberOfAdaptersInGroup           = 1;
4639
4640     caps->NumSimultaneousRTs = gl_info->limits.buffers;
4641
4642     caps->StretchRectFilterCaps               = WINED3DPTFILTERCAPS_MINFPOINT  |
4643                                                 WINED3DPTFILTERCAPS_MAGFPOINT  |
4644                                                 WINED3DPTFILTERCAPS_MINFLINEAR |
4645                                                 WINED3DPTFILTERCAPS_MAGFLINEAR;
4646     caps->VertexTextureFilterCaps             = 0;
4647
4648     adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4649     adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4650
4651     /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4652     caps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4653
4654     /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4655      * Ignore shader model capabilities if disabled in config
4656      */
4657     if (vs_selected_mode == SHADER_NONE)
4658     {
4659         TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4660         caps->VertexShaderVersion          = WINED3DVS_VERSION(0,0);
4661         caps->MaxVertexShaderConst         = 0;
4662     }
4663     else
4664     {
4665         caps->VertexShaderVersion          = shader_caps.VertexShaderVersion;
4666         caps->MaxVertexShaderConst         = shader_caps.MaxVertexShaderConst;
4667     }
4668
4669     if (ps_selected_mode == SHADER_NONE)
4670     {
4671         TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4672         caps->PixelShaderVersion           = WINED3DPS_VERSION(0,0);
4673         caps->PixelShader1xMaxValue        = 0.0f;
4674     } else {
4675         caps->PixelShaderVersion           = shader_caps.PixelShaderVersion;
4676         caps->PixelShader1xMaxValue        = shader_caps.PixelShader1xMaxValue;
4677     }
4678
4679     caps->TextureOpCaps                    = fragment_caps.TextureOpCaps;
4680     caps->MaxTextureBlendStages            = fragment_caps.MaxTextureBlendStages;
4681     caps->MaxSimultaneousTextures          = fragment_caps.MaxSimultaneousTextures;
4682
4683     /* The following caps are shader specific, but they are things we cannot detect, or which
4684      * are the same among all shader models. So to avoid code duplication set the shader version
4685      * specific, but otherwise constant caps here
4686      */
4687     if (caps->VertexShaderVersion == WINED3DVS_VERSION(3,0))
4688     {
4689         /* Where possible set the caps based on OpenGL extensions and if they
4690          * aren't set (in case of software rendering) use the VS 3.0 from
4691          * MSDN or else if there's OpenGL spec use a hardcoded value minimum
4692          * VS3.0 value. */
4693         caps->VS20Caps.Caps                     = WINED3DVS20CAPS_PREDICATION;
4694         /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4695         caps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH;
4696         caps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4697         /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4698         caps->VS20Caps.StaticFlowControlDepth   = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH;
4699
4700         caps->MaxVShaderInstructionsExecuted    = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4701         caps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4702     }
4703     else if (caps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4704     {
4705         caps->VS20Caps.Caps                     = 0;
4706         caps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4707         caps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4708         caps->VS20Caps.StaticFlowControlDepth   = 1;
4709
4710         caps->MaxVShaderInstructionsExecuted    = 65535;
4711         caps->MaxVertexShader30InstructionSlots = 0;
4712     }
4713     else
4714     { /* VS 1.x */
4715         caps->VS20Caps.Caps                     = 0;
4716         caps->VS20Caps.DynamicFlowControlDepth  = 0;
4717         caps->VS20Caps.NumTemps                 = 0;
4718         caps->VS20Caps.StaticFlowControlDepth   = 0;
4719
4720         caps->MaxVShaderInstructionsExecuted    = 0;
4721         caps->MaxVertexShader30InstructionSlots = 0;
4722     }
4723
4724     if (caps->PixelShaderVersion == WINED3DPS_VERSION(3,0))
4725     {
4726         /* Where possible set the caps based on OpenGL extensions and if they
4727          * aren't set (in case of software rendering) use the PS 3.0 from
4728          * MSDN or else if there's OpenGL spec use a hardcoded value minimum
4729          * PS 3.0 value. */
4730
4731         /* Caps is more or less undocumented on MSDN but it appears to be
4732          * used for PS20Caps based on results from R9600/FX5900/Geforce6800
4733          * cards from Windows */
4734         caps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4735                 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4736                 WINED3DPS20CAPS_PREDICATION          |
4737                 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4738                 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4739         /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4740         caps->PS20Caps.DynamicFlowControlDepth  = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH;
4741         caps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4742         /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4743         caps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH;
4744         /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4745         caps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS;
4746
4747         caps->MaxPShaderInstructionsExecuted = 65535;
4748         caps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4749                 adapter->gl_info.limits.arb_ps_instructions);
4750     }
4751     else if(caps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4752     {
4753         /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4754         caps->PS20Caps.Caps                     = 0;
4755         caps->PS20Caps.DynamicFlowControlDepth  = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4756         caps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4757         caps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4758         /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4759         caps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS;
4760
4761         caps->MaxPShaderInstructionsExecuted    = 512; /* Minimum value, a GeforceFX uses 1024 */
4762         caps->MaxPixelShader30InstructionSlots  = 0;
4763     }
4764     else /* PS 1.x */
4765     {
4766         caps->PS20Caps.Caps                     = 0;
4767         caps->PS20Caps.DynamicFlowControlDepth  = 0;
4768         caps->PS20Caps.NumTemps                 = 0;
4769         caps->PS20Caps.StaticFlowControlDepth   = 0;
4770         caps->PS20Caps.NumInstructionSlots      = 0;
4771
4772         caps->MaxPShaderInstructionsExecuted    = 0;
4773         caps->MaxPixelShader30InstructionSlots  = 0;
4774     }
4775
4776     if (caps->VertexShaderVersion >= WINED3DVS_VERSION(2,0))
4777     {
4778         /* OpenGL supports all the formats below, perhaps not always
4779          * without conversion, but it supports them.
4780          * Further GLSL doesn't seem to have an official unsigned type so
4781          * don't advertise it yet as I'm not sure how we handle it.
4782          * We might need to add some clamping in the shader engine to
4783          * support it.
4784          * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4785         caps->DeclTypes = WINED3DDTCAPS_UBYTE4    |
4786                           WINED3DDTCAPS_UBYTE4N   |
4787                           WINED3DDTCAPS_SHORT2N   |
4788                           WINED3DDTCAPS_SHORT4N;
4789         if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4790         {
4791             caps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4792                                WINED3DDTCAPS_FLOAT16_4;
4793         }
4794     }
4795     else
4796     {
4797         caps->DeclTypes = 0;
4798     }
4799
4800     /* Set DirectDraw helper Caps */
4801     ckey_caps =                         WINEDDCKEYCAPS_DESTBLT              |
4802                                         WINEDDCKEYCAPS_SRCBLT;
4803     fx_caps =                           WINEDDFXCAPS_BLTALPHA               |
4804                                         WINEDDFXCAPS_BLTMIRRORLEFTRIGHT     |
4805                                         WINEDDFXCAPS_BLTMIRRORUPDOWN        |
4806                                         WINEDDFXCAPS_BLTROTATION90          |
4807                                         WINEDDFXCAPS_BLTSHRINKX             |
4808                                         WINEDDFXCAPS_BLTSHRINKXN            |
4809                                         WINEDDFXCAPS_BLTSHRINKY             |
4810                                         WINEDDFXCAPS_BLTSHRINKXN            |
4811                                         WINEDDFXCAPS_BLTSTRETCHX            |
4812                                         WINEDDFXCAPS_BLTSTRETCHXN           |
4813                                         WINEDDFXCAPS_BLTSTRETCHY            |
4814                                         WINEDDFXCAPS_BLTSTRETCHYN;
4815     blit_caps =                         WINEDDCAPS_BLT                      |
4816                                         WINEDDCAPS_BLTCOLORFILL             |
4817                                         WINEDDCAPS_BLTDEPTHFILL             |
4818                                         WINEDDCAPS_BLTSTRETCH               |
4819                                         WINEDDCAPS_CANBLTSYSMEM             |
4820                                         WINEDDCAPS_CANCLIP                  |
4821                                         WINEDDCAPS_CANCLIPSTRETCHED         |
4822                                         WINEDDCAPS_COLORKEY                 |
4823                                         WINEDDCAPS_COLORKEYHWASSIST         |
4824                                         WINEDDCAPS_ALIGNBOUNDARYSRC;
4825     pal_caps =                          WINEDDPCAPS_8BIT                    |
4826                                         WINEDDPCAPS_PRIMARYSURFACE;
4827
4828     /* Fill the ddraw caps structure */
4829     caps->DirectDrawCaps.Caps =         WINEDDCAPS_GDI                      |
4830                                         WINEDDCAPS_PALETTE                  |
4831                                         blit_caps;
4832     caps->DirectDrawCaps.Caps2 =        WINEDDCAPS2_CERTIFIED                |
4833                                         WINEDDCAPS2_NOPAGELOCKREQUIRED       |
4834                                         WINEDDCAPS2_PRIMARYGAMMA             |
4835                                         WINEDDCAPS2_WIDESURFACES             |
4836                                         WINEDDCAPS2_CANRENDERWINDOWED;
4837     caps->DirectDrawCaps.CKeyCaps =     ckey_caps;
4838     caps->DirectDrawCaps.FXCaps =       fx_caps;
4839     caps->DirectDrawCaps.PalCaps =      pal_caps;
4840     caps->DirectDrawCaps.SVBCaps =      blit_caps;
4841     caps->DirectDrawCaps.SVBCKeyCaps =  ckey_caps;
4842     caps->DirectDrawCaps.SVBFXCaps =    fx_caps;
4843     caps->DirectDrawCaps.VSBCaps =      blit_caps;
4844     caps->DirectDrawCaps.VSBCKeyCaps =  ckey_caps;
4845     caps->DirectDrawCaps.VSBFXCaps =    fx_caps;
4846     caps->DirectDrawCaps.SSBCaps =      blit_caps;
4847     caps->DirectDrawCaps.SSBCKeyCaps =  ckey_caps;
4848     caps->DirectDrawCaps.SSBFXCaps =    fx_caps;
4849
4850     caps->DirectDrawCaps.ddsCaps =      WINEDDSCAPS_ALPHA                   |
4851                                         WINEDDSCAPS_BACKBUFFER              |
4852                                         WINEDDSCAPS_FLIP                    |
4853                                         WINEDDSCAPS_FRONTBUFFER             |
4854                                         WINEDDSCAPS_OFFSCREENPLAIN          |
4855                                         WINEDDSCAPS_PALETTE                 |
4856                                         WINEDDSCAPS_PRIMARYSURFACE          |
4857                                         WINEDDSCAPS_SYSTEMMEMORY            |
4858                                         WINEDDSCAPS_VIDEOMEMORY             |
4859                                         WINEDDSCAPS_VISIBLE;
4860     caps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4861
4862     /* Set D3D caps if OpenGL is available. */
4863     if (adapter->opengl)
4864     {
4865         caps->DirectDrawCaps.ddsCaps |= WINEDDSCAPS_3DDEVICE                |
4866                                         WINEDDSCAPS_MIPMAP                  |
4867                                         WINEDDSCAPS_TEXTURE                 |
4868                                         WINEDDSCAPS_ZBUFFER;
4869         caps->DirectDrawCaps.Caps |=    WINEDDCAPS_3D;
4870     }
4871
4872     return WINED3D_OK;
4873 }
4874
4875 HRESULT CDECL wined3d_device_create(struct wined3d *wined3d, UINT adapter_idx, WINED3DDEVTYPE device_type,
4876         HWND focus_window, DWORD flags, BYTE surface_alignment, struct wined3d_device_parent *device_parent,
4877         struct wined3d_device **device)
4878 {
4879     struct wined3d_device *object;
4880     HRESULT hr;
4881
4882     TRACE("wined3d %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, device_parent %p, device %p.\n",
4883             wined3d, adapter_idx, device_type, focus_window, flags, device_parent, device);
4884
4885     /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4886      * number and create a device without a 3D adapter for 2D only operation. */
4887     if (wined3d->adapter_count && adapter_idx >= wined3d->adapter_count)
4888         return WINED3DERR_INVALIDCALL;
4889
4890     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4891     if (!object)
4892     {
4893         ERR("Failed to allocate device memory.\n");
4894         return E_OUTOFMEMORY;
4895     }
4896
4897     hr = device_init(object, wined3d, adapter_idx, device_type,
4898             focus_window, flags, surface_alignment, device_parent);
4899     if (FAILED(hr))
4900     {
4901         WARN("Failed to initialize device, hr %#x.\n", hr);
4902         HeapFree(GetProcessHeap(), 0, object);
4903         return hr;
4904     }
4905
4906     TRACE("Created device %p.\n", object);
4907     *device = object;
4908
4909     device_parent->ops->wined3d_device_created(device_parent, *device);
4910
4911     return WINED3D_OK;
4912 }
4913
4914 void * CDECL wined3d_get_parent(const struct wined3d *wined3d)
4915 {
4916     TRACE("wined3d %p.\n", wined3d);
4917
4918     return wined3d->parent;
4919 }
4920
4921 static void WINE_GLAPI invalid_func(const void *data)
4922 {
4923     ERR("Invalid vertex attribute function called\n");
4924     DebugBreak();
4925 }
4926
4927 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4928 {
4929     ERR("Invalid texcoord function called\n");
4930     DebugBreak();
4931 }
4932
4933 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4934  * the extension detection and are used in drawStridedSlow
4935  */
4936 static void WINE_GLAPI position_d3dcolor(const void *data)
4937 {
4938     DWORD pos = *((const DWORD *)data);
4939
4940     FIXME("Add a test for fixed function position from d3dcolor type\n");
4941     glVertex4s(D3DCOLOR_B_R(pos),
4942                D3DCOLOR_B_G(pos),
4943                D3DCOLOR_B_B(pos),
4944                D3DCOLOR_B_A(pos));
4945 }
4946
4947 static void WINE_GLAPI position_float4(const void *data)
4948 {
4949     const GLfloat *pos = data;
4950
4951     if (pos[3] != 0.0f && pos[3] != 1.0f)
4952     {
4953         float w = 1.0f / pos[3];
4954
4955         glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4956     }
4957     else
4958     {
4959         glVertex3fv(pos);
4960     }
4961 }
4962
4963 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4964 {
4965     DWORD diffuseColor = *((const DWORD *)data);
4966
4967     glColor4ub(D3DCOLOR_B_R(diffuseColor),
4968                D3DCOLOR_B_G(diffuseColor),
4969                D3DCOLOR_B_B(diffuseColor),
4970                D3DCOLOR_B_A(diffuseColor));
4971 }
4972
4973 static void WINE_GLAPI specular_d3dcolor(const void *data)
4974 {
4975     DWORD specularColor = *((const DWORD *)data);
4976     GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4977             D3DCOLOR_B_G(specularColor),
4978             D3DCOLOR_B_B(specularColor)};
4979
4980     specular_func_3ubv(d);
4981 }
4982
4983 static void WINE_GLAPI warn_no_specular_func(const void *data)
4984 {
4985     WARN("GL_EXT_secondary_color not supported\n");
4986 }
4987
4988 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
4989 {
4990     position_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
4991     position_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
4992     position_funcs[WINED3D_FFP_EMIT_FLOAT3]      = (glAttribFunc)glVertex3fv;
4993     position_funcs[WINED3D_FFP_EMIT_FLOAT4]      = position_float4;
4994     position_funcs[WINED3D_FFP_EMIT_D3DCOLOR]    = position_d3dcolor;
4995     position_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
4996     position_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
4997     position_funcs[WINED3D_FFP_EMIT_SHORT4]      = (glAttribFunc)glVertex2sv;
4998     position_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
4999     position_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
5000     position_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
5001     position_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
5002     position_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
5003     position_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
5004     position_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
5005     position_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
5006     position_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
5007
5008     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1]       = invalid_func;
5009     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2]       = invalid_func;
5010     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3]       = (glAttribFunc)glColor3fv;
5011     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4]       = (glAttribFunc)glColor4fv;
5012     diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR]     = diffuse_d3dcolor;
5013     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4]       = invalid_func;
5014     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2]       = invalid_func;
5015     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4]       = invalid_func;
5016     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N]      = (glAttribFunc)glColor4ubv;
5017     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N]      = invalid_func;
5018     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N]      = (glAttribFunc)glColor4sv;
5019     diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N]     = invalid_func;
5020     diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N]     = (glAttribFunc)glColor4usv;
5021     diffuse_funcs[WINED3D_FFP_EMIT_UDEC3]        = invalid_func;
5022     diffuse_funcs[WINED3D_FFP_EMIT_DEC3N]        = invalid_func;
5023     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2]    = invalid_func;
5024     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4]    = invalid_func;
5025
5026     /* No 4 component entry points here */
5027     specular_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
5028     specular_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
5029     if (gl_info->supported[EXT_SECONDARY_COLOR])
5030     {
5031         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
5032     }
5033     else
5034     {
5035         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = warn_no_specular_func;
5036     }
5037     specular_funcs[WINED3D_FFP_EMIT_FLOAT4]      = invalid_func;
5038     if (gl_info->supported[EXT_SECONDARY_COLOR])
5039     {
5040         specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
5041         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
5042     }
5043     else
5044     {
5045         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
5046     }
5047     specular_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
5048     specular_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
5049     specular_funcs[WINED3D_FFP_EMIT_SHORT4]      = invalid_func;
5050     specular_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
5051     specular_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
5052     specular_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
5053     specular_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
5054     specular_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
5055     specular_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
5056     specular_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
5057     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
5058     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
5059
5060     /* Only 3 component entry points here. Test how others behave. Float4 normals are used
5061      * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
5062      */
5063     normal_funcs[WINED3D_FFP_EMIT_FLOAT1]         = invalid_func;
5064     normal_funcs[WINED3D_FFP_EMIT_FLOAT2]         = invalid_func;
5065     normal_funcs[WINED3D_FFP_EMIT_FLOAT3]         = (glAttribFunc)glNormal3fv;
5066     normal_funcs[WINED3D_FFP_EMIT_FLOAT4]         = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
5067     normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR]       = invalid_func;
5068     normal_funcs[WINED3D_FFP_EMIT_UBYTE4]         = invalid_func;
5069     normal_funcs[WINED3D_FFP_EMIT_SHORT2]         = invalid_func;
5070     normal_funcs[WINED3D_FFP_EMIT_SHORT4]         = invalid_func;
5071     normal_funcs[WINED3D_FFP_EMIT_UBYTE4N]        = invalid_func;
5072     normal_funcs[WINED3D_FFP_EMIT_SHORT2N]        = invalid_func;
5073     normal_funcs[WINED3D_FFP_EMIT_SHORT4N]        = invalid_func;
5074     normal_funcs[WINED3D_FFP_EMIT_USHORT2N]       = invalid_func;
5075     normal_funcs[WINED3D_FFP_EMIT_USHORT4N]       = invalid_func;
5076     normal_funcs[WINED3D_FFP_EMIT_UDEC3]          = invalid_func;
5077     normal_funcs[WINED3D_FFP_EMIT_DEC3N]          = invalid_func;
5078     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2]      = invalid_func;
5079     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4]      = invalid_func;
5080
5081     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
5082     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
5083     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
5084     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
5085     multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR]  = invalid_texcoord_func;
5086     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4]    = invalid_texcoord_func;
5087     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
5088     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
5089     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N]   = invalid_texcoord_func;
5090     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N]   = invalid_texcoord_func;
5091     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N]   = invalid_texcoord_func;
5092     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N]  = invalid_texcoord_func;
5093     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N]  = invalid_texcoord_func;
5094     multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3]     = invalid_texcoord_func;
5095     multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N]     = invalid_texcoord_func;
5096     if (gl_info->supported[NV_HALF_FLOAT])
5097     {
5098         /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
5099         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
5100         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
5101     } else {
5102         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
5103         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
5104     }
5105 }
5106
5107 /* Do not call while under the GL lock. */
5108 static BOOL InitAdapters(struct wined3d *wined3d)
5109 {
5110     static HMODULE mod_gl;
5111     BOOL ret;
5112     int ps_selected_mode, vs_selected_mode;
5113
5114     /* No need to hold any lock. The calling library makes sure only one thread calls
5115      * wined3d simultaneously
5116      */
5117
5118     TRACE("Initializing adapters\n");
5119
5120     if(!mod_gl) {
5121 #ifdef USE_WIN32_OPENGL
5122 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
5123         mod_gl = LoadLibraryA("opengl32.dll");
5124         if(!mod_gl) {
5125             ERR("Can't load opengl32.dll!\n");
5126             goto nogl_adapter;
5127         }
5128 #else
5129 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
5130         /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
5131         mod_gl = GetModuleHandleA("gdi32.dll");
5132 #endif
5133     }
5134
5135 /* Load WGL core functions from opengl32.dll */
5136 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5137     WGL_FUNCS_GEN;
5138 #undef USE_WGL_FUNC
5139
5140     if(!pwglGetProcAddress) {
5141         ERR("Unable to load wglGetProcAddress!\n");
5142         goto nogl_adapter;
5143     }
5144
5145 /* Dynamically load all GL core functions */
5146     GL_FUNCS_GEN;
5147 #undef USE_GL_FUNC
5148
5149     /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5150      * otherwise because we have to use winex11.drv's override
5151      */
5152 #ifdef USE_WIN32_OPENGL
5153     wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5154     wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5155 #else
5156     wglFinish = (void*)pwglGetProcAddress("wglFinish");
5157     wglFlush = (void*)pwglGetProcAddress("wglFlush");
5158 #endif
5159
5160     glEnableWINE = glEnable;
5161     glDisableWINE = glDisable;
5162
5163     /* For now only one default adapter */
5164     {
5165         struct wined3d_adapter *adapter = &wined3d->adapters[0];
5166         const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5167         struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5168         struct wined3d_pixel_format *cfgs;
5169         int iPixelFormat;
5170         int res;
5171         int i;
5172         DISPLAY_DEVICEW DisplayDevice;
5173         HDC hdc;
5174
5175         TRACE("Initializing default adapter\n");
5176         adapter->ordinal = 0;
5177         adapter->monitorPoint.x = -1;
5178         adapter->monitorPoint.y = -1;
5179
5180         if (!AllocateLocallyUniqueId(&adapter->luid))
5181         {
5182             DWORD err = GetLastError();
5183             ERR("Failed to set adapter LUID (%#x).\n", err);
5184             goto nogl_adapter;
5185         }
5186         TRACE("Allocated LUID %08x:%08x for adapter.\n",
5187                 adapter->luid.HighPart, adapter->luid.LowPart);
5188
5189         if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5190         {
5191             ERR("Failed to get a gl context for default adapter\n");
5192             goto nogl_adapter;
5193         }
5194
5195         ret = wined3d_adapter_init_gl_caps(adapter);
5196         if(!ret) {
5197             ERR("Failed to initialize gl caps for default adapter\n");
5198             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5199             goto nogl_adapter;
5200         }
5201         ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5202         if(!ret) {
5203             ERR("Failed to init gl formats\n");
5204             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5205             goto nogl_adapter;
5206         }
5207
5208         hdc = fake_gl_ctx.dc;
5209
5210         adapter->TextureRam = adapter->driver_info.vidmem;
5211         adapter->UsedTextureRam = 0;
5212         TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5213
5214         /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5215         DisplayDevice.cb = sizeof(DisplayDevice);
5216         EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5217         TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5218         strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5219
5220         if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5221         {
5222             int attribute;
5223             int attribs[11];
5224             int values[11];
5225             int nAttribs = 0;
5226
5227             attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5228             GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5229
5230             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs * sizeof(*adapter->cfgs));
5231             cfgs = adapter->cfgs;
5232             attribs[nAttribs++] = WGL_RED_BITS_ARB;
5233             attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5234             attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5235             attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5236             attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5237             attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5238             attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5239             attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5240             attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5241             attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5242             attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5243
5244             for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5245             {
5246                 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5247
5248                 if(!res)
5249                     continue;
5250
5251                 /* Cache the pixel format */
5252                 cfgs->iPixelFormat = iPixelFormat;
5253                 cfgs->redSize = values[0];
5254                 cfgs->greenSize = values[1];
5255                 cfgs->blueSize = values[2];
5256                 cfgs->alphaSize = values[3];
5257                 cfgs->colorSize = values[4];
5258                 cfgs->depthSize = values[5];
5259                 cfgs->stencilSize = values[6];
5260                 cfgs->windowDrawable = values[7];
5261                 cfgs->iPixelType = values[8];
5262                 cfgs->doubleBuffer = values[9];
5263                 cfgs->auxBuffers = values[10];
5264
5265                 cfgs->numSamples = 0;
5266                 /* Check multisample support */
5267                 if (gl_info->supported[ARB_MULTISAMPLE])
5268                 {
5269                     int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5270                     int value[2];
5271                     if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5272                         /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5273                         * value[1] = number of multi sample buffers*/
5274                         if(value[0])
5275                             cfgs->numSamples = value[1];
5276                     }
5277                 }
5278
5279                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5280                         "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5281                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5282                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5283                         cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5284                 cfgs++;
5285             }
5286         }
5287         else
5288         {
5289             int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5290             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs * sizeof(*adapter->cfgs));
5291             adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5292
5293             cfgs = adapter->cfgs;
5294             for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5295             {
5296                 PIXELFORMATDESCRIPTOR ppfd;
5297
5298                 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5299                 if(!res)
5300                     continue;
5301
5302                 /* We only want HW acceleration using an OpenGL ICD driver.
5303                  * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5304                  * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5305                  */
5306                 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5307                 {
5308                     TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5309                     continue;
5310                 }
5311
5312                 cfgs->iPixelFormat = iPixelFormat;
5313                 cfgs->redSize = ppfd.cRedBits;
5314                 cfgs->greenSize = ppfd.cGreenBits;
5315                 cfgs->blueSize = ppfd.cBlueBits;
5316                 cfgs->alphaSize = ppfd.cAlphaBits;
5317                 cfgs->colorSize = ppfd.cColorBits;
5318                 cfgs->depthSize = ppfd.cDepthBits;
5319                 cfgs->stencilSize = ppfd.cStencilBits;
5320                 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5321                 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5322                 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5323                 cfgs->auxBuffers = ppfd.cAuxBuffers;
5324                 cfgs->numSamples = 0;
5325
5326                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5327                         "depth=%d, stencil=%d, windowDrawable=%d\n",
5328                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5329                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5330                         cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5331                 cfgs++;
5332                 adapter->nCfgs++;
5333             }
5334
5335             /* 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 */
5336             if(!adapter->nCfgs)
5337             {
5338                 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5339
5340                 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5341                 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5342                 goto nogl_adapter;
5343             }
5344         }
5345
5346         /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5347          * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5348          * but just fake it using D24(X8?) which is fine. D3D also allows that.
5349          * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5350          * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5351          * driver is allowed to consume more bits EXCEPT for stencil bits.
5352          *
5353          * Mark an adapter with this broken stencil behavior.
5354          */
5355         adapter->brokenStencil = TRUE;
5356         for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5357         {
5358             /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5359             if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5360                 adapter->brokenStencil = FALSE;
5361                 break;
5362             }
5363         }
5364
5365         WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5366
5367         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5368         fillGLAttribFuncs(&adapter->gl_info);
5369         adapter->opengl = TRUE;
5370     }
5371     wined3d->adapter_count = 1;
5372     TRACE("%u adapters successfully initialized.\n", wined3d->adapter_count);
5373
5374     return TRUE;
5375
5376 nogl_adapter:
5377     /* Initialize an adapter for ddraw-only memory counting */
5378     memset(wined3d->adapters, 0, sizeof(wined3d->adapters));
5379     wined3d->adapters[0].ordinal = 0;
5380     wined3d->adapters[0].opengl = FALSE;
5381     wined3d->adapters[0].monitorPoint.x = -1;
5382     wined3d->adapters[0].monitorPoint.y = -1;
5383
5384     wined3d->adapters[0].driver_info.name = "Display";
5385     wined3d->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5386     if (wined3d_settings.emulated_textureram)
5387         wined3d->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5388     else
5389         wined3d->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5390
5391     initPixelFormatsNoGL(&wined3d->adapters[0].gl_info);
5392
5393     wined3d->adapter_count = 1;
5394     return FALSE;
5395 }
5396
5397 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5398
5399 const struct wined3d_parent_ops wined3d_null_parent_ops =
5400 {
5401     wined3d_null_wined3d_object_destroyed,
5402 };
5403
5404 /* Do not call while under the GL lock. */
5405 HRESULT wined3d_init(struct wined3d *wined3d, UINT version, DWORD flags, void *parent)
5406 {
5407     wined3d->dxVersion = version;
5408     wined3d->ref = 1;
5409     wined3d->parent = parent;
5410     wined3d->flags = flags;
5411
5412     if (!InitAdapters(wined3d))
5413     {
5414         WARN("Failed to initialize adapters.\n");
5415         if (version > 7)
5416         {
5417             MESSAGE("Direct3D%u is not available without OpenGL.\n", version);
5418             return E_FAIL;
5419         }
5420     }
5421
5422     return WINED3D_OK;
5423 }