wined3d: Add detection for Nvidia GT 330.
[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_fragment_program",             ARB_FRAGMENT_PROGRAM,           0                           },
59     {"GL_ARB_fragment_shader",              ARB_FRAGMENT_SHADER,            0                           },
60     {"GL_ARB_framebuffer_object",           ARB_FRAMEBUFFER_OBJECT,         0                           },
61     {"GL_ARB_geometry_shader4",             ARB_GEOMETRY_SHADER4,           0                           },
62     {"GL_ARB_half_float_pixel",             ARB_HALF_FLOAT_PIXEL,           0                           },
63     {"GL_ARB_half_float_vertex",            ARB_HALF_FLOAT_VERTEX,          0                           },
64     {"GL_ARB_imaging",                      ARB_IMAGING,                    0                           },
65     {"GL_ARB_map_buffer_range",             ARB_MAP_BUFFER_RANGE,           0                           },
66     {"GL_ARB_multisample",                  ARB_MULTISAMPLE,                0                           }, /* needs GLX_ARB_MULTISAMPLE as well */
67     {"GL_ARB_multitexture",                 ARB_MULTITEXTURE,               0                           },
68     {"GL_ARB_occlusion_query",              ARB_OCCLUSION_QUERY,            0                           },
69     {"GL_ARB_pixel_buffer_object",          ARB_PIXEL_BUFFER_OBJECT,        0                           },
70     {"GL_ARB_point_parameters",             ARB_POINT_PARAMETERS,           0                           },
71     {"GL_ARB_point_sprite",                 ARB_POINT_SPRITE,               0                           },
72     {"GL_ARB_provoking_vertex",             ARB_PROVOKING_VERTEX,           0                           },
73     {"GL_ARB_shader_objects",               ARB_SHADER_OBJECTS,             0                           },
74     {"GL_ARB_shader_texture_lod",           ARB_SHADER_TEXTURE_LOD,         0                           },
75     {"GL_ARB_shading_language_100",         ARB_SHADING_LANGUAGE_100,       0                           },
76     {"GL_ARB_shadow",                       ARB_SHADOW,                     0                           },
77     {"GL_ARB_sync",                         ARB_SYNC,                       0                           },
78     {"GL_ARB_texture_border_clamp",         ARB_TEXTURE_BORDER_CLAMP,       0                           },
79     {"GL_ARB_texture_compression",          ARB_TEXTURE_COMPRESSION,        0                           },
80     {"GL_ARB_texture_compression_rgtc",     ARB_TEXTURE_COMPRESSION_RGTC,   0                           },
81     {"GL_ARB_texture_cube_map",             ARB_TEXTURE_CUBE_MAP,           0                           },
82     {"GL_ARB_texture_env_add",              ARB_TEXTURE_ENV_ADD,            0                           },
83     {"GL_ARB_texture_env_combine",          ARB_TEXTURE_ENV_COMBINE,        0                           },
84     {"GL_ARB_texture_env_dot3",             ARB_TEXTURE_ENV_DOT3,           0                           },
85     {"GL_ARB_texture_float",                ARB_TEXTURE_FLOAT,              0                           },
86     {"GL_ARB_texture_mirrored_repeat",      ARB_TEXTURE_MIRRORED_REPEAT,    0                           },
87     {"GL_ARB_texture_non_power_of_two",     ARB_TEXTURE_NON_POWER_OF_TWO,   MAKEDWORD_VERSION(2, 0)     },
88     {"GL_ARB_texture_rectangle",            ARB_TEXTURE_RECTANGLE,          0                           },
89     {"GL_ARB_texture_rg",                   ARB_TEXTURE_RG,                 0                           },
90     {"GL_ARB_vertex_array_bgra",            ARB_VERTEX_ARRAY_BGRA,          0                           },
91     {"GL_ARB_vertex_blend",                 ARB_VERTEX_BLEND,               0                           },
92     {"GL_ARB_vertex_buffer_object",         ARB_VERTEX_BUFFER_OBJECT,       0                           },
93     {"GL_ARB_vertex_program",               ARB_VERTEX_PROGRAM,             0                           },
94     {"GL_ARB_vertex_shader",                ARB_VERTEX_SHADER,              0                           },
95
96     /* ATI */
97     {"GL_ATI_fragment_shader",              ATI_FRAGMENT_SHADER,            0                           },
98     {"GL_ATI_separate_stencil",             ATI_SEPARATE_STENCIL,           0                           },
99     {"GL_ATI_texture_compression_3dc",      ATI_TEXTURE_COMPRESSION_3DC,    0                           },
100     {"GL_ATI_texture_env_combine3",         ATI_TEXTURE_ENV_COMBINE3,       0                           },
101     {"GL_ATI_texture_mirror_once",          ATI_TEXTURE_MIRROR_ONCE,        0                           },
102
103     /* EXT */
104     {"GL_EXT_blend_color",                  EXT_BLEND_COLOR,                0                           },
105     {"GL_EXT_blend_equation_separate",      EXT_BLEND_EQUATION_SEPARATE,    0                           },
106     {"GL_EXT_blend_func_separate",          EXT_BLEND_FUNC_SEPARATE,        0                           },
107     {"GL_EXT_blend_minmax",                 EXT_BLEND_MINMAX,               0                           },
108     {"GL_EXT_depth_bounds_test",            EXT_DEPTH_BOUNDS_TEST,          0                           },
109     {"GL_EXT_draw_buffers2",                EXT_DRAW_BUFFERS2,              0                           },
110     {"GL_EXT_fog_coord",                    EXT_FOG_COORD,                  0                           },
111     {"GL_EXT_framebuffer_blit",             EXT_FRAMEBUFFER_BLIT,           0                           },
112     {"GL_EXT_framebuffer_multisample",      EXT_FRAMEBUFFER_MULTISAMPLE,    0                           },
113     {"GL_EXT_framebuffer_object",           EXT_FRAMEBUFFER_OBJECT,         0                           },
114     {"GL_EXT_gpu_program_parameters",       EXT_GPU_PROGRAM_PARAMETERS,     0                           },
115     {"GL_EXT_gpu_shader4",                  EXT_GPU_SHADER4,                0                           },
116     {"GL_EXT_packed_depth_stencil",         EXT_PACKED_DEPTH_STENCIL,       0                           },
117     {"GL_EXT_paletted_texture",             EXT_PALETTED_TEXTURE,           0                           },
118     {"GL_EXT_point_parameters",             EXT_POINT_PARAMETERS,           0                           },
119     {"GL_EXT_provoking_vertex",             EXT_PROVOKING_VERTEX,           0                           },
120     {"GL_EXT_secondary_color",              EXT_SECONDARY_COLOR,            0                           },
121     {"GL_EXT_stencil_two_side",             EXT_STENCIL_TWO_SIDE,           0                           },
122     {"GL_EXT_stencil_wrap",                 EXT_STENCIL_WRAP,               0                           },
123     {"GL_EXT_texture3D",                    EXT_TEXTURE3D,                  MAKEDWORD_VERSION(1, 2)     },
124     {"GL_EXT_texture_compression_rgtc",     EXT_TEXTURE_COMPRESSION_RGTC,   0                           },
125     {"GL_EXT_texture_compression_s3tc",     EXT_TEXTURE_COMPRESSION_S3TC,   0                           },
126     {"GL_EXT_texture_env_add",              EXT_TEXTURE_ENV_ADD,            0                           },
127     {"GL_EXT_texture_env_combine",          EXT_TEXTURE_ENV_COMBINE,        0                           },
128     {"GL_EXT_texture_env_dot3",             EXT_TEXTURE_ENV_DOT3,           0                           },
129     {"GL_EXT_texture_filter_anisotropic",   EXT_TEXTURE_FILTER_ANISOTROPIC, 0                           },
130     {"GL_EXT_texture_lod_bias",             EXT_TEXTURE_LOD_BIAS,           0                           },
131     {"GL_EXT_texture_sRGB",                 EXT_TEXTURE_SRGB,               0                           },
132     {"GL_EXT_vertex_array_bgra",            EXT_VERTEX_ARRAY_BGRA,          0                           },
133
134     /* NV */
135     {"GL_NV_depth_clamp",                   NV_DEPTH_CLAMP,                 0                           },
136     {"GL_NV_fence",                         NV_FENCE,                       0                           },
137     {"GL_NV_fog_distance",                  NV_FOG_DISTANCE,                0                           },
138     {"GL_NV_fragment_program",              NV_FRAGMENT_PROGRAM,            0                           },
139     {"GL_NV_fragment_program2",             NV_FRAGMENT_PROGRAM2,           0                           },
140     {"GL_NV_fragment_program_option",       NV_FRAGMENT_PROGRAM_OPTION,     0                           },
141     {"GL_NV_half_float",                    NV_HALF_FLOAT,                  0                           },
142     {"GL_NV_light_max_exponent",            NV_LIGHT_MAX_EXPONENT,          0                           },
143     {"GL_NV_point_sprite",                  NV_POINT_SPRITE,                0                           },
144     {"GL_NV_register_combiners",            NV_REGISTER_COMBINERS,          0                           },
145     {"GL_NV_register_combiners2",           NV_REGISTER_COMBINERS2,         0                           },
146     {"GL_NV_texgen_reflection",             NV_TEXGEN_REFLECTION,           0                           },
147     {"GL_NV_texture_env_combine4",          NV_TEXTURE_ENV_COMBINE4,        0                           },
148     {"GL_NV_texture_shader",                NV_TEXTURE_SHADER,              0                           },
149     {"GL_NV_texture_shader2",               NV_TEXTURE_SHADER2,             0                           },
150     {"GL_NV_vertex_program",                NV_VERTEX_PROGRAM,              0                           },
151     {"GL_NV_vertex_program1_1",             NV_VERTEX_PROGRAM1_1,           0                           },
152     {"GL_NV_vertex_program2",               NV_VERTEX_PROGRAM2,             0                           },
153     {"GL_NV_vertex_program2_option",        NV_VERTEX_PROGRAM2_OPTION,      0                           },
154     {"GL_NV_vertex_program3",               NV_VERTEX_PROGRAM3,             0                           },
155
156     /* SGI */
157     {"GL_SGIS_generate_mipmap",             SGIS_GENERATE_MIPMAP,           0                           },
158 };
159
160 /**********************************************************
161  * Utility functions follow
162  **********************************************************/
163
164 const struct min_lookup minMipLookup[] =
165 {
166     /* NONE         POINT                       LINEAR */
167     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
168     {{GL_NEAREST,   GL_NEAREST_MIPMAP_NEAREST,  GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
169     {{GL_LINEAR,    GL_LINEAR_MIPMAP_NEAREST,   GL_LINEAR_MIPMAP_LINEAR}},  /* LINEAR */
170 };
171
172 const struct min_lookup minMipLookup_noFilter[] =
173 {
174     /* NONE         POINT                       LINEAR */
175     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
176     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
177     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* LINEAR */
178 };
179
180 const struct min_lookup minMipLookup_noMip[] =
181 {
182     /* NONE         POINT                       LINEAR */
183     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
184     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
185     {{GL_LINEAR,    GL_LINEAR,                  GL_LINEAR }},               /* LINEAR */
186 };
187
188 const GLenum magLookup[] =
189 {
190     /* NONE     POINT       LINEAR */
191     GL_NEAREST, GL_NEAREST, GL_LINEAR,
192 };
193
194 const GLenum magLookup_noFilter[] =
195 {
196     /* NONE     POINT       LINEAR */
197     GL_NEAREST, GL_NEAREST, GL_NEAREST,
198 };
199
200 /* drawStridedSlow attributes */
201 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
202 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
203 glAttribFunc specular_func_3ubv;
204 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
205 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
206 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
207
208 /**
209  * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
210  * i.e., there is no GL Context - Get a default rendering context to enable the
211  * function query some info from GL.
212  */
213
214 struct wined3d_fake_gl_ctx
215 {
216     HDC dc;
217     HWND wnd;
218     HGLRC gl_ctx;
219     HDC restore_dc;
220     HGLRC restore_gl_ctx;
221 };
222
223 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
224 {
225     TRACE_(d3d_caps)("Destroying fake GL context.\n");
226
227     if (!pwglMakeCurrent(NULL, NULL))
228     {
229         ERR_(d3d_caps)("Failed to disable fake GL context.\n");
230     }
231
232     if (!pwglDeleteContext(ctx->gl_ctx))
233     {
234         DWORD err = GetLastError();
235         ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
236     }
237
238     ReleaseDC(ctx->wnd, ctx->dc);
239     DestroyWindow(ctx->wnd);
240
241     if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
242     {
243         ERR_(d3d_caps)("Failed to restore previous GL context.\n");
244     }
245 }
246
247 /* Do not call while under the GL lock. */
248 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
249 {
250     PIXELFORMATDESCRIPTOR pfd;
251     int iPixelFormat;
252
253     TRACE("getting context...\n");
254
255     ctx->restore_dc = pwglGetCurrentDC();
256     ctx->restore_gl_ctx = pwglGetCurrentContext();
257
258     /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
259     ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
260             WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
261     if (!ctx->wnd)
262     {
263         ERR_(d3d_caps)("Failed to create a window.\n");
264         goto fail;
265     }
266
267     ctx->dc = GetDC(ctx->wnd);
268     if (!ctx->dc)
269     {
270         ERR_(d3d_caps)("Failed to get a DC.\n");
271         goto fail;
272     }
273
274     /* PixelFormat selection */
275     ZeroMemory(&pfd, sizeof(pfd));
276     pfd.nSize = sizeof(pfd);
277     pfd.nVersion = 1;
278     pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
279     pfd.iPixelType = PFD_TYPE_RGBA;
280     pfd.cColorBits = 32;
281     pfd.iLayerType = PFD_MAIN_PLANE;
282
283     iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
284     if (!iPixelFormat)
285     {
286         /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
287         ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
288         goto fail;
289     }
290     DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
291     SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
292
293     /* Create a GL context. */
294     ctx->gl_ctx = pwglCreateContext(ctx->dc);
295     if (!ctx->gl_ctx)
296     {
297         WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
298         goto fail;
299     }
300
301     /* Make it the current GL context. */
302     if (!context_set_current(NULL))
303     {
304         ERR_(d3d_caps)("Failed to clear current D3D context.\n");
305     }
306
307     if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
308     {
309         ERR_(d3d_caps)("Failed to make fake GL context current.\n");
310         goto fail;
311     }
312
313     return TRUE;
314
315 fail:
316     if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
317     ctx->gl_ctx = NULL;
318     if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
319     ctx->dc = NULL;
320     if (ctx->wnd) DestroyWindow(ctx->wnd);
321     ctx->wnd = NULL;
322     if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
323     {
324         ERR_(d3d_caps)("Failed to restore previous GL context.\n");
325     }
326
327     return FALSE;
328 }
329
330 /* Adjust the amount of used texture memory */
331 unsigned int WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *device, unsigned int glram)
332 {
333     struct wined3d_adapter *adapter = device->adapter;
334
335     adapter->UsedTextureRam += glram;
336     TRACE("Adjusted gl ram by %d to %d\n", glram, adapter->UsedTextureRam);
337     return adapter->UsedTextureRam;
338 }
339
340 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
341 {
342     HeapFree(GetProcessHeap(), 0, adapter->gl_info.formats);
343     HeapFree(GetProcessHeap(), 0, adapter->cfgs);
344 }
345
346 /**********************************************************
347  * IUnknown parts follows
348  **********************************************************/
349
350 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
351 {
352     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
353
354     TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
355     if (IsEqualGUID(riid, &IID_IUnknown)
356         || IsEqualGUID(riid, &IID_IWineD3DBase)
357         || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
358         IUnknown_AddRef(iface);
359         *ppobj = This;
360         return S_OK;
361     }
362     *ppobj = NULL;
363     return E_NOINTERFACE;
364 }
365
366 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
367     IWineD3DImpl *This = (IWineD3DImpl *)iface;
368     ULONG refCount = InterlockedIncrement(&This->ref);
369
370     TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
371     return refCount;
372 }
373
374 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
375     IWineD3DImpl *This = (IWineD3DImpl *)iface;
376     ULONG ref;
377     TRACE("(%p) : Releasing from %d\n", This, This->ref);
378     ref = InterlockedDecrement(&This->ref);
379
380     if (!ref)
381     {
382         unsigned int i;
383
384         for (i = 0; i < This->adapter_count; ++i)
385         {
386             wined3d_adapter_cleanup(&This->adapters[i]);
387         }
388         HeapFree(GetProcessHeap(), 0, This);
389     }
390
391     return ref;
392 }
393
394 /**********************************************************
395  * IWineD3D parts follows
396  **********************************************************/
397
398 /* GL locking is done by the caller */
399 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
400 {
401     GLuint prog;
402     BOOL ret = FALSE;
403     const char *testcode =
404         "!!ARBvp1.0\n"
405         "PARAM C[66] = { program.env[0..65] };\n"
406         "ADDRESS A0;"
407         "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
408         "ARL A0.x, zero.x;\n"
409         "MOV result.position, C[A0.x + 65];\n"
410         "END\n";
411
412     while(glGetError());
413     GL_EXTCALL(glGenProgramsARB(1, &prog));
414     if(!prog) {
415         ERR("Failed to create an ARB offset limit test program\n");
416     }
417     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
418     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
419                                   strlen(testcode), testcode));
420     if (glGetError())
421     {
422         TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
423         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
424         ret = TRUE;
425     } else TRACE("OpenGL implementation allows offsets > 63\n");
426
427     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
428     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
429     checkGLcall("ARB vp offset limit test cleanup");
430
431     return ret;
432 }
433
434 static DWORD ver_for_ext(GL_SupportedExt ext)
435 {
436     unsigned int i;
437     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
438         if(EXTENSION_MAP[i].extension == ext) {
439             return EXTENSION_MAP[i].version;
440         }
441     }
442     return 0;
443 }
444
445 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
446         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
447 {
448     if (card_vendor != HW_VENDOR_ATI) return FALSE;
449     if (device == CARD_ATI_RADEON_9500) return TRUE;
450     if (device == CARD_ATI_RADEON_X700) return TRUE;
451     if (device == CARD_ATI_RADEON_X1600) return TRUE;
452     return FALSE;
453 }
454
455 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
456         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
457 {
458     if (card_vendor == HW_VENDOR_NVIDIA)
459     {
460         if (device == CARD_NVIDIA_GEFORCEFX_5200 ||
461             device == CARD_NVIDIA_GEFORCEFX_5600 ||
462             device == CARD_NVIDIA_GEFORCEFX_5800)
463         {
464             return TRUE;
465         }
466     }
467     return FALSE;
468 }
469
470 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
471         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
472 {
473     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
474      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
475      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
476      *
477      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
478      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
479      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
480      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
481      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
482      * the chance that other implementations support them is rather small since Win32 QuickTime uses
483      * DirectDraw, not OpenGL.
484      *
485      * This test has been moved into wined3d_guess_gl_vendor()
486      */
487     if (gl_vendor == GL_VENDOR_APPLE)
488     {
489         return TRUE;
490     }
491     return FALSE;
492 }
493
494 /* Context activation is done by the caller. */
495 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
496 {
497     /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
498      * but glTexSubImage from a PBO fails miserably, with the first line repeated over
499      * all the texture. This function detects this bug by its symptom and disables PBOs
500      * if the test fails.
501      *
502      * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
503      * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
504      * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
505      * read back is compared to the original. If they are equal PBOs are assumed to work,
506      * otherwise the PBO extension is disabled. */
507     GLuint texture, pbo;
508     static const unsigned int pattern[] =
509     {
510         0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
511         0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
512         0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
513         0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
514     };
515     unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
516
517     /* No PBO -> No point in testing them. */
518     if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
519
520     ENTER_GL();
521
522     while (glGetError());
523     glGenTextures(1, &texture);
524     glBindTexture(GL_TEXTURE_2D, texture);
525
526     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
527     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
528     checkGLcall("Specifying the PBO test texture");
529
530     GL_EXTCALL(glGenBuffersARB(1, &pbo));
531     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
532     GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
533     checkGLcall("Specifying the PBO test pbo");
534
535     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
536     checkGLcall("Loading the PBO test texture");
537
538     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
539     LEAVE_GL();
540
541     wglFinish(); /* just to be sure */
542
543     memset(check, 0, sizeof(check));
544     ENTER_GL();
545     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
546     checkGLcall("Reading back the PBO test texture");
547
548     glDeleteTextures(1, &texture);
549     GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
550     checkGLcall("PBO test cleanup");
551
552     LEAVE_GL();
553
554     if (memcmp(check, pattern, sizeof(check)))
555     {
556         WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
557         WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
558         gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
559     }
560     else
561     {
562         TRACE_(d3d_caps)("PBO test successful.\n");
563     }
564 }
565
566 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
567         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
568 {
569     return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
570 }
571
572 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
573         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
574 {
575     if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
576     if (card_vendor != HW_VENDOR_ATI) return FALSE;
577     if (device == CARD_ATI_RADEON_X1600) return FALSE;
578     return TRUE;
579 }
580
581 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
582         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
583 {
584     return gl_vendor == GL_VENDOR_FGLRX;
585
586 }
587
588 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
589         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
590 {
591     /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
592      * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
593      * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
594      * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
595      * hardcoded
596      *
597      * dx10 cards usually have 64 varyings */
598     return gl_info->limits.glsl_varyings > 44;
599 }
600
601 /* A GL context is provided by the caller */
602 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
603         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
604 {
605     GLenum error;
606     DWORD data[16];
607
608     if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
609
610     ENTER_GL();
611     while(glGetError());
612     GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
613     error = glGetError();
614     LEAVE_GL();
615
616     if(error == GL_NO_ERROR)
617     {
618         TRACE("GL Implementation accepts 4 component specular color pointers\n");
619         return TRUE;
620     }
621     else
622     {
623         TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
624               debug_glerror(error));
625         return FALSE;
626     }
627 }
628
629 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
630         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
631 {
632     if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
633     return gl_info->supported[NV_TEXTURE_SHADER];
634 }
635
636 /* A GL context is provided by the caller */
637 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
638         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
639 {
640     GLuint prog;
641     BOOL ret = FALSE;
642     GLint pos;
643     const char *testcode =
644         "!!ARBvp1.0\n"
645         "OPTION NV_vertex_program2;\n"
646         "MOV result.clip[0], 0.0;\n"
647         "MOV result.position, 0.0;\n"
648         "END\n";
649
650     if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
651
652     ENTER_GL();
653     while(glGetError());
654
655     GL_EXTCALL(glGenProgramsARB(1, &prog));
656     if(!prog)
657     {
658         ERR("Failed to create the NVvp clip test program\n");
659         LEAVE_GL();
660         return FALSE;
661     }
662     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
663     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
664                                   strlen(testcode), testcode));
665     glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
666     if(pos != -1)
667     {
668         WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
669         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
670         ret = TRUE;
671         while(glGetError());
672     }
673     else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
674
675     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
676     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
677     checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
678
679     LEAVE_GL();
680     return ret;
681 }
682
683 /* Context activation is done by the caller. */
684 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
685         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
686 {
687     char data[4 * 4 * 4];
688     GLuint tex, fbo;
689     GLenum status;
690
691     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
692
693     memset(data, 0xcc, sizeof(data));
694
695     ENTER_GL();
696
697     glGenTextures(1, &tex);
698     glBindTexture(GL_TEXTURE_2D, tex);
699     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
700     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
701     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
702     checkGLcall("glTexImage2D");
703
704     gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
705     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
706     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
707     checkGLcall("glFramebufferTexture2D");
708
709     status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
710     if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
711     checkGLcall("glCheckFramebufferStatus");
712
713     memset(data, 0x11, sizeof(data));
714     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
715     checkGLcall("glTexSubImage2D");
716
717     glClearColor(0.996f, 0.729f, 0.745f, 0.792f);
718     glClear(GL_COLOR_BUFFER_BIT);
719     checkGLcall("glClear");
720
721     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
722     checkGLcall("glGetTexImage");
723
724     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
725     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
726     glBindTexture(GL_TEXTURE_2D, 0);
727     checkGLcall("glBindTexture");
728
729     gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
730     glDeleteTextures(1, &tex);
731     checkGLcall("glDeleteTextures");
732
733     LEAVE_GL();
734
735     return *(DWORD *)data == 0x11111111;
736 }
737
738 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
739 {
740     TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
741     gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
742     TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
743     gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
744 }
745
746 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
747 {
748     quirk_arb_constants(gl_info);
749     /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
750      * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
751      * allow 48 different offsets or other helper immediate values. */
752     TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
753     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
754 }
755
756 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
757  * on more than one texture unit. This means that the d3d9 visual point size test will cause a
758  * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
759  * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
760  * most games, but avoids the crash
761  *
762  * A more sophisticated way would be to find all units that need texture coordinates and enable
763  * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
764  * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
765  *
766  * Note that disabling the extension entirely does not gain predictability because there is no point
767  * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
768 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
769 {
770     if (gl_info->supported[ARB_POINT_SPRITE])
771     {
772         TRACE("Limiting point sprites to one texture unit.\n");
773         gl_info->limits.point_sprite_units = 1;
774     }
775 }
776
777 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
778 {
779     quirk_arb_constants(gl_info);
780
781     /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
782      * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
783      * If real NP2 textures are used, the driver falls back to software. We could just remove the
784      * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
785      * due to the non-normalized texture coordinates. Thus set an internal extension flag,
786      * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
787      * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
788      *
789      * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
790      * has this extension promoted to core. The extension loading code sets this extension supported
791      * due to that, so this code works on fglrx as well. */
792     if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
793     {
794         TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
795         gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
796         gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] = TRUE;
797     }
798
799     /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
800      * it is generally more efficient. Reserve just 8 constants. */
801     TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
802     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
803 }
804
805 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
806 {
807     /*  The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
808      *  doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
809      *  This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
810      *  within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
811      *  FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
812      *  We therefore completely remove ARB_tex_npot from the list of supported extensions.
813      *
814      *  Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
815      *  triggering the software fallback. There is not much we can do here apart from disabling the
816      *  software-emulated extension and reenable ARB_tex_rect (which was previously disabled
817      *  in IWineD3DImpl_FillGLCaps).
818      *  This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
819      *  post-processing effects in the game "Max Payne 2").
820      *  The behaviour can be verified through a simple test app attached in bugreport #14724. */
821     TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
822     gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
823     gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
824 }
825
826 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
827 {
828     /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
829      * with fixed function fragment processing. Ideally this flag should be detected with a test shader
830      * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
831      * do not like vertex shaders in feedback mode and return an error, even though it should be valid
832      * according to the spec.
833      *
834      * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
835      * makes the shader slower and eats instruction slots which should be available to the d3d app.
836      *
837      * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
838      * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
839      * this workaround is activated on cards that do not need it, it won't break things, just affect
840      * performance negatively. */
841     TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
842     gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
843 }
844
845 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
846 {
847     gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
848 }
849
850 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
851 {
852     gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
853 }
854
855 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
856 {
857     gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
858     gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
859 }
860
861 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
862 {
863     gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
864 }
865
866 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
867 {
868     gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
869 }
870
871 struct driver_quirk
872 {
873     BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
874             enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
875     void (*apply)(struct wined3d_gl_info *gl_info);
876     const char *description;
877 };
878
879 static const struct driver_quirk quirk_table[] =
880 {
881     {
882         match_ati_r300_to_500,
883         quirk_ati_dx9,
884         "ATI GLSL constant and normalized texrect quirk"
885     },
886     /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
887      * used it falls back to software. While the compiler can detect if the shader uses all declared
888      * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
889      * using relative addressing falls back to software.
890      *
891      * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
892     {
893         match_apple,
894         quirk_apple_glsl_constants,
895         "Apple GLSL uniform override"
896     },
897     {
898         match_geforce5,
899         quirk_no_np2,
900         "Geforce 5 NP2 disable"
901     },
902     {
903         match_apple_intel,
904         quirk_texcoord_w,
905         "Init texcoord .w for Apple Intel GPU driver"
906     },
907     {
908         match_apple_nonr500ati,
909         quirk_texcoord_w,
910         "Init texcoord .w for Apple ATI >= r600 GPU driver"
911     },
912     {
913         match_fglrx,
914         quirk_one_point_sprite,
915         "Fglrx point sprite crash workaround"
916     },
917     {
918         match_dx10_capable,
919         quirk_clip_varying,
920         "Reserved varying for gl_ClipPos"
921     },
922     {
923         /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
924          * GL implementations accept it. The Mac GL is the only implementation known to
925          * reject it.
926          *
927          * If we can pass 4 component specular colors, do it, because (a) we don't have
928          * to screw around with the data, and (b) the D3D fixed function vertex pipeline
929          * passes specular alpha to the pixel shader if any is used. Otherwise the
930          * specular alpha is used to pass the fog coordinate, which we pass to opengl
931          * via GL_EXT_fog_coord.
932          */
933         match_allows_spec_alpha,
934         quirk_allows_specular_alpha,
935         "Allow specular alpha quirk"
936     },
937     {
938         /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
939          * (rdar://5682521).
940          */
941         match_apple_nvts,
942         quirk_apple_nvts,
943         "Apple NV_texture_shader disable"
944     },
945     {
946         match_broken_nv_clip,
947         quirk_disable_nvvp_clip,
948         "Apple NV_vertex_program clip bug quirk"
949     },
950     {
951         match_fbo_tex_update,
952         quirk_fbo_tex_update,
953         "FBO rebind for attachment updates"
954     },
955 };
956
957 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
958  * reporting a driver version is moot because we are not the Windows driver, and we have different
959  * bugs, features, etc.
960  *
961  * The driver version has the form "x.y.z.w".
962  *
963  * "x" is the Windows version the driver is meant for:
964  * 4 -> 95/98/NT4
965  * 5 -> 2000
966  * 6 -> 2000/XP
967  * 7 -> Vista
968  * 8 -> Win 7
969  *
970  * "y" is the maximum Direct3D version the driver supports.
971  * y  -> d3d version mapping:
972  * 11 -> d3d6
973  * 12 -> d3d7
974  * 13 -> d3d8
975  * 14 -> d3d9
976  * 15 -> d3d10
977  * 16 -> d3d10.1
978  * 17 -> d3d11
979  *
980  * "z" is the subversion number.
981  *
982  * "w" is the vendor specific driver build number.
983  */
984
985 struct driver_version_information
986 {
987     enum wined3d_display_driver driver;
988     enum wined3d_driver_model driver_model;
989     const char *driver_name;            /* name of Windows driver */
990     WORD version;                       /* version word ('y'), contained in low word of DriverVersion.HighPart */
991     WORD subversion;                    /* subversion word ('z'), contained in high word of DriverVersion.LowPart */
992     WORD build;                         /* build number ('w'), contained in low word of DriverVersion.LowPart */
993 };
994
995 /* The driver version table contains driver information for different devices on several OS versions. */
996 static const struct driver_version_information driver_version_table[] =
997 {
998     /* ATI
999      * - Radeon HD2x00 (R600) and up supported by current drivers.
1000      * - Radeon 9500 (R300) - X1*00 (R5xx) supported up to Catalyst 9.3 (Linux) and 10.2 (XP/Vista/Win7)
1001      * - Radeon 7xxx (R100) - 9250 (RV250) supported up to Catalyst 6.11 (XP)
1002      * - Rage 128 supported up to XP, latest official build 6.13.3279 dated October 2001 */
1003     {DRIVER_ATI_RAGE_128PRO,    DRIVER_MODEL_NT5X,  "ati2dvaa.dll", 13, 3279,  0},
1004     {DRIVER_ATI_R100,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 6614},
1005     {DRIVER_ATI_R300,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 6764},
1006     {DRIVER_ATI_R600,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 8681},
1007     {DRIVER_ATI_R300,           DRIVER_MODEL_NT6X,  "atiumdag.dll", 14, 10, 741 },
1008     {DRIVER_ATI_R600,           DRIVER_MODEL_NT6X,  "atiumdag.dll", 14, 10, 741 },
1009
1010     /* Intel
1011      * The drivers are unified but not all versions support all GPUs. At some point the 2k/xp
1012      * drivers used ialmrnt5.dll for GMA800/GMA900 but at some point the file was renamed to
1013      * igxprd32.dll but the GMA800 driver was never updated. */
1014     {DRIVER_INTEL_GMA800,       DRIVER_MODEL_NT5X,  "ialmrnt5.dll", 14, 10, 3889},
1015     {DRIVER_INTEL_GMA900,       DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 4764},
1016     {DRIVER_INTEL_GMA950,       DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 4926},
1017     {DRIVER_INTEL_GMA3000,      DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 5218},
1018     {DRIVER_INTEL_GMA950,       DRIVER_MODEL_NT6X,  "igdumd32.dll", 14, 10, 1504},
1019     {DRIVER_INTEL_GMA3000,      DRIVER_MODEL_NT6X,  "igdumd32.dll", 15, 10, 1666},
1020
1021     /* Nvidia
1022      * - Geforce6 and newer cards are supported by the current driver (197.x) on XP-Win7
1023      * - GeforceFX support is up to 173.x on <= XP
1024      * - Geforce2MX/3/4 up to 96.x on <= XP
1025      * - TNT/Geforce1/2 up to 71.x on <= XP
1026      * All version numbers used below are from the Linux nvidia drivers. */
1027     {DRIVER_NVIDIA_TNT,         DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 10, 7186},
1028     {DRIVER_NVIDIA_GEFORCE2MX,  DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 10, 9371},
1029     {DRIVER_NVIDIA_GEFORCEFX,   DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 11, 7516},
1030     {DRIVER_NVIDIA_GEFORCE6,    DRIVER_MODEL_NT5X,  "nv4_disp.dll", 15, 11, 9745},
1031     {DRIVER_NVIDIA_GEFORCE6,    DRIVER_MODEL_NT6X,  "nvd3dum.dll",  15, 11, 9745},
1032 };
1033
1034 struct gpu_description
1035 {
1036     WORD vendor;                    /* reported PCI card vendor ID  */
1037     WORD card;                      /* reported PCI card device ID  */
1038     const char *description;        /* Description of the card e.g. NVIDIA RIVA TNT */
1039     enum wined3d_display_driver driver;
1040     unsigned int vidmem;
1041 };
1042
1043 /* The amount of video memory stored in the gpu description table is the minimum amount of video memory
1044  * found on a board containing a specific GPU. */
1045 static const struct gpu_description gpu_description_table[] =
1046 {
1047     /* Nvidia cards */
1048     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT,           "NVIDIA RIVA TNT",                  DRIVER_NVIDIA_TNT,       16  },
1049     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT2,          "NVIDIA RIVA TNT2/TNT2 Pro",        DRIVER_NVIDIA_TNT,       32  },
1050     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE,            "NVIDIA GeForce 256",               DRIVER_NVIDIA_TNT,       32  },
1051     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2,           "NVIDIA GeForce2 GTS/GeForce2 Pro", DRIVER_NVIDIA_TNT,       32  },
1052     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2_MX,        "NVIDIA GeForce2 MX/MX 400",        DRIVER_NVIDIA_GEFORCE2MX,32  },
1053     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE3,           "NVIDIA GeForce3",                  DRIVER_NVIDIA_GEFORCE2MX,64  },
1054     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_MX,        "NVIDIA GeForce4 MX 460",           DRIVER_NVIDIA_GEFORCE2MX,64  },
1055     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_TI4200,    "NVIDIA GeForce4 Ti 4200",          DRIVER_NVIDIA_GEFORCE2MX,64, },
1056     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5200,     "NVIDIA GeForce FX 5200",           DRIVER_NVIDIA_GEFORCEFX, 64  },
1057     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5600,     "NVIDIA GeForce FX 5600",           DRIVER_NVIDIA_GEFORCEFX, 128 },
1058     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5800,     "NVIDIA GeForce FX 5800",           DRIVER_NVIDIA_GEFORCEFX, 256 },
1059     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6200,       "NVIDIA GeForce 6200",              DRIVER_NVIDIA_GEFORCE6,  64  },
1060     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6600GT,     "NVIDIA GeForce 6600 GT",           DRIVER_NVIDIA_GEFORCE6,  128 },
1061     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6800,       "NVIDIA GeForce 6800",              DRIVER_NVIDIA_GEFORCE6,  128 },
1062     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7300,       "NVIDIA GeForce Go 7300",           DRIVER_NVIDIA_GEFORCE6,  256 },
1063     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7400,       "NVIDIA GeForce Go 7400",           DRIVER_NVIDIA_GEFORCE6,  256 },
1064     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7600,       "NVIDIA GeForce 7600 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1065     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7800GT,     "NVIDIA GeForce 7800 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1066     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8300GS,     "NVIDIA GeForce 8300 GS",           DRIVER_NVIDIA_GEFORCE6,  128 },
1067     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8400GS,     "NVIDIA GeForce 8400 GS",           DRIVER_NVIDIA_GEFORCE6,  128 },
1068     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600GT,     "NVIDIA GeForce 8600 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1069     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600MGT,    "NVIDIA GeForce 8600M GT",          DRIVER_NVIDIA_GEFORCE6,  512 },
1070     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTS,    "NVIDIA GeForce 8800 GTS",          DRIVER_NVIDIA_GEFORCE6,  320 },
1071     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTX,    "NVIDIA GeForce 8800 GTX",          DRIVER_NVIDIA_GEFORCE6,  768 },
1072     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9200,       "NVIDIA GeForce 9200",              DRIVER_NVIDIA_GEFORCE6,  256 },
1073     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9400GT,     "NVIDIA GeForce 9400 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1074     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9500GT,     "NVIDIA GeForce 9500 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1075     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9600GT,     "NVIDIA GeForce 9600 GT",           DRIVER_NVIDIA_GEFORCE6,  384 },
1076     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9800GT,     "NVIDIA GeForce 9800 GT",           DRIVER_NVIDIA_GEFORCE6,  512 },
1077     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_210,        "NVIDIA GeForce 210",               DRIVER_NVIDIA_GEFORCE6,  512 },
1078     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT220,      "NVIDIA GeForce GT 220",            DRIVER_NVIDIA_GEFORCE6,  512 },
1079     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT240,      "NVIDIA GeForce GT 240",            DRIVER_NVIDIA_GEFORCE6,  512 },
1080     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX260,     "NVIDIA GeForce GTX 260",           DRIVER_NVIDIA_GEFORCE6,  1024},
1081     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX275,     "NVIDIA GeForce GTX 275",           DRIVER_NVIDIA_GEFORCE6,  896 },
1082     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX280,     "NVIDIA GeForce GTX 280",           DRIVER_NVIDIA_GEFORCE6,  1024},
1083     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT325M,     "NVIDIA GeForce GT 325M",           DRIVER_NVIDIA_GEFORCE6,  1024},
1084     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT330,      "NVIDIA GeForce GT 330",            DRIVER_NVIDIA_GEFORCE6,  1024},
1085     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTS350M,    "NVIDIA GeForce GTS 350M",          DRIVER_NVIDIA_GEFORCE6,  1024},
1086     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX460,     "NVIDIA GeForce GTX 460",           DRIVER_NVIDIA_GEFORCE6,  768 },
1087     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX465,     "NVIDIA GeForce GTX 465",           DRIVER_NVIDIA_GEFORCE6,  1024},
1088     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX470,     "NVIDIA GeForce GTX 470",           DRIVER_NVIDIA_GEFORCE6,  1280},
1089     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX480,     "NVIDIA GeForce GTX 480",           DRIVER_NVIDIA_GEFORCE6,  1536},
1090     /* ATI cards */
1091     {HW_VENDOR_ATI,        CARD_ATI_RAGE_128PRO,           "ATI Rage Fury",                    DRIVER_ATI_RAGE_128PRO,  16  },
1092     {HW_VENDOR_ATI,        CARD_ATI_RADEON_7200,           "ATI RADEON 7200 SERIES",           DRIVER_ATI_R100,         32  },
1093     {HW_VENDOR_ATI,        CARD_ATI_RADEON_8500,           "ATI RADEON 8500 SERIES",           DRIVER_ATI_R100,         64  },
1094     {HW_VENDOR_ATI,        CARD_ATI_RADEON_9500,           "ATI Radeon 9500",                  DRIVER_ATI_R300,         64  },
1095     {HW_VENDOR_ATI,        CARD_ATI_RADEON_XPRESS_200M,    "ATI RADEON XPRESS 200M Series",    DRIVER_ATI_R300,         64  },
1096     {HW_VENDOR_ATI,        CARD_ATI_RADEON_X700,           "ATI Radeon X700 SE",               DRIVER_ATI_R300,         128 },
1097     {HW_VENDOR_ATI,        CARD_ATI_RADEON_X1600,          "ATI Radeon X1600 Series",          DRIVER_ATI_R300,         128 },
1098     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD2350,         "ATI Mobility Radeon HD 2350",      DRIVER_ATI_R600,         256 },
1099     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD2600,         "ATI Mobility Radeon HD 2600",      DRIVER_ATI_R600,         256 },
1100     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD2900,         "ATI Radeon HD 2900 XT",            DRIVER_ATI_R600,         512 },
1101     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD3200,         "ATI Radeon HD 3200 Graphics",      DRIVER_ATI_R600,         128 },
1102     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4350,         "ATI Radeon HD 4350",               DRIVER_ATI_R600,         256 },
1103     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4600,         "ATI Radeon HD 4600 Series",        DRIVER_ATI_R600,         512 },
1104     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4700,         "ATI Radeon HD 4700 Series",        DRIVER_ATI_R600,         512 },
1105     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4800,         "ATI Radeon HD 4800 Series",        DRIVER_ATI_R600,         512 },
1106     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD5400,         "ATI Radeon HD 5400 Series",        DRIVER_ATI_R600,         512 },
1107     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD5600,         "ATI Radeon HD 5600 Series",        DRIVER_ATI_R600,         512 },
1108     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD5700,         "ATI Radeon HD 5700 Series",        DRIVER_ATI_R600,         512 },
1109     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD5800,         "ATI Radeon HD 5800 Series",        DRIVER_ATI_R600,         1024},
1110     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD5900,         "ATI Radeon HD 5900 Series",        DRIVER_ATI_R600,         1024},
1111     /* Intel cards */
1112     {HW_VENDOR_INTEL,      CARD_INTEL_I830G,               "Intel(R) 82830M Graphics Controller",                       DRIVER_INTEL_GMA800,  32 },
1113     {HW_VENDOR_INTEL,      CARD_INTEL_I855G,               "Intel(R) 82852/82855 GM/GME Graphics Controller",           DRIVER_INTEL_GMA800,  32 },
1114     {HW_VENDOR_INTEL,      CARD_INTEL_I865G,               "Intel(R) 82865G Graphics Controller",                       DRIVER_INTEL_GMA800,  32 },
1115     {HW_VENDOR_INTEL,      CARD_INTEL_I915G,               "Intel(R) 82915G/GV/910GL Express Chipset Family",           DRIVER_INTEL_GMA900,  64 },
1116     {HW_VENDOR_INTEL,      CARD_INTEL_I915GM,              "Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family",   DRIVER_INTEL_GMA900,  64 },
1117     {HW_VENDOR_INTEL,      CARD_INTEL_I945GM,              "Mobile Intel(R) 945GM Express Chipset Family",              DRIVER_INTEL_GMA950,  64 },
1118     {HW_VENDOR_INTEL,      CARD_INTEL_X3100,               "Mobile Intel(R) 965 Express Chipset Family",                DRIVER_INTEL_GMA3000, 128},
1119     {HW_VENDOR_INTEL,      CARD_INTEL_GM45,                "Mobile Intel(R) GM45 Express Chipset Family",               DRIVER_INTEL_GMA3000, 512}
1120 };
1121
1122 static const struct driver_version_information *get_driver_version_info(enum wined3d_display_driver driver,
1123         enum wined3d_driver_model driver_model)
1124 {
1125     unsigned int i;
1126
1127     TRACE("Looking up version info for driver=%d driver_model=%d\n", driver, driver_model);
1128     for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++)
1129     {
1130         const struct driver_version_information *entry = &driver_version_table[i];
1131
1132         if (entry->driver == driver && entry->driver_model == driver_model)
1133         {
1134             TRACE_(d3d_caps)("Found driver '%s' version=%d subversion=%d build=%d\n",
1135                 entry->driver_name, entry->version, entry->subversion, entry->build);
1136
1137             return entry;
1138         }
1139     }
1140     return NULL;
1141 }
1142
1143 static void init_driver_info(struct wined3d_driver_info *driver_info,
1144         enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1145 {
1146     OSVERSIONINFOW os_version;
1147     WORD driver_os_version;
1148     unsigned int i;
1149     enum wined3d_display_driver driver = DRIVER_UNKNOWN;
1150     enum wined3d_driver_model driver_model;
1151     const struct driver_version_information *version_info;
1152
1153     if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1154     {
1155         TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1156         vendor = wined3d_settings.pci_vendor_id;
1157     }
1158     driver_info->vendor = vendor;
1159
1160     if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1161     {
1162         TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1163         device = wined3d_settings.pci_device_id;
1164     }
1165     driver_info->device = device;
1166
1167     /* Set a default amount of video memory (64MB). In general this code isn't used unless the user
1168      * overrides the pci ids to a card which is not in our database. */
1169     driver_info->vidmem = WINE_DEFAULT_VIDMEM;
1170
1171     memset(&os_version, 0, sizeof(os_version));
1172     os_version.dwOSVersionInfoSize = sizeof(os_version);
1173     if (!GetVersionExW(&os_version))
1174     {
1175         ERR("Failed to get OS version, reporting 2000/XP.\n");
1176         driver_os_version = 6;
1177         driver_model = DRIVER_MODEL_NT5X;
1178     }
1179     else
1180     {
1181         TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1182         switch (os_version.dwMajorVersion)
1183         {
1184             case 4:
1185                 /* If needed we could distinguish between 9x and NT4, but this code won't make
1186                  * sense for NT4 since it had no way to obtain this info through DirectDraw 3.0.
1187                  */
1188                 driver_os_version = 4;
1189                 driver_model = DRIVER_MODEL_WIN9X;
1190                 break;
1191
1192             case 5:
1193                 driver_os_version = 6;
1194                 driver_model = DRIVER_MODEL_NT5X;
1195                 break;
1196
1197             case 6:
1198                 if (os_version.dwMinorVersion == 0)
1199                 {
1200                     driver_os_version = 7;
1201                     driver_model = DRIVER_MODEL_NT6X;
1202                 }
1203                 else
1204                 {
1205                     if (os_version.dwMinorVersion > 1)
1206                     {
1207                         FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1208                                 os_version.dwMajorVersion, os_version.dwMinorVersion);
1209                     }
1210                     driver_os_version = 8;
1211                     driver_model = DRIVER_MODEL_NT6X;
1212                 }
1213                 break;
1214
1215             default:
1216                 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1217                         os_version.dwMajorVersion, os_version.dwMinorVersion);
1218                 driver_os_version = 6;
1219                 driver_model = DRIVER_MODEL_NT5X;
1220                 break;
1221         }
1222     }
1223
1224     /* When we reach this stage we always have a vendor or device id (it can be a default one).
1225      * This means that unless the ids are overriden, we will always find a GPU description. */
1226     for (i = 0; i < (sizeof(gpu_description_table) / sizeof(gpu_description_table[0])); i++)
1227     {
1228         if (vendor == gpu_description_table[i].vendor && device == gpu_description_table[i].card)
1229         {
1230             TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1231
1232             driver_info->description = gpu_description_table[i].description;
1233             driver_info->vidmem = gpu_description_table[i].vidmem * 1024*1024;
1234             driver = gpu_description_table[i].driver;
1235             break;
1236         }
1237     }
1238
1239     if (wined3d_settings.emulated_textureram)
1240     {
1241         TRACE_(d3d_caps)("Overriding amount of video memory with: %d byte\n", wined3d_settings.emulated_textureram);
1242         driver_info->vidmem = wined3d_settings.emulated_textureram;
1243     }
1244
1245     /* Try to obtain driver version information for the current Windows version. This fails in
1246      * some cases:
1247      * - the gpu is not available on the currently selected OS version:
1248      *   - Geforce GTX480 on Win98. When running applications in compatibility mode on Windows,
1249      *     version information for the current Windows version is returned instead of faked info.
1250      *     We do the same and assume the default Windows version to emulate is WinXP.
1251      *
1252      *   - Videocard is a Riva TNT but winver is set to win7 (there are no drivers for this beast)
1253      *     For now return the XP driver info. Perhaps later on we should return VESA.
1254      *
1255      * - the gpu is not in our database (can happen when the user overrides the vendor_id / device_id)
1256      *   This could be an indication that our database is not up to date, so this should be fixed.
1257      */
1258     version_info = get_driver_version_info(driver, driver_model);
1259     if (version_info)
1260     {
1261         driver_info->name = version_info->driver_name;
1262         driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1263         driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1264     }
1265     else
1266     {
1267         version_info = get_driver_version_info(driver, DRIVER_MODEL_NT5X);
1268         if (version_info)
1269         {
1270             driver_info->name = version_info->driver_name;
1271             driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1272             driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1273         }
1274         else
1275         {
1276             driver_info->description = "Direct3D HAL";
1277             driver_info->name = "Display";
1278             driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1279             driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1280
1281             FIXME("Unable to find a driver/device info for vendor_id=%#x device_id=%#x for driver_model=%d\n",
1282                     vendor, device, driver_model);
1283         }
1284     }
1285
1286     TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1287             driver_info->version_high, driver_info->version_low);
1288 }
1289
1290 /* Context activation is done by the caller. */
1291 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1292         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1293 {
1294     unsigned int i;
1295
1296     for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1297     {
1298         if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1299         TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1300         quirk_table[i].apply(gl_info);
1301     }
1302
1303     /* Find out if PBOs work as they are supposed to. */
1304     test_pbo_functionality(gl_info);
1305 }
1306
1307 static DWORD wined3d_parse_gl_version(const char *gl_version)
1308 {
1309     const char *ptr = gl_version;
1310     int major, minor;
1311
1312     major = atoi(ptr);
1313     if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1314
1315     while (isdigit(*ptr)) ++ptr;
1316     if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1317
1318     minor = atoi(ptr);
1319
1320     TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1321
1322     return MAKEDWORD_VERSION(major, minor);
1323 }
1324
1325 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1326 {
1327
1328     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1329      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1330      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1331      *
1332      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1333      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1334      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1335      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1336      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1337      * the chance that other implementations support them is rather small since Win32 QuickTime uses
1338      * DirectDraw, not OpenGL. */
1339     if (gl_info->supported[APPLE_FENCE]
1340             && gl_info->supported[APPLE_CLIENT_STORAGE]
1341             && gl_info->supported[APPLE_FLUSH_RENDER]
1342             && gl_info->supported[APPLE_YCBCR_422])
1343         return GL_VENDOR_APPLE;
1344
1345     if (strstr(gl_vendor_string, "NVIDIA"))
1346         return GL_VENDOR_NVIDIA;
1347
1348     if (strstr(gl_vendor_string, "ATI"))
1349         return GL_VENDOR_FGLRX;
1350
1351     if (strstr(gl_vendor_string, "Intel(R)")
1352             /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1353             || strstr(gl_renderer, "Intel")
1354             || strstr(gl_vendor_string, "Intel Inc."))
1355         return GL_VENDOR_INTEL;
1356
1357     if (strstr(gl_vendor_string, "Mesa")
1358             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1359             || strstr(gl_vendor_string, "DRI R300 Project")
1360             || strstr(gl_vendor_string, "X.Org R300 Project")
1361             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1362             || strstr(gl_vendor_string, "VMware, Inc.")
1363             || strstr(gl_renderer, "Mesa")
1364             || strstr(gl_renderer, "Gallium"))
1365         return GL_VENDOR_MESA;
1366
1367     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1368             debugstr_a(gl_vendor_string));
1369
1370     return GL_VENDOR_UNKNOWN;
1371 }
1372
1373 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1374 {
1375     if (strstr(gl_vendor_string, "NVIDIA"))
1376         return HW_VENDOR_NVIDIA;
1377
1378     if (strstr(gl_vendor_string, "ATI")
1379             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1380             || strstr(gl_vendor_string, "X.Org R300 Project")
1381             || strstr(gl_renderer, "AMD")
1382             || strstr(gl_renderer, "R100")
1383             || strstr(gl_renderer, "R200")
1384             || strstr(gl_renderer, "R300")
1385             || strstr(gl_renderer, "R600")
1386             || strstr(gl_renderer, "R700"))
1387         return HW_VENDOR_ATI;
1388
1389     if (strstr(gl_vendor_string, "Intel(R)")
1390             /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1391             || strstr(gl_renderer, "Intel")
1392             || strstr(gl_vendor_string, "Intel Inc."))
1393         return HW_VENDOR_INTEL;
1394
1395     if (strstr(gl_vendor_string, "Mesa")
1396             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1397             || strstr(gl_vendor_string, "VMware, Inc."))
1398         return HW_VENDOR_SOFTWARE;
1399
1400     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1401
1402     return HW_VENDOR_NVIDIA;
1403 }
1404
1405
1406
1407 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1408         const char *gl_renderer)
1409 {
1410     unsigned int i;
1411
1412     if (WINE_D3D10_CAPABLE(gl_info))
1413     {
1414         static const struct
1415         {
1416             const char *renderer;
1417             enum wined3d_pci_device id;
1418         }
1419         cards[] =
1420         {
1421             {"GTX 480",     CARD_NVIDIA_GEFORCE_GTX480},    /* Geforce 400 - highend */
1422             {"GTX 470",     CARD_NVIDIA_GEFORCE_GTX470},    /* Geforce 400 - midend high */
1423             {"GTX 465",     CARD_NVIDIA_GEFORCE_GTX465},    /* Geforce 400 - midend */
1424             {"GTX 460",     CARD_NVIDIA_GEFORCE_GTX460},    /* Geforce 400 - midend */
1425             {"GT 330",      CARD_NVIDIA_GEFORCE_GT330},     /* Geforce 300 - highend */
1426             {"GTS 360M",    CARD_NVIDIA_GEFORCE_GTS350M},   /* Geforce 300 - highend mobile */
1427             {"GTS 350M",    CARD_NVIDIA_GEFORCE_GTS350M},   /* Geforce 300 - highend mobile */
1428             {"GT 330M",     CARD_NVIDIA_GEFORCE_GT325M},    /* Geforce 300 - midend mobile */
1429             {"GT 325M",     CARD_NVIDIA_GEFORCE_GT325M},    /* Geforce 300 - midend mobile */
1430             {"GTX 295",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1431             {"GTX 285",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1432             {"GTX 280",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1433             {"GTX 275",     CARD_NVIDIA_GEFORCE_GTX275},    /* Geforce 200 - midend high */
1434             {"GTX 260",     CARD_NVIDIA_GEFORCE_GTX260},    /* Geforce 200 - midend */
1435             {"GT 240",      CARD_NVIDIA_GEFORCE_GT240},     /* Geforce 200 - midend */
1436             {"GT 220",      CARD_NVIDIA_GEFORCE_GT220},     /* Geforce 200 - lowend */
1437             {"Geforce 310", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1438             {"Geforce 305", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1439             {"Geforce 210", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1440             {"G 210",       CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1441             {"GTS 250",     CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1442             {"GTS 150",     CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1443             {"9800",        CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1444             {"GT 140",      CARD_NVIDIA_GEFORCE_9600GT},    /* Geforce 9 - midend */
1445             {"9600",        CARD_NVIDIA_GEFORCE_9600GT},    /* Geforce 9 - midend */
1446             {"GT 130",      CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1447             {"GT 120",      CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1448             {"9500",        CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1449             {"9400",        CARD_NVIDIA_GEFORCE_9400GT},    /* Geforce 9 - lowend */
1450             {"9300",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1451             {"9200",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1452             {"9100",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1453             {"G 100",       CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1454             {"8800 GTX",    CARD_NVIDIA_GEFORCE_8800GTX},   /* Geforce 8 - highend high */
1455             {"8800",        CARD_NVIDIA_GEFORCE_8800GTS},   /* Geforce 8 - highend */
1456             {"8600 M",      CARD_NVIDIA_GEFORCE_8600MGT},   /* Geforce 8 - midend mobile */
1457             {"8700",        CARD_NVIDIA_GEFORCE_8600GT},    /* Geforce 8 - midend */
1458             {"8600",        CARD_NVIDIA_GEFORCE_8600GT},    /* Geforce 8 - midend */
1459             {"8500",        CARD_NVIDIA_GEFORCE_8400GS},    /* Geforce 8 - mid-lowend */
1460             {"8400",        CARD_NVIDIA_GEFORCE_8400GS},    /* Geforce 8 - mid-lowend */
1461             {"8300",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1462             {"8200",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1463             {"8100",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1464         };
1465
1466         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1467         {
1468             if (strstr(gl_renderer, cards[i].renderer))
1469                 return cards[i].id;
1470         }
1471
1472         /* Geforce8-compatible fall back if the GPU is not in the list yet */
1473         return CARD_NVIDIA_GEFORCE_8300GS;
1474     }
1475
1476     /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1477      * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1478      */
1479     if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1480     {
1481         static const struct
1482         {
1483             const char *renderer;
1484             enum wined3d_pci_device id;
1485         }
1486         cards[] =
1487         {
1488             {"Quadro FX 5", CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1489             {"Quadro FX 4", CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1490             {"7950",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1491             {"7900",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1492             {"7800",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1493             {"7700",        CARD_NVIDIA_GEFORCE_7600},      /* Geforce 7 - midend */
1494             {"7600",        CARD_NVIDIA_GEFORCE_7600},      /* Geforce 7 - midend */
1495             {"7400",        CARD_NVIDIA_GEFORCE_7400},      /* Geforce 7 - lower medium */
1496             {"7300",        CARD_NVIDIA_GEFORCE_7300},      /* Geforce 7 - lowend */
1497             {"6800",        CARD_NVIDIA_GEFORCE_6800},      /* Geforce 6 - highend */
1498             {"6700",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1499             {"6610",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1500             {"6600",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1501         };
1502
1503         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1504         {
1505             if (strstr(gl_renderer, cards[i].renderer))
1506                 return cards[i].id;
1507         }
1508
1509         /* Geforce 6/7 - lowend */
1510         return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1511     }
1512
1513     if (WINE_D3D9_CAPABLE(gl_info))
1514     {
1515         /* GeforceFX - highend */
1516         if (strstr(gl_renderer, "5800")
1517                 || strstr(gl_renderer, "5900")
1518                 || strstr(gl_renderer, "5950")
1519                 || strstr(gl_renderer, "Quadro FX"))
1520         {
1521             return CARD_NVIDIA_GEFORCEFX_5800;
1522         }
1523
1524         /* GeforceFX - midend */
1525         if (strstr(gl_renderer, "5600")
1526                 || strstr(gl_renderer, "5650")
1527                 || strstr(gl_renderer, "5700")
1528                 || strstr(gl_renderer, "5750"))
1529         {
1530             return CARD_NVIDIA_GEFORCEFX_5600;
1531         }
1532
1533         /* GeforceFX - lowend */
1534         return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1535     }
1536
1537     if (WINE_D3D8_CAPABLE(gl_info))
1538     {
1539         if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1540         {
1541             return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1542         }
1543
1544         return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1545     }
1546
1547     if (WINE_D3D7_CAPABLE(gl_info))
1548     {
1549         if (strstr(gl_renderer, "GeForce4 MX"))
1550         {
1551             return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1552         }
1553
1554         if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1555         {
1556             return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1557         }
1558
1559         if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1560         {
1561             return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1562         }
1563
1564         return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1565     }
1566
1567     if (strstr(gl_renderer, "TNT2"))
1568     {
1569         return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1570     }
1571
1572     return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1573 }
1574
1575 static enum wined3d_pci_device select_card_ati_binary(const struct wined3d_gl_info *gl_info,
1576         const char *gl_renderer)
1577 {
1578     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1579      *
1580      * Beware: renderer string do not match exact card model,
1581      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1582     if (WINE_D3D10_CAPABLE(gl_info))
1583     {
1584         unsigned int i;
1585
1586         static const struct
1587         {
1588             const char *renderer;
1589             enum wined3d_pci_device id;
1590         }
1591         cards[] =
1592         {
1593             /* Evergreen */
1594             {"HD 5870", CARD_ATI_RADEON_HD5800},    /* Radeon EG CYPRESS PRO */
1595             {"HD 5850", CARD_ATI_RADEON_HD5800},    /* Radeon EG CYPRESS XT */
1596             {"HD 5800", CARD_ATI_RADEON_HD5800},    /* Radeon EG CYPRESS HD58xx generic renderer string */
1597             {"HD 5770", CARD_ATI_RADEON_HD5700},    /* Radeon EG JUNIPER XT */
1598             {"HD 5750", CARD_ATI_RADEON_HD5700},    /* Radeon EG JUNIPER LE */
1599             {"HD 5700", CARD_ATI_RADEON_HD5700},    /* Radeon EG JUNIPER HD57xx generic renderer string */
1600             /* R700 */
1601             {"HD 4890", CARD_ATI_RADEON_HD4800},    /* Radeon RV790 */
1602             {"HD 4870", CARD_ATI_RADEON_HD4800},    /* Radeon RV770 */
1603             {"HD 4850", CARD_ATI_RADEON_HD4800},    /* Radeon RV770 */
1604             {"HD 4830", CARD_ATI_RADEON_HD4800},    /* Radeon RV770 */
1605             {"HD 4800", CARD_ATI_RADEON_HD4800},    /* Radeon RV7xx HD48xx generic renderer string */
1606             {"HD 4770", CARD_ATI_RADEON_HD4700},    /* Radeon RV740 */
1607             {"HD 4700", CARD_ATI_RADEON_HD4700},    /* Radeon RV7xx HD47xx generic renderer string */
1608             {"HD 4670", CARD_ATI_RADEON_HD4600},    /* Radeon RV730 */
1609             {"HD 4650", CARD_ATI_RADEON_HD4600},    /* Radeon RV730 */
1610             {"HD 4600", CARD_ATI_RADEON_HD4600},    /* Radeon RV730 */
1611             {"HD 4550", CARD_ATI_RADEON_HD4350},    /* Radeon RV710 */
1612             {"HD 4350", CARD_ATI_RADEON_HD4350},    /* Radeon RV710 */
1613             /* R600/R700 integrated */
1614             {"HD 3300", CARD_ATI_RADEON_HD3200},
1615             {"HD 3200", CARD_ATI_RADEON_HD3200},
1616             {"HD 3100", CARD_ATI_RADEON_HD3200},
1617             /* R600 */
1618             {"HD 3870", CARD_ATI_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1619             {"HD 3850", CARD_ATI_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1620             {"HD 2900", CARD_ATI_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1621             {"HD 3830", CARD_ATI_RADEON_HD2600},    /* China-only midend */
1622             {"HD 3690", CARD_ATI_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1623             {"HD 3650", CARD_ATI_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1624             {"HD 2600", CARD_ATI_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1625             {"HD 3470", CARD_ATI_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1626             {"HD 3450", CARD_ATI_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1627             {"HD 3430", CARD_ATI_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1628             {"HD 3400", CARD_ATI_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1629             {"HD 2400", CARD_ATI_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1630             {"HD 2350", CARD_ATI_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1631         };
1632
1633         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1634         {
1635             if (strstr(gl_renderer, cards[i].renderer))
1636                 return cards[i].id;
1637         }
1638
1639         /* Default for when no GPU has been found */
1640         return CARD_ATI_RADEON_HD3200;
1641     }
1642
1643     if (WINE_D3D8_CAPABLE(gl_info))
1644     {
1645         /* Radeon R5xx */
1646         if (strstr(gl_renderer, "X1600")
1647                 || strstr(gl_renderer, "X1650")
1648                 || strstr(gl_renderer, "X1800")
1649                 || strstr(gl_renderer, "X1900")
1650                 || strstr(gl_renderer, "X1950"))
1651         {
1652             return CARD_ATI_RADEON_X1600;
1653         }
1654
1655         /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1656          * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1657         if (strstr(gl_renderer, "X700")
1658                 || strstr(gl_renderer, "X800")
1659                 || strstr(gl_renderer, "X850")
1660                 || strstr(gl_renderer, "X1300")
1661                 || strstr(gl_renderer, "X1400")
1662                 || strstr(gl_renderer, "X1450")
1663                 || strstr(gl_renderer, "X1550")
1664                 || strstr(gl_renderer, "X2300")
1665                 || strstr(gl_renderer, "X2500")
1666                 || strstr(gl_renderer, "HD 2300")
1667                 )
1668         {
1669             return CARD_ATI_RADEON_X700;
1670         }
1671
1672         /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1673         if (strstr(gl_renderer, "Radeon Xpress"))
1674         {
1675             return CARD_ATI_RADEON_XPRESS_200M;
1676         }
1677
1678         /* Radeon R3xx */
1679         return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1680     }
1681
1682     if (WINE_D3D8_CAPABLE(gl_info))
1683     {
1684         return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1685     }
1686
1687     if (WINE_D3D7_CAPABLE(gl_info))
1688     {
1689         return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1690     }
1691
1692     return CARD_ATI_RAGE_128PRO;
1693 }
1694
1695 static enum wined3d_pci_device select_card_intel(const struct wined3d_gl_info *gl_info,
1696         const char *gl_renderer)
1697 {
1698     if (strstr(gl_renderer, "GM45")) return CARD_INTEL_GM45;
1699     if (strstr(gl_renderer, "X3100") || strstr(gl_renderer, "965GM"))
1700     {
1701         /* MacOS calls the card GMA X3100, otherwise known as GM965/GL960 */
1702         return CARD_INTEL_X3100;
1703     }
1704
1705     if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1706     {
1707         /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1708         return CARD_INTEL_I945GM;
1709     }
1710
1711     if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1712     if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1713     if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1714     if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1715     if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1716     return CARD_INTEL_I915G;
1717
1718 }
1719
1720 static enum wined3d_pci_device select_card_ati_mesa(const struct wined3d_gl_info *gl_info,
1721         const char *gl_renderer)
1722 {
1723     unsigned int i;
1724
1725     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1726      *
1727      * Beware: renderer string do not match exact card model,
1728      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1729     if (strstr(gl_renderer, "Gallium"))
1730     {
1731         /* 20101109 - These are never returned by current Gallium radeon
1732          * drivers: R700, RV790, R680, RV535, RV516, R410, RS485, RV360, RV351.
1733          *
1734          * These are returned but not handled: RC410, RV380. */
1735         static const struct
1736         {
1737             const char *renderer;
1738             enum wined3d_pci_device id;
1739         }
1740         cards[] =
1741         {
1742             /* Evergreen */
1743             {"HEMLOCK", CARD_ATI_RADEON_HD5900},
1744             {"CYPRESS", CARD_ATI_RADEON_HD5800},
1745             {"JUNIPER", CARD_ATI_RADEON_HD5700},
1746             {"REDWOOD", CARD_ATI_RADEON_HD5600},
1747             {"CEDAR",   CARD_ATI_RADEON_HD5400},
1748             /* R700 */
1749             {"R700",    CARD_ATI_RADEON_HD4800},    /* HD4800 - highend */
1750             {"RV790",   CARD_ATI_RADEON_HD4800},
1751             {"RV770",   CARD_ATI_RADEON_HD4800},
1752             {"RV740",   CARD_ATI_RADEON_HD4700},    /* HD4700 - midend */
1753             {"RV730",   CARD_ATI_RADEON_HD4600},    /* HD4600 - midend */
1754             {"RV710",   CARD_ATI_RADEON_HD4350},    /* HD4500/HD4350 - lowend */
1755             /* R600/R700 integrated */
1756             {"RS880",   CARD_ATI_RADEON_HD3200},
1757             {"RS780",   CARD_ATI_RADEON_HD3200},
1758             /* R600 */
1759             {"R680",    CARD_ATI_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1760             {"R600",    CARD_ATI_RADEON_HD2900},
1761             {"RV670",   CARD_ATI_RADEON_HD2900},
1762             {"RV635",   CARD_ATI_RADEON_HD2600},    /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1763             {"RV630",   CARD_ATI_RADEON_HD2600},
1764             {"RV620",   CARD_ATI_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1765             {"RV610",   CARD_ATI_RADEON_HD2350},
1766             /* R500 */
1767             {"R580",    CARD_ATI_RADEON_X1600},
1768             {"R520",    CARD_ATI_RADEON_X1600},
1769             {"RV570",   CARD_ATI_RADEON_X1600},
1770             {"RV560",   CARD_ATI_RADEON_X1600},
1771             {"RV535",   CARD_ATI_RADEON_X1600},
1772             {"RV530",   CARD_ATI_RADEON_X1600},
1773             {"RV516",   CARD_ATI_RADEON_X700},      /* X700 is actually R400. */
1774             {"RV515",   CARD_ATI_RADEON_X700},
1775             /* R400 */
1776             {"R481",    CARD_ATI_RADEON_X700},
1777             {"R480",    CARD_ATI_RADEON_X700},
1778             {"R430",    CARD_ATI_RADEON_X700},
1779             {"R423",    CARD_ATI_RADEON_X700},
1780             {"R420",    CARD_ATI_RADEON_X700},
1781             {"R410",    CARD_ATI_RADEON_X700},
1782             {"RV410",   CARD_ATI_RADEON_X700},
1783             /* Radeon Xpress - onboard, DX9b, Shader 2.0, 300-400MHz */
1784             {"RS740",   CARD_ATI_RADEON_XPRESS_200M},
1785             {"RS690",   CARD_ATI_RADEON_XPRESS_200M},
1786             {"RS600",   CARD_ATI_RADEON_XPRESS_200M},
1787             {"RS485",   CARD_ATI_RADEON_XPRESS_200M},
1788             {"RS482",   CARD_ATI_RADEON_XPRESS_200M},
1789             {"RS480",   CARD_ATI_RADEON_XPRESS_200M},
1790             {"RS400",   CARD_ATI_RADEON_XPRESS_200M},
1791             /* R300 */
1792             {"R360",    CARD_ATI_RADEON_9500},
1793             {"R350",    CARD_ATI_RADEON_9500},
1794             {"R300",    CARD_ATI_RADEON_9500},
1795             {"RV370",   CARD_ATI_RADEON_9500},
1796             {"RV360",   CARD_ATI_RADEON_9500},
1797             {"RV351",   CARD_ATI_RADEON_9500},
1798             {"RV350",   CARD_ATI_RADEON_9500},
1799         };
1800
1801         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1802         {
1803             if (strstr(gl_renderer, cards[i].renderer))
1804                 return cards[i].id;
1805         }
1806     }
1807
1808     if (WINE_D3D9_CAPABLE(gl_info))
1809     {
1810         static const struct
1811         {
1812             const char *renderer;
1813             enum wined3d_pci_device id;
1814         }
1815         cards[] =
1816         {
1817             /* R700 */
1818             {"(R700",   CARD_ATI_RADEON_HD4800},    /* HD4800 - highend */
1819             {"(RV790",  CARD_ATI_RADEON_HD4800},
1820             {"(RV770",  CARD_ATI_RADEON_HD4800},
1821             {"(RV740",  CARD_ATI_RADEON_HD4700},    /* HD4700 - midend */
1822             {"(RV730",  CARD_ATI_RADEON_HD4600},    /* HD4600 - midend */
1823             {"(RV710",  CARD_ATI_RADEON_HD4350},    /* HD4500/HD4350 - lowend */
1824             /* R600/R700 integrated */
1825             {"RS880",   CARD_ATI_RADEON_HD3200},
1826             {"RS780",   CARD_ATI_RADEON_HD3200},
1827             /* R600 */
1828             {"(R680",   CARD_ATI_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1829             {"(R600",   CARD_ATI_RADEON_HD2900},
1830             {"(RV670",  CARD_ATI_RADEON_HD2900},
1831             {"(RV635",  CARD_ATI_RADEON_HD2600},    /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1832             {"(RV630",  CARD_ATI_RADEON_HD2600},
1833             {"(RV620",  CARD_ATI_RADEON_HD2350},    /* HD2300/HD2400/HD3400 - lowend */
1834             {"(RV610",  CARD_ATI_RADEON_HD2350},
1835         };
1836
1837         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1838         {
1839             if (strstr(gl_renderer, cards[i].renderer))
1840                 return cards[i].id;
1841         }
1842     }
1843
1844     if (WINE_D3D8_CAPABLE(gl_info))
1845     {
1846         return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1847     }
1848
1849     if (WINE_D3D7_CAPABLE(gl_info))
1850     {
1851         return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1852     }
1853
1854     return CARD_ATI_RAGE_128PRO;
1855 }
1856
1857 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
1858         const char *gl_renderer)
1859 {
1860     FIXME_(d3d_caps)("Card selection not handled for Mesa Nouveau driver\n");
1861     if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1862     if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1863     if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1864     if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1865     return CARD_NVIDIA_RIVA_128;
1866 }
1867
1868
1869 struct vendor_card_selection
1870 {
1871     enum wined3d_gl_vendor gl_vendor;
1872     enum wined3d_pci_vendor card_vendor;
1873     const char *description;        /* Description of the card selector i.e. Apple OS/X Intel */
1874     enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer);
1875 };
1876
1877 static const struct vendor_card_selection vendor_card_select_table[] =
1878 {
1879     {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA,  "Nvidia binary driver",     select_card_nvidia_binary},
1880     {GL_VENDOR_APPLE,  HW_VENDOR_NVIDIA,  "Apple OSX NVidia binary driver",   select_card_nvidia_binary},
1881     {GL_VENDOR_APPLE,  HW_VENDOR_ATI,     "Apple OSX AMD/ATI binary driver",  select_card_ati_binary},
1882     {GL_VENDOR_APPLE,  HW_VENDOR_INTEL,   "Apple OSX Intel binary driver",    select_card_intel},
1883     {GL_VENDOR_FGLRX,  HW_VENDOR_ATI,     "AMD/ATI binary driver",    select_card_ati_binary},
1884     {GL_VENDOR_MESA,   HW_VENDOR_ATI,     "Mesa AMD/ATI driver",      select_card_ati_mesa},
1885     {GL_VENDOR_MESA,   HW_VENDOR_NVIDIA,  "Mesa Nouveau driver",      select_card_nvidia_mesa},
1886     {GL_VENDOR_MESA,   HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel},
1887     {GL_VENDOR_INTEL,  HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel}
1888 };
1889
1890
1891 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1892         enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor)
1893 {
1894     /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
1895      * different GPUs with roughly the same features. In most cases GPUs from a
1896      * certain family differ in clockspeeds, the amount of video memory and the
1897      * number of shader pipelines.
1898      *
1899      * A Direct3D device object contains the PCI id (vendor + device) of the
1900      * videocard which is used for rendering. Various applications use this
1901      * information to get a rough estimation of the features of the card and
1902      * some might use it for enabling 3d effects only on certain types of
1903      * videocards. In some cases games might even use it to work around bugs
1904      * which happen on certain videocards/driver combinations. The problem is
1905      * that OpenGL only exposes a rendering string containing the name of the
1906      * videocard and not the PCI id.
1907      *
1908      * Various games depend on the PCI id, so somehow we need to provide one.
1909      * A simple option is to parse the renderer string and translate this to
1910      * the right PCI id. This is a lot of work because there are more than 200
1911      * GPUs just for Nvidia. Various cards share the same renderer string, so
1912      * the amount of code might be 'small' but there are quite a number of
1913      * exceptions which would make this a pain to maintain. Another way would
1914      * be to query the PCI id from the operating system (assuming this is the
1915      * videocard which is used for rendering which is not always the case).
1916      * This would work but it is not very portable. Second it would not work
1917      * well in, let's say, a remote X situation in which the amount of 3d
1918      * features which can be used is limited.
1919      *
1920      * As said most games only use the PCI id to get an indication of the
1921      * capabilities of the card. It doesn't really matter if the given id is
1922      * the correct one if we return the id of a card with similar 3d features.
1923      *
1924      * The code below checks the OpenGL capabilities of a videocard and matches
1925      * that to a certain level of Direct3D functionality. Once a card passes
1926      * the Direct3D9 check, we know that the card (in case of Nvidia) is at
1927      * least a GeforceFX. To give a better estimate we do a basic check on the
1928      * renderer string but if that won't pass we return a default card. This
1929      * way is better than maintaining a full card database as even without a
1930      * full database we can return a card with similar features. Second the
1931      * size of the database can be made quite small because when you know what
1932      * type of 3d functionality a card has, you know to which GPU family the
1933      * GPU must belong. Because of this you only have to check a small part of
1934      * the renderer string to distinguishes between different models from that
1935      * family.
1936      *
1937      * The code also selects a default amount of video memory which we will
1938      * use for an estimation of the amount of free texture memory. In case of
1939      * real D3D the amount of texture memory includes video memory and system
1940      * memory (to be specific AGP memory or in case of PCIE TurboCache /
1941      * HyperMemory). We don't know how much system memory can be addressed by
1942      * the system but we can make a reasonable estimation about the amount of
1943      * video memory. If the value is slightly wrong it doesn't matter as we
1944      * didn't include AGP-like memory which makes the amount of addressable
1945      * memory higher and second OpenGL isn't that critical it moves to system
1946      * memory behind our backs if really needed. Note that the amount of video
1947      * memory can be overruled using a registry setting. */
1948
1949     int i;
1950
1951     for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
1952     {
1953         if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
1954             || (vendor_card_select_table[i].card_vendor != *card_vendor))
1955                 continue;
1956         TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
1957         return vendor_card_select_table[i].select_card(gl_info, gl_renderer);
1958     }
1959
1960     FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
1961                      *gl_vendor, *card_vendor);
1962
1963     /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1964      * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1965      * them a good generic choice. */
1966     *card_vendor = HW_VENDOR_NVIDIA;
1967     if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1968     if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1969     if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1970     if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1971     return CARD_NVIDIA_RIVA_128;
1972 }
1973
1974 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
1975 {
1976     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
1977     int vs_selected_mode, ps_selected_mode;
1978
1979     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
1980     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
1981             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
1982     else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
1983     else if (gl_info->supported[NV_REGISTER_COMBINERS]
1984             && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
1985     else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
1986     else return &ffp_fragment_pipeline;
1987 }
1988
1989 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
1990 {
1991     int vs_selected_mode, ps_selected_mode;
1992
1993     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
1994     if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
1995     if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
1996     return &none_shader_backend;
1997 }
1998
1999 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
2000 {
2001     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2002     int vs_selected_mode, ps_selected_mode;
2003
2004     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2005     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2006             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2007     else return &ffp_blit;
2008 }
2009
2010 static void load_gl_funcs(struct wined3d_gl_info *gl_info, DWORD gl_version)
2011 {
2012     DWORD ver;
2013
2014 #define USE_GL_FUNC(type, pfn, ext, replace) \
2015     if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2016     else if ((ver = ver_for_ext(ext)) && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2017     else gl_info->pfn = NULL;
2018
2019     GL_EXT_FUNCS_GEN;
2020 #undef USE_GL_FUNC
2021
2022 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2023     WGL_EXT_FUNCS_GEN;
2024 #undef USE_GL_FUNC
2025 }
2026
2027 /* Context activation is done by the caller. */
2028 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
2029 {
2030     struct wined3d_driver_info *driver_info = &adapter->driver_info;
2031     struct wined3d_gl_info *gl_info = &adapter->gl_info;
2032     const char *GL_Extensions    = NULL;
2033     const char *WGL_Extensions   = NULL;
2034     const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2035     struct fragment_caps fragment_caps;
2036     enum wined3d_gl_vendor gl_vendor;
2037     enum wined3d_pci_vendor card_vendor;
2038     enum wined3d_pci_device device;
2039     GLint       gl_max;
2040     GLfloat     gl_floatv[2];
2041     unsigned    i;
2042     HDC         hdc;
2043     DWORD gl_version;
2044     size_t len;
2045
2046     TRACE_(d3d_caps)("(%p)\n", gl_info);
2047
2048     ENTER_GL();
2049
2050     gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2051     TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2052     if (!gl_renderer_str)
2053     {
2054         LEAVE_GL();
2055         ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2056         return FALSE;
2057     }
2058
2059     gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2060     TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2061     if (!gl_vendor_str)
2062     {
2063         LEAVE_GL();
2064         ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2065         return FALSE;
2066     }
2067
2068     /* Parse the GL_VERSION field into major and minor information */
2069     gl_version_str = (const char *)glGetString(GL_VERSION);
2070     TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2071     if (!gl_version_str)
2072     {
2073         LEAVE_GL();
2074         ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2075         return FALSE;
2076     }
2077     gl_version = wined3d_parse_gl_version(gl_version_str);
2078
2079     /*
2080      * Initialize openGL extension related variables
2081      *  with Default values
2082      */
2083     memset(gl_info->supported, 0, sizeof(gl_info->supported));
2084     gl_info->limits.blends = 1;
2085     gl_info->limits.buffers = 1;
2086     gl_info->limits.textures = 1;
2087     gl_info->limits.fragment_samplers = 1;
2088     gl_info->limits.vertex_samplers = 0;
2089     gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2090     gl_info->limits.sampler_stages = 1;
2091     gl_info->limits.glsl_vs_float_constants = 0;
2092     gl_info->limits.glsl_ps_float_constants = 0;
2093     gl_info->limits.arb_vs_float_constants = 0;
2094     gl_info->limits.arb_vs_native_constants = 0;
2095     gl_info->limits.arb_vs_instructions = 0;
2096     gl_info->limits.arb_vs_temps = 0;
2097     gl_info->limits.arb_ps_float_constants = 0;
2098     gl_info->limits.arb_ps_local_constants = 0;
2099     gl_info->limits.arb_ps_instructions = 0;
2100     gl_info->limits.arb_ps_temps = 0;
2101
2102     /* Retrieve opengl defaults */
2103     glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2104     gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2105     TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2106
2107     glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2108     gl_info->limits.lights = gl_max;
2109     TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2110
2111     glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2112     gl_info->limits.texture_size = gl_max;
2113     TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2114
2115     glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2116     gl_info->limits.pointsize_min = gl_floatv[0];
2117     gl_info->limits.pointsize_max = gl_floatv[1];
2118     TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2119
2120     /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2121     GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2122     if (!GL_Extensions)
2123     {
2124         LEAVE_GL();
2125         ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2126         return FALSE;
2127     }
2128
2129     LEAVE_GL();
2130
2131     TRACE_(d3d_caps)("GL_Extensions reported:\n");
2132
2133     gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2134
2135     while (*GL_Extensions)
2136     {
2137         const char *start;
2138
2139         while (isspace(*GL_Extensions)) ++GL_Extensions;
2140         start = GL_Extensions;
2141         while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2142
2143         len = GL_Extensions - start;
2144         if (!len) continue;
2145
2146         TRACE_(d3d_caps)("- %s\n", debugstr_an(start, len));
2147
2148         for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2149         {
2150             if (len == strlen(EXTENSION_MAP[i].extension_string)
2151                     && !memcmp(start, EXTENSION_MAP[i].extension_string, len))
2152             {
2153                 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2154                 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2155                 break;
2156             }
2157         }
2158     }
2159
2160     /* Now work out what GL support this card really has */
2161     load_gl_funcs( gl_info, gl_version );
2162
2163     ENTER_GL();
2164
2165     /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2166      * loading the functions, otherwise the code above will load the extension entry points instead of the
2167      * core functions, which may not work. */
2168     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2169     {
2170         if (!gl_info->supported[EXTENSION_MAP[i].extension]
2171                 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2172         {
2173             TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2174             gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2175         }
2176     }
2177
2178     if (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
2179
2180     if (gl_info->supported[APPLE_FENCE])
2181     {
2182         /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2183          * The apple extension interacts with some other apple exts. Disable the NV
2184          * extension if the apple one is support to prevent confusion in other parts
2185          * of the code. */
2186         gl_info->supported[NV_FENCE] = FALSE;
2187     }
2188     if (gl_info->supported[APPLE_FLOAT_PIXELS])
2189     {
2190         /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2191          *
2192          * The enums are the same:
2193          * GL_RGBA16F_ARB     = GL_RGBA_FLOAT16_APPLE = 0x881A
2194          * GL_RGB16F_ARB      = GL_RGB_FLOAT16_APPLE  = 0x881B
2195          * GL_RGBA32F_ARB     = GL_RGBA_FLOAT32_APPLE = 0x8814
2196          * GL_RGB32F_ARB      = GL_RGB_FLOAT32_APPLE  = 0x8815
2197          * GL_HALF_FLOAT_ARB  = GL_HALF_APPLE         = 0x140B
2198          */
2199         if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2200         {
2201             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2202             gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2203         }
2204         if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2205         {
2206             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2207             gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2208         }
2209     }
2210     if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2211     {
2212         /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2213          * functionality. Prefer the ARB extension */
2214         gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2215     }
2216     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2217     {
2218         TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2219         gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2220     }
2221     if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2222     {
2223         TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2224         gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2225     }
2226     if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2227     {
2228         TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2229         gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2230     }
2231     if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
2232     {
2233         TRACE_(d3d_caps)(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
2234         gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
2235     }
2236     if (gl_info->supported[NV_TEXTURE_SHADER2])
2237     {
2238         if (gl_info->supported[NV_REGISTER_COMBINERS])
2239         {
2240             /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2241              * are supported. The nv extensions provide the same functionality as the
2242              * ATI one, and a bit more(signed pixelformats). */
2243             gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2244         }
2245     }
2246
2247     if (gl_info->supported[NV_REGISTER_COMBINERS])
2248     {
2249         glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2250         gl_info->limits.general_combiners = gl_max;
2251         TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2252     }
2253     if (gl_info->supported[ARB_DRAW_BUFFERS])
2254     {
2255         glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2256         gl_info->limits.buffers = gl_max;
2257         TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2258     }
2259     if (gl_info->supported[ARB_MULTITEXTURE])
2260     {
2261         glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2262         gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2263         TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2264
2265         if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2266         {
2267             GLint tmp;
2268             glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2269             gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2270         }
2271         else
2272         {
2273             gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2274         }
2275         TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2276
2277         if (gl_info->supported[ARB_VERTEX_SHADER])
2278         {
2279             GLint tmp;
2280             glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2281             gl_info->limits.vertex_samplers = tmp;
2282             glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2283             gl_info->limits.combined_samplers = tmp;
2284
2285             /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2286              * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2287              * an issue because then the sampler setup only depends on the two shaders. If a pixel
2288              * shader is used with fixed function vertex processing we're fine too because fixed function
2289              * vertex processing doesn't use any samplers. If fixed function fragment processing is
2290              * used we have to make sure that all vertex sampler setups are valid together with all
2291              * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2292              * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2293              * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2294              * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2295              * a fixed function pipeline anymore.
2296              *
2297              * So this is just a check to check that our assumption holds true. If not, write a warning
2298              * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2299             if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2300                     && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2301             {
2302                 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2303                         gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2304                 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2305                 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2306                     gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2307                 else
2308                     gl_info->limits.vertex_samplers = 0;
2309             }
2310         }
2311         else
2312         {
2313             gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2314         }
2315         TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2316         TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2317     }
2318     if (gl_info->supported[ARB_VERTEX_BLEND])
2319     {
2320         glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2321         gl_info->limits.blends = gl_max;
2322         TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2323     }
2324     if (gl_info->supported[EXT_TEXTURE3D])
2325     {
2326         glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2327         gl_info->limits.texture3d_size = gl_max;
2328         TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2329     }
2330     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2331     {
2332         glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2333         gl_info->limits.anisotropy = gl_max;
2334         TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2335     }
2336     if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2337     {
2338         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2339         gl_info->limits.arb_ps_float_constants = gl_max;
2340         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2341         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2342         gl_info->limits.arb_ps_native_constants = gl_max;
2343         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2344                 gl_info->limits.arb_ps_native_constants);
2345         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2346         gl_info->limits.arb_ps_temps = gl_max;
2347         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2348         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2349         gl_info->limits.arb_ps_instructions = gl_max;
2350         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2351         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2352         gl_info->limits.arb_ps_local_constants = gl_max;
2353         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2354     }
2355     if (gl_info->supported[ARB_VERTEX_PROGRAM])
2356     {
2357         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2358         gl_info->limits.arb_vs_float_constants = gl_max;
2359         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2360         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2361         gl_info->limits.arb_vs_native_constants = gl_max;
2362         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2363                 gl_info->limits.arb_vs_native_constants);
2364         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2365         gl_info->limits.arb_vs_temps = gl_max;
2366         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2367         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2368         gl_info->limits.arb_vs_instructions = gl_max;
2369         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2370
2371         if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2372     }
2373     if (gl_info->supported[ARB_VERTEX_SHADER])
2374     {
2375         glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2376         gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2377         TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2378     }
2379     if (gl_info->supported[ARB_FRAGMENT_SHADER])
2380     {
2381         glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2382         gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2383         TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2384         glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2385         gl_info->limits.glsl_varyings = gl_max;
2386         TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2387     }
2388     if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2389     {
2390         const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2391         unsigned int major, minor;
2392
2393         TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2394
2395         /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2396         sscanf(str, "%u.%u", &major, &minor);
2397         gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2398     }
2399     if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2400     {
2401         glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2402     }
2403     else
2404     {
2405         gl_info->limits.shininess = 128.0f;
2406     }
2407     if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2408     {
2409         /* If we have full NP2 texture support, disable
2410          * GL_ARB_texture_rectangle because we will never use it.
2411          * This saves a few redundant glDisable calls. */
2412         gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2413     }
2414     if (gl_info->supported[ATI_FRAGMENT_SHADER])
2415     {
2416         /* Disable NV_register_combiners and fragment shader if this is supported.
2417          * generally the NV extensions are preferred over the ATI ones, and this
2418          * extension is disabled if register_combiners and texture_shader2 are both
2419          * supported. So we reach this place only if we have incomplete NV dxlevel 8
2420          * fragment processing support. */
2421         gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2422         gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2423         gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2424         gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2425     }
2426     if (gl_info->supported[NV_HALF_FLOAT])
2427     {
2428         /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2429         gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2430     }
2431     if (gl_info->supported[ARB_POINT_SPRITE])
2432     {
2433         gl_info->limits.point_sprite_units = gl_info->limits.textures;
2434     }
2435     else
2436     {
2437         gl_info->limits.point_sprite_units = 0;
2438     }
2439     checkGLcall("extension detection");
2440
2441     LEAVE_GL();
2442
2443     adapter->fragment_pipe = select_fragment_implementation(adapter);
2444     adapter->shader_backend = select_shader_backend(adapter);
2445     adapter->blitter = select_blit_implementation(adapter);
2446
2447     adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2448     gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2449     TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2450
2451     /* In some cases the number of texture stages can be larger than the number
2452      * of samplers. The GF4 for example can use only 2 samplers (no fragment
2453      * shaders), but 8 texture stages (register combiners). */
2454     gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2455
2456     if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2457     {
2458         gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2459         gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2460         gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2461         gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2462         gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2463         gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2464         gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2465         gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2466         gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2467         gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2468         gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2469         gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2470         gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2471         gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2472         gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2473         gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2474         gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2475         gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2476         gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2477     }
2478     else
2479     {
2480         if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2481         {
2482             gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2483             gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2484             gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2485             gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2486             gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2487             gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2488             gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2489             gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2490             gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2491             gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2492             gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2493             gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2494             gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2495             gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2496             gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2497             gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2498             gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2499         }
2500         else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2501         {
2502             WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2503             wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2504         }
2505         if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2506         {
2507             gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2508         }
2509         if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2510         {
2511             gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2512         }
2513     }
2514
2515     /* MRTs are currently only supported when FBOs are used. */
2516     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2517     {
2518         gl_info->limits.buffers = 1;
2519     }
2520
2521     gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2522     card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2523     TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2524
2525     device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor);
2526     TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2527
2528     gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2529     gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2530             gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2531     gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2532     gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2533             gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2534     gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2535             gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2536
2537     /* Make sure there's an active HDC else the WGL extensions will fail */
2538     hdc = pwglGetCurrentDC();
2539     if (hdc) {
2540         /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2541         if(GL_EXTCALL(wglGetExtensionsStringARB))
2542             WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2543
2544         if (!WGL_Extensions)
2545         {
2546             ERR("   WGL_Extensions returns NULL\n");
2547         }
2548         else
2549         {
2550             TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2551             while (*WGL_Extensions)
2552             {
2553                 const char *Start;
2554                 char ThisExtn[256];
2555
2556                 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2557                 Start = WGL_Extensions;
2558                 while (!isspace(*WGL_Extensions) && *WGL_Extensions) ++WGL_Extensions;
2559
2560                 len = WGL_Extensions - Start;
2561                 if (!len || len >= sizeof(ThisExtn))
2562                     continue;
2563
2564                 memcpy(ThisExtn, Start, len);
2565                 ThisExtn[len] = '\0';
2566                 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2567
2568                 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2569                     gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2570                     TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2571                 }
2572                 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2573                     gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2574                     TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2575                 }
2576             }
2577         }
2578     }
2579
2580     fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2581     init_driver_info(driver_info, card_vendor, device);
2582     add_gl_compat_wrappers(gl_info);
2583
2584     return TRUE;
2585 }
2586
2587 /**********************************************************
2588  * IWineD3D implementation follows
2589  **********************************************************/
2590
2591 static UINT     WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2592     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2593
2594     TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2595
2596     return This->adapter_count;
2597 }
2598
2599 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void *init_function)
2600 {
2601     FIXME("iface %p, init_function %p stub!\n", iface, init_function);
2602
2603     return WINED3D_OK;
2604 }
2605
2606 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2607     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2608
2609     TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2610
2611     if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2612         return NULL;
2613     }
2614
2615     return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2616 }
2617
2618 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2619      of the same bpp but different resolutions                                  */
2620
2621 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2622 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, enum wined3d_format_id format_id)
2623 {
2624     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2625
2626     TRACE_(d3d_caps)("iface %p, adapter %u, format_id: %s.\n", iface, Adapter, debug_d3dformat(format_id));
2627
2628     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2629         return 0;
2630     }
2631
2632     /* TODO: Store modes per adapter and read it from the adapter structure */
2633     if (Adapter == 0)
2634     {
2635         const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2636         UINT format_bits = format->byte_count * CHAR_BIT;
2637         unsigned int i = 0;
2638         unsigned int j = 0;
2639         DEVMODEW mode;
2640
2641         memset(&mode, 0, sizeof(mode));
2642         mode.dmSize = sizeof(mode);
2643
2644         while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2645         {
2646             ++j;
2647
2648             if (format_id == WINED3DFMT_UNKNOWN)
2649             {
2650                 /* This is for D3D8, do not enumerate P8 here */
2651                 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2652             }
2653             else if (mode.dmBitsPerPel == format_bits)
2654             {
2655                 ++i;
2656             }
2657         }
2658
2659         TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2660         return i;
2661     } else {
2662         FIXME_(d3d_caps)("Adapter not primary display\n");
2663     }
2664     return 0;
2665 }
2666
2667 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2668 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter,
2669         enum wined3d_format_id format_id, UINT Mode, WINED3DDISPLAYMODE *pMode)
2670 {
2671     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2672
2673     TRACE_(d3d_caps)("iface %p, adapter_idx %u, format %s, mode_idx %u, mode %p.\n",
2674             iface, Adapter, debug_d3dformat(format_id), Mode, pMode);
2675
2676     /* Validate the parameters as much as possible */
2677     if (!pMode || Adapter >= IWineD3DImpl_GetAdapterCount(iface)
2678             || Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, format_id))
2679     {
2680         return WINED3DERR_INVALIDCALL;
2681     }
2682
2683     /* TODO: Store modes per adapter and read it from the adapter structure */
2684     if (Adapter == 0)
2685     {
2686         const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2687         UINT format_bits = format->byte_count * CHAR_BIT;
2688         DEVMODEW DevModeW;
2689         int ModeIdx = 0;
2690         UINT i = 0;
2691         int j = 0;
2692
2693         ZeroMemory(&DevModeW, sizeof(DevModeW));
2694         DevModeW.dmSize = sizeof(DevModeW);
2695
2696         /* If we are filtering to a specific format (D3D9), then need to skip
2697            all unrelated modes, but if mode is irrelevant (D3D8), then we can
2698            just count through the ones with valid bit depths */
2699         while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2700         {
2701             if (format_id == WINED3DFMT_UNKNOWN)
2702             {
2703                 /* This is for D3D8, do not enumerate P8 here */
2704                 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2705             }
2706             else if (DevModeW.dmBitsPerPel == format_bits)
2707             {
2708                 ++i;
2709             }
2710         }
2711
2712         if (!i)
2713         {
2714             TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", format_id, debug_d3dformat(format_id));
2715             return WINED3DERR_INVALIDCALL;
2716         }
2717         ModeIdx = j - 1;
2718
2719         /* Now get the display mode via the calculated index */
2720         if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2721             pMode->Width        = DevModeW.dmPelsWidth;
2722             pMode->Height       = DevModeW.dmPelsHeight;
2723             pMode->RefreshRate  = DEFAULT_REFRESH_RATE;
2724             if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2725                 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2726
2727             if (format_id == WINED3DFMT_UNKNOWN)
2728                 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2729             else
2730                 pMode->Format = format_id;
2731         }
2732         else
2733         {
2734             TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2735             return WINED3DERR_INVALIDCALL;
2736         }
2737
2738         TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2739                 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2740                 DevModeW.dmBitsPerPel);
2741
2742     }
2743     else
2744     {
2745         FIXME_(d3d_caps)("Adapter not primary display\n");
2746     }
2747
2748     return WINED3D_OK;
2749 }
2750
2751 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE *pMode)
2752 {
2753     TRACE("iface %p, adapter_idx %u, display_mode %p.\n", iface, Adapter, pMode);
2754
2755     if (!pMode || Adapter >= IWineD3D_GetAdapterCount(iface))
2756         return WINED3DERR_INVALIDCALL;
2757
2758     if (Adapter == 0) { /* Display */
2759         int bpp = 0;
2760         DEVMODEW DevModeW;
2761
2762         ZeroMemory(&DevModeW, sizeof(DevModeW));
2763         DevModeW.dmSize = sizeof(DevModeW);
2764
2765         EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2766         pMode->Width        = DevModeW.dmPelsWidth;
2767         pMode->Height       = DevModeW.dmPelsHeight;
2768         bpp                 = DevModeW.dmBitsPerPel;
2769         pMode->RefreshRate  = DEFAULT_REFRESH_RATE;
2770         if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2771         {
2772             pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2773         }
2774
2775         pMode->Format = pixelformat_for_depth(bpp);
2776     } else {
2777         FIXME_(d3d_caps)("Adapter not primary display\n");
2778     }
2779
2780     TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2781           pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2782     return WINED3D_OK;
2783 }
2784
2785 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2786    and fields being inserted in the middle, a new structure is used in place    */
2787 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface,
2788         UINT Adapter, DWORD flags, WINED3DADAPTER_IDENTIFIER *pIdentifier)
2789 {
2790     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2791     struct wined3d_adapter *adapter;
2792     size_t len;
2793
2794     TRACE_(d3d_caps)("(%p}->(Adapter: %d, flags: %x, pId=%p)\n", This, Adapter, flags, pIdentifier);
2795
2796     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2797         return WINED3DERR_INVALIDCALL;
2798     }
2799
2800     adapter = &This->adapters[Adapter];
2801
2802     /* Return the information requested */
2803     TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2804
2805     if (pIdentifier->driver_size)
2806     {
2807         const char *name = adapter->driver_info.name;
2808         len = min(strlen(name), pIdentifier->driver_size - 1);
2809         memcpy(pIdentifier->driver, name, len);
2810         pIdentifier->driver[len] = '\0';
2811     }
2812
2813     if (pIdentifier->description_size)
2814     {
2815         const char *description = adapter->driver_info.description;
2816         len = min(strlen(description), pIdentifier->description_size - 1);
2817         memcpy(pIdentifier->description, description, len);
2818         pIdentifier->description[len] = '\0';
2819     }
2820
2821     /* Note that d3d8 doesn't supply a device name. */
2822     if (pIdentifier->device_name_size)
2823     {
2824         static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2825
2826         len = strlen(device_name);
2827         if (len >= pIdentifier->device_name_size)
2828         {
2829             ERR("Device name size too small.\n");
2830             return WINED3DERR_INVALIDCALL;
2831         }
2832
2833         memcpy(pIdentifier->device_name, device_name, len);
2834         pIdentifier->device_name[len] = '\0';
2835     }
2836
2837     pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
2838     pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
2839     pIdentifier->vendor_id = adapter->driver_info.vendor;
2840     pIdentifier->device_id = adapter->driver_info.device;
2841     pIdentifier->subsystem_id = 0;
2842     pIdentifier->revision = 0;
2843     memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
2844     pIdentifier->whql_level = (flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2845     memcpy(&pIdentifier->adapter_luid, &adapter->luid, sizeof(pIdentifier->adapter_luid));
2846     pIdentifier->video_memory = adapter->TextureRam;
2847
2848     return WINED3D_OK;
2849 }
2850
2851 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
2852         const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
2853 {
2854     short redSize, greenSize, blueSize, alphaSize, colorBits;
2855
2856     if(!cfg)
2857         return FALSE;
2858
2859     /* Float formats need FBOs. If FBOs are used this function isn't called */
2860     if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2861
2862     if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
2863         if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2864         {
2865             ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
2866             return FALSE;
2867         }
2868
2869         if(cfg->redSize < redSize)
2870             return FALSE;
2871
2872         if(cfg->greenSize < greenSize)
2873             return FALSE;
2874
2875         if(cfg->blueSize < blueSize)
2876             return FALSE;
2877
2878         if(cfg->alphaSize < alphaSize)
2879             return FALSE;
2880
2881         return TRUE;
2882     }
2883
2884     /* Probably a RGBA_float or color index mode */
2885     return FALSE;
2886 }
2887
2888 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
2889         const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
2890 {
2891     short depthSize, stencilSize;
2892     BOOL lockable = FALSE;
2893
2894     if(!cfg)
2895         return FALSE;
2896
2897     if (!getDepthStencilBits(format, &depthSize, &stencilSize))
2898     {
2899         ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
2900         return FALSE;
2901     }
2902
2903     /* Float formats need FBOs. If FBOs are used this function isn't called */
2904     if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2905
2906     if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
2907         lockable = TRUE;
2908
2909     /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
2910      * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
2911      * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
2912     if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
2913         return FALSE;
2914
2915     /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
2916      * allow more stencil bits than requested. */
2917     if(cfg->stencilSize < stencilSize)
2918         return FALSE;
2919
2920     return TRUE;
2921 }
2922
2923 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface,
2924         UINT Adapter, WINED3DDEVTYPE DeviceType, enum wined3d_format_id AdapterFormat,
2925         enum wined3d_format_id RenderTargetFormat, enum wined3d_format_id DepthStencilFormat)
2926 {
2927     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2928     int nCfgs;
2929     const WineD3D_PixelFormat *cfgs;
2930     const struct wined3d_adapter *adapter;
2931     const struct wined3d_format *rt_format;
2932     const struct wined3d_format *ds_format;
2933     int it;
2934
2935     WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
2936            This, Adapter,
2937            DeviceType, debug_d3ddevicetype(DeviceType),
2938            AdapterFormat, debug_d3dformat(AdapterFormat),
2939            RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
2940            DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
2941
2942     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2943         TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
2944         return WINED3DERR_INVALIDCALL;
2945     }
2946
2947     adapter = &This->adapters[Adapter];
2948     rt_format = wined3d_get_format(&adapter->gl_info, RenderTargetFormat);
2949     ds_format = wined3d_get_format(&adapter->gl_info, DepthStencilFormat);
2950     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2951     {
2952         if ((rt_format->flags & WINED3DFMT_FLAG_RENDERTARGET)
2953                 && (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
2954         {
2955             TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
2956             return WINED3D_OK;
2957         }
2958     }
2959     else
2960     {
2961         cfgs = adapter->cfgs;
2962         nCfgs = adapter->nCfgs;
2963         for (it = 0; it < nCfgs; ++it)
2964         {
2965             if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format))
2966             {
2967                 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format))
2968                 {
2969                     TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
2970                     return WINED3D_OK;
2971                 }
2972             }
2973         }
2974     }
2975     WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
2976
2977     return WINED3DERR_NOTAVAILABLE;
2978 }
2979
2980 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter,
2981         WINED3DDEVTYPE DeviceType, enum wined3d_format_id SurfaceFormat, BOOL Windowed,
2982         WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
2983 {
2984     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2985     const struct wined3d_adapter *adapter;
2986     const struct wined3d_format *format;
2987
2988     TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
2989           This,
2990           Adapter,
2991           DeviceType, debug_d3ddevicetype(DeviceType),
2992           SurfaceFormat, debug_d3dformat(SurfaceFormat),
2993           Windowed,
2994           MultiSampleType,
2995           pQualityLevels);
2996
2997     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2998         return WINED3DERR_INVALIDCALL;
2999     }
3000
3001     /* TODO: handle Windowed, add more quality levels */
3002
3003     if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
3004         if(pQualityLevels) *pQualityLevels = 1;
3005         return WINED3D_OK;
3006     }
3007
3008     /* By default multisampling is disabled right now as it causes issues
3009      * on some Nvidia driver versions and it doesn't work well in combination
3010      * with FBOs yet. */
3011     if(!wined3d_settings.allow_multisampling)
3012         return WINED3DERR_NOTAVAILABLE;
3013
3014     adapter = &This->adapters[Adapter];
3015     format = wined3d_get_format(&adapter->gl_info, SurfaceFormat);
3016     if (!format) return WINED3DERR_INVALIDCALL;
3017
3018     if (format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
3019     {
3020         int i, nCfgs;
3021         const WineD3D_PixelFormat *cfgs;
3022
3023         cfgs = adapter->cfgs;
3024         nCfgs = adapter->nCfgs;
3025         for(i=0; i<nCfgs; i++) {
3026             if(cfgs[i].numSamples != MultiSampleType)
3027                 continue;
3028
3029             if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], format))
3030                 continue;
3031
3032             TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3033
3034             if(pQualityLevels)
3035                 *pQualityLevels = 1; /* Guess at a value! */
3036             return WINED3D_OK;
3037         }
3038     }
3039     else if (format->flags & WINED3DFMT_FLAG_RENDERTARGET)
3040     {
3041         short redSize, greenSize, blueSize, alphaSize, colorBits;
3042         int i, nCfgs;
3043         const WineD3D_PixelFormat *cfgs;
3044
3045         if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3046         {
3047             ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
3048             return WINED3DERR_NOTAVAILABLE;
3049         }
3050
3051         cfgs = adapter->cfgs;
3052         nCfgs = adapter->nCfgs;
3053         for(i=0; i<nCfgs; i++) {
3054             if(cfgs[i].numSamples != MultiSampleType)
3055                 continue;
3056             if(cfgs[i].redSize != redSize)
3057                 continue;
3058             if(cfgs[i].greenSize != greenSize)
3059                 continue;
3060             if(cfgs[i].blueSize != blueSize)
3061                 continue;
3062             /* Not all drivers report alpha-less formats since they use 32-bit anyway, so accept alpha even if we didn't ask for it. */
3063             if(alphaSize && cfgs[i].alphaSize != alphaSize)
3064                 continue;
3065             if (cfgs[i].colorSize != (format->byte_count << 3))
3066                 continue;
3067
3068             TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3069
3070             if(pQualityLevels)
3071                 *pQualityLevels = 1; /* Guess at a value! */
3072             return WINED3D_OK;
3073         }
3074     }
3075     return WINED3DERR_NOTAVAILABLE;
3076 }
3077
3078 /* Check if we support bumpmapping for a format */
3079 static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3080 {
3081     /* Ask the fixed function pipeline implementation if it can deal
3082      * with the conversion. If we've got a GL extension giving native
3083      * support this will be an identity conversion. */
3084     return (format->flags & WINED3DFMT_FLAG_BUMPMAP)
3085             && adapter->fragment_pipe->color_fixup_supported(format->color_fixup);
3086 }
3087
3088 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3089 static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
3090         const struct wined3d_format *display_format, const struct wined3d_format *ds_format)
3091 {
3092     int it=0;
3093
3094     /* Only allow depth/stencil formats */
3095     if (!(ds_format->depth_size || ds_format->stencil_size)) return FALSE;
3096
3097     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3098     {
3099         /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3100         if (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3101     }
3102     else
3103     {
3104         /* Walk through all WGL pixel formats to find a match */
3105         for (it = 0; it < adapter->nCfgs; ++it)
3106         {
3107             WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
3108             if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format))
3109             {
3110                 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format))
3111                 {
3112                     return TRUE;
3113                 }
3114             }
3115         }
3116     }
3117
3118     return FALSE;
3119 }
3120
3121 static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3122 {
3123     /* The flags entry of a format contains the filtering capability */
3124     if (format->flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3125
3126     return FALSE;
3127 }
3128
3129 /* Check the render target capabilities of a format */
3130 static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
3131         const struct wined3d_format *adapter_format, const struct wined3d_format *check_format)
3132 {
3133     /* Filter out non-RT formats */
3134     if (!(check_format->flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3135     if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
3136     {
3137         WineD3D_PixelFormat *cfgs = adapter->cfgs;
3138         int it;
3139         short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3140         short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3141
3142         getColorBits(adapter_format, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3143         getColorBits(check_format, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3144
3145         /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3146          * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3147         if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3148             TRACE_(d3d_caps)("[FAILED]\n");
3149             return FALSE;
3150         }
3151
3152         /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3153          * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3154         for (it = 0; it < adapter->nCfgs; ++it)
3155         {
3156             if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3157                     &cfgs[it], check_format))
3158             {
3159                 TRACE_(d3d_caps)("Pixel format %d is compatible with format %s.\n",
3160                         cfgs[it].iPixelFormat, debug_d3dformat(check_format->id));
3161                 return TRUE;
3162             }
3163         }
3164     }
3165     else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3166     {
3167         /* For now return TRUE for FBOs until we have some proper checks.
3168          * Note that this function will only be called when the format is around for texturing. */
3169         return TRUE;
3170     }
3171     return FALSE;
3172 }
3173
3174 static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3175 {
3176     return adapter->gl_info.supported[EXT_TEXTURE_SRGB] && (format->flags & WINED3DFMT_FLAG_SRGB_READ);
3177 }
3178
3179 static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3180 {
3181     /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3182      * doing the color fixup in shaders.
3183      * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3184     if (format->flags & WINED3DFMT_FLAG_SRGB_WRITE)
3185     {
3186         int vs_selected_mode;
3187         int ps_selected_mode;
3188         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3189
3190         if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3191             TRACE_(d3d_caps)("[OK]\n");
3192             return TRUE;
3193         }
3194     }
3195
3196     TRACE_(d3d_caps)("[FAILED] - sRGB writes not supported by format %s.\n", debug_d3dformat(format->id));
3197     return FALSE;
3198 }
3199
3200 /* Check if a format support blending in combination with pixel shaders */
3201 static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
3202         const struct wined3d_format *format)
3203 {
3204     /* The flags entry of a format contains the post pixel shader blending capability */
3205     if (format->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3206
3207     return FALSE;
3208 }
3209
3210 static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3211 {
3212     /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3213      * but we have to report mipmapping so we cannot reject this flag. Tests show that
3214      * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3215      * that wrapping is supported. The lack of filtering will sort out the mipmapping
3216      * capability anyway.
3217      *
3218      * For now lets report this on all formats, but in the future we may want to
3219      * restrict it to some should games need that
3220      */
3221     return TRUE;
3222 }
3223
3224 /* Check if a texture format is supported on the given adapter */
3225 static BOOL CheckTextureCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3226 {
3227     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3228
3229     switch (format->id)
3230     {
3231         /*****
3232          *  supported: RGB(A) formats
3233          */
3234         case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3235         case WINED3DFMT_B8G8R8A8_UNORM:
3236         case WINED3DFMT_B8G8R8X8_UNORM:
3237         case WINED3DFMT_B5G6R5_UNORM:
3238         case WINED3DFMT_B5G5R5X1_UNORM:
3239         case WINED3DFMT_B5G5R5A1_UNORM:
3240         case WINED3DFMT_B4G4R4A4_UNORM:
3241         case WINED3DFMT_A8_UNORM:
3242         case WINED3DFMT_B4G4R4X4_UNORM:
3243         case WINED3DFMT_R8G8B8A8_UNORM:
3244         case WINED3DFMT_R8G8B8X8_UNORM:
3245         case WINED3DFMT_B10G10R10A2_UNORM:
3246         case WINED3DFMT_R10G10B10A2_UNORM:
3247         case WINED3DFMT_R16G16_UNORM:
3248             TRACE_(d3d_caps)("[OK]\n");
3249             return TRUE;
3250
3251         case WINED3DFMT_B2G3R3_UNORM:
3252             TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3253             return FALSE;
3254
3255         /*****
3256          *  Not supported: Palettized
3257          *  Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3258          *  Since it is not widely available, don't offer it. Further no Windows driver offers
3259          *  WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3260          */
3261         case WINED3DFMT_P8_UINT:
3262         case WINED3DFMT_P8_UINT_A8_UNORM:
3263             return FALSE;
3264
3265         /*****
3266          *  Supported: (Alpha)-Luminance
3267          */
3268         case WINED3DFMT_L8_UNORM:
3269         case WINED3DFMT_L8A8_UNORM:
3270         case WINED3DFMT_L16_UNORM:
3271             TRACE_(d3d_caps)("[OK]\n");
3272             return TRUE;
3273
3274         /* Not supported on Windows, thus disabled */
3275         case WINED3DFMT_L4A4_UNORM:
3276             TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3277             return FALSE;
3278
3279         /*****
3280          *  Supported: Depth/Stencil formats
3281          */
3282         case WINED3DFMT_D16_LOCKABLE:
3283         case WINED3DFMT_D16_UNORM:
3284         case WINED3DFMT_S1_UINT_D15_UNORM:
3285         case WINED3DFMT_X8D24_UNORM:
3286         case WINED3DFMT_S4X4_UINT_D24_UNORM:
3287         case WINED3DFMT_D24_UNORM_S8_UINT:
3288         case WINED3DFMT_S8_UINT_D24_FLOAT:
3289         case WINED3DFMT_D32_UNORM:
3290         case WINED3DFMT_D32_FLOAT:
3291             return TRUE;
3292
3293         case WINED3DFMT_INTZ:
3294             if (gl_info->supported[EXT_PACKED_DEPTH_STENCIL]
3295                     || gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3296                 return TRUE;
3297             return FALSE;
3298
3299         /*****
3300          *  Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3301          *  GL_NV_texture_shader). Emulated by shaders
3302          */
3303         case WINED3DFMT_R8G8_SNORM:
3304         case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3305         case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3306         case WINED3DFMT_R8G8B8A8_SNORM:
3307         case WINED3DFMT_R16G16_SNORM:
3308             /* Ask the shader backend if it can deal with the conversion. If
3309              * we've got a GL extension giving native support this will be an
3310              * identity conversion. */
3311             if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup))
3312             {
3313                 TRACE_(d3d_caps)("[OK]\n");
3314                 return TRUE;
3315             }
3316             TRACE_(d3d_caps)("[FAILED]\n");
3317             return FALSE;
3318
3319         case WINED3DFMT_DXT1:
3320         case WINED3DFMT_DXT2:
3321         case WINED3DFMT_DXT3:
3322         case WINED3DFMT_DXT4:
3323         case WINED3DFMT_DXT5:
3324             if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3325             {
3326                 TRACE_(d3d_caps)("[OK]\n");
3327                 return TRUE;
3328             }
3329             TRACE_(d3d_caps)("[FAILED]\n");
3330             return FALSE;
3331
3332
3333         /*****
3334          *  Odd formats - not supported
3335          */
3336         case WINED3DFMT_VERTEXDATA:
3337         case WINED3DFMT_R16_UINT:
3338         case WINED3DFMT_R32_UINT:
3339         case WINED3DFMT_R16G16B16A16_SNORM:
3340         case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3341         case WINED3DFMT_R10G11B11_SNORM:
3342             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3343             return FALSE;
3344
3345         /*****
3346          *  WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3347          */
3348         case WINED3DFMT_R8G8_SNORM_Cx:
3349             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3350             return FALSE;
3351
3352         /* YUV formats */
3353         case WINED3DFMT_UYVY:
3354         case WINED3DFMT_YUY2:
3355             if (gl_info->supported[APPLE_YCBCR_422])
3356             {
3357                 TRACE_(d3d_caps)("[OK]\n");
3358                 return TRUE;
3359             }
3360             TRACE_(d3d_caps)("[FAILED]\n");
3361             return FALSE;
3362         case WINED3DFMT_YV12:
3363             TRACE_(d3d_caps)("[FAILED]\n");
3364             return FALSE;
3365
3366             /* Not supported */
3367         case WINED3DFMT_R16G16B16A16_UNORM:
3368         case WINED3DFMT_B2G3R3A8_UNORM:
3369             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3370             return FALSE;
3371
3372             /* Floating point formats */
3373         case WINED3DFMT_R16_FLOAT:
3374         case WINED3DFMT_R16G16_FLOAT:
3375         case WINED3DFMT_R16G16B16A16_FLOAT:
3376             if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3377             {
3378                 TRACE_(d3d_caps)("[OK]\n");
3379                 return TRUE;
3380             }
3381             TRACE_(d3d_caps)("[FAILED]\n");
3382             return FALSE;
3383
3384         case WINED3DFMT_R32_FLOAT:
3385         case WINED3DFMT_R32G32_FLOAT:
3386         case WINED3DFMT_R32G32B32A32_FLOAT:
3387             if (gl_info->supported[ARB_TEXTURE_FLOAT])
3388             {
3389                 TRACE_(d3d_caps)("[OK]\n");
3390                 return TRUE;
3391             }
3392             TRACE_(d3d_caps)("[FAILED]\n");
3393             return FALSE;
3394
3395         /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3396          * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3397          * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3398          * We can do instancing with all shader versions, but we need vertex shaders.
3399          *
3400          * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3401          * to enable instancing. WineD3D doesn't need that and just ignores it.
3402          *
3403          * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3404          */
3405         case WINED3DFMT_INST:
3406             TRACE("ATI Instancing check hack\n");
3407             if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3408             {
3409                 TRACE_(d3d_caps)("[OK]\n");
3410                 return TRUE;
3411             }
3412             TRACE_(d3d_caps)("[FAILED]\n");
3413             return FALSE;
3414
3415         /* Some weird FOURCC formats */
3416         case WINED3DFMT_R8G8_B8G8:
3417         case WINED3DFMT_G8R8_G8B8:
3418         case WINED3DFMT_MULTI2_ARGB8:
3419             TRACE_(d3d_caps)("[FAILED]\n");
3420             return FALSE;
3421
3422         /* Vendor specific formats */
3423         case WINED3DFMT_ATI2N:
3424             if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3425                     || gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
3426             {
3427                 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3428                         && adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3429                 {
3430                     TRACE_(d3d_caps)("[OK]\n");
3431                     return TRUE;
3432                 }
3433
3434                 TRACE_(d3d_caps)("[OK]\n");
3435                 return TRUE;
3436             }
3437             TRACE_(d3d_caps)("[FAILED]\n");
3438             return FALSE;
3439
3440         /* Depth bound test. To query if the card supports it CheckDeviceFormat with the special
3441          * format MAKEFOURCC('N','V','D','B') is used.
3442          * It is enabled by setting D3DRS_ADAPTIVETESS_X render state to MAKEFOURCC('N','V','D','B') and
3443          * then controlled by setting D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax)
3444          * to test value.
3445          */
3446         case WINED3DFMT_NVDB:
3447             if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
3448             {
3449                 TRACE_(d3d_caps)("[OK]\n");
3450                 return TRUE;
3451             }
3452             TRACE_(d3d_caps)("[FAILED]\n");
3453             return FALSE;
3454
3455         case WINED3DFMT_NVHU:
3456         case WINED3DFMT_NVHS:
3457             /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3458              * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3459              * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3460              * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3461              * Applications have to deal with not having NVHS and NVHU.
3462              */
3463             TRACE_(d3d_caps)("[FAILED]\n");
3464             return FALSE;
3465
3466         case WINED3DFMT_UNKNOWN:
3467             return FALSE;
3468
3469         default:
3470             ERR("Unhandled format %s.\n", debug_d3dformat(format->id));
3471             break;
3472     }
3473     return FALSE;
3474 }
3475
3476 static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter,
3477         const struct wined3d_format *adapter_format,
3478         const struct wined3d_format *check_format,
3479         WINED3DSURFTYPE SurfaceType)
3480 {
3481     if (SurfaceType == SURFACE_GDI)
3482     {
3483         switch (check_format->id)
3484         {
3485             case WINED3DFMT_B8G8R8_UNORM:
3486             case WINED3DFMT_B8G8R8A8_UNORM:
3487             case WINED3DFMT_B8G8R8X8_UNORM:
3488             case WINED3DFMT_B5G6R5_UNORM:
3489             case WINED3DFMT_B5G5R5X1_UNORM:
3490             case WINED3DFMT_B5G5R5A1_UNORM:
3491             case WINED3DFMT_B4G4R4A4_UNORM:
3492             case WINED3DFMT_B2G3R3_UNORM:
3493             case WINED3DFMT_A8_UNORM:
3494             case WINED3DFMT_B2G3R3A8_UNORM:
3495             case WINED3DFMT_B4G4R4X4_UNORM:
3496             case WINED3DFMT_R10G10B10A2_UNORM:
3497             case WINED3DFMT_R8G8B8A8_UNORM:
3498             case WINED3DFMT_R8G8B8X8_UNORM:
3499             case WINED3DFMT_R16G16_UNORM:
3500             case WINED3DFMT_B10G10R10A2_UNORM:
3501             case WINED3DFMT_R16G16B16A16_UNORM:
3502             case WINED3DFMT_P8_UINT:
3503                 TRACE_(d3d_caps)("[OK]\n");
3504                 return TRUE;
3505             default:
3506                 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3507                 return FALSE;
3508         }
3509     }
3510
3511     /* All format that are supported for textures are supported for surfaces as well */
3512     if (CheckTextureCapability(adapter, check_format)) return TRUE;
3513     /* All depth stencil formats are supported on surfaces */
3514     if (CheckDepthStencilCapability(adapter, adapter_format, check_format)) return TRUE;
3515
3516     /* If opengl can't process the format natively, the blitter may be able to convert it */
3517     if (adapter->blitter->blit_supported(&adapter->gl_info, BLIT_OP_BLIT,
3518             NULL, WINED3DPOOL_DEFAULT, 0, check_format,
3519             NULL, WINED3DPOOL_DEFAULT, 0, adapter_format))
3520     {
3521         TRACE_(d3d_caps)("[OK]\n");
3522         return TRUE;
3523     }
3524
3525     /* Reject other formats */
3526     TRACE_(d3d_caps)("[FAILED]\n");
3527     return FALSE;
3528 }
3529
3530 static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter,
3531         const struct wined3d_format *format)
3532 {
3533     return adapter->gl_info.limits.vertex_samplers && (format->flags & WINED3DFMT_FLAG_VTF);
3534 }
3535
3536 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3537         enum wined3d_format_id AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType,
3538         enum wined3d_format_id CheckFormat, WINED3DSURFTYPE SurfaceType)
3539 {
3540     IWineD3DImpl *This = (IWineD3DImpl *)iface;
3541     struct wined3d_adapter *adapter = &This->adapters[Adapter];
3542     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3543     const struct wined3d_format *format = wined3d_get_format(gl_info, CheckFormat);
3544     const struct wined3d_format *adapter_format = wined3d_get_format(gl_info, AdapterFormat);
3545     DWORD UsageCaps = 0;
3546
3547     TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3548           This,
3549           Adapter,
3550           DeviceType, debug_d3ddevicetype(DeviceType),
3551           AdapterFormat, debug_d3dformat(AdapterFormat),
3552           Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3553           RType, debug_d3dresourcetype(RType),
3554           CheckFormat, debug_d3dformat(CheckFormat));
3555
3556     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3557         return WINED3DERR_INVALIDCALL;
3558     }
3559
3560     switch (RType)
3561     {
3562         case WINED3DRTYPE_CUBETEXTURE:
3563             /* Cubetexture allows:
3564              *      - WINED3DUSAGE_AUTOGENMIPMAP
3565              *      - WINED3DUSAGE_DEPTHSTENCIL
3566              *      - WINED3DUSAGE_DYNAMIC
3567              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3568              *      - WINED3DUSAGE_RENDERTARGET
3569              *      - WINED3DUSAGE_SOFTWAREPROCESSING
3570              *      - WINED3DUSAGE_QUERY_WRAPANDMIP
3571              */
3572             if (SurfaceType != SURFACE_OPENGL)
3573             {
3574                 TRACE_(d3d_caps)("[FAILED]\n");
3575                 return WINED3DERR_NOTAVAILABLE;
3576             }
3577
3578             if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3579             {
3580                 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3581                 return WINED3DERR_NOTAVAILABLE;
3582             }
3583
3584             if (!CheckTextureCapability(adapter, format))
3585             {
3586                 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3587                 return WINED3DERR_NOTAVAILABLE;
3588             }
3589
3590             if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3591             {
3592                 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3593                     /* When autogenmipmap isn't around continue and return
3594                      * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3595                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3596                 else
3597                     UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3598             }
3599
3600             /* Always report dynamic locking. */
3601             if (Usage & WINED3DUSAGE_DYNAMIC)
3602                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3603
3604             if (Usage & WINED3DUSAGE_RENDERTARGET)
3605             {
3606                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3607                 {
3608                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3609                     return WINED3DERR_NOTAVAILABLE;
3610                 }
3611                 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3612             }
3613
3614             /* Always report software processing. */
3615             if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3616                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3617
3618             if (Usage & WINED3DUSAGE_QUERY_FILTER)
3619             {
3620                 if (!CheckFilterCapability(adapter, format))
3621                 {
3622                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3623                     return WINED3DERR_NOTAVAILABLE;
3624                 }
3625                 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3626             }
3627
3628             if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3629             {
3630                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3631                 {
3632                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3633                     return WINED3DERR_NOTAVAILABLE;
3634                 }
3635                 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3636             }
3637
3638             if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3639             {
3640                 if (!CheckSrgbReadCapability(adapter, format))
3641                 {
3642                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3643                     return WINED3DERR_NOTAVAILABLE;
3644                 }
3645                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3646             }
3647
3648             if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3649             {
3650                 if (!CheckSrgbWriteCapability(adapter, format))
3651                 {
3652                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3653                     return WINED3DERR_NOTAVAILABLE;
3654                 }
3655                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3656             }
3657
3658             if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3659             {
3660                 if (!CheckVertexTextureCapability(adapter, format))
3661                 {
3662                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3663                     return WINED3DERR_NOTAVAILABLE;
3664                 }
3665                 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3666             }
3667
3668             if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3669             {
3670                 if (!CheckWrapAndMipCapability(adapter, format))
3671                 {
3672                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3673                     return WINED3DERR_NOTAVAILABLE;
3674                 }
3675                 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3676             }
3677             break;
3678
3679         case WINED3DRTYPE_SURFACE:
3680             /* Surface allows:
3681              *      - WINED3DUSAGE_DEPTHSTENCIL
3682              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3683              *      - WINED3DUSAGE_RENDERTARGET
3684              */
3685             if (!CheckSurfaceCapability(adapter, adapter_format, format, SurfaceType))
3686             {
3687                 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3688                 return WINED3DERR_NOTAVAILABLE;
3689             }
3690
3691             if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3692             {
3693                 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3694                 {
3695                     TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3696                     return WINED3DERR_NOTAVAILABLE;
3697                 }
3698                 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3699             }
3700
3701             if (Usage & WINED3DUSAGE_RENDERTARGET)
3702             {
3703                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3704                 {
3705                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3706                     return WINED3DERR_NOTAVAILABLE;
3707                 }
3708                 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3709             }
3710
3711             if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3712             {
3713                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3714                 {
3715                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3716                     return WINED3DERR_NOTAVAILABLE;
3717                 }
3718                 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3719             }
3720             break;
3721
3722         case WINED3DRTYPE_TEXTURE:
3723             /* Texture allows:
3724              *      - WINED3DUSAGE_AUTOGENMIPMAP
3725              *      - WINED3DUSAGE_DEPTHSTENCIL
3726              *      - WINED3DUSAGE_DMAP
3727              *      - WINED3DUSAGE_DYNAMIC
3728              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3729              *      - WINED3DUSAGE_RENDERTARGET
3730              *      - WINED3DUSAGE_SOFTWAREPROCESSING
3731              *      - WINED3DUSAGE_TEXTAPI (d3d9ex)
3732              *      - WINED3DUSAGE_QUERY_WRAPANDMIP
3733              */
3734             if (SurfaceType != SURFACE_OPENGL)
3735             {
3736                 TRACE_(d3d_caps)("[FAILED]\n");
3737                 return WINED3DERR_NOTAVAILABLE;
3738             }
3739
3740             if (!CheckTextureCapability(adapter, format))
3741             {
3742                 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3743                 return WINED3DERR_NOTAVAILABLE;
3744             }
3745
3746             if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3747             {
3748                 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3749                     /* When autogenmipmap isn't around continue and return
3750                      * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3751                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3752                 else
3753                     UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3754             }
3755
3756             /* Always report dynamic locking. */
3757             if (Usage & WINED3DUSAGE_DYNAMIC)
3758                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3759
3760             if (Usage & WINED3DUSAGE_RENDERTARGET)
3761             {
3762                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3763                 {
3764                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3765                     return WINED3DERR_NOTAVAILABLE;
3766                 }
3767                 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3768             }
3769
3770             /* Always report software processing. */
3771             if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3772                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3773
3774             if (Usage & WINED3DUSAGE_QUERY_FILTER)
3775             {
3776                 if (!CheckFilterCapability(adapter, format))
3777                 {
3778                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3779                     return WINED3DERR_NOTAVAILABLE;
3780                 }
3781                 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3782             }
3783
3784             if (Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
3785             {
3786                 if (!CheckBumpMapCapability(adapter, format))
3787                 {
3788                     TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3789                     return WINED3DERR_NOTAVAILABLE;
3790                 }
3791                 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3792             }
3793
3794             if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3795             {
3796                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3797                 {
3798                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3799                     return WINED3DERR_NOTAVAILABLE;
3800                 }
3801                 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3802             }
3803
3804             if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3805             {
3806                 if (!CheckSrgbReadCapability(adapter, format))
3807                 {
3808                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3809                     return WINED3DERR_NOTAVAILABLE;
3810                 }
3811                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3812             }
3813
3814             if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3815             {
3816                 if (!CheckSrgbWriteCapability(adapter, format))
3817                 {
3818                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3819                     return WINED3DERR_NOTAVAILABLE;
3820                 }
3821                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3822             }
3823
3824             if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3825             {
3826                 if (!CheckVertexTextureCapability(adapter, format))
3827                 {
3828                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3829                     return WINED3DERR_NOTAVAILABLE;
3830                 }
3831                 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3832             }
3833
3834             if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3835             {
3836                 if (!CheckWrapAndMipCapability(adapter, format))
3837                 {
3838                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3839                     return WINED3DERR_NOTAVAILABLE;
3840                 }
3841                 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3842             }
3843
3844             if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3845             {
3846                 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3847                 {
3848                     TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
3849                     return WINED3DERR_NOTAVAILABLE;
3850                 }
3851                 if ((format->flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
3852                 {
3853                     TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
3854                     return WINED3DERR_NOTAVAILABLE;
3855                 }
3856                 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3857             }
3858             break;
3859
3860         case WINED3DRTYPE_VOLUMETEXTURE:
3861         case WINED3DRTYPE_VOLUME:
3862             /* Volume is to VolumeTexture what Surface is to Texture, but its
3863              * usage caps are not documented. Most driver seem to offer
3864              * (nearly) the same on Volume and VolumeTexture, so do that too.
3865              *
3866              * Volumetexture allows:
3867              *      - D3DUSAGE_DYNAMIC
3868              *      - D3DUSAGE_NONSECURE (d3d9ex)
3869              *      - D3DUSAGE_SOFTWAREPROCESSING
3870              *      - D3DUSAGE_QUERY_WRAPANDMIP
3871              */
3872             if (SurfaceType != SURFACE_OPENGL)
3873             {
3874                 TRACE_(d3d_caps)("[FAILED]\n");
3875                 return WINED3DERR_NOTAVAILABLE;
3876             }
3877
3878             if (!gl_info->supported[EXT_TEXTURE3D])
3879             {
3880                 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
3881                 return WINED3DERR_NOTAVAILABLE;
3882             }
3883
3884             if (!CheckTextureCapability(adapter, format))
3885             {
3886                 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
3887                 return WINED3DERR_NOTAVAILABLE;
3888             }
3889
3890             /* Filter formats that need conversion; For one part, this
3891              * conversion is unimplemented, and volume textures are huge, so
3892              * it would be a big performance hit. Unless we hit an application
3893              * needing one of those formats, don't advertize them to avoid
3894              * leading applications into temptation. The windows drivers don't
3895              * support most of those formats on volumes anyway, except for
3896              * WINED3DFMT_R32_FLOAT. */
3897             switch (CheckFormat)
3898             {
3899                 case WINED3DFMT_P8_UINT:
3900                 case WINED3DFMT_L4A4_UNORM:
3901                 case WINED3DFMT_R32_FLOAT:
3902                 case WINED3DFMT_R16_FLOAT:
3903                 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3904                 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3905                 case WINED3DFMT_R16G16_UNORM:
3906                     TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3907                     return WINED3DERR_NOTAVAILABLE;
3908
3909                 case WINED3DFMT_R8G8B8A8_SNORM:
3910                 case WINED3DFMT_R16G16_SNORM:
3911                     if (!gl_info->supported[NV_TEXTURE_SHADER])
3912                     {
3913                         TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3914                         return WINED3DERR_NOTAVAILABLE;
3915                     }
3916                     break;
3917
3918                 case WINED3DFMT_R8G8_SNORM:
3919                     if (!gl_info->supported[NV_TEXTURE_SHADER])
3920                     {
3921                         TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3922                         return WINED3DERR_NOTAVAILABLE;
3923                     }
3924                     break;
3925
3926                 case WINED3DFMT_DXT1:
3927                 case WINED3DFMT_DXT2:
3928                 case WINED3DFMT_DXT3:
3929                 case WINED3DFMT_DXT4:
3930                 case WINED3DFMT_DXT5:
3931                     /* The GL_EXT_texture_compression_s3tc spec requires that
3932                      * loading an s3tc compressed texture results in an error.
3933                      * While the D3D refrast does support s3tc volumes, at
3934                      * least the nvidia windows driver does not, so we're free
3935                      * not to support this format. */
3936                     TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
3937                     return WINED3DERR_NOTAVAILABLE;
3938
3939                 default:
3940                     /* Do nothing, continue with checking the format below */
3941                     break;
3942             }
3943
3944             /* Always report dynamic locking. */
3945             if (Usage & WINED3DUSAGE_DYNAMIC)
3946                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3947
3948             /* Always report software processing. */
3949             if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3950                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3951
3952             if (Usage & WINED3DUSAGE_QUERY_FILTER)
3953             {
3954                 if (!CheckFilterCapability(adapter, format))
3955                 {
3956                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3957                     return WINED3DERR_NOTAVAILABLE;
3958                 }
3959                 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3960             }
3961
3962             if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3963             {
3964                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3965                 {
3966                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3967                     return WINED3DERR_NOTAVAILABLE;
3968                 }
3969                 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3970             }
3971
3972             if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3973             {
3974                 if (!CheckSrgbReadCapability(adapter, format))
3975                 {
3976                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3977                     return WINED3DERR_NOTAVAILABLE;
3978                 }
3979                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3980             }
3981
3982             if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3983             {
3984                 if (!CheckSrgbWriteCapability(adapter, format))
3985                 {
3986                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3987                     return WINED3DERR_NOTAVAILABLE;
3988                 }
3989                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3990             }
3991
3992             if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3993             {
3994                 if (!CheckVertexTextureCapability(adapter, format))
3995                 {
3996                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3997                     return WINED3DERR_NOTAVAILABLE;
3998                 }
3999                 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4000             }
4001
4002             if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4003             {
4004                 if (!CheckWrapAndMipCapability(adapter, format))
4005                 {
4006                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4007                     return WINED3DERR_NOTAVAILABLE;
4008                 }
4009                 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4010             }
4011             break;
4012
4013         default:
4014             FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(RType));
4015             return WINED3DERR_NOTAVAILABLE;
4016     }
4017
4018     /* When the UsageCaps exactly matches Usage return WINED3D_OK except for
4019      * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4020      * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4021     if (UsageCaps == Usage)
4022         return WINED3D_OK;
4023     if (UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4024         return WINED3DOK_NOAUTOGEN;
4025
4026     TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for CheckFormat %s and RType %s but only %#x is available\n",
4027             Usage, debug_d3dformat(CheckFormat), debug_d3dresourcetype(RType), UsageCaps);
4028
4029     return WINED3DERR_NOTAVAILABLE;
4030 }
4031
4032 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT adapter_idx,
4033         WINED3DDEVTYPE device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format)
4034 {
4035     FIXME("iface %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4036             iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4037             debug_d3dformat(dst_format));
4038
4039     return WINED3D_OK;
4040 }
4041
4042 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
4043         enum wined3d_format_id display_format, enum wined3d_format_id backbuffer_format, BOOL windowed)
4044 {
4045     UINT mode_count;
4046     HRESULT hr;
4047
4048     TRACE("iface %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
4049             iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(display_format),
4050             debug_d3dformat(backbuffer_format), windowed);
4051
4052     if (adapter_idx >= IWineD3D_GetAdapterCount(iface))
4053     {
4054         WARN_(d3d_caps)("adapter_idx >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
4055         return WINED3DERR_INVALIDCALL;
4056     }
4057
4058     /* The task of this function is to check whether a certain display / backbuffer format
4059      * combination is available on the given adapter. In fullscreen mode microsoft specified
4060      * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
4061      * and display format should match exactly.
4062      * In windowed mode format conversion can occur and this depends on the driver. When format
4063      * conversion is done, this function should nevertheless fail and applications need to use
4064      * CheckDeviceFormatConversion.
4065      * At the moment we assume that fullscreen and windowed have the same capabilities. */
4066
4067     /* There are only 4 display formats. */
4068     if (!(display_format == WINED3DFMT_B5G6R5_UNORM
4069             || display_format == WINED3DFMT_B5G5R5X1_UNORM
4070             || display_format == WINED3DFMT_B8G8R8X8_UNORM
4071             || display_format == WINED3DFMT_B10G10R10A2_UNORM))
4072     {
4073         TRACE_(d3d_caps)("Format %s is not supported as display format.\n", debug_d3dformat(display_format));
4074         return WINED3DERR_NOTAVAILABLE;
4075     }
4076
4077     /* If the requested display format is not available, don't continue. */
4078     mode_count = IWineD3DImpl_GetAdapterModeCount(iface, adapter_idx, display_format);
4079     if (!mode_count)
4080     {
4081         TRACE_(d3d_caps)("No available modes for display format %s.\n", debug_d3dformat(display_format));
4082         return WINED3DERR_NOTAVAILABLE;
4083     }
4084
4085     /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbuffer format,
4086      * it means 'reuse' the display format for the backbuffer. */
4087     if (!windowed && backbuffer_format == WINED3DFMT_UNKNOWN)
4088     {
4089         TRACE_(d3d_caps)("backbuffer_format WINED3FMT_UNKNOWN only available in windowed mode.\n");
4090         return WINED3DERR_NOTAVAILABLE;
4091     }
4092
4093     /* In FULLSCREEN mode WINED3DFMT_B5G6R5_UNORM can only be mixed with
4094      * backbuffer format WINED3DFMT_B5G6R5_UNORM. */
4095     if (display_format == WINED3DFMT_B5G6R5_UNORM && backbuffer_format != WINED3DFMT_B5G6R5_UNORM)
4096     {
4097         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4098                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4099         return WINED3DERR_NOTAVAILABLE;
4100     }
4101
4102     /* In FULLSCREEN mode WINED3DFMT_B5G5R5X1_UNORM can only be mixed with
4103      * backbuffer formats WINED3DFMT_B5G5R5X1_UNORM and
4104      * WINED3DFMT_B5G5R5A1_UNORM. */
4105     if (display_format == WINED3DFMT_B5G5R5X1_UNORM
4106             && !(backbuffer_format == WINED3DFMT_B5G5R5X1_UNORM || backbuffer_format == WINED3DFMT_B5G5R5A1_UNORM))
4107     {
4108         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4109                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4110         return WINED3DERR_NOTAVAILABLE;
4111     }
4112
4113     /* In FULLSCREEN mode WINED3DFMT_B8G8R8X8_UNORM can only be mixed with
4114      * backbuffer formats WINED3DFMT_B8G8R8X8_UNORM and
4115      * WINED3DFMT_B8G8R8A8_UNORM. */
4116     if (display_format == WINED3DFMT_B8G8R8X8_UNORM
4117             && !(backbuffer_format == WINED3DFMT_B8G8R8X8_UNORM || backbuffer_format == WINED3DFMT_B8G8R8A8_UNORM))
4118     {
4119         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4120                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4121         return WINED3DERR_NOTAVAILABLE;
4122     }
4123
4124     /* WINED3DFMT_B10G10R10A2_UNORM is only allowed in fullscreen mode and it
4125      * can only be mixed with backbuffer format WINED3DFMT_B10G10R10A2_UNORM. */
4126     if (display_format == WINED3DFMT_B10G10R10A2_UNORM
4127             && (backbuffer_format != WINED3DFMT_B10G10R10A2_UNORM || windowed))
4128     {
4129         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4130                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4131         return WINED3DERR_NOTAVAILABLE;
4132     }
4133
4134     /* Use CheckDeviceFormat to see if the backbuffer_format is usable with the given display_format */
4135     hr = IWineD3DImpl_CheckDeviceFormat(iface, adapter_idx, device_type, display_format,
4136             WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, backbuffer_format, SURFACE_OPENGL);
4137     if (FAILED(hr))
4138         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4139                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4140
4141     return hr;
4142 }
4143
4144 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4145       subset of a D3DCAPS9 structure. However, it has to come via a void *
4146       as the d3d8 interface cannot import the d3d9 header                  */
4147 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
4148
4149     IWineD3DImpl    *This = (IWineD3DImpl *)iface;
4150     struct wined3d_adapter *adapter = &This->adapters[Adapter];
4151     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4152     int vs_selected_mode;
4153     int ps_selected_mode;
4154     struct shader_caps shader_caps;
4155     struct fragment_caps fragment_caps;
4156     DWORD ckey_caps, blit_caps, fx_caps, pal_caps;
4157
4158     TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
4159
4160     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
4161         return WINED3DERR_INVALIDCALL;
4162     }
4163
4164     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4165
4166     /* ------------------------------------------------
4167        The following fields apply to both d3d8 and d3d9
4168        ------------------------------------------------ */
4169     pCaps->DeviceType              = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF;  /* Not quite true, but use h/w supported by opengl I suppose */
4170     pCaps->AdapterOrdinal          = Adapter;
4171
4172     pCaps->Caps                    = 0;
4173     pCaps->Caps2                   = WINED3DCAPS2_CANRENDERWINDOWED |
4174                                      WINED3DCAPS2_FULLSCREENGAMMA |
4175                                      WINED3DCAPS2_DYNAMICTEXTURES;
4176     if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4177     {
4178         pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4179     }
4180
4181     pCaps->Caps3                   = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4182                                      WINED3DCAPS3_COPY_TO_VIDMEM                   |
4183                                      WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4184
4185     pCaps->PresentationIntervals   = WINED3DPRESENT_INTERVAL_IMMEDIATE  |
4186                                      WINED3DPRESENT_INTERVAL_ONE;
4187
4188     pCaps->CursorCaps              = WINED3DCURSORCAPS_COLOR            |
4189                                      WINED3DCURSORCAPS_LOWRES;
4190
4191     pCaps->DevCaps                 = WINED3DDEVCAPS_FLOATTLVERTEX       |
4192                                      WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4193                                      WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4194                                      WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4195                                      WINED3DDEVCAPS_DRAWPRIMTLVERTEX    |
4196                                      WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4197                                      WINED3DDEVCAPS_EXECUTEVIDEOMEMORY  |
4198                                      WINED3DDEVCAPS_PUREDEVICE          |
4199                                      WINED3DDEVCAPS_HWRASTERIZATION     |
4200                                      WINED3DDEVCAPS_TEXTUREVIDEOMEMORY  |
4201                                      WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4202                                      WINED3DDEVCAPS_CANRENDERAFTERFLIP  |
4203                                      WINED3DDEVCAPS_DRAWPRIMITIVES2     |
4204                                      WINED3DDEVCAPS_DRAWPRIMITIVES2EX   |
4205                                      WINED3DDEVCAPS_RTPATCHES;
4206
4207     pCaps->PrimitiveMiscCaps       = WINED3DPMISCCAPS_CULLNONE              |
4208                                      WINED3DPMISCCAPS_CULLCCW               |
4209                                      WINED3DPMISCCAPS_CULLCW                |
4210                                      WINED3DPMISCCAPS_COLORWRITEENABLE      |
4211                                      WINED3DPMISCCAPS_CLIPTLVERTS           |
4212                                      WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4213                                      WINED3DPMISCCAPS_MASKZ                 |
4214                                      WINED3DPMISCCAPS_BLENDOP               |
4215                                      WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4216                                     /* TODO:
4217                                         WINED3DPMISCCAPS_NULLREFERENCE
4218                                         WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4219                                         WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4220                                         WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4221
4222     if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4223         pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4224     if (gl_info->supported[EXT_DRAW_BUFFERS2])
4225         pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4226
4227     pCaps->RasterCaps              = WINED3DPRASTERCAPS_DITHER    |
4228                                      WINED3DPRASTERCAPS_PAT       |
4229                                      WINED3DPRASTERCAPS_WFOG      |
4230                                      WINED3DPRASTERCAPS_ZFOG      |
4231                                      WINED3DPRASTERCAPS_FOGVERTEX |
4232                                      WINED3DPRASTERCAPS_FOGTABLE  |
4233                                      WINED3DPRASTERCAPS_STIPPLE   |
4234                                      WINED3DPRASTERCAPS_SUBPIXEL  |
4235                                      WINED3DPRASTERCAPS_ZTEST     |
4236                                      WINED3DPRASTERCAPS_SCISSORTEST   |
4237                                      WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4238                                      WINED3DPRASTERCAPS_DEPTHBIAS;
4239
4240     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4241     {
4242         pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY    |
4243                              WINED3DPRASTERCAPS_ZBIAS         |
4244                              WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4245     }
4246     if (gl_info->supported[NV_FOG_DISTANCE])
4247     {
4248         pCaps->RasterCaps         |= WINED3DPRASTERCAPS_FOGRANGE;
4249     }
4250                         /* FIXME Add:
4251                            WINED3DPRASTERCAPS_COLORPERSPECTIVE
4252                            WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4253                            WINED3DPRASTERCAPS_ANTIALIASEDGES
4254                            WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4255                            WINED3DPRASTERCAPS_WBUFFER */
4256
4257     pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS       |
4258                       WINED3DPCMPCAPS_EQUAL        |
4259                       WINED3DPCMPCAPS_GREATER      |
4260                       WINED3DPCMPCAPS_GREATEREQUAL |
4261                       WINED3DPCMPCAPS_LESS         |
4262                       WINED3DPCMPCAPS_LESSEQUAL    |
4263                       WINED3DPCMPCAPS_NEVER        |
4264                       WINED3DPCMPCAPS_NOTEQUAL;
4265
4266     pCaps->SrcBlendCaps  = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4267                            WINED3DPBLENDCAPS_BOTHSRCALPHA    |
4268                            WINED3DPBLENDCAPS_DESTALPHA       |
4269                            WINED3DPBLENDCAPS_DESTCOLOR       |
4270                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4271                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4272                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4273                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4274                            WINED3DPBLENDCAPS_ONE             |
4275                            WINED3DPBLENDCAPS_SRCALPHA        |
4276                            WINED3DPBLENDCAPS_SRCALPHASAT     |
4277                            WINED3DPBLENDCAPS_SRCCOLOR        |
4278                            WINED3DPBLENDCAPS_ZERO;
4279
4280     pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA       |
4281                            WINED3DPBLENDCAPS_DESTCOLOR       |
4282                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4283                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4284                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4285                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4286                            WINED3DPBLENDCAPS_ONE             |
4287                            WINED3DPBLENDCAPS_SRCALPHA        |
4288                            WINED3DPBLENDCAPS_SRCCOLOR        |
4289                            WINED3DPBLENDCAPS_ZERO;
4290     /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4291      * according to the glBlendFunc manpage
4292      *
4293      * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4294      * legacy settings for srcblend only
4295      */
4296
4297     if (gl_info->supported[EXT_BLEND_COLOR])
4298     {
4299         pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4300         pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4301     }
4302
4303
4304     pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS       |
4305                           WINED3DPCMPCAPS_EQUAL        |
4306                           WINED3DPCMPCAPS_GREATER      |
4307                           WINED3DPCMPCAPS_GREATEREQUAL |
4308                           WINED3DPCMPCAPS_LESS         |
4309                           WINED3DPCMPCAPS_LESSEQUAL    |
4310                           WINED3DPCMPCAPS_NEVER        |
4311                           WINED3DPCMPCAPS_NOTEQUAL;
4312
4313     pCaps->ShadeCaps     = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4314                            WINED3DPSHADECAPS_COLORGOURAUDRGB    |
4315                            WINED3DPSHADECAPS_ALPHAFLATBLEND     |
4316                            WINED3DPSHADECAPS_ALPHAGOURAUDBLEND  |
4317                            WINED3DPSHADECAPS_COLORFLATRGB       |
4318                            WINED3DPSHADECAPS_FOGFLAT            |
4319                            WINED3DPSHADECAPS_FOGGOURAUD         |
4320                            WINED3DPSHADECAPS_SPECULARFLATRGB;
4321
4322     pCaps->TextureCaps =  WINED3DPTEXTURECAPS_ALPHA              |
4323                           WINED3DPTEXTURECAPS_ALPHAPALETTE       |
4324                           WINED3DPTEXTURECAPS_TRANSPARENCY       |
4325                           WINED3DPTEXTURECAPS_BORDER             |
4326                           WINED3DPTEXTURECAPS_MIPMAP             |
4327                           WINED3DPTEXTURECAPS_PROJECTED          |
4328                           WINED3DPTEXTURECAPS_PERSPECTIVE;
4329
4330     if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4331     {
4332         pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4333                               WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4334     }
4335
4336     if (gl_info->supported[EXT_TEXTURE3D])
4337     {
4338         pCaps->TextureCaps |=  WINED3DPTEXTURECAPS_VOLUMEMAP      |
4339                                WINED3DPTEXTURECAPS_MIPVOLUMEMAP   |
4340                                WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4341     }
4342
4343     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4344     {
4345         pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP     |
4346                               WINED3DPTEXTURECAPS_MIPCUBEMAP    |
4347                               WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4348
4349     }
4350
4351     pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4352                                WINED3DPTFILTERCAPS_MAGFPOINT        |
4353                                WINED3DPTFILTERCAPS_MINFLINEAR       |
4354                                WINED3DPTFILTERCAPS_MINFPOINT        |
4355                                WINED3DPTFILTERCAPS_MIPFLINEAR       |
4356                                WINED3DPTFILTERCAPS_MIPFPOINT        |
4357                                WINED3DPTFILTERCAPS_LINEAR           |
4358                                WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4359                                WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4360                                WINED3DPTFILTERCAPS_MIPLINEAR        |
4361                                WINED3DPTFILTERCAPS_MIPNEAREST       |
4362                                WINED3DPTFILTERCAPS_NEAREST;
4363
4364     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4365     {
4366         pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4367                                     WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4368     }
4369
4370     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4371     {
4372         pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4373                                        WINED3DPTFILTERCAPS_MAGFPOINT        |
4374                                        WINED3DPTFILTERCAPS_MINFLINEAR       |
4375                                        WINED3DPTFILTERCAPS_MINFPOINT        |
4376                                        WINED3DPTFILTERCAPS_MIPFLINEAR       |
4377                                        WINED3DPTFILTERCAPS_MIPFPOINT        |
4378                                        WINED3DPTFILTERCAPS_LINEAR           |
4379                                        WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4380                                        WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4381                                        WINED3DPTFILTERCAPS_MIPLINEAR        |
4382                                        WINED3DPTFILTERCAPS_MIPNEAREST       |
4383                                        WINED3DPTFILTERCAPS_NEAREST;
4384
4385         if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4386         {
4387             pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4388                                             WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4389         }
4390     } else
4391         pCaps->CubeTextureFilterCaps = 0;
4392
4393     if (gl_info->supported[EXT_TEXTURE3D])
4394     {
4395         pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4396                                          WINED3DPTFILTERCAPS_MAGFPOINT        |
4397                                          WINED3DPTFILTERCAPS_MINFLINEAR       |
4398                                          WINED3DPTFILTERCAPS_MINFPOINT        |
4399                                          WINED3DPTFILTERCAPS_MIPFLINEAR       |
4400                                          WINED3DPTFILTERCAPS_MIPFPOINT        |
4401                                          WINED3DPTFILTERCAPS_LINEAR           |
4402                                          WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4403                                          WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4404                                          WINED3DPTFILTERCAPS_MIPLINEAR        |
4405                                          WINED3DPTFILTERCAPS_MIPNEAREST       |
4406                                          WINED3DPTFILTERCAPS_NEAREST;
4407     } else
4408         pCaps->VolumeTextureFilterCaps = 0;
4409
4410     pCaps->TextureAddressCaps =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4411                                  WINED3DPTADDRESSCAPS_CLAMP  |
4412                                  WINED3DPTADDRESSCAPS_WRAP;
4413
4414     if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4415     {
4416         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4417     }
4418     if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4419     {
4420         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4421     }
4422     if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4423     {
4424         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4425     }
4426
4427     if (gl_info->supported[EXT_TEXTURE3D])
4428     {
4429         pCaps->VolumeTextureAddressCaps =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4430                                            WINED3DPTADDRESSCAPS_CLAMP  |
4431                                            WINED3DPTADDRESSCAPS_WRAP;
4432         if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4433         {
4434             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4435         }
4436         if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4437         {
4438             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4439         }
4440         if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4441         {
4442             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4443         }
4444     } else
4445         pCaps->VolumeTextureAddressCaps = 0;
4446
4447     pCaps->LineCaps = WINED3DLINECAPS_TEXTURE       |
4448                       WINED3DLINECAPS_ZTEST         |
4449                       WINED3DLINECAPS_BLEND         |
4450                       WINED3DLINECAPS_ALPHACMP      |
4451                       WINED3DLINECAPS_FOG;
4452     /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4453      * idea how generating the smoothing alpha values works; the result is different
4454      */
4455
4456     pCaps->MaxTextureWidth = gl_info->limits.texture_size;
4457     pCaps->MaxTextureHeight = gl_info->limits.texture_size;
4458
4459     if (gl_info->supported[EXT_TEXTURE3D])
4460         pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4461     else
4462         pCaps->MaxVolumeExtent = 0;
4463
4464     pCaps->MaxTextureRepeat = 32768;
4465     pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4466     pCaps->MaxVertexW = 1.0f;
4467
4468     pCaps->GuardBandLeft = 0.0f;
4469     pCaps->GuardBandTop = 0.0f;
4470     pCaps->GuardBandRight = 0.0f;
4471     pCaps->GuardBandBottom = 0.0f;
4472
4473     pCaps->ExtentsAdjust = 0.0f;
4474
4475     pCaps->StencilCaps =  WINED3DSTENCILCAPS_DECRSAT |
4476                           WINED3DSTENCILCAPS_INCRSAT |
4477                           WINED3DSTENCILCAPS_INVERT  |
4478                           WINED3DSTENCILCAPS_KEEP    |
4479                           WINED3DSTENCILCAPS_REPLACE |
4480                           WINED3DSTENCILCAPS_ZERO;
4481     if (gl_info->supported[EXT_STENCIL_WRAP])
4482     {
4483         pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR  |
4484                               WINED3DSTENCILCAPS_INCR;
4485     }
4486     if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4487     {
4488         pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4489     }
4490
4491     pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4492
4493     pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4494     pCaps->MaxActiveLights = gl_info->limits.lights;
4495
4496     pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
4497     pCaps->MaxVertexBlendMatrixIndex   = 0;
4498
4499     pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
4500     pCaps->MaxPointSize = gl_info->limits.pointsize_max;
4501
4502
4503     /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4504     pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4505                                   WINED3DVTXPCAPS_MATERIALSOURCE7   |
4506                                   WINED3DVTXPCAPS_POSITIONALLIGHTS  |
4507                                   WINED3DVTXPCAPS_LOCALVIEWER       |
4508                                   WINED3DVTXPCAPS_VERTEXFOG         |
4509                                   WINED3DVTXPCAPS_TEXGEN;
4510
4511     pCaps->MaxPrimitiveCount   = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4512     pCaps->MaxVertexIndex      = 0xFFFFF;
4513     pCaps->MaxStreams          = MAX_STREAMS;
4514     pCaps->MaxStreamStride     = 1024;
4515
4516     /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4517     pCaps->DevCaps2                          = WINED3DDEVCAPS2_STREAMOFFSET |
4518                                                WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4519     pCaps->MaxNpatchTessellationLevel        = 0;
4520     pCaps->MasterAdapterOrdinal              = 0;
4521     pCaps->AdapterOrdinalInGroup             = 0;
4522     pCaps->NumberOfAdaptersInGroup           = 1;
4523
4524     pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
4525
4526     pCaps->StretchRectFilterCaps             = WINED3DPTFILTERCAPS_MINFPOINT  |
4527                                                 WINED3DPTFILTERCAPS_MAGFPOINT  |
4528                                                 WINED3DPTFILTERCAPS_MINFLINEAR |
4529                                                 WINED3DPTFILTERCAPS_MAGFLINEAR;
4530     pCaps->VertexTextureFilterCaps           = 0;
4531
4532     adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4533     adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4534
4535     /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4536     pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4537
4538     /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4539      * Ignore shader model capabilities if disabled in config
4540      */
4541     if(vs_selected_mode == SHADER_NONE) {
4542         TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4543         pCaps->VertexShaderVersion          = WINED3DVS_VERSION(0,0);
4544         pCaps->MaxVertexShaderConst         = 0;
4545     } else {
4546         pCaps->VertexShaderVersion          = shader_caps.VertexShaderVersion;
4547         pCaps->MaxVertexShaderConst         = shader_caps.MaxVertexShaderConst;
4548     }
4549
4550     if(ps_selected_mode == SHADER_NONE) {
4551         TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4552         pCaps->PixelShaderVersion           = WINED3DPS_VERSION(0,0);
4553         pCaps->PixelShader1xMaxValue        = 0.0f;
4554     } else {
4555         pCaps->PixelShaderVersion           = shader_caps.PixelShaderVersion;
4556         pCaps->PixelShader1xMaxValue        = shader_caps.PixelShader1xMaxValue;
4557     }
4558
4559     pCaps->TextureOpCaps                    = fragment_caps.TextureOpCaps;
4560     pCaps->MaxTextureBlendStages            = fragment_caps.MaxTextureBlendStages;
4561     pCaps->MaxSimultaneousTextures          = fragment_caps.MaxSimultaneousTextures;
4562
4563     /* The following caps are shader specific, but they are things we cannot detect, or which
4564      * are the same among all shader models. So to avoid code duplication set the shader version
4565      * specific, but otherwise constant caps here
4566      */
4567     if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4568         /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4569         use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4570         pCaps->VS20Caps.Caps                     = WINED3DVS20CAPS_PREDICATION;
4571         pCaps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4572         pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4573         pCaps->VS20Caps.StaticFlowControlDepth   = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4574
4575         pCaps->MaxVShaderInstructionsExecuted    = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4576         pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4577     }
4578     else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4579     {
4580         pCaps->VS20Caps.Caps                     = 0;
4581         pCaps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4582         pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4583         pCaps->VS20Caps.StaticFlowControlDepth   = 1;
4584
4585         pCaps->MaxVShaderInstructionsExecuted    = 65535;
4586         pCaps->MaxVertexShader30InstructionSlots = 0;
4587     } else { /* VS 1.x */
4588         pCaps->VS20Caps.Caps                     = 0;
4589         pCaps->VS20Caps.DynamicFlowControlDepth  = 0;
4590         pCaps->VS20Caps.NumTemps                 = 0;
4591         pCaps->VS20Caps.StaticFlowControlDepth   = 0;
4592
4593         pCaps->MaxVShaderInstructionsExecuted    = 0;
4594         pCaps->MaxVertexShader30InstructionSlots = 0;
4595     }
4596
4597     if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4598         /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4599         use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4600
4601         /* Caps is more or less undocumented on MSDN but it appears to be used for PS20Caps based on results from R9600/FX5900/Geforce6800 cards from Windows */
4602         pCaps->PS20Caps.Caps                     = WINED3DPS20CAPS_ARBITRARYSWIZZLE     |
4603                 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4604                 WINED3DPS20CAPS_PREDICATION          |
4605                 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4606                 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4607         pCaps->PS20Caps.DynamicFlowControlDepth  = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4608         pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4609         pCaps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4610         pCaps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4611
4612         pCaps->MaxPShaderInstructionsExecuted    = 65535;
4613         pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4614                 adapter->gl_info.limits.arb_ps_instructions);
4615     }
4616     else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4617     {
4618         /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4619         pCaps->PS20Caps.Caps                     = 0;
4620         pCaps->PS20Caps.DynamicFlowControlDepth  = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4621         pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4622         pCaps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4623         pCaps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4624
4625         pCaps->MaxPShaderInstructionsExecuted    = 512; /* Minimum value, a GeforceFX uses 1024 */
4626         pCaps->MaxPixelShader30InstructionSlots  = 0;
4627     } else { /* PS 1.x */
4628         pCaps->PS20Caps.Caps                     = 0;
4629         pCaps->PS20Caps.DynamicFlowControlDepth  = 0;
4630         pCaps->PS20Caps.NumTemps                 = 0;
4631         pCaps->PS20Caps.StaticFlowControlDepth   = 0;
4632         pCaps->PS20Caps.NumInstructionSlots      = 0;
4633
4634         pCaps->MaxPShaderInstructionsExecuted    = 0;
4635         pCaps->MaxPixelShader30InstructionSlots  = 0;
4636     }
4637
4638     if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4639         /* OpenGL supports all the formats below, perhaps not always
4640          * without conversion, but it supports them.
4641          * Further GLSL doesn't seem to have an official unsigned type so
4642          * don't advertise it yet as I'm not sure how we handle it.
4643          * We might need to add some clamping in the shader engine to
4644          * support it.
4645          * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4646         pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4    |
4647                            WINED3DDTCAPS_UBYTE4N   |
4648                            WINED3DDTCAPS_SHORT2N   |
4649                            WINED3DDTCAPS_SHORT4N;
4650         if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4651         {
4652             pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4653                                 WINED3DDTCAPS_FLOAT16_4;
4654         }
4655     } else
4656         pCaps->DeclTypes                         = 0;
4657
4658     /* Set DirectDraw helper Caps */
4659     ckey_caps =                         WINEDDCKEYCAPS_DESTBLT              |
4660                                         WINEDDCKEYCAPS_SRCBLT;
4661     fx_caps =                           WINEDDFXCAPS_BLTALPHA               |
4662                                         WINEDDFXCAPS_BLTMIRRORLEFTRIGHT     |
4663                                         WINEDDFXCAPS_BLTMIRRORUPDOWN        |
4664                                         WINEDDFXCAPS_BLTROTATION90          |
4665                                         WINEDDFXCAPS_BLTSHRINKX             |
4666                                         WINEDDFXCAPS_BLTSHRINKXN            |
4667                                         WINEDDFXCAPS_BLTSHRINKY             |
4668                                         WINEDDFXCAPS_BLTSHRINKXN            |
4669                                         WINEDDFXCAPS_BLTSTRETCHX            |
4670                                         WINEDDFXCAPS_BLTSTRETCHXN           |
4671                                         WINEDDFXCAPS_BLTSTRETCHY            |
4672                                         WINEDDFXCAPS_BLTSTRETCHYN;
4673     blit_caps =                         WINEDDCAPS_BLT                      |
4674                                         WINEDDCAPS_BLTCOLORFILL             |
4675                                         WINEDDCAPS_BLTDEPTHFILL             |
4676                                         WINEDDCAPS_BLTSTRETCH               |
4677                                         WINEDDCAPS_CANBLTSYSMEM             |
4678                                         WINEDDCAPS_CANCLIP                  |
4679                                         WINEDDCAPS_CANCLIPSTRETCHED         |
4680                                         WINEDDCAPS_COLORKEY                 |
4681                                         WINEDDCAPS_COLORKEYHWASSIST         |
4682                                         WINEDDCAPS_ALIGNBOUNDARYSRC;
4683     pal_caps =                          WINEDDPCAPS_8BIT                    |
4684                                         WINEDDPCAPS_PRIMARYSURFACE;
4685
4686     /* Fill the ddraw caps structure */
4687     pCaps->DirectDrawCaps.Caps =        WINEDDCAPS_GDI                      |
4688                                         WINEDDCAPS_PALETTE                  |
4689                                         blit_caps;
4690     pCaps->DirectDrawCaps.Caps2 =       WINEDDCAPS2_CERTIFIED                |
4691                                         WINEDDCAPS2_NOPAGELOCKREQUIRED       |
4692                                         WINEDDCAPS2_PRIMARYGAMMA             |
4693                                         WINEDDCAPS2_WIDESURFACES             |
4694                                         WINEDDCAPS2_CANRENDERWINDOWED;
4695     pCaps->DirectDrawCaps.CKeyCaps =    ckey_caps;
4696     pCaps->DirectDrawCaps.FXCaps =      fx_caps;
4697     pCaps->DirectDrawCaps.PalCaps =     pal_caps;
4698     pCaps->DirectDrawCaps.SVBCaps =     blit_caps;
4699     pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4700     pCaps->DirectDrawCaps.SVBFXCaps =   fx_caps;
4701     pCaps->DirectDrawCaps.VSBCaps =     blit_caps;
4702     pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4703     pCaps->DirectDrawCaps.VSBFXCaps =   fx_caps;
4704     pCaps->DirectDrawCaps.SSBCaps =     blit_caps;
4705     pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4706     pCaps->DirectDrawCaps.SSBFXCaps =   fx_caps;
4707
4708     pCaps->DirectDrawCaps.ddsCaps =     WINEDDSCAPS_ALPHA                   |
4709                                         WINEDDSCAPS_BACKBUFFER              |
4710                                         WINEDDSCAPS_FLIP                    |
4711                                         WINEDDSCAPS_FRONTBUFFER             |
4712                                         WINEDDSCAPS_OFFSCREENPLAIN          |
4713                                         WINEDDSCAPS_PALETTE                 |
4714                                         WINEDDSCAPS_PRIMARYSURFACE          |
4715                                         WINEDDSCAPS_SYSTEMMEMORY            |
4716                                         WINEDDSCAPS_VIDEOMEMORY             |
4717                                         WINEDDSCAPS_VISIBLE;
4718     pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4719
4720     /* Set D3D caps if OpenGL is available. */
4721     if (adapter->opengl)
4722     {
4723         pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE                |
4724                                         WINEDDSCAPS_MIPMAP                  |
4725                                         WINEDDSCAPS_TEXTURE                 |
4726                                         WINEDDSCAPS_ZBUFFER;
4727         pCaps->DirectDrawCaps.Caps |=   WINEDDCAPS_3D;
4728     }
4729
4730     return WINED3D_OK;
4731 }
4732
4733 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
4734         HWND focus_window, DWORD flags, IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4735 {
4736     IWineD3DImpl *This = (IWineD3DImpl *)iface;
4737     IWineD3DDeviceImpl *object;
4738     HRESULT hr;
4739
4740     TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, device_parent %p, device %p.\n",
4741             iface, adapter_idx, device_type, focus_window, flags, device_parent, device);
4742
4743     /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4744      * number and create a device without a 3D adapter for 2D only operation. */
4745     if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
4746     {
4747         return WINED3DERR_INVALIDCALL;
4748     }
4749
4750     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4751     if (!object)
4752     {
4753         ERR("Failed to allocate device memory.\n");
4754         return E_OUTOFMEMORY;
4755     }
4756
4757     hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, device_parent);
4758     if (FAILED(hr))
4759     {
4760         WARN("Failed to initialize device, hr %#x.\n", hr);
4761         HeapFree(GetProcessHeap(), 0, object);
4762         return hr;
4763     }
4764
4765     TRACE("Created device %p.\n", object);
4766     *device = (IWineD3DDevice *)object;
4767
4768     IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4769
4770     return WINED3D_OK;
4771 }
4772
4773 static void * WINAPI IWineD3DImpl_GetParent(IWineD3D *iface)
4774 {
4775     TRACE("iface %p.\n", iface);
4776
4777     return ((IWineD3DImpl *)iface)->parent;
4778 }
4779
4780 static void WINE_GLAPI invalid_func(const void *data)
4781 {
4782     ERR("Invalid vertex attribute function called\n");
4783     DebugBreak();
4784 }
4785
4786 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4787 {
4788     ERR("Invalid texcoord function called\n");
4789     DebugBreak();
4790 }
4791
4792 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4793  * the extension detection and are used in drawStridedSlow
4794  */
4795 static void WINE_GLAPI position_d3dcolor(const void *data)
4796 {
4797     DWORD pos = *((const DWORD *)data);
4798
4799     FIXME("Add a test for fixed function position from d3dcolor type\n");
4800     glVertex4s(D3DCOLOR_B_R(pos),
4801                D3DCOLOR_B_G(pos),
4802                D3DCOLOR_B_B(pos),
4803                D3DCOLOR_B_A(pos));
4804 }
4805
4806 static void WINE_GLAPI position_float4(const void *data)
4807 {
4808     const GLfloat *pos = data;
4809
4810     if (pos[3] != 0.0f && pos[3] != 1.0f)
4811     {
4812         float w = 1.0f / pos[3];
4813
4814         glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4815     }
4816     else
4817     {
4818         glVertex3fv(pos);
4819     }
4820 }
4821
4822 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4823 {
4824     DWORD diffuseColor = *((const DWORD *)data);
4825
4826     glColor4ub(D3DCOLOR_B_R(diffuseColor),
4827                D3DCOLOR_B_G(diffuseColor),
4828                D3DCOLOR_B_B(diffuseColor),
4829                D3DCOLOR_B_A(diffuseColor));
4830 }
4831
4832 static void WINE_GLAPI specular_d3dcolor(const void *data)
4833 {
4834     DWORD specularColor = *((const DWORD *)data);
4835     GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4836             D3DCOLOR_B_G(specularColor),
4837             D3DCOLOR_B_B(specularColor)};
4838
4839     specular_func_3ubv(d);
4840 }
4841
4842 static void WINE_GLAPI warn_no_specular_func(const void *data)
4843 {
4844     WARN("GL_EXT_secondary_color not supported\n");
4845 }
4846
4847 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
4848 {
4849     position_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
4850     position_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
4851     position_funcs[WINED3D_FFP_EMIT_FLOAT3]      = (glAttribFunc)glVertex3fv;
4852     position_funcs[WINED3D_FFP_EMIT_FLOAT4]      = position_float4;
4853     position_funcs[WINED3D_FFP_EMIT_D3DCOLOR]    = position_d3dcolor;
4854     position_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
4855     position_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
4856     position_funcs[WINED3D_FFP_EMIT_SHORT4]      = (glAttribFunc)glVertex2sv;
4857     position_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
4858     position_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
4859     position_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
4860     position_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
4861     position_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
4862     position_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
4863     position_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
4864     position_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
4865     position_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
4866
4867     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1]       = invalid_func;
4868     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2]       = invalid_func;
4869     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3]       = (glAttribFunc)glColor3fv;
4870     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4]       = (glAttribFunc)glColor4fv;
4871     diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR]     = diffuse_d3dcolor;
4872     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4]       = invalid_func;
4873     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2]       = invalid_func;
4874     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4]       = invalid_func;
4875     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N]      = (glAttribFunc)glColor4ubv;
4876     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N]      = invalid_func;
4877     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N]      = (glAttribFunc)glColor4sv;
4878     diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N]     = invalid_func;
4879     diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N]     = (glAttribFunc)glColor4usv;
4880     diffuse_funcs[WINED3D_FFP_EMIT_UDEC3]        = invalid_func;
4881     diffuse_funcs[WINED3D_FFP_EMIT_DEC3N]        = invalid_func;
4882     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2]    = invalid_func;
4883     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4]    = invalid_func;
4884
4885     /* No 4 component entry points here */
4886     specular_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
4887     specular_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
4888     if (gl_info->supported[EXT_SECONDARY_COLOR])
4889     {
4890         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4891     }
4892     else
4893     {
4894         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = warn_no_specular_func;
4895     }
4896     specular_funcs[WINED3D_FFP_EMIT_FLOAT4]      = invalid_func;
4897     if (gl_info->supported[EXT_SECONDARY_COLOR])
4898     {
4899         specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4900         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4901     }
4902     else
4903     {
4904         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4905     }
4906     specular_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
4907     specular_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
4908     specular_funcs[WINED3D_FFP_EMIT_SHORT4]      = invalid_func;
4909     specular_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
4910     specular_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
4911     specular_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
4912     specular_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
4913     specular_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
4914     specular_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
4915     specular_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
4916     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
4917     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
4918
4919     /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4920      * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4921      */
4922     normal_funcs[WINED3D_FFP_EMIT_FLOAT1]         = invalid_func;
4923     normal_funcs[WINED3D_FFP_EMIT_FLOAT2]         = invalid_func;
4924     normal_funcs[WINED3D_FFP_EMIT_FLOAT3]         = (glAttribFunc)glNormal3fv;
4925     normal_funcs[WINED3D_FFP_EMIT_FLOAT4]         = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4926     normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR]       = invalid_func;
4927     normal_funcs[WINED3D_FFP_EMIT_UBYTE4]         = invalid_func;
4928     normal_funcs[WINED3D_FFP_EMIT_SHORT2]         = invalid_func;
4929     normal_funcs[WINED3D_FFP_EMIT_SHORT4]         = invalid_func;
4930     normal_funcs[WINED3D_FFP_EMIT_UBYTE4N]        = invalid_func;
4931     normal_funcs[WINED3D_FFP_EMIT_SHORT2N]        = invalid_func;
4932     normal_funcs[WINED3D_FFP_EMIT_SHORT4N]        = invalid_func;
4933     normal_funcs[WINED3D_FFP_EMIT_USHORT2N]       = invalid_func;
4934     normal_funcs[WINED3D_FFP_EMIT_USHORT4N]       = invalid_func;
4935     normal_funcs[WINED3D_FFP_EMIT_UDEC3]          = invalid_func;
4936     normal_funcs[WINED3D_FFP_EMIT_DEC3N]          = invalid_func;
4937     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2]      = invalid_func;
4938     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4]      = invalid_func;
4939
4940     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4941     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
4942     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
4943     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
4944     multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR]  = invalid_texcoord_func;
4945     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4]    = invalid_texcoord_func;
4946     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
4947     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
4948     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N]   = invalid_texcoord_func;
4949     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N]   = invalid_texcoord_func;
4950     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N]   = invalid_texcoord_func;
4951     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N]  = invalid_texcoord_func;
4952     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N]  = invalid_texcoord_func;
4953     multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3]     = invalid_texcoord_func;
4954     multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N]     = invalid_texcoord_func;
4955     if (gl_info->supported[NV_HALF_FLOAT])
4956     {
4957         /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
4958         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
4959         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
4960     } else {
4961         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
4962         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
4963     }
4964 }
4965
4966 /* Do not call while under the GL lock. */
4967 static BOOL InitAdapters(IWineD3DImpl *This)
4968 {
4969     static HMODULE mod_gl;
4970     BOOL ret;
4971     int ps_selected_mode, vs_selected_mode;
4972
4973     /* No need to hold any lock. The calling library makes sure only one thread calls
4974      * wined3d simultaneously
4975      */
4976
4977     TRACE("Initializing adapters\n");
4978
4979     if(!mod_gl) {
4980 #ifdef USE_WIN32_OPENGL
4981 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4982         mod_gl = LoadLibraryA("opengl32.dll");
4983         if(!mod_gl) {
4984             ERR("Can't load opengl32.dll!\n");
4985             goto nogl_adapter;
4986         }
4987 #else
4988 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4989         /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4990         mod_gl = GetModuleHandleA("gdi32.dll");
4991 #endif
4992     }
4993
4994 /* Load WGL core functions from opengl32.dll */
4995 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
4996     WGL_FUNCS_GEN;
4997 #undef USE_WGL_FUNC
4998
4999     if(!pwglGetProcAddress) {
5000         ERR("Unable to load wglGetProcAddress!\n");
5001         goto nogl_adapter;
5002     }
5003
5004 /* Dynamically load all GL core functions */
5005     GL_FUNCS_GEN;
5006 #undef USE_GL_FUNC
5007
5008     /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5009      * otherwise because we have to use winex11.drv's override
5010      */
5011 #ifdef USE_WIN32_OPENGL
5012     wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5013     wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5014 #else
5015     wglFinish = (void*)pwglGetProcAddress("wglFinish");
5016     wglFlush = (void*)pwglGetProcAddress("wglFlush");
5017 #endif
5018
5019     glEnableWINE = glEnable;
5020     glDisableWINE = glDisable;
5021
5022     /* For now only one default adapter */
5023     {
5024         struct wined3d_adapter *adapter = &This->adapters[0];
5025         const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5026         struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5027         int iPixelFormat;
5028         int res;
5029         int i;
5030         WineD3D_PixelFormat *cfgs;
5031         DISPLAY_DEVICEW DisplayDevice;
5032         HDC hdc;
5033
5034         TRACE("Initializing default adapter\n");
5035         adapter->ordinal = 0;
5036         adapter->monitorPoint.x = -1;
5037         adapter->monitorPoint.y = -1;
5038
5039         if (!AllocateLocallyUniqueId(&adapter->luid))
5040         {
5041             DWORD err = GetLastError();
5042             ERR("Failed to set adapter LUID (%#x).\n", err);
5043             goto nogl_adapter;
5044         }
5045         TRACE("Allocated LUID %08x:%08x for adapter.\n",
5046                 adapter->luid.HighPart, adapter->luid.LowPart);
5047
5048         if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5049         {
5050             ERR("Failed to get a gl context for default adapter\n");
5051             goto nogl_adapter;
5052         }
5053
5054         ret = IWineD3DImpl_FillGLCaps(adapter);
5055         if(!ret) {
5056             ERR("Failed to initialize gl caps for default adapter\n");
5057             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5058             goto nogl_adapter;
5059         }
5060         ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5061         if(!ret) {
5062             ERR("Failed to init gl formats\n");
5063             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5064             goto nogl_adapter;
5065         }
5066
5067         hdc = fake_gl_ctx.dc;
5068
5069         adapter->TextureRam = adapter->driver_info.vidmem;
5070         adapter->UsedTextureRam = 0;
5071         TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5072
5073         /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5074         DisplayDevice.cb = sizeof(DisplayDevice);
5075         EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5076         TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5077         strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5078
5079         if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5080         {
5081             int attribute;
5082             int attribs[11];
5083             int values[11];
5084             int nAttribs = 0;
5085
5086             attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5087             GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5088
5089             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
5090             cfgs = adapter->cfgs;
5091             attribs[nAttribs++] = WGL_RED_BITS_ARB;
5092             attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5093             attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5094             attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5095             attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5096             attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5097             attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5098             attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5099             attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5100             attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5101             attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5102
5103             for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5104             {
5105                 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5106
5107                 if(!res)
5108                     continue;
5109
5110                 /* Cache the pixel format */
5111                 cfgs->iPixelFormat = iPixelFormat;
5112                 cfgs->redSize = values[0];
5113                 cfgs->greenSize = values[1];
5114                 cfgs->blueSize = values[2];
5115                 cfgs->alphaSize = values[3];
5116                 cfgs->colorSize = values[4];
5117                 cfgs->depthSize = values[5];
5118                 cfgs->stencilSize = values[6];
5119                 cfgs->windowDrawable = values[7];
5120                 cfgs->iPixelType = values[8];
5121                 cfgs->doubleBuffer = values[9];
5122                 cfgs->auxBuffers = values[10];
5123
5124                 cfgs->numSamples = 0;
5125                 /* Check multisample support */
5126                 if (gl_info->supported[ARB_MULTISAMPLE])
5127                 {
5128                     int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5129                     int value[2];
5130                     if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5131                         /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5132                         * value[1] = number of multi sample buffers*/
5133                         if(value[0])
5134                             cfgs->numSamples = value[1];
5135                     }
5136                 }
5137
5138                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5139                         "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5140                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5141                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5142                         cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5143                 cfgs++;
5144             }
5145         }
5146         else
5147         {
5148             int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5149             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
5150             adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5151
5152             cfgs = adapter->cfgs;
5153             for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5154             {
5155                 PIXELFORMATDESCRIPTOR ppfd;
5156
5157                 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5158                 if(!res)
5159                     continue;
5160
5161                 /* We only want HW acceleration using an OpenGL ICD driver.
5162                  * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5163                  * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5164                  */
5165                 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5166                 {
5167                     TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5168                     continue;
5169                 }
5170
5171                 cfgs->iPixelFormat = iPixelFormat;
5172                 cfgs->redSize = ppfd.cRedBits;
5173                 cfgs->greenSize = ppfd.cGreenBits;
5174                 cfgs->blueSize = ppfd.cBlueBits;
5175                 cfgs->alphaSize = ppfd.cAlphaBits;
5176                 cfgs->colorSize = ppfd.cColorBits;
5177                 cfgs->depthSize = ppfd.cDepthBits;
5178                 cfgs->stencilSize = ppfd.cStencilBits;
5179                 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5180                 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5181                 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5182                 cfgs->auxBuffers = ppfd.cAuxBuffers;
5183                 cfgs->numSamples = 0;
5184
5185                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5186                         "depth=%d, stencil=%d, windowDrawable=%d\n",
5187                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5188                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5189                         cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5190                 cfgs++;
5191                 adapter->nCfgs++;
5192             }
5193
5194             /* 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 */
5195             if(!adapter->nCfgs)
5196             {
5197                 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5198
5199                 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5200                 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5201                 goto nogl_adapter;
5202             }
5203         }
5204
5205         /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5206          * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5207          * but just fake it using D24(X8?) which is fine. D3D also allows that.
5208          * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5209          * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5210          * driver is allowed to consume more bits EXCEPT for stencil bits.
5211          *
5212          * Mark an adapter with this broken stencil behavior.
5213          */
5214         adapter->brokenStencil = TRUE;
5215         for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5216         {
5217             /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5218             if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5219                 adapter->brokenStencil = FALSE;
5220                 break;
5221             }
5222         }
5223
5224         WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5225
5226         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5227         fillGLAttribFuncs(&adapter->gl_info);
5228         adapter->opengl = TRUE;
5229     }
5230     This->adapter_count = 1;
5231     TRACE("%u adapters successfully initialized\n", This->adapter_count);
5232
5233     return TRUE;
5234
5235 nogl_adapter:
5236     /* Initialize an adapter for ddraw-only memory counting */
5237     memset(This->adapters, 0, sizeof(This->adapters));
5238     This->adapters[0].ordinal = 0;
5239     This->adapters[0].opengl = FALSE;
5240     This->adapters[0].monitorPoint.x = -1;
5241     This->adapters[0].monitorPoint.y = -1;
5242
5243     This->adapters[0].driver_info.name = "Display";
5244     This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5245     if(wined3d_settings.emulated_textureram) {
5246         This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5247     } else {
5248         This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5249     }
5250
5251     initPixelFormatsNoGL(&This->adapters[0].gl_info);
5252
5253     This->adapter_count = 1;
5254     return FALSE;
5255 }
5256
5257 /**********************************************************
5258  * IWineD3D VTbl follows
5259  **********************************************************/
5260
5261 static const struct IWineD3DVtbl IWineD3D_Vtbl =
5262 {
5263     /* IUnknown */
5264     IWineD3DImpl_QueryInterface,
5265     IWineD3DImpl_AddRef,
5266     IWineD3DImpl_Release,
5267     /* IWineD3D */
5268     IWineD3DImpl_GetParent,
5269     IWineD3DImpl_GetAdapterCount,
5270     IWineD3DImpl_RegisterSoftwareDevice,
5271     IWineD3DImpl_GetAdapterMonitor,
5272     IWineD3DImpl_GetAdapterModeCount,
5273     IWineD3DImpl_EnumAdapterModes,
5274     IWineD3DImpl_GetAdapterDisplayMode,
5275     IWineD3DImpl_GetAdapterIdentifier,
5276     IWineD3DImpl_CheckDeviceMultiSampleType,
5277     IWineD3DImpl_CheckDepthStencilMatch,
5278     IWineD3DImpl_CheckDeviceType,
5279     IWineD3DImpl_CheckDeviceFormat,
5280     IWineD3DImpl_CheckDeviceFormatConversion,
5281     IWineD3DImpl_GetDeviceCaps,
5282     IWineD3DImpl_CreateDevice
5283 };
5284
5285 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5286
5287 const struct wined3d_parent_ops wined3d_null_parent_ops =
5288 {
5289     wined3d_null_wined3d_object_destroyed,
5290 };
5291
5292 /* Do not call while under the GL lock. */
5293 HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, void *parent)
5294 {
5295     wined3d->lpVtbl = &IWineD3D_Vtbl;
5296     wined3d->dxVersion = version;
5297     wined3d->ref = 1;
5298     wined3d->parent = parent;
5299
5300     if (!InitAdapters(wined3d))
5301     {
5302         WARN("Failed to initialize adapters.\n");
5303         if (version > 7)
5304         {
5305             MESSAGE("Direct3D%u is not available without OpenGL.\n", version);
5306             return E_FAIL;
5307         }
5308     }
5309
5310     return WINED3D_OK;
5311 }