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