wined3d: Fix the EXT_blend_subtract extension definitions.
[wine] / dlls / wined3d / directx.c
1 /*
2  * IWineD3D implementation
3  *
4  * Copyright 2002-2004 Jason Edmeades
5  * Copyright 2003-2004 Raphael Junqueira
6  * Copyright 2004 Christian Costa
7  * Copyright 2005 Oliver Stieber
8  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
9  * Copyright 2009-2010 Henri Verbeet for CodeWeavers
10  *
11  * This library is free software; you can redistribute it and/or
12  * modify it under the terms of the GNU Lesser General Public
13  * License as published by the Free Software Foundation; either
14  * version 2.1 of the License, or (at your option) any later version.
15  *
16  * This library is distributed in the hope that it will be useful,
17  * but WITHOUT ANY WARRANTY; without even the implied warranty of
18  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
19  * Lesser General Public License for more details.
20  *
21  * You should have received a copy of the GNU Lesser General Public
22  * License along with this library; if not, write to the Free Software
23  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24  */
25
26 #include "config.h"
27 #include <stdio.h>
28 #include "wined3d_private.h"
29
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
32
33 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
34
35 /* The d3d device ID */
36 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
37
38 /* Extension detection */
39 static const struct {
40     const char *extension_string;
41     GL_SupportedExt extension;
42     DWORD version;
43 } EXTENSION_MAP[] = {
44     /* APPLE */
45     {"GL_APPLE_client_storage",             APPLE_CLIENT_STORAGE,           0                           },
46     {"GL_APPLE_fence",                      APPLE_FENCE,                    0                           },
47     {"GL_APPLE_float_pixels",               APPLE_FLOAT_PIXELS,             0                           },
48     {"GL_APPLE_flush_buffer_range",         APPLE_FLUSH_BUFFER_RANGE,       0                           },
49     {"GL_APPLE_flush_render",               APPLE_FLUSH_RENDER,             0                           },
50     {"GL_APPLE_ycbcr_422",                  APPLE_YCBCR_422,                0                           },
51
52     /* ARB */
53     {"GL_ARB_color_buffer_float",           ARB_COLOR_BUFFER_FLOAT,         0                           },
54     {"GL_ARB_depth_buffer_float",           ARB_DEPTH_BUFFER_FLOAT,         0                           },
55     {"GL_ARB_depth_clamp",                  ARB_DEPTH_CLAMP,                0                           },
56     {"GL_ARB_depth_texture",                ARB_DEPTH_TEXTURE,              0                           },
57     {"GL_ARB_draw_buffers",                 ARB_DRAW_BUFFERS,               0                           },
58     {"GL_ARB_fragment_program",             ARB_FRAGMENT_PROGRAM,           0                           },
59     {"GL_ARB_fragment_shader",              ARB_FRAGMENT_SHADER,            0                           },
60     {"GL_ARB_framebuffer_object",           ARB_FRAMEBUFFER_OBJECT,         0                           },
61     {"GL_ARB_geometry_shader4",             ARB_GEOMETRY_SHADER4,           0                           },
62     {"GL_ARB_half_float_pixel",             ARB_HALF_FLOAT_PIXEL,           0                           },
63     {"GL_ARB_half_float_vertex",            ARB_HALF_FLOAT_VERTEX,          0                           },
64     {"GL_ARB_imaging",                      ARB_IMAGING,                    0                           },
65     {"GL_ARB_map_buffer_range",             ARB_MAP_BUFFER_RANGE,           0                           },
66     {"GL_ARB_multisample",                  ARB_MULTISAMPLE,                0                           }, /* needs GLX_ARB_MULTISAMPLE as well */
67     {"GL_ARB_multitexture",                 ARB_MULTITEXTURE,               0                           },
68     {"GL_ARB_occlusion_query",              ARB_OCCLUSION_QUERY,            0                           },
69     {"GL_ARB_pixel_buffer_object",          ARB_PIXEL_BUFFER_OBJECT,        0                           },
70     {"GL_ARB_point_parameters",             ARB_POINT_PARAMETERS,           0                           },
71     {"GL_ARB_point_sprite",                 ARB_POINT_SPRITE,               0                           },
72     {"GL_ARB_provoking_vertex",             ARB_PROVOKING_VERTEX,           0                           },
73     {"GL_ARB_shader_objects",               ARB_SHADER_OBJECTS,             0                           },
74     {"GL_ARB_shader_texture_lod",           ARB_SHADER_TEXTURE_LOD,         0                           },
75     {"GL_ARB_shading_language_100",         ARB_SHADING_LANGUAGE_100,       0                           },
76     {"GL_ARB_shadow",                       ARB_SHADOW,                     0                           },
77     {"GL_ARB_sync",                         ARB_SYNC,                       0                           },
78     {"GL_ARB_texture_border_clamp",         ARB_TEXTURE_BORDER_CLAMP,       0                           },
79     {"GL_ARB_texture_compression",          ARB_TEXTURE_COMPRESSION,        0                           },
80     {"GL_ARB_texture_compression_rgtc",     ARB_TEXTURE_COMPRESSION_RGTC,   0                           },
81     {"GL_ARB_texture_cube_map",             ARB_TEXTURE_CUBE_MAP,           0                           },
82     {"GL_ARB_texture_env_add",              ARB_TEXTURE_ENV_ADD,            0                           },
83     {"GL_ARB_texture_env_combine",          ARB_TEXTURE_ENV_COMBINE,        0                           },
84     {"GL_ARB_texture_env_dot3",             ARB_TEXTURE_ENV_DOT3,           0                           },
85     {"GL_ARB_texture_float",                ARB_TEXTURE_FLOAT,              0                           },
86     {"GL_ARB_texture_mirrored_repeat",      ARB_TEXTURE_MIRRORED_REPEAT,    0                           },
87     {"GL_ARB_texture_non_power_of_two",     ARB_TEXTURE_NON_POWER_OF_TWO,   MAKEDWORD_VERSION(2, 0)     },
88     {"GL_ARB_texture_rectangle",            ARB_TEXTURE_RECTANGLE,          0                           },
89     {"GL_ARB_texture_rg",                   ARB_TEXTURE_RG,                 0                           },
90     {"GL_ARB_vertex_array_bgra",            ARB_VERTEX_ARRAY_BGRA,          0                           },
91     {"GL_ARB_vertex_blend",                 ARB_VERTEX_BLEND,               0                           },
92     {"GL_ARB_vertex_buffer_object",         ARB_VERTEX_BUFFER_OBJECT,       0                           },
93     {"GL_ARB_vertex_program",               ARB_VERTEX_PROGRAM,             0                           },
94     {"GL_ARB_vertex_shader",                ARB_VERTEX_SHADER,              0                           },
95
96     /* ATI */
97     {"GL_ATI_fragment_shader",              ATI_FRAGMENT_SHADER,            0                           },
98     {"GL_ATI_separate_stencil",             ATI_SEPARATE_STENCIL,           0                           },
99     {"GL_ATI_texture_compression_3dc",      ATI_TEXTURE_COMPRESSION_3DC,    0                           },
100     {"GL_ATI_texture_env_combine3",         ATI_TEXTURE_ENV_COMBINE3,       0                           },
101     {"GL_ATI_texture_mirror_once",          ATI_TEXTURE_MIRROR_ONCE,        0                           },
102
103     /* EXT */
104     {"GL_EXT_blend_color",                  EXT_BLEND_COLOR,                0                           },
105     {"GL_EXT_blend_equation_separate",      EXT_BLEND_EQUATION_SEPARATE,    0                           },
106     {"GL_EXT_blend_func_separate",          EXT_BLEND_FUNC_SEPARATE,        0                           },
107     {"GL_EXT_blend_minmax",                 EXT_BLEND_MINMAX,               0                           },
108     {"GL_EXT_blend_subtract",               EXT_BLEND_SUBTRACT,             0                           },
109     {"GL_EXT_depth_bounds_test",            EXT_DEPTH_BOUNDS_TEST,          0                           },
110     {"GL_EXT_draw_buffers2",                EXT_DRAW_BUFFERS2,              0                           },
111     {"GL_EXT_fog_coord",                    EXT_FOG_COORD,                  0                           },
112     {"GL_EXT_framebuffer_blit",             EXT_FRAMEBUFFER_BLIT,           0                           },
113     {"GL_EXT_framebuffer_multisample",      EXT_FRAMEBUFFER_MULTISAMPLE,    0                           },
114     {"GL_EXT_framebuffer_object",           EXT_FRAMEBUFFER_OBJECT,         0                           },
115     {"GL_EXT_gpu_program_parameters",       EXT_GPU_PROGRAM_PARAMETERS,     0                           },
116     {"GL_EXT_gpu_shader4",                  EXT_GPU_SHADER4,                0                           },
117     {"GL_EXT_packed_depth_stencil",         EXT_PACKED_DEPTH_STENCIL,       0                           },
118     {"GL_EXT_paletted_texture",             EXT_PALETTED_TEXTURE,           0                           },
119     {"GL_EXT_point_parameters",             EXT_POINT_PARAMETERS,           0                           },
120     {"GL_EXT_provoking_vertex",             EXT_PROVOKING_VERTEX,           0                           },
121     {"GL_EXT_secondary_color",              EXT_SECONDARY_COLOR,            0                           },
122     {"GL_EXT_stencil_two_side",             EXT_STENCIL_TWO_SIDE,           0                           },
123     {"GL_EXT_stencil_wrap",                 EXT_STENCIL_WRAP,               0                           },
124     {"GL_EXT_texture3D",                    EXT_TEXTURE3D,                  MAKEDWORD_VERSION(1, 2)     },
125     {"GL_EXT_texture_compression_rgtc",     EXT_TEXTURE_COMPRESSION_RGTC,   0                           },
126     {"GL_EXT_texture_compression_s3tc",     EXT_TEXTURE_COMPRESSION_S3TC,   0                           },
127     {"GL_EXT_texture_env_add",              EXT_TEXTURE_ENV_ADD,            0                           },
128     {"GL_EXT_texture_env_combine",          EXT_TEXTURE_ENV_COMBINE,        0                           },
129     {"GL_EXT_texture_env_dot3",             EXT_TEXTURE_ENV_DOT3,           0                           },
130     {"GL_EXT_texture_filter_anisotropic",   EXT_TEXTURE_FILTER_ANISOTROPIC, 0                           },
131     {"GL_EXT_texture_lod_bias",             EXT_TEXTURE_LOD_BIAS,           0                           },
132     {"GL_EXT_texture_sRGB",                 EXT_TEXTURE_SRGB,               0                           },
133     {"GL_EXT_texture_sRGB_decode",          EXT_TEXTURE_SRGB_DECODE,        0                           },
134     {"GL_EXT_vertex_array_bgra",            EXT_VERTEX_ARRAY_BGRA,          0                           },
135
136     /* NV */
137     {"GL_NV_depth_clamp",                   NV_DEPTH_CLAMP,                 0                           },
138     {"GL_NV_fence",                         NV_FENCE,                       0                           },
139     {"GL_NV_fog_distance",                  NV_FOG_DISTANCE,                0                           },
140     {"GL_NV_fragment_program",              NV_FRAGMENT_PROGRAM,            0                           },
141     {"GL_NV_fragment_program2",             NV_FRAGMENT_PROGRAM2,           0                           },
142     {"GL_NV_fragment_program_option",       NV_FRAGMENT_PROGRAM_OPTION,     0                           },
143     {"GL_NV_half_float",                    NV_HALF_FLOAT,                  0                           },
144     {"GL_NV_light_max_exponent",            NV_LIGHT_MAX_EXPONENT,          0                           },
145     {"GL_NV_point_sprite",                  NV_POINT_SPRITE,                0                           },
146     {"GL_NV_register_combiners",            NV_REGISTER_COMBINERS,          0                           },
147     {"GL_NV_register_combiners2",           NV_REGISTER_COMBINERS2,         0                           },
148     {"GL_NV_texgen_reflection",             NV_TEXGEN_REFLECTION,           0                           },
149     {"GL_NV_texture_env_combine4",          NV_TEXTURE_ENV_COMBINE4,        0                           },
150     {"GL_NV_texture_shader",                NV_TEXTURE_SHADER,              0                           },
151     {"GL_NV_texture_shader2",               NV_TEXTURE_SHADER2,             0                           },
152     {"GL_NV_vertex_program",                NV_VERTEX_PROGRAM,              0                           },
153     {"GL_NV_vertex_program1_1",             NV_VERTEX_PROGRAM1_1,           0                           },
154     {"GL_NV_vertex_program2",               NV_VERTEX_PROGRAM2,             0                           },
155     {"GL_NV_vertex_program2_option",        NV_VERTEX_PROGRAM2_OPTION,      0                           },
156     {"GL_NV_vertex_program3",               NV_VERTEX_PROGRAM3,             0                           },
157
158     /* SGI */
159     {"GL_SGIS_generate_mipmap",             SGIS_GENERATE_MIPMAP,           0                           },
160 };
161
162 /**********************************************************
163  * Utility functions follow
164  **********************************************************/
165
166 const struct min_lookup minMipLookup[] =
167 {
168     /* NONE         POINT                       LINEAR */
169     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
170     {{GL_NEAREST,   GL_NEAREST_MIPMAP_NEAREST,  GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
171     {{GL_LINEAR,    GL_LINEAR_MIPMAP_NEAREST,   GL_LINEAR_MIPMAP_LINEAR}},  /* LINEAR */
172 };
173
174 const struct min_lookup minMipLookup_noFilter[] =
175 {
176     /* NONE         POINT                       LINEAR */
177     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
178     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
179     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* LINEAR */
180 };
181
182 const struct min_lookup minMipLookup_noMip[] =
183 {
184     /* NONE         POINT                       LINEAR */
185     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
186     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
187     {{GL_LINEAR,    GL_LINEAR,                  GL_LINEAR }},               /* LINEAR */
188 };
189
190 const GLenum magLookup[] =
191 {
192     /* NONE     POINT       LINEAR */
193     GL_NEAREST, GL_NEAREST, GL_LINEAR,
194 };
195
196 const GLenum magLookup_noFilter[] =
197 {
198     /* NONE     POINT       LINEAR */
199     GL_NEAREST, GL_NEAREST, GL_NEAREST,
200 };
201
202 /* drawStridedSlow attributes */
203 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
204 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
205 glAttribFunc specular_func_3ubv;
206 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
207 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
208 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
209
210 /**
211  * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
212  * i.e., there is no GL Context - Get a default rendering context to enable the
213  * function query some info from GL.
214  */
215
216 struct wined3d_fake_gl_ctx
217 {
218     HDC dc;
219     HWND wnd;
220     HGLRC gl_ctx;
221     HDC restore_dc;
222     HGLRC restore_gl_ctx;
223 };
224
225 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
226 {
227     TRACE_(d3d_caps)("Destroying fake GL context.\n");
228
229     if (!pwglMakeCurrent(NULL, NULL))
230     {
231         ERR_(d3d_caps)("Failed to disable fake GL context.\n");
232     }
233
234     if (!pwglDeleteContext(ctx->gl_ctx))
235     {
236         DWORD err = GetLastError();
237         ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
238     }
239
240     ReleaseDC(ctx->wnd, ctx->dc);
241     DestroyWindow(ctx->wnd);
242
243     if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
244     {
245         ERR_(d3d_caps)("Failed to restore previous GL context.\n");
246     }
247 }
248
249 /* Do not call while under the GL lock. */
250 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
251 {
252     PIXELFORMATDESCRIPTOR pfd;
253     int iPixelFormat;
254
255     TRACE("getting context...\n");
256
257     ctx->restore_dc = pwglGetCurrentDC();
258     ctx->restore_gl_ctx = pwglGetCurrentContext();
259
260     /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
261     ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
262             WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
263     if (!ctx->wnd)
264     {
265         ERR_(d3d_caps)("Failed to create a window.\n");
266         goto fail;
267     }
268
269     ctx->dc = GetDC(ctx->wnd);
270     if (!ctx->dc)
271     {
272         ERR_(d3d_caps)("Failed to get a DC.\n");
273         goto fail;
274     }
275
276     /* PixelFormat selection */
277     ZeroMemory(&pfd, sizeof(pfd));
278     pfd.nSize = sizeof(pfd);
279     pfd.nVersion = 1;
280     pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
281     pfd.iPixelType = PFD_TYPE_RGBA;
282     pfd.cColorBits = 32;
283     pfd.iLayerType = PFD_MAIN_PLANE;
284
285     iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
286     if (!iPixelFormat)
287     {
288         /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
289         ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
290         goto fail;
291     }
292     DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
293     SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
294
295     /* Create a GL context. */
296     ctx->gl_ctx = pwglCreateContext(ctx->dc);
297     if (!ctx->gl_ctx)
298     {
299         WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
300         goto fail;
301     }
302
303     /* Make it the current GL context. */
304     if (!context_set_current(NULL))
305     {
306         ERR_(d3d_caps)("Failed to clear current D3D context.\n");
307     }
308
309     if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
310     {
311         ERR_(d3d_caps)("Failed to make fake GL context current.\n");
312         goto fail;
313     }
314
315     return TRUE;
316
317 fail:
318     if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
319     ctx->gl_ctx = NULL;
320     if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
321     ctx->dc = NULL;
322     if (ctx->wnd) DestroyWindow(ctx->wnd);
323     ctx->wnd = NULL;
324     if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
325     {
326         ERR_(d3d_caps)("Failed to restore previous GL context.\n");
327     }
328
329     return FALSE;
330 }
331
332 /* Adjust the amount of used texture memory */
333 unsigned int WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *device, unsigned int glram)
334 {
335     struct wined3d_adapter *adapter = device->adapter;
336
337     adapter->UsedTextureRam += glram;
338     TRACE("Adjusted gl ram by %d to %d\n", glram, adapter->UsedTextureRam);
339     return adapter->UsedTextureRam;
340 }
341
342 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
343 {
344     HeapFree(GetProcessHeap(), 0, adapter->gl_info.formats);
345     HeapFree(GetProcessHeap(), 0, adapter->cfgs);
346 }
347
348 ULONG CDECL wined3d_incref(struct wined3d *wined3d)
349 {
350     ULONG refcount = InterlockedIncrement(&wined3d->ref);
351
352     TRACE("%p increasing refcount to %u.\n", wined3d, refcount);
353
354     return refcount;
355 }
356
357 ULONG CDECL wined3d_decref(struct wined3d *wined3d)
358 {
359     ULONG refcount = InterlockedDecrement(&wined3d->ref);
360
361     TRACE("%p decreasing refcount to %u.\n", wined3d, refcount);
362
363     if (!refcount)
364     {
365         unsigned int i;
366
367         for (i = 0; i < wined3d->adapter_count; ++i)
368         {
369             wined3d_adapter_cleanup(&wined3d->adapters[i]);
370         }
371         HeapFree(GetProcessHeap(), 0, wined3d);
372     }
373
374     return refcount;
375 }
376
377 /**********************************************************
378  * IWineD3D parts follows
379  **********************************************************/
380
381 /* GL locking is done by the caller */
382 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
383 {
384     GLuint prog;
385     BOOL ret = FALSE;
386     const char *testcode =
387         "!!ARBvp1.0\n"
388         "PARAM C[66] = { program.env[0..65] };\n"
389         "ADDRESS A0;"
390         "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
391         "ARL A0.x, zero.x;\n"
392         "MOV result.position, C[A0.x + 65];\n"
393         "END\n";
394
395     while(glGetError());
396     GL_EXTCALL(glGenProgramsARB(1, &prog));
397     if(!prog) {
398         ERR("Failed to create an ARB offset limit test program\n");
399     }
400     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
401     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
402                                   strlen(testcode), testcode));
403     if (glGetError())
404     {
405         TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
406         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
407         ret = TRUE;
408     } else TRACE("OpenGL implementation allows offsets > 63\n");
409
410     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
411     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
412     checkGLcall("ARB vp offset limit test cleanup");
413
414     return ret;
415 }
416
417 static DWORD ver_for_ext(GL_SupportedExt ext)
418 {
419     unsigned int i;
420     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
421         if(EXTENSION_MAP[i].extension == ext) {
422             return EXTENSION_MAP[i].version;
423         }
424     }
425     return 0;
426 }
427
428 static BOOL match_amd_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
429         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
430 {
431     if (card_vendor != HW_VENDOR_AMD) return FALSE;
432     if (device == CARD_AMD_RADEON_9500) return TRUE;
433     if (device == CARD_AMD_RADEON_X700) return TRUE;
434     if (device == CARD_AMD_RADEON_X1600) return TRUE;
435     return FALSE;
436 }
437
438 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
439         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
440 {
441     if (card_vendor == HW_VENDOR_NVIDIA)
442     {
443         if (device == CARD_NVIDIA_GEFORCEFX_5200 ||
444             device == CARD_NVIDIA_GEFORCEFX_5600 ||
445             device == CARD_NVIDIA_GEFORCEFX_5800)
446         {
447             return TRUE;
448         }
449     }
450     return FALSE;
451 }
452
453 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
454         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
455 {
456     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
457      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
458      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
459      *
460      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
461      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
462      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
463      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
464      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
465      * the chance that other implementations support them is rather small since Win32 QuickTime uses
466      * DirectDraw, not OpenGL.
467      *
468      * This test has been moved into wined3d_guess_gl_vendor()
469      */
470     if (gl_vendor == GL_VENDOR_APPLE)
471     {
472         return TRUE;
473     }
474     return FALSE;
475 }
476
477 /* Context activation is done by the caller. */
478 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
479 {
480     /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
481      * but glTexSubImage from a PBO fails miserably, with the first line repeated over
482      * all the texture. This function detects this bug by its symptom and disables PBOs
483      * if the test fails.
484      *
485      * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
486      * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
487      * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
488      * read back is compared to the original. If they are equal PBOs are assumed to work,
489      * otherwise the PBO extension is disabled. */
490     GLuint texture, pbo;
491     static const unsigned int pattern[] =
492     {
493         0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
494         0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
495         0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
496         0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
497     };
498     unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
499
500     /* No PBO -> No point in testing them. */
501     if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
502
503     ENTER_GL();
504
505     while (glGetError());
506     glGenTextures(1, &texture);
507     glBindTexture(GL_TEXTURE_2D, texture);
508
509     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
510     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
511     checkGLcall("Specifying the PBO test texture");
512
513     GL_EXTCALL(glGenBuffersARB(1, &pbo));
514     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
515     GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
516     checkGLcall("Specifying the PBO test pbo");
517
518     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
519     checkGLcall("Loading the PBO test texture");
520
521     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
522     LEAVE_GL();
523
524     wglFinish(); /* just to be sure */
525
526     memset(check, 0, sizeof(check));
527     ENTER_GL();
528     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
529     checkGLcall("Reading back the PBO test texture");
530
531     glDeleteTextures(1, &texture);
532     GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
533     checkGLcall("PBO test cleanup");
534
535     LEAVE_GL();
536
537     if (memcmp(check, pattern, sizeof(check)))
538     {
539         WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
540         WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
541         gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
542     }
543     else
544     {
545         TRACE_(d3d_caps)("PBO test successful.\n");
546     }
547 }
548
549 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
550         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
551 {
552     return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
553 }
554
555 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
556         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
557 {
558     if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
559     if (card_vendor != HW_VENDOR_AMD) return FALSE;
560     if (device == CARD_AMD_RADEON_X1600) return FALSE;
561     return TRUE;
562 }
563
564 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
565         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
566 {
567     return gl_vendor == GL_VENDOR_FGLRX;
568
569 }
570
571 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
572         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
573 {
574     /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
575      * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
576      * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
577      * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
578      * hardcoded
579      *
580      * dx10 cards usually have 64 varyings */
581     return gl_info->limits.glsl_varyings > 44;
582 }
583
584 /* A GL context is provided by the caller */
585 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
586         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
587 {
588     GLenum error;
589     DWORD data[16];
590
591     if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
592
593     ENTER_GL();
594     while(glGetError());
595     GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
596     error = glGetError();
597     LEAVE_GL();
598
599     if(error == GL_NO_ERROR)
600     {
601         TRACE("GL Implementation accepts 4 component specular color pointers\n");
602         return TRUE;
603     }
604     else
605     {
606         TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
607               debug_glerror(error));
608         return FALSE;
609     }
610 }
611
612 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
613         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
614 {
615     if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
616     return gl_info->supported[NV_TEXTURE_SHADER];
617 }
618
619 /* A GL context is provided by the caller */
620 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
621         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
622 {
623     GLuint prog;
624     BOOL ret = FALSE;
625     GLint pos;
626     const char *testcode =
627         "!!ARBvp1.0\n"
628         "OPTION NV_vertex_program2;\n"
629         "MOV result.clip[0], 0.0;\n"
630         "MOV result.position, 0.0;\n"
631         "END\n";
632
633     if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
634
635     ENTER_GL();
636     while(glGetError());
637
638     GL_EXTCALL(glGenProgramsARB(1, &prog));
639     if(!prog)
640     {
641         ERR("Failed to create the NVvp clip test program\n");
642         LEAVE_GL();
643         return FALSE;
644     }
645     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
646     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
647                                   strlen(testcode), testcode));
648     glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
649     if(pos != -1)
650     {
651         WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
652         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
653         ret = TRUE;
654         while(glGetError());
655     }
656     else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
657
658     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
659     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
660     checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
661
662     LEAVE_GL();
663     return ret;
664 }
665
666 /* Context activation is done by the caller. */
667 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
668         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
669 {
670     char data[4 * 4 * 4];
671     GLuint tex, fbo;
672     GLenum status;
673
674     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
675
676     memset(data, 0xcc, sizeof(data));
677
678     ENTER_GL();
679
680     glGenTextures(1, &tex);
681     glBindTexture(GL_TEXTURE_2D, tex);
682     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
683     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
684     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
685     checkGLcall("glTexImage2D");
686
687     gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
688     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
689     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
690     checkGLcall("glFramebufferTexture2D");
691
692     status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
693     if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
694     checkGLcall("glCheckFramebufferStatus");
695
696     memset(data, 0x11, sizeof(data));
697     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
698     checkGLcall("glTexSubImage2D");
699
700     glClearColor(0.996f, 0.729f, 0.745f, 0.792f);
701     glClear(GL_COLOR_BUFFER_BIT);
702     checkGLcall("glClear");
703
704     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
705     checkGLcall("glGetTexImage");
706
707     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
708     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
709     glBindTexture(GL_TEXTURE_2D, 0);
710     checkGLcall("glBindTexture");
711
712     gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
713     glDeleteTextures(1, &tex);
714     checkGLcall("glDeleteTextures");
715
716     LEAVE_GL();
717
718     return *(DWORD *)data == 0x11111111;
719 }
720
721 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
722 {
723     TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
724     gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
725     TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
726     gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
727 }
728
729 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
730 {
731     quirk_arb_constants(gl_info);
732     /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
733      * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
734      * allow 48 different offsets or other helper immediate values. */
735     TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
736     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
737 }
738
739 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
740  * on more than one texture unit. This means that the d3d9 visual point size test will cause a
741  * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
742  * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
743  * most games, but avoids the crash
744  *
745  * A more sophisticated way would be to find all units that need texture coordinates and enable
746  * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
747  * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
748  *
749  * Note that disabling the extension entirely does not gain predictability because there is no point
750  * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
751 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
752 {
753     if (gl_info->supported[ARB_POINT_SPRITE])
754     {
755         TRACE("Limiting point sprites to one texture unit.\n");
756         gl_info->limits.point_sprite_units = 1;
757     }
758 }
759
760 static void quirk_amd_dx9(struct wined3d_gl_info *gl_info)
761 {
762     quirk_arb_constants(gl_info);
763
764     /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
765      * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
766      * If real NP2 textures are used, the driver falls back to software. We could just remove the
767      * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
768      * due to the non-normalized texture coordinates. Thus set an internal extension flag,
769      * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
770      * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
771      *
772      * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
773      * has this extension promoted to core. The extension loading code sets this extension supported
774      * due to that, so this code works on fglrx as well. */
775     if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
776     {
777         TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
778         gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
779         gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] = TRUE;
780     }
781
782     /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
783      * it is generally more efficient. Reserve just 8 constants. */
784     TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
785     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
786 }
787
788 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
789 {
790     /*  The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
791      *  doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
792      *  This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
793      *  within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
794      *  FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
795      *  We therefore completely remove ARB_tex_npot from the list of supported extensions.
796      *
797      *  Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
798      *  triggering the software fallback. There is not much we can do here apart from disabling the
799      *  software-emulated extension and reenable ARB_tex_rect (which was previously disabled
800      *  in IWineD3DImpl_FillGLCaps).
801      *  This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
802      *  post-processing effects in the game "Max Payne 2").
803      *  The behaviour can be verified through a simple test app attached in bugreport #14724. */
804     TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
805     gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
806     gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
807 }
808
809 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
810 {
811     /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
812      * with fixed function fragment processing. Ideally this flag should be detected with a test shader
813      * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
814      * do not like vertex shaders in feedback mode and return an error, even though it should be valid
815      * according to the spec.
816      *
817      * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
818      * makes the shader slower and eats instruction slots which should be available to the d3d app.
819      *
820      * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
821      * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
822      * this workaround is activated on cards that do not need it, it won't break things, just affect
823      * performance negatively. */
824     TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
825     gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
826 }
827
828 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
829 {
830     gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
831 }
832
833 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
834 {
835     gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
836 }
837
838 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
839 {
840     gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
841     gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
842 }
843
844 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
845 {
846     gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
847 }
848
849 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
850 {
851     gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
852 }
853
854 struct driver_quirk
855 {
856     BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
857             enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
858     void (*apply)(struct wined3d_gl_info *gl_info);
859     const char *description;
860 };
861
862 static const struct driver_quirk quirk_table[] =
863 {
864     {
865         match_amd_r300_to_500,
866         quirk_amd_dx9,
867         "AMD GLSL constant and normalized texrect quirk"
868     },
869     /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
870      * used it falls back to software. While the compiler can detect if the shader uses all declared
871      * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
872      * using relative addressing falls back to software.
873      *
874      * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
875     {
876         match_apple,
877         quirk_apple_glsl_constants,
878         "Apple GLSL uniform override"
879     },
880     {
881         match_geforce5,
882         quirk_no_np2,
883         "Geforce 5 NP2 disable"
884     },
885     {
886         match_apple_intel,
887         quirk_texcoord_w,
888         "Init texcoord .w for Apple Intel GPU driver"
889     },
890     {
891         match_apple_nonr500ati,
892         quirk_texcoord_w,
893         "Init texcoord .w for Apple ATI >= r600 GPU driver"
894     },
895     {
896         match_fglrx,
897         quirk_one_point_sprite,
898         "Fglrx point sprite crash workaround"
899     },
900     {
901         match_dx10_capable,
902         quirk_clip_varying,
903         "Reserved varying for gl_ClipPos"
904     },
905     {
906         /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
907          * GL implementations accept it. The Mac GL is the only implementation known to
908          * reject it.
909          *
910          * If we can pass 4 component specular colors, do it, because (a) we don't have
911          * to screw around with the data, and (b) the D3D fixed function vertex pipeline
912          * passes specular alpha to the pixel shader if any is used. Otherwise the
913          * specular alpha is used to pass the fog coordinate, which we pass to opengl
914          * via GL_EXT_fog_coord.
915          */
916         match_allows_spec_alpha,
917         quirk_allows_specular_alpha,
918         "Allow specular alpha quirk"
919     },
920     {
921         /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
922          * (rdar://5682521).
923          */
924         match_apple_nvts,
925         quirk_apple_nvts,
926         "Apple NV_texture_shader disable"
927     },
928     {
929         match_broken_nv_clip,
930         quirk_disable_nvvp_clip,
931         "Apple NV_vertex_program clip bug quirk"
932     },
933     {
934         match_fbo_tex_update,
935         quirk_fbo_tex_update,
936         "FBO rebind for attachment updates"
937     },
938 };
939
940 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
941  * reporting a driver version is moot because we are not the Windows driver, and we have different
942  * bugs, features, etc.
943  *
944  * The driver version has the form "x.y.z.w".
945  *
946  * "x" is the Windows version the driver is meant for:
947  * 4 -> 95/98/NT4
948  * 5 -> 2000
949  * 6 -> 2000/XP
950  * 7 -> Vista
951  * 8 -> Win 7
952  *
953  * "y" is the maximum Direct3D version the driver supports.
954  * y  -> d3d version mapping:
955  * 11 -> d3d6
956  * 12 -> d3d7
957  * 13 -> d3d8
958  * 14 -> d3d9
959  * 15 -> d3d10
960  * 16 -> d3d10.1
961  * 17 -> d3d11
962  *
963  * "z" is the subversion number.
964  *
965  * "w" is the vendor specific driver build number.
966  */
967
968 struct driver_version_information
969 {
970     enum wined3d_display_driver driver;
971     enum wined3d_driver_model driver_model;
972     const char *driver_name;            /* name of Windows driver */
973     WORD version;                       /* version word ('y'), contained in low word of DriverVersion.HighPart */
974     WORD subversion;                    /* subversion word ('z'), contained in high word of DriverVersion.LowPart */
975     WORD build;                         /* build number ('w'), contained in low word of DriverVersion.LowPart */
976 };
977
978 /* The driver version table contains driver information for different devices on several OS versions. */
979 static const struct driver_version_information driver_version_table[] =
980 {
981     /* AMD
982      * - Radeon HD2x00 (R600) and up supported by current drivers.
983      * - Radeon 9500 (R300) - X1*00 (R5xx) supported up to Catalyst 9.3 (Linux) and 10.2 (XP/Vista/Win7)
984      * - Radeon 7xxx (R100) - 9250 (RV250) supported up to Catalyst 6.11 (XP)
985      * - Rage 128 supported up to XP, latest official build 6.13.3279 dated October 2001 */
986     {DRIVER_AMD_RAGE_128PRO,    DRIVER_MODEL_NT5X,  "ati2dvaa.dll", 13, 3279,  0},
987     {DRIVER_AMD_R100,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 6614},
988     {DRIVER_AMD_R300,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 6764},
989     {DRIVER_AMD_R600,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 8681},
990     {DRIVER_AMD_R300,           DRIVER_MODEL_NT6X,  "atiumdag.dll", 14, 10, 741 },
991     {DRIVER_AMD_R600,           DRIVER_MODEL_NT6X,  "atiumdag.dll", 14, 10, 741 },
992
993     /* Intel
994      * The drivers are unified but not all versions support all GPUs. At some point the 2k/xp
995      * drivers used ialmrnt5.dll for GMA800/GMA900 but at some point the file was renamed to
996      * igxprd32.dll but the GMA800 driver was never updated. */
997     {DRIVER_INTEL_GMA800,       DRIVER_MODEL_NT5X,  "ialmrnt5.dll", 14, 10, 3889},
998     {DRIVER_INTEL_GMA900,       DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 4764},
999     {DRIVER_INTEL_GMA950,       DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 4926},
1000     {DRIVER_INTEL_GMA3000,      DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 5218},
1001     {DRIVER_INTEL_GMA950,       DRIVER_MODEL_NT6X,  "igdumd32.dll", 14, 10, 1504},
1002     {DRIVER_INTEL_GMA3000,      DRIVER_MODEL_NT6X,  "igdumd32.dll", 15, 10, 1666},
1003
1004     /* Nvidia
1005      * - Geforce6 and newer cards are supported by the current driver (197.x) on XP-Win7
1006      * - GeforceFX support is up to 173.x on <= XP
1007      * - Geforce2MX/3/4 up to 96.x on <= XP
1008      * - TNT/Geforce1/2 up to 71.x on <= XP
1009      * All version numbers used below are from the Linux nvidia drivers. */
1010     {DRIVER_NVIDIA_TNT,         DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 10, 7186},
1011     {DRIVER_NVIDIA_GEFORCE2MX,  DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 10, 9371},
1012     {DRIVER_NVIDIA_GEFORCEFX,   DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 11, 7516},
1013     {DRIVER_NVIDIA_GEFORCE6,    DRIVER_MODEL_NT5X,  "nv4_disp.dll", 15, 12, 6658},
1014     {DRIVER_NVIDIA_GEFORCE6,    DRIVER_MODEL_NT6X,  "nvd3dum.dll",  15, 12, 6658},
1015 };
1016
1017 struct gpu_description
1018 {
1019     WORD vendor;                    /* reported PCI card vendor ID  */
1020     WORD card;                      /* reported PCI card device ID  */
1021     const char *description;        /* Description of the card e.g. NVIDIA RIVA TNT */
1022     enum wined3d_display_driver driver;
1023     unsigned int vidmem;
1024 };
1025
1026 /* The amount of video memory stored in the gpu description table is the minimum amount of video memory
1027  * found on a board containing a specific GPU. */
1028 static const struct gpu_description gpu_description_table[] =
1029 {
1030     /* Nvidia cards */
1031     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT,           "NVIDIA RIVA TNT",                  DRIVER_NVIDIA_TNT,       16  },
1032     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT2,          "NVIDIA RIVA TNT2/TNT2 Pro",        DRIVER_NVIDIA_TNT,       32  },
1033     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE,            "NVIDIA GeForce 256",               DRIVER_NVIDIA_TNT,       32  },
1034     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2,           "NVIDIA GeForce2 GTS/GeForce2 Pro", DRIVER_NVIDIA_TNT,       32  },
1035     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2_MX,        "NVIDIA GeForce2 MX/MX 400",        DRIVER_NVIDIA_GEFORCE2MX,32  },
1036     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE3,           "NVIDIA GeForce3",                  DRIVER_NVIDIA_GEFORCE2MX,64  },
1037     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_MX,        "NVIDIA GeForce4 MX 460",           DRIVER_NVIDIA_GEFORCE2MX,64  },
1038     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_TI4200,    "NVIDIA GeForce4 Ti 4200",          DRIVER_NVIDIA_GEFORCE2MX,64, },
1039     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5200,     "NVIDIA GeForce FX 5200",           DRIVER_NVIDIA_GEFORCEFX, 64  },
1040     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5600,     "NVIDIA GeForce FX 5600",           DRIVER_NVIDIA_GEFORCEFX, 128 },
1041     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5800,     "NVIDIA GeForce FX 5800",           DRIVER_NVIDIA_GEFORCEFX, 256 },
1042     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6200,       "NVIDIA GeForce 6200",              DRIVER_NVIDIA_GEFORCE6,  64  },
1043     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6600GT,     "NVIDIA GeForce 6600 GT",           DRIVER_NVIDIA_GEFORCE6,  128 },
1044     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6800,       "NVIDIA GeForce 6800",              DRIVER_NVIDIA_GEFORCE6,  128 },
1045     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7300,       "NVIDIA GeForce Go 7300",           DRIVER_NVIDIA_GEFORCE6,  256 },
1046     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7400,       "NVIDIA GeForce Go 7400",           DRIVER_NVIDIA_GEFORCE6,  256 },
1047     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7600,       "NVIDIA GeForce 7600 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1048     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7800GT,     "NVIDIA GeForce 7800 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1049     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8300GS,     "NVIDIA GeForce 8300 GS",           DRIVER_NVIDIA_GEFORCE6,  128 },
1050     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8400GS,     "NVIDIA GeForce 8400 GS",           DRIVER_NVIDIA_GEFORCE6,  128 },
1051     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600GT,     "NVIDIA GeForce 8600 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1052     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600MGT,    "NVIDIA GeForce 8600M GT",          DRIVER_NVIDIA_GEFORCE6,  512 },
1053     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTS,    "NVIDIA GeForce 8800 GTS",          DRIVER_NVIDIA_GEFORCE6,  320 },
1054     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTX,    "NVIDIA GeForce 8800 GTX",          DRIVER_NVIDIA_GEFORCE6,  768 },
1055     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9200,       "NVIDIA GeForce 9200",              DRIVER_NVIDIA_GEFORCE6,  256 },
1056     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9400GT,     "NVIDIA GeForce 9400 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1057     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9500GT,     "NVIDIA GeForce 9500 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1058     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9600GT,     "NVIDIA GeForce 9600 GT",           DRIVER_NVIDIA_GEFORCE6,  384 },
1059     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9800GT,     "NVIDIA GeForce 9800 GT",           DRIVER_NVIDIA_GEFORCE6,  512 },
1060     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_210,        "NVIDIA GeForce 210",               DRIVER_NVIDIA_GEFORCE6,  512 },
1061     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT220,      "NVIDIA GeForce GT 220",            DRIVER_NVIDIA_GEFORCE6,  512 },
1062     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT240,      "NVIDIA GeForce GT 240",            DRIVER_NVIDIA_GEFORCE6,  512 },
1063     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX260,     "NVIDIA GeForce GTX 260",           DRIVER_NVIDIA_GEFORCE6,  1024},
1064     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX275,     "NVIDIA GeForce GTX 275",           DRIVER_NVIDIA_GEFORCE6,  896 },
1065     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX280,     "NVIDIA GeForce GTX 280",           DRIVER_NVIDIA_GEFORCE6,  1024},
1066     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT320M,     "NVIDIA GeForce GT 320M",           DRIVER_NVIDIA_GEFORCE6,  1024},
1067     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT325M,     "NVIDIA GeForce GT 325M",           DRIVER_NVIDIA_GEFORCE6,  1024},
1068     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT330,      "NVIDIA GeForce GT 330",            DRIVER_NVIDIA_GEFORCE6,  1024},
1069     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTS350M,    "NVIDIA GeForce GTS 350M",          DRIVER_NVIDIA_GEFORCE6,  1024},
1070     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT420,      "NVIDIA GeForce GT 420",            DRIVER_NVIDIA_GEFORCE6,  2048},
1071     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT430,      "NVIDIA GeForce GT 430",            DRIVER_NVIDIA_GEFORCE6,  1024},
1072     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT440,      "NVIDIA GeForce GT 440",            DRIVER_NVIDIA_GEFORCE6,  1024},
1073     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTS450,     "NVIDIA GeForce GTS 450",           DRIVER_NVIDIA_GEFORCE6,  1024},
1074     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX460,     "NVIDIA GeForce GTX 460",           DRIVER_NVIDIA_GEFORCE6,  768 },
1075     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX465,     "NVIDIA GeForce GTX 465",           DRIVER_NVIDIA_GEFORCE6,  1024},
1076     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX470,     "NVIDIA GeForce GTX 470",           DRIVER_NVIDIA_GEFORCE6,  1280},
1077     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX480,     "NVIDIA GeForce GTX 480",           DRIVER_NVIDIA_GEFORCE6,  1536},
1078     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX560,     "NVIDIA GeForce GTX 560 TI",        DRIVER_NVIDIA_GEFORCE6,  1024},
1079     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX570,     "NVIDIA GeForce GTX 570",           DRIVER_NVIDIA_GEFORCE6,  1280},
1080     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX580,     "NVIDIA GeForce GTX 580",           DRIVER_NVIDIA_GEFORCE6,  1536},
1081
1082     /* AMD cards */
1083     {HW_VENDOR_AMD,        CARD_AMD_RAGE_128PRO,           "ATI Rage Fury",                    DRIVER_AMD_RAGE_128PRO,  16  },
1084     {HW_VENDOR_AMD,        CARD_AMD_RADEON_7200,           "ATI RADEON 7200 SERIES",           DRIVER_AMD_R100,         32  },
1085     {HW_VENDOR_AMD,        CARD_AMD_RADEON_8500,           "ATI RADEON 8500 SERIES",           DRIVER_AMD_R100,         64  },
1086     {HW_VENDOR_AMD,        CARD_AMD_RADEON_9500,           "ATI Radeon 9500",                  DRIVER_AMD_R300,         64  },
1087     {HW_VENDOR_AMD,        CARD_AMD_RADEON_XPRESS_200M,    "ATI RADEON XPRESS 200M Series",    DRIVER_AMD_R300,         64  },
1088     {HW_VENDOR_AMD,        CARD_AMD_RADEON_X700,           "ATI Radeon X700 SE",               DRIVER_AMD_R300,         128 },
1089     {HW_VENDOR_AMD,        CARD_AMD_RADEON_X1600,          "ATI Radeon X1600 Series",          DRIVER_AMD_R300,         128 },
1090     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD2350,         "ATI Mobility Radeon HD 2350",      DRIVER_AMD_R600,         256 },
1091     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD2600,         "ATI Mobility Radeon HD 2600",      DRIVER_AMD_R600,         256 },
1092     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD2900,         "ATI Radeon HD 2900 XT",            DRIVER_AMD_R600,         512 },
1093     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD3200,         "ATI Radeon HD 3200 Graphics",      DRIVER_AMD_R600,         128 },
1094     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4350,         "ATI Radeon HD 4350",               DRIVER_AMD_R600,         256 },
1095     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4600,         "ATI Radeon HD 4600 Series",        DRIVER_AMD_R600,         512 },
1096     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4700,         "ATI Radeon HD 4700 Series",        DRIVER_AMD_R600,         512 },
1097     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4800,         "ATI Radeon HD 4800 Series",        DRIVER_AMD_R600,         512 },
1098     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5400,         "ATI Radeon HD 5400 Series",        DRIVER_AMD_R600,         512 },
1099     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5600,         "ATI Radeon HD 5600 Series",        DRIVER_AMD_R600,         512 },
1100     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5700,         "ATI Radeon HD 5700 Series",        DRIVER_AMD_R600,         512 },
1101     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5800,         "ATI Radeon HD 5800 Series",        DRIVER_AMD_R600,         1024},
1102     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5900,         "ATI Radeon HD 5900 Series",        DRIVER_AMD_R600,         1024},
1103     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6310,         "AMD Radeon HD 6310 Graphics",      DRIVER_AMD_R600,         1024},
1104     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6800,         "AMD Radeon HD 6800 Series",        DRIVER_AMD_R600,         1024},
1105     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6900,         "AMD Radeon HD 6900 Series",        DRIVER_AMD_R600,         2048},
1106     /* Intel cards */
1107     {HW_VENDOR_INTEL,      CARD_INTEL_I830G,               "Intel(R) 82830M Graphics Controller",                       DRIVER_INTEL_GMA800,  32 },
1108     {HW_VENDOR_INTEL,      CARD_INTEL_I855G,               "Intel(R) 82852/82855 GM/GME Graphics Controller",           DRIVER_INTEL_GMA800,  32 },
1109     {HW_VENDOR_INTEL,      CARD_INTEL_I865G,               "Intel(R) 82865G Graphics Controller",                       DRIVER_INTEL_GMA800,  32 },
1110     {HW_VENDOR_INTEL,      CARD_INTEL_I915G,               "Intel(R) 82915G/GV/910GL Express Chipset Family",           DRIVER_INTEL_GMA900,  64 },
1111     {HW_VENDOR_INTEL,      CARD_INTEL_I915GM,              "Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family",   DRIVER_INTEL_GMA900,  64 },
1112     {HW_VENDOR_INTEL,      CARD_INTEL_I945GM,              "Mobile Intel(R) 945GM Express Chipset Family",              DRIVER_INTEL_GMA950,  64 },
1113     {HW_VENDOR_INTEL,      CARD_INTEL_X3100,               "Mobile Intel(R) 965 Express Chipset Family",                DRIVER_INTEL_GMA3000, 128},
1114     {HW_VENDOR_INTEL,      CARD_INTEL_GM45,                "Mobile Intel(R) GM45 Express Chipset Family",               DRIVER_INTEL_GMA3000, 512}
1115 };
1116
1117 static const struct driver_version_information *get_driver_version_info(enum wined3d_display_driver driver,
1118         enum wined3d_driver_model driver_model)
1119 {
1120     unsigned int i;
1121
1122     TRACE("Looking up version info for driver=%d driver_model=%d\n", driver, driver_model);
1123     for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++)
1124     {
1125         const struct driver_version_information *entry = &driver_version_table[i];
1126
1127         if (entry->driver == driver && entry->driver_model == driver_model)
1128         {
1129             TRACE_(d3d_caps)("Found driver '%s' version=%d subversion=%d build=%d\n",
1130                 entry->driver_name, entry->version, entry->subversion, entry->build);
1131
1132             return entry;
1133         }
1134     }
1135     return NULL;
1136 }
1137
1138 static void init_driver_info(struct wined3d_driver_info *driver_info,
1139         enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1140 {
1141     OSVERSIONINFOW os_version;
1142     WORD driver_os_version;
1143     unsigned int i;
1144     enum wined3d_display_driver driver = DRIVER_UNKNOWN;
1145     enum wined3d_driver_model driver_model;
1146     const struct driver_version_information *version_info;
1147
1148     if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1149     {
1150         TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1151         vendor = wined3d_settings.pci_vendor_id;
1152     }
1153     driver_info->vendor = vendor;
1154
1155     if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1156     {
1157         TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1158         device = wined3d_settings.pci_device_id;
1159     }
1160     driver_info->device = device;
1161
1162     /* Set a default amount of video memory (64MB). In general this code isn't used unless the user
1163      * overrides the pci ids to a card which is not in our database. */
1164     driver_info->vidmem = WINE_DEFAULT_VIDMEM;
1165
1166     memset(&os_version, 0, sizeof(os_version));
1167     os_version.dwOSVersionInfoSize = sizeof(os_version);
1168     if (!GetVersionExW(&os_version))
1169     {
1170         ERR("Failed to get OS version, reporting 2000/XP.\n");
1171         driver_os_version = 6;
1172         driver_model = DRIVER_MODEL_NT5X;
1173     }
1174     else
1175     {
1176         TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1177         switch (os_version.dwMajorVersion)
1178         {
1179             case 4:
1180                 /* If needed we could distinguish between 9x and NT4, but this code won't make
1181                  * sense for NT4 since it had no way to obtain this info through DirectDraw 3.0.
1182                  */
1183                 driver_os_version = 4;
1184                 driver_model = DRIVER_MODEL_WIN9X;
1185                 break;
1186
1187             case 5:
1188                 driver_os_version = 6;
1189                 driver_model = DRIVER_MODEL_NT5X;
1190                 break;
1191
1192             case 6:
1193                 if (os_version.dwMinorVersion == 0)
1194                 {
1195                     driver_os_version = 7;
1196                     driver_model = DRIVER_MODEL_NT6X;
1197                 }
1198                 else
1199                 {
1200                     if (os_version.dwMinorVersion > 1)
1201                     {
1202                         FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1203                                 os_version.dwMajorVersion, os_version.dwMinorVersion);
1204                     }
1205                     driver_os_version = 8;
1206                     driver_model = DRIVER_MODEL_NT6X;
1207                 }
1208                 break;
1209
1210             default:
1211                 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1212                         os_version.dwMajorVersion, os_version.dwMinorVersion);
1213                 driver_os_version = 6;
1214                 driver_model = DRIVER_MODEL_NT5X;
1215                 break;
1216         }
1217     }
1218
1219     /* When we reach this stage we always have a vendor or device id (it can be a default one).
1220      * This means that unless the ids are overriden, we will always find a GPU description. */
1221     for (i = 0; i < (sizeof(gpu_description_table) / sizeof(gpu_description_table[0])); i++)
1222     {
1223         if (vendor == gpu_description_table[i].vendor && device == gpu_description_table[i].card)
1224         {
1225             TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1226
1227             driver_info->description = gpu_description_table[i].description;
1228             driver_info->vidmem = gpu_description_table[i].vidmem * 1024*1024;
1229             driver = gpu_description_table[i].driver;
1230             break;
1231         }
1232     }
1233
1234     if (wined3d_settings.emulated_textureram)
1235     {
1236         TRACE_(d3d_caps)("Overriding amount of video memory with: %d byte\n", wined3d_settings.emulated_textureram);
1237         driver_info->vidmem = wined3d_settings.emulated_textureram;
1238     }
1239
1240     /* Try to obtain driver version information for the current Windows version. This fails in
1241      * some cases:
1242      * - the gpu is not available on the currently selected OS version:
1243      *   - Geforce GTX480 on Win98. When running applications in compatibility mode on Windows,
1244      *     version information for the current Windows version is returned instead of faked info.
1245      *     We do the same and assume the default Windows version to emulate is WinXP.
1246      *
1247      *   - Videocard is a Riva TNT but winver is set to win7 (there are no drivers for this beast)
1248      *     For now return the XP driver info. Perhaps later on we should return VESA.
1249      *
1250      * - the gpu is not in our database (can happen when the user overrides the vendor_id / device_id)
1251      *   This could be an indication that our database is not up to date, so this should be fixed.
1252      */
1253     version_info = get_driver_version_info(driver, driver_model);
1254     if (version_info)
1255     {
1256         driver_info->name = version_info->driver_name;
1257         driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1258         driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1259     }
1260     else
1261     {
1262         version_info = get_driver_version_info(driver, DRIVER_MODEL_NT5X);
1263         if (version_info)
1264         {
1265             driver_info->name = version_info->driver_name;
1266             driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1267             driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1268         }
1269         else
1270         {
1271             driver_info->description = "Direct3D HAL";
1272             driver_info->name = "Display";
1273             driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1274             driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1275
1276             FIXME("Unable to find a driver/device info for vendor_id=%#x device_id=%#x for driver_model=%d\n",
1277                     vendor, device, driver_model);
1278         }
1279     }
1280
1281     TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1282             driver_info->version_high, driver_info->version_low);
1283 }
1284
1285 /* Context activation is done by the caller. */
1286 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1287         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1288 {
1289     unsigned int i;
1290
1291     for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1292     {
1293         if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1294         TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1295         quirk_table[i].apply(gl_info);
1296     }
1297
1298     /* Find out if PBOs work as they are supposed to. */
1299     test_pbo_functionality(gl_info);
1300 }
1301
1302 static DWORD wined3d_parse_gl_version(const char *gl_version)
1303 {
1304     const char *ptr = gl_version;
1305     int major, minor;
1306
1307     major = atoi(ptr);
1308     if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1309
1310     while (isdigit(*ptr)) ++ptr;
1311     if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1312
1313     minor = atoi(ptr);
1314
1315     TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1316
1317     return MAKEDWORD_VERSION(major, minor);
1318 }
1319
1320 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1321 {
1322
1323     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1324      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1325      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1326      *
1327      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1328      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1329      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1330      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1331      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1332      * the chance that other implementations support them is rather small since Win32 QuickTime uses
1333      * DirectDraw, not OpenGL. */
1334     if (gl_info->supported[APPLE_FENCE]
1335             && gl_info->supported[APPLE_CLIENT_STORAGE]
1336             && gl_info->supported[APPLE_FLUSH_RENDER]
1337             && gl_info->supported[APPLE_YCBCR_422])
1338         return GL_VENDOR_APPLE;
1339
1340     if (strstr(gl_vendor_string, "NVIDIA"))
1341         return GL_VENDOR_NVIDIA;
1342
1343     if (strstr(gl_vendor_string, "ATI"))
1344         return GL_VENDOR_FGLRX;
1345
1346     if (strstr(gl_vendor_string, "Intel(R)")
1347             /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1348             || strstr(gl_renderer, "Intel")
1349             || strstr(gl_vendor_string, "Intel Inc."))
1350         return GL_VENDOR_INTEL;
1351
1352     if (strstr(gl_vendor_string, "Mesa")
1353             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1354             || strstr(gl_vendor_string, "DRI R300 Project")
1355             || strstr(gl_vendor_string, "X.Org R300 Project")
1356             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1357             || strstr(gl_vendor_string, "VMware, Inc.")
1358             || strstr(gl_renderer, "Mesa")
1359             || strstr(gl_renderer, "Gallium"))
1360         return GL_VENDOR_MESA;
1361
1362     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1363             debugstr_a(gl_vendor_string));
1364
1365     return GL_VENDOR_UNKNOWN;
1366 }
1367
1368 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1369 {
1370     if (strstr(gl_vendor_string, "NVIDIA")
1371             || strstr(gl_vendor_string, "nouveau"))
1372         return HW_VENDOR_NVIDIA;
1373
1374     if (strstr(gl_vendor_string, "ATI")
1375             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1376             || strstr(gl_vendor_string, "X.Org R300 Project")
1377             || strstr(gl_renderer, "AMD")
1378             || strstr(gl_renderer, "R100")
1379             || strstr(gl_renderer, "R200")
1380             || strstr(gl_renderer, "R300")
1381             || strstr(gl_renderer, "R600")
1382             || strstr(gl_renderer, "R700"))
1383         return HW_VENDOR_AMD;
1384
1385     if (strstr(gl_vendor_string, "Intel(R)")
1386             /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1387             || strstr(gl_renderer, "Intel")
1388             || strstr(gl_vendor_string, "Intel Inc."))
1389         return HW_VENDOR_INTEL;
1390
1391     if (strstr(gl_vendor_string, "Mesa")
1392             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1393             || strstr(gl_vendor_string, "VMware, Inc."))
1394         return HW_VENDOR_SOFTWARE;
1395
1396     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1397
1398     return HW_VENDOR_NVIDIA;
1399 }
1400
1401
1402
1403 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1404         const char *gl_renderer)
1405 {
1406     unsigned int i;
1407
1408     if (WINE_D3D10_CAPABLE(gl_info))
1409     {
1410         static const struct
1411         {
1412             const char *renderer;
1413             enum wined3d_pci_device id;
1414         }
1415         cards[] =
1416         {
1417             {"GTX 580",     CARD_NVIDIA_GEFORCE_GTX580},    /* Geforce 500 - highend */
1418             {"GTX 570",     CARD_NVIDIA_GEFORCE_GTX570},    /* Geforce 500 - midend high */
1419             {"GTX 560 TI",  CARD_NVIDIA_GEFORCE_GTX560},    /* Geforce 500 - midend */
1420             {"GTX 480",     CARD_NVIDIA_GEFORCE_GTX480},    /* Geforce 400 - highend */
1421             {"GTX 470",     CARD_NVIDIA_GEFORCE_GTX470},    /* Geforce 400 - midend high */
1422             {"GTX 465",     CARD_NVIDIA_GEFORCE_GTX465},    /* Geforce 400 - midend */
1423             {"GTX 460",     CARD_NVIDIA_GEFORCE_GTX460},    /* Geforce 400 - midend */
1424             {"GTS 450",     CARD_NVIDIA_GEFORCE_GTS450},    /* Geforce 400 - midend low */
1425             {"GT 440",      CARD_NVIDIA_GEFORCE_GT440},     /* Geforce 400 - lowend */
1426             {"GT 430",      CARD_NVIDIA_GEFORCE_GT430},     /* Geforce 400 - lowend */
1427             {"GT 420",      CARD_NVIDIA_GEFORCE_GT420},     /* Geforce 400 - lowend */
1428             {"GT 330",      CARD_NVIDIA_GEFORCE_GT330},     /* Geforce 300 - highend */
1429             {"GTS 360M",    CARD_NVIDIA_GEFORCE_GTS350M},   /* Geforce 300 - highend mobile */
1430             {"GTS 350M",    CARD_NVIDIA_GEFORCE_GTS350M},   /* Geforce 300 - highend mobile */
1431             {"GT 330M",     CARD_NVIDIA_GEFORCE_GT325M},    /* Geforce 300 - midend mobile */
1432             {"GT 325M",     CARD_NVIDIA_GEFORCE_GT325M},    /* Geforce 300 - midend mobile */
1433             {"GT 320M",     CARD_NVIDIA_GEFORCE_GT320M},    /* Geforce 300 - midend mobile */
1434             {"GTX 295",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1435             {"GTX 285",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1436             {"GTX 280",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1437             {"GTX 275",     CARD_NVIDIA_GEFORCE_GTX275},    /* Geforce 200 - midend high */
1438             {"GTX 260",     CARD_NVIDIA_GEFORCE_GTX260},    /* Geforce 200 - midend */
1439             {"GT 240",      CARD_NVIDIA_GEFORCE_GT240},     /* Geforce 200 - midend */
1440             {"GT 220",      CARD_NVIDIA_GEFORCE_GT220},     /* Geforce 200 - lowend */
1441             {"Geforce 310", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1442             {"Geforce 305", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1443             {"Geforce 210", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1444             {"G 210",       CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1445             {"GTS 250",     CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1446             {"GTS 150",     CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1447             {"9800",        CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1448             {"GT 140",      CARD_NVIDIA_GEFORCE_9600GT},    /* Geforce 9 - midend */
1449             {"9600",        CARD_NVIDIA_GEFORCE_9600GT},    /* Geforce 9 - midend */
1450             {"GT 130",      CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1451             {"GT 120",      CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1452             {"9500",        CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1453             {"9400",        CARD_NVIDIA_GEFORCE_9400GT},    /* Geforce 9 - lowend */
1454             {"9300",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1455             {"9200",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1456             {"9100",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1457             {"G 100",       CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1458             {"8800 GTX",    CARD_NVIDIA_GEFORCE_8800GTX},   /* Geforce 8 - highend high */
1459             {"8800",        CARD_NVIDIA_GEFORCE_8800GTS},   /* Geforce 8 - highend */
1460             {"8600 M",      CARD_NVIDIA_GEFORCE_8600MGT},   /* Geforce 8 - midend mobile */
1461             {"8700",        CARD_NVIDIA_GEFORCE_8600GT},    /* Geforce 8 - midend */
1462             {"8600",        CARD_NVIDIA_GEFORCE_8600GT},    /* Geforce 8 - midend */
1463             {"8500",        CARD_NVIDIA_GEFORCE_8400GS},    /* Geforce 8 - mid-lowend */
1464             {"8400",        CARD_NVIDIA_GEFORCE_8400GS},    /* Geforce 8 - mid-lowend */
1465             {"8300",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1466             {"8200",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1467             {"8100",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1468         };
1469
1470         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1471         {
1472             if (strstr(gl_renderer, cards[i].renderer))
1473                 return cards[i].id;
1474         }
1475
1476         /* Geforce8-compatible fall back if the GPU is not in the list yet */
1477         return CARD_NVIDIA_GEFORCE_8300GS;
1478     }
1479
1480     /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1481      * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1482      */
1483     if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1484     {
1485         static const struct
1486         {
1487             const char *renderer;
1488             enum wined3d_pci_device id;
1489         }
1490         cards[] =
1491         {
1492             {"Quadro FX 5", CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1493             {"Quadro FX 4", CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1494             {"7950",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1495             {"7900",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1496             {"7800",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1497             {"7700",        CARD_NVIDIA_GEFORCE_7600},      /* Geforce 7 - midend */
1498             {"7600",        CARD_NVIDIA_GEFORCE_7600},      /* Geforce 7 - midend */
1499             {"7400",        CARD_NVIDIA_GEFORCE_7400},      /* Geforce 7 - lower medium */
1500             {"7300",        CARD_NVIDIA_GEFORCE_7300},      /* Geforce 7 - lowend */
1501             {"6800",        CARD_NVIDIA_GEFORCE_6800},      /* Geforce 6 - highend */
1502             {"6700",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1503             {"6610",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1504             {"6600",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1505         };
1506
1507         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1508         {
1509             if (strstr(gl_renderer, cards[i].renderer))
1510                 return cards[i].id;
1511         }
1512
1513         /* Geforce 6/7 - lowend */
1514         return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1515     }
1516
1517     if (WINE_D3D9_CAPABLE(gl_info))
1518     {
1519         /* GeforceFX - highend */
1520         if (strstr(gl_renderer, "5800")
1521                 || strstr(gl_renderer, "5900")
1522                 || strstr(gl_renderer, "5950")
1523                 || strstr(gl_renderer, "Quadro FX"))
1524         {
1525             return CARD_NVIDIA_GEFORCEFX_5800;
1526         }
1527
1528         /* GeforceFX - midend */
1529         if (strstr(gl_renderer, "5600")
1530                 || strstr(gl_renderer, "5650")
1531                 || strstr(gl_renderer, "5700")
1532                 || strstr(gl_renderer, "5750"))
1533         {
1534             return CARD_NVIDIA_GEFORCEFX_5600;
1535         }
1536
1537         /* GeforceFX - lowend */
1538         return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1539     }
1540
1541     if (WINE_D3D8_CAPABLE(gl_info))
1542     {
1543         if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1544         {
1545             return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1546         }
1547
1548         return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1549     }
1550
1551     if (WINE_D3D7_CAPABLE(gl_info))
1552     {
1553         if (strstr(gl_renderer, "GeForce4 MX"))
1554         {
1555             return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1556         }
1557
1558         if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1559         {
1560             return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1561         }
1562
1563         if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1564         {
1565             return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1566         }
1567
1568         return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1569     }
1570
1571     if (strstr(gl_renderer, "TNT2"))
1572     {
1573         return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1574     }
1575
1576     return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1577 }
1578
1579 static enum wined3d_pci_device select_card_amd_binary(const struct wined3d_gl_info *gl_info,
1580         const char *gl_renderer)
1581 {
1582     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1583      *
1584      * Beware: renderer string do not match exact card model,
1585      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1586     if (WINE_D3D10_CAPABLE(gl_info))
1587     {
1588         unsigned int i;
1589
1590         static const struct
1591         {
1592             const char *renderer;
1593             enum wined3d_pci_device id;
1594         }
1595         cards[] =
1596         {
1597             /* Evergreen */
1598             {"HD 5870", CARD_AMD_RADEON_HD5800},    /* Radeon EG CYPRESS PRO */
1599             {"HD 5850", CARD_AMD_RADEON_HD5800},    /* Radeon EG CYPRESS XT */
1600             {"HD 5800", CARD_AMD_RADEON_HD5800},    /* Radeon EG CYPRESS HD58xx generic renderer string */
1601             {"HD 5770", CARD_AMD_RADEON_HD5700},    /* Radeon EG JUNIPER XT */
1602             {"HD 5750", CARD_AMD_RADEON_HD5700},    /* Radeon EG JUNIPER LE */
1603             {"HD 5700", CARD_AMD_RADEON_HD5700},    /* Radeon EG JUNIPER HD57xx generic renderer string */
1604             {"HD 5670", CARD_AMD_RADEON_HD5600},    /* Radeon EG REDWOOD XT */
1605             {"HD 5570", CARD_AMD_RADEON_HD5600},    /* Radeon EG REDWOOD PRO mapped to HD5600 series */
1606             {"HD 5550", CARD_AMD_RADEON_HD5600},    /* Radeon EG REDWOOD LE mapped to HD5600 series */
1607             {"HD 5450", CARD_AMD_RADEON_HD5400},    /* Radeon EG CEDAR PRO */
1608             /* R700 */
1609             {"HD 4890", CARD_AMD_RADEON_HD4800},    /* Radeon RV790 */
1610             {"HD 4870", CARD_AMD_RADEON_HD4800},    /* Radeon RV770 */
1611             {"HD 4850", CARD_AMD_RADEON_HD4800},    /* Radeon RV770 */
1612             {"HD 4830", CARD_AMD_RADEON_HD4800},    /* Radeon RV770 */
1613             {"HD 4800", CARD_AMD_RADEON_HD4800},    /* Radeon RV7xx HD48xx generic renderer string */
1614             {"HD 4770", CARD_AMD_RADEON_HD4700},    /* Radeon RV740 */
1615             {"HD 4700", CARD_AMD_RADEON_HD4700},    /* Radeon RV7xx HD47xx generic renderer string */
1616             {"HD 4670", CARD_AMD_RADEON_HD4600},    /* Radeon RV730 */
1617             {"HD 4650", CARD_AMD_RADEON_HD4600},    /* Radeon RV730 */
1618             {"HD 4600", CARD_AMD_RADEON_HD4600},    /* Radeon RV730 */
1619             {"HD 4550", CARD_AMD_RADEON_HD4350},    /* Radeon RV710 */
1620             {"HD 4350", CARD_AMD_RADEON_HD4350},    /* Radeon RV710 */
1621             /* R600/R700 integrated */
1622             {"HD 3300", CARD_AMD_RADEON_HD3200},
1623             {"HD 3200", CARD_AMD_RADEON_HD3200},
1624             {"HD 3100", CARD_AMD_RADEON_HD3200},
1625             /* R600 */
1626             {"HD 3870", CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1627             {"HD 3850", CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1628             {"HD 2900", CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1629             {"HD 3830", CARD_AMD_RADEON_HD2600},    /* China-only midend */
1630             {"HD 3690", CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1631             {"HD 3650", CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1632             {"HD 2600", CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1633             {"HD 3470", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1634             {"HD 3450", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1635             {"HD 3430", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1636             {"HD 3400", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1637             {"HD 2400", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1638             {"HD 2350", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1639         };
1640
1641         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1642         {
1643             if (strstr(gl_renderer, cards[i].renderer))
1644                 return cards[i].id;
1645         }
1646
1647         /* Default for when no GPU has been found */
1648         return CARD_AMD_RADEON_HD3200;
1649     }
1650
1651     if (WINE_D3D8_CAPABLE(gl_info))
1652     {
1653         /* Radeon R5xx */
1654         if (strstr(gl_renderer, "X1600")
1655                 || strstr(gl_renderer, "X1650")
1656                 || strstr(gl_renderer, "X1800")
1657                 || strstr(gl_renderer, "X1900")
1658                 || strstr(gl_renderer, "X1950"))
1659         {
1660             return CARD_AMD_RADEON_X1600;
1661         }
1662
1663         /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1664          * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1665         if (strstr(gl_renderer, "X700")
1666                 || strstr(gl_renderer, "X800")
1667                 || strstr(gl_renderer, "X850")
1668                 || strstr(gl_renderer, "X1300")
1669                 || strstr(gl_renderer, "X1400")
1670                 || strstr(gl_renderer, "X1450")
1671                 || strstr(gl_renderer, "X1550")
1672                 || strstr(gl_renderer, "X2300")
1673                 || strstr(gl_renderer, "X2500")
1674                 || strstr(gl_renderer, "HD 2300")
1675                 )
1676         {
1677             return CARD_AMD_RADEON_X700;
1678         }
1679
1680         /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1681         if (strstr(gl_renderer, "Radeon Xpress"))
1682         {
1683             return CARD_AMD_RADEON_XPRESS_200M;
1684         }
1685
1686         /* Radeon R3xx */
1687         return CARD_AMD_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1688     }
1689
1690     if (WINE_D3D8_CAPABLE(gl_info))
1691     {
1692         return CARD_AMD_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1693     }
1694
1695     if (WINE_D3D7_CAPABLE(gl_info))
1696     {
1697         return CARD_AMD_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1698     }
1699
1700     return CARD_AMD_RAGE_128PRO;
1701 }
1702
1703 static enum wined3d_pci_device select_card_intel(const struct wined3d_gl_info *gl_info,
1704         const char *gl_renderer)
1705 {
1706     if (strstr(gl_renderer, "GM45")) return CARD_INTEL_GM45;
1707     if (strstr(gl_renderer, "X3100") || strstr(gl_renderer, "965GM"))
1708     {
1709         /* MacOS calls the card GMA X3100, otherwise known as GM965/GL960 */
1710         return CARD_INTEL_X3100;
1711     }
1712
1713     if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1714     {
1715         /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1716         return CARD_INTEL_I945GM;
1717     }
1718
1719     if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1720     if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1721     if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1722     if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1723     if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1724     return CARD_INTEL_I915G;
1725
1726 }
1727
1728 static enum wined3d_pci_device select_card_amd_mesa(const struct wined3d_gl_info *gl_info,
1729         const char *gl_renderer)
1730 {
1731     unsigned int i;
1732
1733     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1734      *
1735      * Beware: renderer string do not match exact card model,
1736      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1737     if (strstr(gl_renderer, "Gallium"))
1738     {
1739         /* 20101109 - These are never returned by current Gallium radeon
1740          * drivers: R700, RV790, R680, RV535, RV516, R410, RS485, RV360, RV351.
1741          *
1742          * These are returned but not handled: RC410, RV380. */
1743         static const struct
1744         {
1745             const char *renderer;
1746             enum wined3d_pci_device id;
1747         }
1748         cards[] =
1749         {
1750             /* Northern Islands */
1751             {"CAYMAN",  CARD_AMD_RADEON_HD6900},
1752             {"BARTS",   CARD_AMD_RADEON_HD6800},
1753             {"PALM",    CARD_AMD_RADEON_HD6310},
1754             /* Evergreen */
1755             {"HEMLOCK", CARD_AMD_RADEON_HD5900},
1756             {"CYPRESS", CARD_AMD_RADEON_HD5800},
1757             {"JUNIPER", CARD_AMD_RADEON_HD5700},
1758             {"REDWOOD", CARD_AMD_RADEON_HD5600},
1759             {"CEDAR",   CARD_AMD_RADEON_HD5400},
1760             /* R700 */
1761             {"R700",    CARD_AMD_RADEON_HD4800},    /* HD4800 - highend */
1762             {"RV790",   CARD_AMD_RADEON_HD4800},
1763             {"RV770",   CARD_AMD_RADEON_HD4800},
1764             {"RV740",   CARD_AMD_RADEON_HD4700},    /* HD4700 - midend */
1765             {"RV730",   CARD_AMD_RADEON_HD4600},    /* HD4600 - midend */
1766             {"RV710",   CARD_AMD_RADEON_HD4350},    /* HD4500/HD4350 - lowend */
1767             /* R600/R700 integrated */
1768             {"RS880",   CARD_AMD_RADEON_HD3200},
1769             {"RS780",   CARD_AMD_RADEON_HD3200},
1770             /* R600 */
1771             {"R680",    CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1772             {"R600",    CARD_AMD_RADEON_HD2900},
1773             {"RV670",   CARD_AMD_RADEON_HD2900},
1774             {"RV635",   CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1775             {"RV630",   CARD_AMD_RADEON_HD2600},
1776             {"RV620",   CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1777             {"RV610",   CARD_AMD_RADEON_HD2350},
1778             /* R500 */
1779             {"R580",    CARD_AMD_RADEON_X1600},
1780             {"R520",    CARD_AMD_RADEON_X1600},
1781             {"RV570",   CARD_AMD_RADEON_X1600},
1782             {"RV560",   CARD_AMD_RADEON_X1600},
1783             {"RV535",   CARD_AMD_RADEON_X1600},
1784             {"RV530",   CARD_AMD_RADEON_X1600},
1785             {"RV516",   CARD_AMD_RADEON_X700},      /* X700 is actually R400. */
1786             {"RV515",   CARD_AMD_RADEON_X700},
1787             /* R400 */
1788             {"R481",    CARD_AMD_RADEON_X700},
1789             {"R480",    CARD_AMD_RADEON_X700},
1790             {"R430",    CARD_AMD_RADEON_X700},
1791             {"R423",    CARD_AMD_RADEON_X700},
1792             {"R420",    CARD_AMD_RADEON_X700},
1793             {"R410",    CARD_AMD_RADEON_X700},
1794             {"RV410",   CARD_AMD_RADEON_X700},
1795             /* Radeon Xpress - onboard, DX9b, Shader 2.0, 300-400MHz */
1796             {"RS740",   CARD_AMD_RADEON_XPRESS_200M},
1797             {"RS690",   CARD_AMD_RADEON_XPRESS_200M},
1798             {"RS600",   CARD_AMD_RADEON_XPRESS_200M},
1799             {"RS485",   CARD_AMD_RADEON_XPRESS_200M},
1800             {"RS482",   CARD_AMD_RADEON_XPRESS_200M},
1801             {"RS480",   CARD_AMD_RADEON_XPRESS_200M},
1802             {"RS400",   CARD_AMD_RADEON_XPRESS_200M},
1803             /* R300 */
1804             {"R360",    CARD_AMD_RADEON_9500},
1805             {"R350",    CARD_AMD_RADEON_9500},
1806             {"R300",    CARD_AMD_RADEON_9500},
1807             {"RV370",   CARD_AMD_RADEON_9500},
1808             {"RV360",   CARD_AMD_RADEON_9500},
1809             {"RV351",   CARD_AMD_RADEON_9500},
1810             {"RV350",   CARD_AMD_RADEON_9500},
1811         };
1812
1813         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1814         {
1815             if (strstr(gl_renderer, cards[i].renderer))
1816                 return cards[i].id;
1817         }
1818     }
1819
1820     if (WINE_D3D9_CAPABLE(gl_info))
1821     {
1822         static const struct
1823         {
1824             const char *renderer;
1825             enum wined3d_pci_device id;
1826         }
1827         cards[] =
1828         {
1829             /* R700 */
1830             {"(R700",   CARD_AMD_RADEON_HD4800},    /* HD4800 - highend */
1831             {"(RV790",  CARD_AMD_RADEON_HD4800},
1832             {"(RV770",  CARD_AMD_RADEON_HD4800},
1833             {"(RV740",  CARD_AMD_RADEON_HD4700},    /* HD4700 - midend */
1834             {"(RV730",  CARD_AMD_RADEON_HD4600},    /* HD4600 - midend */
1835             {"(RV710",  CARD_AMD_RADEON_HD4350},    /* HD4500/HD4350 - lowend */
1836             /* R600/R700 integrated */
1837             {"RS880",   CARD_AMD_RADEON_HD3200},
1838             {"RS780",   CARD_AMD_RADEON_HD3200},
1839             /* R600 */
1840             {"(R680",   CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1841             {"(R600",   CARD_AMD_RADEON_HD2900},
1842             {"(RV670",  CARD_AMD_RADEON_HD2900},
1843             {"(RV635",  CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1844             {"(RV630",  CARD_AMD_RADEON_HD2600},
1845             {"(RV620",  CARD_AMD_RADEON_HD2350},    /* HD2300/HD2400/HD3400 - lowend */
1846             {"(RV610",  CARD_AMD_RADEON_HD2350},
1847         };
1848
1849         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1850         {
1851             if (strstr(gl_renderer, cards[i].renderer))
1852                 return cards[i].id;
1853         }
1854     }
1855
1856     if (WINE_D3D8_CAPABLE(gl_info))
1857     {
1858         return CARD_AMD_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1859     }
1860
1861     if (WINE_D3D7_CAPABLE(gl_info))
1862     {
1863         return CARD_AMD_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1864     }
1865
1866     return CARD_AMD_RAGE_128PRO;
1867 }
1868
1869 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
1870         const char *gl_renderer)
1871 {
1872     if (strstr(gl_renderer, "Gallium"))
1873     {
1874         unsigned int i;
1875
1876         static const struct
1877         {
1878             const char *renderer;
1879             enum wined3d_pci_device id;
1880         }
1881         cards[] =
1882         {
1883             {"NVC8",    CARD_NVIDIA_GEFORCE_GTX570},
1884             {"NVC4",    CARD_NVIDIA_GEFORCE_GTX460},
1885             {"NVC3",    CARD_NVIDIA_GEFORCE_GT440},
1886             {"NVC0",    CARD_NVIDIA_GEFORCE_GTX480},
1887             {"NVAF",    CARD_NVIDIA_GEFORCE_GT320M},
1888             {"NVAC",    CARD_NVIDIA_GEFORCE_8200},
1889             {"NVAA",    CARD_NVIDIA_GEFORCE_8200},
1890             {"NVA8",    CARD_NVIDIA_GEFORCE_210},
1891             {"NVA5",    CARD_NVIDIA_GEFORCE_GT220},
1892             {"NVA3",    CARD_NVIDIA_GEFORCE_GT240},
1893             {"NVA0",    CARD_NVIDIA_GEFORCE_GTX280},
1894             {"NV98",    CARD_NVIDIA_GEFORCE_9200},
1895             {"NV96",    CARD_NVIDIA_GEFORCE_9400GT},
1896             {"NV94",    CARD_NVIDIA_GEFORCE_9600GT},
1897             {"NV92",    CARD_NVIDIA_GEFORCE_9800GT},
1898             {"NV86",    CARD_NVIDIA_GEFORCE_8500GT},
1899             {"NV84",    CARD_NVIDIA_GEFORCE_8600GT},
1900             {"NV68",    CARD_NVIDIA_GEFORCE_6200},      /* 7050 */
1901             {"NV67",    CARD_NVIDIA_GEFORCE_6200},      /* 7000M */
1902             {"NV63",    CARD_NVIDIA_GEFORCE_6200},      /* 7100 */
1903             {"NV50",    CARD_NVIDIA_GEFORCE_8800GTX},
1904             {"NV4E",    CARD_NVIDIA_GEFORCE_6200},      /* 6100 Go / 6150 Go */
1905             {"NV4C",    CARD_NVIDIA_GEFORCE_6200},      /* 6150SE */
1906             {"NV4B",    CARD_NVIDIA_GEFORCE_7600},
1907             {"NV4A",    CARD_NVIDIA_GEFORCE_6200},
1908             {"NV49",    CARD_NVIDIA_GEFORCE_7800GT},    /* 7900 */
1909             {"NV47",    CARD_NVIDIA_GEFORCE_7800GT},
1910             {"NV46",    CARD_NVIDIA_GEFORCE_7400},
1911             {"NV45",    CARD_NVIDIA_GEFORCE_6800},
1912             {"NV44",    CARD_NVIDIA_GEFORCE_6200},
1913             {"NV43",    CARD_NVIDIA_GEFORCE_6600GT},
1914             {"NV42",    CARD_NVIDIA_GEFORCE_6800},
1915             {"NV41",    CARD_NVIDIA_GEFORCE_6800},
1916             {"NV40",    CARD_NVIDIA_GEFORCE_6800},
1917             {"NV38",    CARD_NVIDIA_GEFORCEFX_5800},    /* FX 5950 Ultra */
1918             {"NV36",    CARD_NVIDIA_GEFORCEFX_5800},    /* FX 5700/5750 */
1919             {"NV35",    CARD_NVIDIA_GEFORCEFX_5800},    /* FX 5900 */
1920             {"NV34",    CARD_NVIDIA_GEFORCEFX_5200},
1921             {"NV31",    CARD_NVIDIA_GEFORCEFX_5600},
1922             {"NV30",    CARD_NVIDIA_GEFORCEFX_5800},
1923             {"NV28",    CARD_NVIDIA_GEFORCE4_TI4200},
1924             {"NV25",    CARD_NVIDIA_GEFORCE4_TI4200},
1925             {"NV20",    CARD_NVIDIA_GEFORCE3},
1926             {"NV1F",    CARD_NVIDIA_GEFORCE4_MX},       /* GF4 MX IGP */
1927             {"NV1A",    CARD_NVIDIA_GEFORCE2},          /* GF2 IGP */
1928             {"NV18",    CARD_NVIDIA_GEFORCE4_MX},
1929             {"NV17",    CARD_NVIDIA_GEFORCE4_MX},
1930             {"NV16",    CARD_NVIDIA_GEFORCE2},
1931             {"NV15",    CARD_NVIDIA_GEFORCE2},
1932             {"NV11",    CARD_NVIDIA_GEFORCE2_MX},
1933             {"NV10",    CARD_NVIDIA_GEFORCE},
1934             {"NV05",    CARD_NVIDIA_RIVA_TNT2},
1935             {"NV04",    CARD_NVIDIA_RIVA_TNT},
1936             {"NV03",    CARD_NVIDIA_RIVA_128},
1937         };
1938
1939         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1940         {
1941             if (strstr(gl_renderer, cards[i].renderer))
1942                 return cards[i].id;
1943         }
1944     }
1945
1946     FIXME_(d3d_caps)("Unknown renderer %s.\n", debugstr_a(gl_renderer));
1947     if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1948     if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1949     if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1950     if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1951     return CARD_NVIDIA_RIVA_128;
1952 }
1953
1954
1955 struct vendor_card_selection
1956 {
1957     enum wined3d_gl_vendor gl_vendor;
1958     enum wined3d_pci_vendor card_vendor;
1959     const char *description;        /* Description of the card selector i.e. Apple OS/X Intel */
1960     enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer);
1961 };
1962
1963 static const struct vendor_card_selection vendor_card_select_table[] =
1964 {
1965     {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA,  "Nvidia binary driver",     select_card_nvidia_binary},
1966     {GL_VENDOR_APPLE,  HW_VENDOR_NVIDIA,  "Apple OSX NVidia binary driver",   select_card_nvidia_binary},
1967     {GL_VENDOR_APPLE,  HW_VENDOR_AMD,     "Apple OSX AMD/ATI binary driver",  select_card_amd_binary},
1968     {GL_VENDOR_APPLE,  HW_VENDOR_INTEL,   "Apple OSX Intel binary driver",    select_card_intel},
1969     {GL_VENDOR_FGLRX,  HW_VENDOR_AMD,     "AMD/ATI binary driver",    select_card_amd_binary},
1970     {GL_VENDOR_MESA,   HW_VENDOR_AMD,     "Mesa AMD/ATI driver",      select_card_amd_mesa},
1971     {GL_VENDOR_MESA,   HW_VENDOR_NVIDIA,  "Mesa Nouveau driver",      select_card_nvidia_mesa},
1972     {GL_VENDOR_MESA,   HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel},
1973     {GL_VENDOR_INTEL,  HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel}
1974 };
1975
1976
1977 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1978         enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor)
1979 {
1980     /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
1981      * different GPUs with roughly the same features. In most cases GPUs from a
1982      * certain family differ in clockspeeds, the amount of video memory and the
1983      * number of shader pipelines.
1984      *
1985      * A Direct3D device object contains the PCI id (vendor + device) of the
1986      * videocard which is used for rendering. Various applications use this
1987      * information to get a rough estimation of the features of the card and
1988      * some might use it for enabling 3d effects only on certain types of
1989      * videocards. In some cases games might even use it to work around bugs
1990      * which happen on certain videocards/driver combinations. The problem is
1991      * that OpenGL only exposes a rendering string containing the name of the
1992      * videocard and not the PCI id.
1993      *
1994      * Various games depend on the PCI id, so somehow we need to provide one.
1995      * A simple option is to parse the renderer string and translate this to
1996      * the right PCI id. This is a lot of work because there are more than 200
1997      * GPUs just for Nvidia. Various cards share the same renderer string, so
1998      * the amount of code might be 'small' but there are quite a number of
1999      * exceptions which would make this a pain to maintain. Another way would
2000      * be to query the PCI id from the operating system (assuming this is the
2001      * videocard which is used for rendering which is not always the case).
2002      * This would work but it is not very portable. Second it would not work
2003      * well in, let's say, a remote X situation in which the amount of 3d
2004      * features which can be used is limited.
2005      *
2006      * As said most games only use the PCI id to get an indication of the
2007      * capabilities of the card. It doesn't really matter if the given id is
2008      * the correct one if we return the id of a card with similar 3d features.
2009      *
2010      * The code below checks the OpenGL capabilities of a videocard and matches
2011      * that to a certain level of Direct3D functionality. Once a card passes
2012      * the Direct3D9 check, we know that the card (in case of Nvidia) is at
2013      * least a GeforceFX. To give a better estimate we do a basic check on the
2014      * renderer string but if that won't pass we return a default card. This
2015      * way is better than maintaining a full card database as even without a
2016      * full database we can return a card with similar features. Second the
2017      * size of the database can be made quite small because when you know what
2018      * type of 3d functionality a card has, you know to which GPU family the
2019      * GPU must belong. Because of this you only have to check a small part of
2020      * the renderer string to distinguishes between different models from that
2021      * family.
2022      *
2023      * The code also selects a default amount of video memory which we will
2024      * use for an estimation of the amount of free texture memory. In case of
2025      * real D3D the amount of texture memory includes video memory and system
2026      * memory (to be specific AGP memory or in case of PCIE TurboCache /
2027      * HyperMemory). We don't know how much system memory can be addressed by
2028      * the system but we can make a reasonable estimation about the amount of
2029      * video memory. If the value is slightly wrong it doesn't matter as we
2030      * didn't include AGP-like memory which makes the amount of addressable
2031      * memory higher and second OpenGL isn't that critical it moves to system
2032      * memory behind our backs if really needed. Note that the amount of video
2033      * memory can be overruled using a registry setting. */
2034
2035     int i;
2036
2037     for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
2038     {
2039         if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
2040             || (vendor_card_select_table[i].card_vendor != *card_vendor))
2041                 continue;
2042         TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
2043         return vendor_card_select_table[i].select_card(gl_info, gl_renderer);
2044     }
2045
2046     FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
2047                      *gl_vendor, *card_vendor);
2048
2049     /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
2050      * for Nvidia was because the hardware and drivers they make are of good quality. This makes
2051      * them a good generic choice. */
2052     *card_vendor = HW_VENDOR_NVIDIA;
2053     if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
2054     if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
2055     if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
2056     if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
2057     return CARD_NVIDIA_RIVA_128;
2058 }
2059
2060 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
2061 {
2062     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2063     int vs_selected_mode, ps_selected_mode;
2064
2065     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2066     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2067             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
2068     else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
2069     else if (gl_info->supported[NV_REGISTER_COMBINERS]
2070             && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
2071     else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
2072     else return &ffp_fragment_pipeline;
2073 }
2074
2075 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
2076 {
2077     int vs_selected_mode, ps_selected_mode;
2078
2079     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2080     if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
2081     if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
2082     return &none_shader_backend;
2083 }
2084
2085 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
2086 {
2087     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2088     int vs_selected_mode, ps_selected_mode;
2089
2090     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2091     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2092             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2093     else return &ffp_blit;
2094 }
2095
2096 static void load_gl_funcs(struct wined3d_gl_info *gl_info, DWORD gl_version)
2097 {
2098     DWORD ver;
2099
2100 #define USE_GL_FUNC(type, pfn, ext, replace) \
2101     if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2102     else if ((ver = ver_for_ext(ext)) && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2103     else gl_info->pfn = NULL;
2104
2105     GL_EXT_FUNCS_GEN;
2106 #undef USE_GL_FUNC
2107
2108 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2109     WGL_EXT_FUNCS_GEN;
2110 #undef USE_GL_FUNC
2111 }
2112
2113 /* Context activation is done by the caller. */
2114 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
2115 {
2116     struct wined3d_driver_info *driver_info = &adapter->driver_info;
2117     struct wined3d_gl_info *gl_info = &adapter->gl_info;
2118     const char *GL_Extensions    = NULL;
2119     const char *WGL_Extensions   = NULL;
2120     const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2121     struct fragment_caps fragment_caps;
2122     enum wined3d_gl_vendor gl_vendor;
2123     enum wined3d_pci_vendor card_vendor;
2124     enum wined3d_pci_device device;
2125     GLint       gl_max;
2126     GLfloat     gl_floatv[2];
2127     unsigned    i;
2128     HDC         hdc;
2129     DWORD gl_version;
2130     size_t len;
2131
2132     TRACE_(d3d_caps)("(%p)\n", gl_info);
2133
2134     ENTER_GL();
2135
2136     gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2137     TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2138     if (!gl_renderer_str)
2139     {
2140         LEAVE_GL();
2141         ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2142         return FALSE;
2143     }
2144
2145     gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2146     TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2147     if (!gl_vendor_str)
2148     {
2149         LEAVE_GL();
2150         ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2151         return FALSE;
2152     }
2153
2154     /* Parse the GL_VERSION field into major and minor information */
2155     gl_version_str = (const char *)glGetString(GL_VERSION);
2156     TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2157     if (!gl_version_str)
2158     {
2159         LEAVE_GL();
2160         ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2161         return FALSE;
2162     }
2163     gl_version = wined3d_parse_gl_version(gl_version_str);
2164
2165     /*
2166      * Initialize openGL extension related variables
2167      *  with Default values
2168      */
2169     memset(gl_info->supported, 0, sizeof(gl_info->supported));
2170     gl_info->limits.blends = 1;
2171     gl_info->limits.buffers = 1;
2172     gl_info->limits.textures = 1;
2173     gl_info->limits.fragment_samplers = 1;
2174     gl_info->limits.vertex_samplers = 0;
2175     gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2176     gl_info->limits.sampler_stages = 1;
2177     gl_info->limits.glsl_vs_float_constants = 0;
2178     gl_info->limits.glsl_ps_float_constants = 0;
2179     gl_info->limits.arb_vs_float_constants = 0;
2180     gl_info->limits.arb_vs_native_constants = 0;
2181     gl_info->limits.arb_vs_instructions = 0;
2182     gl_info->limits.arb_vs_temps = 0;
2183     gl_info->limits.arb_ps_float_constants = 0;
2184     gl_info->limits.arb_ps_local_constants = 0;
2185     gl_info->limits.arb_ps_instructions = 0;
2186     gl_info->limits.arb_ps_temps = 0;
2187
2188     /* Retrieve opengl defaults */
2189     glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2190     gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2191     TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2192
2193     glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2194     gl_info->limits.lights = gl_max;
2195     TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2196
2197     glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2198     gl_info->limits.texture_size = gl_max;
2199     TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2200
2201     glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2202     gl_info->limits.pointsize_min = gl_floatv[0];
2203     gl_info->limits.pointsize_max = gl_floatv[1];
2204     TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2205
2206     /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2207     GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2208     if (!GL_Extensions)
2209     {
2210         LEAVE_GL();
2211         ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2212         return FALSE;
2213     }
2214
2215     LEAVE_GL();
2216
2217     TRACE_(d3d_caps)("GL_Extensions reported:\n");
2218
2219     gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2220
2221     while (*GL_Extensions)
2222     {
2223         const char *start;
2224
2225         while (isspace(*GL_Extensions)) ++GL_Extensions;
2226         start = GL_Extensions;
2227         while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2228
2229         len = GL_Extensions - start;
2230         if (!len) continue;
2231
2232         TRACE_(d3d_caps)("- %s\n", debugstr_an(start, len));
2233
2234         for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2235         {
2236             if (len == strlen(EXTENSION_MAP[i].extension_string)
2237                     && !memcmp(start, EXTENSION_MAP[i].extension_string, len))
2238             {
2239                 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2240                 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2241                 break;
2242             }
2243         }
2244     }
2245
2246     /* Now work out what GL support this card really has */
2247     load_gl_funcs( gl_info, gl_version );
2248
2249     ENTER_GL();
2250
2251     /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2252      * loading the functions, otherwise the code above will load the extension entry points instead of the
2253      * core functions, which may not work. */
2254     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2255     {
2256         if (!gl_info->supported[EXTENSION_MAP[i].extension]
2257                 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2258         {
2259             TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2260             gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2261         }
2262     }
2263
2264     if (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
2265
2266     if (gl_info->supported[APPLE_FENCE])
2267     {
2268         /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2269          * The apple extension interacts with some other apple exts. Disable the NV
2270          * extension if the apple one is support to prevent confusion in other parts
2271          * of the code. */
2272         gl_info->supported[NV_FENCE] = FALSE;
2273     }
2274     if (gl_info->supported[APPLE_FLOAT_PIXELS])
2275     {
2276         /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2277          *
2278          * The enums are the same:
2279          * GL_RGBA16F_ARB     = GL_RGBA_FLOAT16_APPLE = 0x881A
2280          * GL_RGB16F_ARB      = GL_RGB_FLOAT16_APPLE  = 0x881B
2281          * GL_RGBA32F_ARB     = GL_RGBA_FLOAT32_APPLE = 0x8814
2282          * GL_RGB32F_ARB      = GL_RGB_FLOAT32_APPLE  = 0x8815
2283          * GL_HALF_FLOAT_ARB  = GL_HALF_APPLE         = 0x140B
2284          */
2285         if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2286         {
2287             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2288             gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2289         }
2290         if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2291         {
2292             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2293             gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2294         }
2295     }
2296     if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2297     {
2298         /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2299          * functionality. Prefer the ARB extension */
2300         gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2301     }
2302     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2303     {
2304         TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2305         gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2306     }
2307     if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2308     {
2309         TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2310         gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2311     }
2312     if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2313     {
2314         TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2315         gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2316     }
2317     if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
2318     {
2319         TRACE_(d3d_caps)(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
2320         gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
2321     }
2322     if (gl_info->supported[NV_TEXTURE_SHADER2])
2323     {
2324         if (gl_info->supported[NV_REGISTER_COMBINERS])
2325         {
2326             /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2327              * are supported. The nv extensions provide the same functionality as the
2328              * ATI one, and a bit more(signed pixelformats). */
2329             gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2330         }
2331     }
2332
2333     if (gl_info->supported[NV_REGISTER_COMBINERS])
2334     {
2335         glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2336         gl_info->limits.general_combiners = gl_max;
2337         TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2338     }
2339     if (gl_info->supported[ARB_DRAW_BUFFERS])
2340     {
2341         glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2342         gl_info->limits.buffers = gl_max;
2343         TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2344     }
2345     if (gl_info->supported[ARB_MULTITEXTURE])
2346     {
2347         glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2348         gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2349         TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2350
2351         if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2352         {
2353             GLint tmp;
2354             glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2355             gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2356         }
2357         else
2358         {
2359             gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2360         }
2361         TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2362
2363         if (gl_info->supported[ARB_VERTEX_SHADER])
2364         {
2365             GLint tmp;
2366             glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2367             gl_info->limits.vertex_samplers = tmp;
2368             glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2369             gl_info->limits.combined_samplers = tmp;
2370
2371             /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2372              * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2373              * an issue because then the sampler setup only depends on the two shaders. If a pixel
2374              * shader is used with fixed function vertex processing we're fine too because fixed function
2375              * vertex processing doesn't use any samplers. If fixed function fragment processing is
2376              * used we have to make sure that all vertex sampler setups are valid together with all
2377              * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2378              * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2379              * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2380              * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2381              * a fixed function pipeline anymore.
2382              *
2383              * So this is just a check to check that our assumption holds true. If not, write a warning
2384              * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2385             if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2386                     && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2387             {
2388                 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2389                         gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2390                 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2391                 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2392                     gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2393                 else
2394                     gl_info->limits.vertex_samplers = 0;
2395             }
2396         }
2397         else
2398         {
2399             gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2400         }
2401         TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2402         TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2403     }
2404     if (gl_info->supported[ARB_VERTEX_BLEND])
2405     {
2406         glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2407         gl_info->limits.blends = gl_max;
2408         TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2409     }
2410     if (gl_info->supported[EXT_TEXTURE3D])
2411     {
2412         glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2413         gl_info->limits.texture3d_size = gl_max;
2414         TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2415     }
2416     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2417     {
2418         glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2419         gl_info->limits.anisotropy = gl_max;
2420         TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2421     }
2422     if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2423     {
2424         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2425         gl_info->limits.arb_ps_float_constants = gl_max;
2426         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2427         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2428         gl_info->limits.arb_ps_native_constants = gl_max;
2429         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2430                 gl_info->limits.arb_ps_native_constants);
2431         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2432         gl_info->limits.arb_ps_temps = gl_max;
2433         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2434         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2435         gl_info->limits.arb_ps_instructions = gl_max;
2436         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2437         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2438         gl_info->limits.arb_ps_local_constants = gl_max;
2439         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2440     }
2441     if (gl_info->supported[ARB_VERTEX_PROGRAM])
2442     {
2443         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2444         gl_info->limits.arb_vs_float_constants = gl_max;
2445         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2446         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2447         gl_info->limits.arb_vs_native_constants = gl_max;
2448         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2449                 gl_info->limits.arb_vs_native_constants);
2450         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2451         gl_info->limits.arb_vs_temps = gl_max;
2452         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2453         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2454         gl_info->limits.arb_vs_instructions = gl_max;
2455         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2456
2457         if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2458     }
2459     if (gl_info->supported[ARB_VERTEX_SHADER])
2460     {
2461         glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2462         gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2463         TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2464     }
2465     if (gl_info->supported[ARB_FRAGMENT_SHADER])
2466     {
2467         glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2468         gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2469         TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2470         glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2471         gl_info->limits.glsl_varyings = gl_max;
2472         TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2473     }
2474     if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2475     {
2476         const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2477         unsigned int major, minor;
2478
2479         TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2480
2481         /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2482         sscanf(str, "%u.%u", &major, &minor);
2483         gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2484     }
2485     if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2486     {
2487         glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2488     }
2489     else
2490     {
2491         gl_info->limits.shininess = 128.0f;
2492     }
2493     if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2494     {
2495         /* If we have full NP2 texture support, disable
2496          * GL_ARB_texture_rectangle because we will never use it.
2497          * This saves a few redundant glDisable calls. */
2498         gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2499     }
2500     if (gl_info->supported[ATI_FRAGMENT_SHADER])
2501     {
2502         /* Disable NV_register_combiners and fragment shader if this is supported.
2503          * generally the NV extensions are preferred over the ATI ones, and this
2504          * extension is disabled if register_combiners and texture_shader2 are both
2505          * supported. So we reach this place only if we have incomplete NV dxlevel 8
2506          * fragment processing support. */
2507         gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2508         gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2509         gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2510         gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2511     }
2512     if (gl_info->supported[NV_HALF_FLOAT])
2513     {
2514         /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2515         gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2516     }
2517     if (gl_info->supported[ARB_POINT_SPRITE])
2518     {
2519         gl_info->limits.point_sprite_units = gl_info->limits.textures;
2520     }
2521     else
2522     {
2523         gl_info->limits.point_sprite_units = 0;
2524     }
2525     checkGLcall("extension detection");
2526
2527     LEAVE_GL();
2528
2529     adapter->fragment_pipe = select_fragment_implementation(adapter);
2530     adapter->shader_backend = select_shader_backend(adapter);
2531     adapter->blitter = select_blit_implementation(adapter);
2532
2533     adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2534     gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2535     TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2536
2537     /* In some cases the number of texture stages can be larger than the number
2538      * of samplers. The GF4 for example can use only 2 samplers (no fragment
2539      * shaders), but 8 texture stages (register combiners). */
2540     gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2541
2542     if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2543     {
2544         gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2545         gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2546         gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2547         gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2548         gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2549         gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2550         gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2551         gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2552         gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2553         gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2554         gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2555         gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2556         gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2557         gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2558         gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2559         gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2560         gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2561         gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2562         gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2563     }
2564     else
2565     {
2566         if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2567         {
2568             gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2569             gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2570             gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2571             gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2572             gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2573             gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2574             gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2575             gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2576             gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2577             gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2578             gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2579             gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2580             gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2581             gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2582             gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2583             gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2584             gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2585         }
2586         else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2587         {
2588             WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2589             wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2590         }
2591         if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2592         {
2593             gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2594         }
2595         if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2596         {
2597             gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2598         }
2599     }
2600
2601     /* MRTs are currently only supported when FBOs are used. */
2602     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2603     {
2604         gl_info->limits.buffers = 1;
2605     }
2606
2607     gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2608     card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2609     TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2610
2611     device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor);
2612     TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2613
2614     gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2615     gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2616             gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2617     gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2618     gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2619             gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2620     gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2621             gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2622
2623     /* Make sure there's an active HDC else the WGL extensions will fail */
2624     hdc = pwglGetCurrentDC();
2625     if (hdc) {
2626         /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2627         if(GL_EXTCALL(wglGetExtensionsStringARB))
2628             WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2629
2630         if (!WGL_Extensions)
2631         {
2632             ERR("   WGL_Extensions returns NULL\n");
2633         }
2634         else
2635         {
2636             TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2637             while (*WGL_Extensions)
2638             {
2639                 const char *Start;
2640                 char ThisExtn[256];
2641
2642                 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2643                 Start = WGL_Extensions;
2644                 while (!isspace(*WGL_Extensions) && *WGL_Extensions) ++WGL_Extensions;
2645
2646                 len = WGL_Extensions - Start;
2647                 if (!len || len >= sizeof(ThisExtn))
2648                     continue;
2649
2650                 memcpy(ThisExtn, Start, len);
2651                 ThisExtn[len] = '\0';
2652                 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2653
2654                 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2655                     gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2656                     TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2657                 }
2658                 if (!strcmp(ThisExtn, "WGL_EXT_swap_control")) {
2659                     gl_info->supported[WGL_EXT_SWAP_CONTROL] = TRUE;
2660                     TRACE_(d3d_caps)("FOUND: WGL_EXT_swap_control support\n");
2661                 }
2662                 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2663                     gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2664                     TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2665                 }
2666             }
2667         }
2668     }
2669
2670     fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2671     init_driver_info(driver_info, card_vendor, device);
2672     add_gl_compat_wrappers(gl_info);
2673
2674     return TRUE;
2675 }
2676
2677 UINT CDECL wined3d_get_adapter_count(const struct wined3d *wined3d)
2678 {
2679     TRACE_(d3d_caps)("wined3d %p, reporting %u adapters.\n",
2680             wined3d, wined3d->adapter_count);
2681
2682     return wined3d->adapter_count;
2683 }
2684
2685 HRESULT CDECL wined3d_register_software_device(struct wined3d *wined3d, void *init_function)
2686 {
2687     FIXME("wined3d %p, init_function %p stub!\n", wined3d, init_function);
2688
2689     return WINED3D_OK;
2690 }
2691
2692 HMONITOR CDECL wined3d_get_adapter_monitor(const struct wined3d *wined3d, UINT adapter_idx)
2693 {
2694     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u.\n", wined3d, adapter_idx);
2695
2696     if (adapter_idx >= wined3d->adapter_count)
2697         return NULL;
2698
2699     return MonitorFromPoint(wined3d->adapters[adapter_idx].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2700 }
2701
2702 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2703      of the same bpp but different resolutions                                  */
2704
2705 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2706 UINT CDECL wined3d_get_adapter_mode_count(const struct wined3d *wined3d, UINT adapter_idx,
2707         enum wined3d_format_id format_id)
2708 {
2709     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, format %s.\n", wined3d, adapter_idx, debug_d3dformat(format_id));
2710
2711     if (adapter_idx >= wined3d->adapter_count)
2712         return 0;
2713
2714     /* TODO: Store modes per adapter and read it from the adapter structure */
2715     if (!adapter_idx)
2716     {
2717         const struct wined3d_format *format = wined3d_get_format(&wined3d->adapters[adapter_idx].gl_info, format_id);
2718         UINT format_bits = format->byte_count * CHAR_BIT;
2719         unsigned int i = 0;
2720         unsigned int j = 0;
2721         DEVMODEW mode;
2722
2723         memset(&mode, 0, sizeof(mode));
2724         mode.dmSize = sizeof(mode);
2725
2726         while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2727         {
2728             ++j;
2729
2730             if (format_id == WINED3DFMT_UNKNOWN)
2731             {
2732                 /* This is for D3D8, do not enumerate P8 here */
2733                 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2734             }
2735             else if (mode.dmBitsPerPel == format_bits)
2736             {
2737                 ++i;
2738             }
2739         }
2740
2741         TRACE_(d3d_caps)("Returning %u matching modes (out of %u total) for adapter %u.\n", i, j, adapter_idx);
2742
2743         return i;
2744     }
2745     else
2746     {
2747         FIXME_(d3d_caps)("Adapter not primary display.\n");
2748     }
2749
2750     return 0;
2751 }
2752
2753 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2754 HRESULT CDECL wined3d_enum_adapter_modes(const struct wined3d *wined3d, UINT adapter_idx,
2755         enum wined3d_format_id format_id, UINT mode_idx, WINED3DDISPLAYMODE *mode)
2756 {
2757     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, format %s, mode_idx %u, mode %p.\n",
2758             wined3d, adapter_idx, debug_d3dformat(format_id), mode_idx, mode);
2759
2760     /* Validate the parameters as much as possible */
2761     if (!mode || adapter_idx >= wined3d->adapter_count
2762             || mode_idx >= wined3d_get_adapter_mode_count(wined3d, adapter_idx, format_id))
2763     {
2764         return WINED3DERR_INVALIDCALL;
2765     }
2766
2767     /* TODO: Store modes per adapter and read it from the adapter structure */
2768     if (!adapter_idx)
2769     {
2770         const struct wined3d_format *format = wined3d_get_format(&wined3d->adapters[adapter_idx].gl_info, format_id);
2771         UINT format_bits = format->byte_count * CHAR_BIT;
2772         DEVMODEW DevModeW;
2773         int ModeIdx = 0;
2774         UINT i = 0;
2775         int j = 0;
2776
2777         ZeroMemory(&DevModeW, sizeof(DevModeW));
2778         DevModeW.dmSize = sizeof(DevModeW);
2779
2780         /* If we are filtering to a specific format (D3D9), then need to skip
2781            all unrelated modes, but if mode is irrelevant (D3D8), then we can
2782            just count through the ones with valid bit depths */
2783         while (i <= mode_idx && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2784         {
2785             if (format_id == WINED3DFMT_UNKNOWN)
2786             {
2787                 /* This is for D3D8, do not enumerate P8 here */
2788                 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2789             }
2790             else if (DevModeW.dmBitsPerPel == format_bits)
2791             {
2792                 ++i;
2793             }
2794         }
2795
2796         if (!i)
2797         {
2798             TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", format_id, debug_d3dformat(format_id));
2799             return WINED3DERR_INVALIDCALL;
2800         }
2801         ModeIdx = j - 1;
2802
2803         /* Now get the display mode via the calculated index */
2804         if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0))
2805         {
2806             mode->Width = DevModeW.dmPelsWidth;
2807             mode->Height = DevModeW.dmPelsHeight;
2808             mode->RefreshRate = DEFAULT_REFRESH_RATE;
2809             if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2810                 mode->RefreshRate = DevModeW.dmDisplayFrequency;
2811
2812             if (format_id == WINED3DFMT_UNKNOWN)
2813                 mode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2814             else
2815                 mode->Format = format_id;
2816         }
2817         else
2818         {
2819             TRACE_(d3d_caps)("Requested mode %u out of range.\n", mode_idx);
2820             return WINED3DERR_INVALIDCALL;
2821         }
2822
2823         TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n",
2824                 mode->Width, mode->Height, mode->RefreshRate, mode->Format,
2825                 debug_d3dformat(mode->Format), DevModeW.dmBitsPerPel);
2826     }
2827     else
2828     {
2829         FIXME_(d3d_caps)("Adapter not primary display\n");
2830     }
2831
2832     return WINED3D_OK;
2833 }
2834
2835 HRESULT CDECL wined3d_get_adapter_display_mode(const struct wined3d *wined3d, UINT adapter_idx,
2836         WINED3DDISPLAYMODE *mode)
2837 {
2838     TRACE("wined3d %p, adapter_idx %u, display_mode %p.\n", wined3d, adapter_idx, mode);
2839
2840     if (!mode || adapter_idx >= wined3d->adapter_count)
2841         return WINED3DERR_INVALIDCALL;
2842
2843     if (!adapter_idx)
2844     {
2845         DEVMODEW DevModeW;
2846         unsigned int bpp;
2847
2848         ZeroMemory(&DevModeW, sizeof(DevModeW));
2849         DevModeW.dmSize = sizeof(DevModeW);
2850
2851         EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2852         mode->Width = DevModeW.dmPelsWidth;
2853         mode->Height = DevModeW.dmPelsHeight;
2854         bpp = DevModeW.dmBitsPerPel;
2855         mode->RefreshRate = DEFAULT_REFRESH_RATE;
2856         if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2857             mode->RefreshRate = DevModeW.dmDisplayFrequency;
2858         mode->Format = pixelformat_for_depth(bpp);
2859     }
2860     else
2861     {
2862         FIXME_(d3d_caps)("Adapter not primary display\n");
2863     }
2864
2865     TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", mode->Width,
2866           mode->Height, mode->RefreshRate, debug_d3dformat(mode->Format));
2867     return WINED3D_OK;
2868 }
2869
2870 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2871    and fields being inserted in the middle, a new structure is used in place    */
2872 HRESULT CDECL wined3d_get_adapter_identifier(const struct wined3d *wined3d,
2873         UINT adapter_idx, DWORD flags, WINED3DADAPTER_IDENTIFIER *identifier)
2874 {
2875     const struct wined3d_adapter *adapter;
2876     size_t len;
2877
2878     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, flags %#x, indentifier %p.\n",
2879             wined3d, adapter_idx, flags, identifier);
2880
2881     if (adapter_idx >= wined3d->adapter_count)
2882         return WINED3DERR_INVALIDCALL;
2883
2884     adapter = &wined3d->adapters[adapter_idx];
2885
2886     /* Return the information requested */
2887     TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2888
2889     if (identifier->driver_size)
2890     {
2891         const char *name = adapter->driver_info.name;
2892         len = min(strlen(name), identifier->driver_size - 1);
2893         memcpy(identifier->driver, name, len);
2894         identifier->driver[len] = '\0';
2895     }
2896
2897     if (identifier->description_size)
2898     {
2899         const char *description = adapter->driver_info.description;
2900         len = min(strlen(description), identifier->description_size - 1);
2901         memcpy(identifier->description, description, len);
2902         identifier->description[len] = '\0';
2903     }
2904
2905     /* Note that d3d8 doesn't supply a device name. */
2906     if (identifier->device_name_size)
2907     {
2908         static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2909
2910         len = strlen(device_name);
2911         if (len >= identifier->device_name_size)
2912         {
2913             ERR("Device name size too small.\n");
2914             return WINED3DERR_INVALIDCALL;
2915         }
2916
2917         memcpy(identifier->device_name, device_name, len);
2918         identifier->device_name[len] = '\0';
2919     }
2920
2921     identifier->driver_version.u.HighPart = adapter->driver_info.version_high;
2922     identifier->driver_version.u.LowPart = adapter->driver_info.version_low;
2923     identifier->vendor_id = adapter->driver_info.vendor;
2924     identifier->device_id = adapter->driver_info.device;
2925     identifier->subsystem_id = 0;
2926     identifier->revision = 0;
2927     memcpy(&identifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(identifier->device_identifier));
2928     identifier->whql_level = (flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2929     memcpy(&identifier->adapter_luid, &adapter->luid, sizeof(identifier->adapter_luid));
2930     identifier->video_memory = adapter->TextureRam;
2931
2932     return WINED3D_OK;
2933 }
2934
2935 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
2936         const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
2937 {
2938     short redSize, greenSize, blueSize, alphaSize, colorBits;
2939
2940     if(!cfg)
2941         return FALSE;
2942
2943     /* Float formats need FBOs. If FBOs are used this function isn't called */
2944     if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2945
2946     if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
2947         if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2948         {
2949             ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
2950             return FALSE;
2951         }
2952
2953         if(cfg->redSize < redSize)
2954             return FALSE;
2955
2956         if(cfg->greenSize < greenSize)
2957             return FALSE;
2958
2959         if(cfg->blueSize < blueSize)
2960             return FALSE;
2961
2962         if(cfg->alphaSize < alphaSize)
2963             return FALSE;
2964
2965         return TRUE;
2966     }
2967
2968     /* Probably a RGBA_float or color index mode */
2969     return FALSE;
2970 }
2971
2972 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
2973         const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
2974 {
2975     short depthSize, stencilSize;
2976     BOOL lockable = FALSE;
2977
2978     if(!cfg)
2979         return FALSE;
2980
2981     if (!getDepthStencilBits(format, &depthSize, &stencilSize))
2982     {
2983         ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
2984         return FALSE;
2985     }
2986
2987     /* Float formats need FBOs. If FBOs are used this function isn't called */
2988     if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2989
2990     if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
2991         lockable = TRUE;
2992
2993     /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
2994      * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
2995      * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
2996     if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
2997         return FALSE;
2998
2999     /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
3000      * allow more stencil bits than requested. */
3001     if(cfg->stencilSize < stencilSize)
3002         return FALSE;
3003
3004     return TRUE;
3005 }
3006
3007 HRESULT CDECL wined3d_check_depth_stencil_match(const struct wined3d *wined3d,
3008         UINT adapter_idx, WINED3DDEVTYPE device_type, enum wined3d_format_id adapter_format_id,
3009         enum wined3d_format_id render_target_format_id, enum wined3d_format_id depth_stencil_format_id)
3010 {
3011     const struct wined3d_format *rt_format;
3012     const struct wined3d_format *ds_format;
3013     const struct wined3d_adapter *adapter;
3014
3015     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s,\n"
3016             "adapter_format %s, render_target_format %s, depth_stencil_format %s.\n",
3017             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(adapter_format_id),
3018             debug_d3dformat(render_target_format_id), debug_d3dformat(depth_stencil_format_id));
3019
3020     if (adapter_idx >= wined3d->adapter_count)
3021         return WINED3DERR_INVALIDCALL;
3022
3023     adapter = &wined3d->adapters[adapter_idx];
3024     rt_format = wined3d_get_format(&adapter->gl_info, render_target_format_id);
3025     ds_format = wined3d_get_format(&adapter->gl_info, depth_stencil_format_id);
3026     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3027     {
3028         if ((rt_format->flags & WINED3DFMT_FLAG_RENDERTARGET)
3029                 && (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
3030         {
3031             TRACE_(d3d_caps)("Formats match.\n");
3032             return WINED3D_OK;
3033         }
3034     }
3035     else
3036     {
3037         const WineD3D_PixelFormat *cfgs;
3038         unsigned int cfg_count;
3039         unsigned int i;
3040
3041         cfgs = adapter->cfgs;
3042         cfg_count = adapter->nCfgs;
3043         for (i = 0; i < cfg_count; ++i)
3044         {
3045             if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[i], rt_format))
3046             {
3047                 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], ds_format))
3048                 {
3049                     TRACE_(d3d_caps)("Formats match.\n");
3050                     return WINED3D_OK;
3051                 }
3052             }
3053         }
3054     }
3055
3056     TRACE_(d3d_caps)("Unsupported format pair: %s and %s.\n",
3057             debug_d3dformat(render_target_format_id),
3058             debug_d3dformat(depth_stencil_format_id));
3059
3060     return WINED3DERR_NOTAVAILABLE;
3061 }
3062
3063 HRESULT CDECL wined3d_check_device_multisample_type(const struct wined3d *wined3d, UINT adapter_idx,
3064         WINED3DDEVTYPE device_type, enum wined3d_format_id surface_format_id, BOOL windowed,
3065         WINED3DMULTISAMPLE_TYPE multisample_type, DWORD *quality_levels)
3066 {
3067     const struct wined3d_adapter *adapter;
3068     const struct wined3d_format *format;
3069
3070     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, surface_format %s,\n"
3071             "windowed %#x, multisample_type %#x, quality_levels %p.\n",
3072             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(surface_format_id),
3073             windowed, multisample_type, quality_levels);
3074
3075     if (adapter_idx >= wined3d->adapter_count)
3076         return WINED3DERR_INVALIDCALL;
3077
3078     /* TODO: Handle windowed, add more quality levels. */
3079
3080     if (WINED3DMULTISAMPLE_NONE == multisample_type)
3081     {
3082         if (quality_levels) *quality_levels = 1;
3083         return WINED3D_OK;
3084     }
3085
3086     /* By default multisampling is disabled right now as it causes issues
3087      * on some Nvidia driver versions and it doesn't work well in combination
3088      * with FBOs yet. */
3089     if (!wined3d_settings.allow_multisampling)
3090         return WINED3DERR_NOTAVAILABLE;
3091
3092     adapter = &wined3d->adapters[adapter_idx];
3093     format = wined3d_get_format(&adapter->gl_info, surface_format_id);
3094     if (!format) return WINED3DERR_INVALIDCALL;
3095
3096     if (format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
3097     {
3098         const WineD3D_PixelFormat *cfgs;
3099         unsigned int i, cfg_count;
3100
3101         cfgs = adapter->cfgs;
3102         cfg_count = adapter->nCfgs;
3103         for (i = 0; i < cfg_count; ++i)
3104         {
3105             if(cfgs[i].numSamples != multisample_type)
3106                 continue;
3107
3108             if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], format))
3109                 continue;
3110
3111             TRACE("Found pixel format %u to support multisample_type %#x for format %s.\n",
3112                     cfgs[i].iPixelFormat, multisample_type, debug_d3dformat(surface_format_id));
3113
3114             if (quality_levels) *quality_levels = 1;
3115
3116             return WINED3D_OK;
3117         }
3118     }
3119     else if (format->flags & WINED3DFMT_FLAG_RENDERTARGET)
3120     {
3121         short redSize, greenSize, blueSize, alphaSize, colorBits;
3122         const WineD3D_PixelFormat *cfgs;
3123         unsigned int i, cfg_count;
3124
3125         if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3126         {
3127             ERR("Unable to get color bits for format %s, can't check multisampling capability.\n",
3128                     debug_d3dformat(surface_format_id));
3129             return WINED3DERR_NOTAVAILABLE;
3130         }
3131
3132         cfgs = adapter->cfgs;
3133         cfg_count = adapter->nCfgs;
3134         for (i = 0; i < cfg_count; ++i)
3135         {
3136             if(cfgs[i].numSamples != multisample_type)
3137                 continue;
3138             if(cfgs[i].redSize != redSize)
3139                 continue;
3140             if(cfgs[i].greenSize != greenSize)
3141                 continue;
3142             if(cfgs[i].blueSize != blueSize)
3143                 continue;
3144             /* Not all drivers report alpha-less formats since they use 32-bit
3145              * anyway, so accept alpha even if we didn't ask for it. */
3146             if(alphaSize && cfgs[i].alphaSize != alphaSize)
3147                 continue;
3148             if (cfgs[i].colorSize != (format->byte_count << 3))
3149                 continue;
3150
3151             TRACE("Found pixel format %u to support multisample_type %#x for format %s.\n",
3152                     cfgs[i].iPixelFormat, multisample_type, debug_d3dformat(surface_format_id));
3153
3154             if (quality_levels) *quality_levels = 1;
3155
3156             return WINED3D_OK;
3157         }
3158     }
3159     return WINED3DERR_NOTAVAILABLE;
3160 }
3161
3162 /* Check if we support bumpmapping for a format */
3163 static BOOL CheckBumpMapCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3164 {
3165     /* Ask the fixed function pipeline implementation if it can deal
3166      * with the conversion. If we've got a GL extension giving native
3167      * support this will be an identity conversion. */
3168     return (format->flags & WINED3DFMT_FLAG_BUMPMAP)
3169             && adapter->fragment_pipe->color_fixup_supported(format->color_fixup);
3170 }
3171
3172 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3173 static BOOL CheckDepthStencilCapability(const struct wined3d_adapter *adapter,
3174         const struct wined3d_format *display_format, const struct wined3d_format *ds_format)
3175 {
3176     int it=0;
3177
3178     /* Only allow depth/stencil formats */
3179     if (!(ds_format->depth_size || ds_format->stencil_size)) return FALSE;
3180
3181     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3182     {
3183         /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3184         if (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3185     }
3186     else
3187     {
3188         /* Walk through all WGL pixel formats to find a match */
3189         for (it = 0; it < adapter->nCfgs; ++it)
3190         {
3191             WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
3192             if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format))
3193             {
3194                 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format))
3195                 {
3196                     return TRUE;
3197                 }
3198             }
3199         }
3200     }
3201
3202     return FALSE;
3203 }
3204
3205 static BOOL CheckFilterCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3206 {
3207     /* The flags entry of a format contains the filtering capability */
3208     if (format->flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3209
3210     return FALSE;
3211 }
3212
3213 /* Check the render target capabilities of a format */
3214 static BOOL CheckRenderTargetCapability(const struct wined3d_adapter *adapter,
3215         const struct wined3d_format *adapter_format, const struct wined3d_format *check_format)
3216 {
3217     /* Filter out non-RT formats */
3218     if (!(check_format->flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3219     if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
3220     {
3221         WineD3D_PixelFormat *cfgs = adapter->cfgs;
3222         int it;
3223         short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3224         short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3225
3226         getColorBits(adapter_format, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3227         getColorBits(check_format, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3228
3229         /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3230          * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3231         if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3232             TRACE_(d3d_caps)("[FAILED]\n");
3233             return FALSE;
3234         }
3235
3236         /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3237          * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3238         for (it = 0; it < adapter->nCfgs; ++it)
3239         {
3240             if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3241                     &cfgs[it], check_format))
3242             {
3243                 TRACE_(d3d_caps)("Pixel format %d is compatible with format %s.\n",
3244                         cfgs[it].iPixelFormat, debug_d3dformat(check_format->id));
3245                 return TRUE;
3246             }
3247         }
3248     }
3249     else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3250     {
3251         /* For now return TRUE for FBOs until we have some proper checks.
3252          * Note that this function will only be called when the format is around for texturing. */
3253         return TRUE;
3254     }
3255     return FALSE;
3256 }
3257
3258 static BOOL CheckSrgbReadCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3259 {
3260     return format->flags & WINED3DFMT_FLAG_SRGB_READ;
3261 }
3262
3263 static BOOL CheckSrgbWriteCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3264 {
3265     /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3266      * doing the color fixup in shaders.
3267      * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3268     if (format->flags & WINED3DFMT_FLAG_SRGB_WRITE)
3269     {
3270         int vs_selected_mode;
3271         int ps_selected_mode;
3272         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3273
3274         if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3275             TRACE_(d3d_caps)("[OK]\n");
3276             return TRUE;
3277         }
3278     }
3279
3280     TRACE_(d3d_caps)("[FAILED] - sRGB writes not supported by format %s.\n", debug_d3dformat(format->id));
3281     return FALSE;
3282 }
3283
3284 /* Check if a format support blending in combination with pixel shaders */
3285 static BOOL CheckPostPixelShaderBlendingCapability(const struct wined3d_adapter *adapter,
3286         const struct wined3d_format *format)
3287 {
3288     /* The flags entry of a format contains the post pixel shader blending capability */
3289     if (format->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3290
3291     return FALSE;
3292 }
3293
3294 static BOOL CheckWrapAndMipCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3295 {
3296     /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3297      * but we have to report mipmapping so we cannot reject this flag. Tests show that
3298      * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3299      * that wrapping is supported. The lack of filtering will sort out the mipmapping
3300      * capability anyway.
3301      *
3302      * For now lets report this on all formats, but in the future we may want to
3303      * restrict it to some should games need that
3304      */
3305     return TRUE;
3306 }
3307
3308 /* Check if a texture format is supported on the given adapter */
3309 static BOOL CheckTextureCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3310 {
3311     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3312
3313     switch (format->id)
3314     {
3315         /*****
3316          *  supported: RGB(A) formats
3317          */
3318         case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3319         case WINED3DFMT_B8G8R8A8_UNORM:
3320         case WINED3DFMT_B8G8R8X8_UNORM:
3321         case WINED3DFMT_B5G6R5_UNORM:
3322         case WINED3DFMT_B5G5R5X1_UNORM:
3323         case WINED3DFMT_B5G5R5A1_UNORM:
3324         case WINED3DFMT_B4G4R4A4_UNORM:
3325         case WINED3DFMT_A8_UNORM:
3326         case WINED3DFMT_B4G4R4X4_UNORM:
3327         case WINED3DFMT_R8G8B8A8_UNORM:
3328         case WINED3DFMT_R8G8B8X8_UNORM:
3329         case WINED3DFMT_B10G10R10A2_UNORM:
3330         case WINED3DFMT_R10G10B10A2_UNORM:
3331         case WINED3DFMT_R16G16_UNORM:
3332             TRACE_(d3d_caps)("[OK]\n");
3333             return TRUE;
3334
3335         case WINED3DFMT_B2G3R3_UNORM:
3336             TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3337             return FALSE;
3338
3339         /*****
3340          *  Not supported: Palettized
3341          *  Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3342          *  Since it is not widely available, don't offer it. Further no Windows driver offers
3343          *  WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3344          */
3345         case WINED3DFMT_P8_UINT:
3346         case WINED3DFMT_P8_UINT_A8_UNORM:
3347             return FALSE;
3348
3349         /*****
3350          *  Supported: (Alpha)-Luminance
3351          */
3352         case WINED3DFMT_L8_UNORM:
3353         case WINED3DFMT_L8A8_UNORM:
3354         case WINED3DFMT_L16_UNORM:
3355             TRACE_(d3d_caps)("[OK]\n");
3356             return TRUE;
3357
3358         /* Not supported on Windows, thus disabled */
3359         case WINED3DFMT_L4A4_UNORM:
3360             TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3361             return FALSE;
3362
3363         /*****
3364          *  Supported: Depth/Stencil formats
3365          */
3366         case WINED3DFMT_D16_LOCKABLE:
3367         case WINED3DFMT_D16_UNORM:
3368         case WINED3DFMT_S1_UINT_D15_UNORM:
3369         case WINED3DFMT_X8D24_UNORM:
3370         case WINED3DFMT_S4X4_UINT_D24_UNORM:
3371         case WINED3DFMT_D24_UNORM_S8_UINT:
3372         case WINED3DFMT_S8_UINT_D24_FLOAT:
3373         case WINED3DFMT_D32_UNORM:
3374         case WINED3DFMT_D32_FLOAT:
3375             return TRUE;
3376
3377         case WINED3DFMT_INTZ:
3378             if (gl_info->supported[EXT_PACKED_DEPTH_STENCIL]
3379                     || gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3380                 return TRUE;
3381             return FALSE;
3382
3383         /*****
3384          *  Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3385          *  GL_NV_texture_shader). Emulated by shaders
3386          */
3387         case WINED3DFMT_R8G8_SNORM:
3388         case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3389         case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3390         case WINED3DFMT_R8G8B8A8_SNORM:
3391         case WINED3DFMT_R16G16_SNORM:
3392             /* Ask the shader backend if it can deal with the conversion. If
3393              * we've got a GL extension giving native support this will be an
3394              * identity conversion. */
3395             if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup))
3396             {
3397                 TRACE_(d3d_caps)("[OK]\n");
3398                 return TRUE;
3399             }
3400             TRACE_(d3d_caps)("[FAILED]\n");
3401             return FALSE;
3402
3403         case WINED3DFMT_DXT1:
3404         case WINED3DFMT_DXT2:
3405         case WINED3DFMT_DXT3:
3406         case WINED3DFMT_DXT4:
3407         case WINED3DFMT_DXT5:
3408             if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3409             {
3410                 TRACE_(d3d_caps)("[OK]\n");
3411                 return TRUE;
3412             }
3413             TRACE_(d3d_caps)("[FAILED]\n");
3414             return FALSE;
3415
3416
3417         /*****
3418          *  Odd formats - not supported
3419          */
3420         case WINED3DFMT_VERTEXDATA:
3421         case WINED3DFMT_R16_UINT:
3422         case WINED3DFMT_R32_UINT:
3423         case WINED3DFMT_R16G16B16A16_SNORM:
3424         case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3425         case WINED3DFMT_R10G11B11_SNORM:
3426             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3427             return FALSE;
3428
3429         /*****
3430          *  WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3431          */
3432         case WINED3DFMT_R8G8_SNORM_Cx:
3433             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3434             return FALSE;
3435
3436         /* YUV formats */
3437         case WINED3DFMT_UYVY:
3438         case WINED3DFMT_YUY2:
3439             if (gl_info->supported[APPLE_YCBCR_422])
3440             {
3441                 TRACE_(d3d_caps)("[OK]\n");
3442                 return TRUE;
3443             }
3444             TRACE_(d3d_caps)("[FAILED]\n");
3445             return FALSE;
3446         case WINED3DFMT_YV12:
3447             TRACE_(d3d_caps)("[FAILED]\n");
3448             return FALSE;
3449
3450             /* Not supported */
3451         case WINED3DFMT_R16G16B16A16_UNORM:
3452         case WINED3DFMT_B2G3R3A8_UNORM:
3453             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3454             return FALSE;
3455
3456             /* Floating point formats */
3457         case WINED3DFMT_R16_FLOAT:
3458         case WINED3DFMT_R16G16_FLOAT:
3459         case WINED3DFMT_R16G16B16A16_FLOAT:
3460             if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3461             {
3462                 TRACE_(d3d_caps)("[OK]\n");
3463                 return TRUE;
3464             }
3465             TRACE_(d3d_caps)("[FAILED]\n");
3466             return FALSE;
3467
3468         case WINED3DFMT_R32_FLOAT:
3469         case WINED3DFMT_R32G32_FLOAT:
3470         case WINED3DFMT_R32G32B32A32_FLOAT:
3471             if (gl_info->supported[ARB_TEXTURE_FLOAT])
3472             {
3473                 TRACE_(d3d_caps)("[OK]\n");
3474                 return TRUE;
3475             }
3476             TRACE_(d3d_caps)("[FAILED]\n");
3477             return FALSE;
3478
3479         /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3480          * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3481          * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3482          * We can do instancing with all shader versions, but we need vertex shaders.
3483          *
3484          * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3485          * to enable instancing. WineD3D doesn't need that and just ignores it.
3486          *
3487          * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3488          */
3489         case WINED3DFMT_INST:
3490             TRACE("ATI Instancing check hack\n");
3491             if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3492             {
3493                 TRACE_(d3d_caps)("[OK]\n");
3494                 return TRUE;
3495             }
3496             TRACE_(d3d_caps)("[FAILED]\n");
3497             return FALSE;
3498
3499         /* Some weird FOURCC formats */
3500         case WINED3DFMT_R8G8_B8G8:
3501         case WINED3DFMT_G8R8_G8B8:
3502         case WINED3DFMT_MULTI2_ARGB8:
3503             TRACE_(d3d_caps)("[FAILED]\n");
3504             return FALSE;
3505
3506         /* Vendor specific formats */
3507         case WINED3DFMT_ATI2N:
3508             if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3509                     || gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
3510             {
3511                 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3512                         && adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3513                 {
3514                     TRACE_(d3d_caps)("[OK]\n");
3515                     return TRUE;
3516                 }
3517
3518                 TRACE_(d3d_caps)("[OK]\n");
3519                 return TRUE;
3520             }
3521             TRACE_(d3d_caps)("[FAILED]\n");
3522             return FALSE;
3523
3524         /* Depth bound test. To query if the card supports it CheckDeviceFormat with the special
3525          * format MAKEFOURCC('N','V','D','B') is used.
3526          * It is enabled by setting D3DRS_ADAPTIVETESS_X render state to MAKEFOURCC('N','V','D','B') and
3527          * then controlled by setting D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax)
3528          * to test value.
3529          */
3530         case WINED3DFMT_NVDB:
3531             if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
3532             {
3533                 TRACE_(d3d_caps)("[OK]\n");
3534                 return TRUE;
3535             }
3536             TRACE_(d3d_caps)("[FAILED]\n");
3537             return FALSE;
3538
3539         case WINED3DFMT_NVHU:
3540         case WINED3DFMT_NVHS:
3541             /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3542              * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3543              * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3544              * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3545              * Applications have to deal with not having NVHS and NVHU.
3546              */
3547             TRACE_(d3d_caps)("[FAILED]\n");
3548             return FALSE;
3549
3550         case WINED3DFMT_NULL:
3551             if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3552                 return TRUE;
3553             return FALSE;
3554
3555         case WINED3DFMT_UNKNOWN:
3556             return FALSE;
3557
3558         default:
3559             ERR("Unhandled format %s.\n", debug_d3dformat(format->id));
3560             break;
3561     }
3562     return FALSE;
3563 }
3564
3565 static BOOL CheckSurfaceCapability(const struct wined3d_adapter *adapter,
3566         const struct wined3d_format *adapter_format,
3567         const struct wined3d_format *check_format,
3568         WINED3DSURFTYPE SurfaceType)
3569 {
3570     if (SurfaceType == SURFACE_GDI)
3571     {
3572         switch (check_format->id)
3573         {
3574             case WINED3DFMT_B8G8R8_UNORM:
3575             case WINED3DFMT_B8G8R8A8_UNORM:
3576             case WINED3DFMT_B8G8R8X8_UNORM:
3577             case WINED3DFMT_B5G6R5_UNORM:
3578             case WINED3DFMT_B5G5R5X1_UNORM:
3579             case WINED3DFMT_B5G5R5A1_UNORM:
3580             case WINED3DFMT_B4G4R4A4_UNORM:
3581             case WINED3DFMT_B2G3R3_UNORM:
3582             case WINED3DFMT_A8_UNORM:
3583             case WINED3DFMT_B2G3R3A8_UNORM:
3584             case WINED3DFMT_B4G4R4X4_UNORM:
3585             case WINED3DFMT_R10G10B10A2_UNORM:
3586             case WINED3DFMT_R8G8B8A8_UNORM:
3587             case WINED3DFMT_R8G8B8X8_UNORM:
3588             case WINED3DFMT_R16G16_UNORM:
3589             case WINED3DFMT_B10G10R10A2_UNORM:
3590             case WINED3DFMT_R16G16B16A16_UNORM:
3591             case WINED3DFMT_P8_UINT:
3592                 TRACE_(d3d_caps)("[OK]\n");
3593                 return TRUE;
3594             default:
3595                 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3596                 return FALSE;
3597         }
3598     }
3599
3600     /* All format that are supported for textures are supported for surfaces as well */
3601     if (CheckTextureCapability(adapter, check_format)) return TRUE;
3602     /* All depth stencil formats are supported on surfaces */
3603     if (CheckDepthStencilCapability(adapter, adapter_format, check_format)) return TRUE;
3604
3605     /* If opengl can't process the format natively, the blitter may be able to convert it */
3606     if (adapter->blitter->blit_supported(&adapter->gl_info, BLIT_OP_BLIT,
3607             NULL, WINED3DPOOL_DEFAULT, 0, check_format,
3608             NULL, WINED3DPOOL_DEFAULT, 0, adapter_format))
3609     {
3610         TRACE_(d3d_caps)("[OK]\n");
3611         return TRUE;
3612     }
3613
3614     /* Reject other formats */
3615     TRACE_(d3d_caps)("[FAILED]\n");
3616     return FALSE;
3617 }
3618
3619 static BOOL CheckVertexTextureCapability(const struct wined3d_adapter *adapter,
3620         const struct wined3d_format *format)
3621 {
3622     return adapter->gl_info.limits.vertex_samplers && (format->flags & WINED3DFMT_FLAG_VTF);
3623 }
3624
3625 HRESULT CDECL wined3d_check_device_format(const struct wined3d *wined3d, UINT adapter_idx,
3626         WINED3DDEVTYPE device_type, enum wined3d_format_id adapter_format_id, DWORD usage,
3627         WINED3DRESOURCETYPE resource_type, enum wined3d_format_id check_format_id, WINED3DSURFTYPE surface_type)
3628 {
3629     const struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
3630     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3631     const struct wined3d_format *adapter_format = wined3d_get_format(gl_info, adapter_format_id);
3632     const struct wined3d_format *format = wined3d_get_format(gl_info, check_format_id);
3633     DWORD usage_caps = 0;
3634
3635     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, adapter_format %s, usage %s, %s,\n"
3636             "resource_type %s, check_format %s, surface_type %#x.\n",
3637             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(adapter_format_id),
3638             debug_d3dusage(usage), debug_d3dusagequery(usage), debug_d3dresourcetype(resource_type),
3639             debug_d3dformat(check_format_id), surface_type);
3640
3641     if (adapter_idx >= wined3d->adapter_count)
3642         return WINED3DERR_INVALIDCALL;
3643
3644     switch (resource_type)
3645     {
3646         case WINED3DRTYPE_CUBETEXTURE:
3647             /* Cubetexture allows:
3648              *      - WINED3DUSAGE_AUTOGENMIPMAP
3649              *      - WINED3DUSAGE_DEPTHSTENCIL
3650              *      - WINED3DUSAGE_DYNAMIC
3651              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3652              *      - WINED3DUSAGE_RENDERTARGET
3653              *      - WINED3DUSAGE_SOFTWAREPROCESSING
3654              *      - WINED3DUSAGE_QUERY_WRAPANDMIP
3655              */
3656             if (surface_type != SURFACE_OPENGL)
3657             {
3658                 TRACE_(d3d_caps)("[FAILED]\n");
3659                 return WINED3DERR_NOTAVAILABLE;
3660             }
3661
3662             if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3663             {
3664                 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3665                 return WINED3DERR_NOTAVAILABLE;
3666             }
3667
3668             if (!CheckTextureCapability(adapter, format))
3669             {
3670                 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3671                 return WINED3DERR_NOTAVAILABLE;
3672             }
3673
3674             if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
3675             {
3676                 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3677                     /* When autogenmipmap isn't around continue and return
3678                      * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3679                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3680                 else
3681                     usage_caps |= WINED3DUSAGE_AUTOGENMIPMAP;
3682             }
3683
3684             /* Always report dynamic locking. */
3685             if (usage & WINED3DUSAGE_DYNAMIC)
3686                 usage_caps |= WINED3DUSAGE_DYNAMIC;
3687
3688             if (usage & WINED3DUSAGE_RENDERTARGET)
3689             {
3690                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3691                 {
3692                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3693                     return WINED3DERR_NOTAVAILABLE;
3694                 }
3695                 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3696             }
3697
3698             /* Always report software processing. */
3699             if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3700                 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3701
3702             if (usage & WINED3DUSAGE_QUERY_FILTER)
3703             {
3704                 if (!CheckFilterCapability(adapter, format))
3705                 {
3706                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3707                     return WINED3DERR_NOTAVAILABLE;
3708                 }
3709                 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
3710             }
3711
3712             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3713             {
3714                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3715                 {
3716                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3717                     return WINED3DERR_NOTAVAILABLE;
3718                 }
3719                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3720             }
3721
3722             if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
3723             {
3724                 if (!CheckSrgbReadCapability(adapter, format))
3725                 {
3726                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3727                     return WINED3DERR_NOTAVAILABLE;
3728                 }
3729                 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
3730             }
3731
3732             if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3733             {
3734                 if (!CheckSrgbWriteCapability(adapter, format))
3735                 {
3736                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3737                     return WINED3DERR_NOTAVAILABLE;
3738                 }
3739                 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3740             }
3741
3742             if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3743             {
3744                 if (!CheckVertexTextureCapability(adapter, format))
3745                 {
3746                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3747                     return WINED3DERR_NOTAVAILABLE;
3748                 }
3749                 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3750             }
3751
3752             if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3753             {
3754                 if (!CheckWrapAndMipCapability(adapter, format))
3755                 {
3756                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3757                     return WINED3DERR_NOTAVAILABLE;
3758                 }
3759                 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3760             }
3761             break;
3762
3763         case WINED3DRTYPE_SURFACE:
3764             /* Surface allows:
3765              *      - WINED3DUSAGE_DEPTHSTENCIL
3766              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3767              *      - WINED3DUSAGE_RENDERTARGET
3768              */
3769             if (!CheckSurfaceCapability(adapter, adapter_format, format, surface_type))
3770             {
3771                 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3772                 return WINED3DERR_NOTAVAILABLE;
3773             }
3774
3775             if (usage & WINED3DUSAGE_DEPTHSTENCIL)
3776             {
3777                 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3778                 {
3779                     TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3780                     return WINED3DERR_NOTAVAILABLE;
3781                 }
3782                 usage_caps |= WINED3DUSAGE_DEPTHSTENCIL;
3783             }
3784
3785             if (usage & WINED3DUSAGE_RENDERTARGET)
3786             {
3787                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3788                 {
3789                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3790                     return WINED3DERR_NOTAVAILABLE;
3791                 }
3792                 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3793             }
3794
3795             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3796             {
3797                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3798                 {
3799                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3800                     return WINED3DERR_NOTAVAILABLE;
3801                 }
3802                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3803             }
3804             break;
3805
3806         case WINED3DRTYPE_TEXTURE:
3807             /* Texture allows:
3808              *      - WINED3DUSAGE_AUTOGENMIPMAP
3809              *      - WINED3DUSAGE_DEPTHSTENCIL
3810              *      - WINED3DUSAGE_DMAP
3811              *      - WINED3DUSAGE_DYNAMIC
3812              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3813              *      - WINED3DUSAGE_RENDERTARGET
3814              *      - WINED3DUSAGE_SOFTWAREPROCESSING
3815              *      - WINED3DUSAGE_TEXTAPI (d3d9ex)
3816              *      - WINED3DUSAGE_QUERY_WRAPANDMIP
3817              */
3818             if (surface_type != SURFACE_OPENGL)
3819             {
3820                 TRACE_(d3d_caps)("[FAILED]\n");
3821                 return WINED3DERR_NOTAVAILABLE;
3822             }
3823
3824             if (!CheckTextureCapability(adapter, format))
3825             {
3826                 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3827                 return WINED3DERR_NOTAVAILABLE;
3828             }
3829
3830             if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
3831             {
3832                 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3833                     /* When autogenmipmap isn't around continue and return
3834                      * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3835                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3836                 else
3837                     usage_caps |= WINED3DUSAGE_AUTOGENMIPMAP;
3838             }
3839
3840             /* Always report dynamic locking. */
3841             if (usage & WINED3DUSAGE_DYNAMIC)
3842                 usage_caps |= WINED3DUSAGE_DYNAMIC;
3843
3844             if (usage & WINED3DUSAGE_RENDERTARGET)
3845             {
3846                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3847                 {
3848                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3849                     return WINED3DERR_NOTAVAILABLE;
3850                 }
3851                 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3852             }
3853
3854             /* Always report software processing. */
3855             if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3856                 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3857
3858             if (usage & WINED3DUSAGE_QUERY_FILTER)
3859             {
3860                 if (!CheckFilterCapability(adapter, format))
3861                 {
3862                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3863                     return WINED3DERR_NOTAVAILABLE;
3864                 }
3865                 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
3866             }
3867
3868             if (usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
3869             {
3870                 if (!CheckBumpMapCapability(adapter, format))
3871                 {
3872                     TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3873                     return WINED3DERR_NOTAVAILABLE;
3874                 }
3875                 usage_caps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3876             }
3877
3878             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3879             {
3880                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3881                 {
3882                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3883                     return WINED3DERR_NOTAVAILABLE;
3884                 }
3885                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3886             }
3887
3888             if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
3889             {
3890                 if (!CheckSrgbReadCapability(adapter, format))
3891                 {
3892                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3893                     return WINED3DERR_NOTAVAILABLE;
3894                 }
3895                 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
3896             }
3897
3898             if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3899             {
3900                 if (!CheckSrgbWriteCapability(adapter, format))
3901                 {
3902                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3903                     return WINED3DERR_NOTAVAILABLE;
3904                 }
3905                 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3906             }
3907
3908             if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3909             {
3910                 if (!CheckVertexTextureCapability(adapter, format))
3911                 {
3912                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3913                     return WINED3DERR_NOTAVAILABLE;
3914                 }
3915                 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3916             }
3917
3918             if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3919             {
3920                 if (!CheckWrapAndMipCapability(adapter, format))
3921                 {
3922                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3923                     return WINED3DERR_NOTAVAILABLE;
3924                 }
3925                 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3926             }
3927
3928             if (usage & WINED3DUSAGE_DEPTHSTENCIL)
3929             {
3930                 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3931                 {
3932                     TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
3933                     return WINED3DERR_NOTAVAILABLE;
3934                 }
3935                 if ((format->flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
3936                 {
3937                     TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
3938                     return WINED3DERR_NOTAVAILABLE;
3939                 }
3940                 usage_caps |= WINED3DUSAGE_DEPTHSTENCIL;
3941             }
3942             break;
3943
3944         case WINED3DRTYPE_VOLUMETEXTURE:
3945         case WINED3DRTYPE_VOLUME:
3946             /* Volume is to VolumeTexture what Surface is to Texture, but its
3947              * usage caps are not documented. Most driver seem to offer
3948              * (nearly) the same on Volume and VolumeTexture, so do that too.
3949              *
3950              * Volumetexture allows:
3951              *      - D3DUSAGE_DYNAMIC
3952              *      - D3DUSAGE_NONSECURE (d3d9ex)
3953              *      - D3DUSAGE_SOFTWAREPROCESSING
3954              *      - D3DUSAGE_QUERY_WRAPANDMIP
3955              */
3956             if (surface_type != SURFACE_OPENGL)
3957             {
3958                 TRACE_(d3d_caps)("[FAILED]\n");
3959                 return WINED3DERR_NOTAVAILABLE;
3960             }
3961
3962             if (!gl_info->supported[EXT_TEXTURE3D])
3963             {
3964                 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
3965                 return WINED3DERR_NOTAVAILABLE;
3966             }
3967
3968             if (!CheckTextureCapability(adapter, format))
3969             {
3970                 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
3971                 return WINED3DERR_NOTAVAILABLE;
3972             }
3973
3974             /* Filter formats that need conversion; For one part, this
3975              * conversion is unimplemented, and volume textures are huge, so
3976              * it would be a big performance hit. Unless we hit an application
3977              * needing one of those formats, don't advertize them to avoid
3978              * leading applications into temptation. The windows drivers don't
3979              * support most of those formats on volumes anyway, except for
3980              * WINED3DFMT_R32_FLOAT. */
3981             switch (check_format_id)
3982             {
3983                 case WINED3DFMT_P8_UINT:
3984                 case WINED3DFMT_L4A4_UNORM:
3985                 case WINED3DFMT_R32_FLOAT:
3986                 case WINED3DFMT_R16_FLOAT:
3987                 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3988                 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3989                 case WINED3DFMT_R16G16_UNORM:
3990                     TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3991                     return WINED3DERR_NOTAVAILABLE;
3992
3993                 case WINED3DFMT_R8G8B8A8_SNORM:
3994                 case WINED3DFMT_R16G16_SNORM:
3995                     if (!gl_info->supported[NV_TEXTURE_SHADER])
3996                     {
3997                         TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3998                         return WINED3DERR_NOTAVAILABLE;
3999                     }
4000                     break;
4001
4002                 case WINED3DFMT_R8G8_SNORM:
4003                     if (!gl_info->supported[NV_TEXTURE_SHADER])
4004                     {
4005                         TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4006                         return WINED3DERR_NOTAVAILABLE;
4007                     }
4008                     break;
4009
4010                 case WINED3DFMT_DXT1:
4011                 case WINED3DFMT_DXT2:
4012                 case WINED3DFMT_DXT3:
4013                 case WINED3DFMT_DXT4:
4014                 case WINED3DFMT_DXT5:
4015                     /* The GL_EXT_texture_compression_s3tc spec requires that
4016                      * loading an s3tc compressed texture results in an error.
4017                      * While the D3D refrast does support s3tc volumes, at
4018                      * least the nvidia windows driver does not, so we're free
4019                      * not to support this format. */
4020                     TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4021                     return WINED3DERR_NOTAVAILABLE;
4022
4023                 default:
4024                     /* Do nothing, continue with checking the format below */
4025                     break;
4026             }
4027
4028             /* Always report dynamic locking. */
4029             if (usage & WINED3DUSAGE_DYNAMIC)
4030                 usage_caps |= WINED3DUSAGE_DYNAMIC;
4031
4032             /* Always report software processing. */
4033             if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4034                 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4035
4036             if (usage & WINED3DUSAGE_QUERY_FILTER)
4037             {
4038                 if (!CheckFilterCapability(adapter, format))
4039                 {
4040                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
4041                     return WINED3DERR_NOTAVAILABLE;
4042                 }
4043                 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
4044             }
4045
4046             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
4047             {
4048                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
4049                 {
4050                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4051                     return WINED3DERR_NOTAVAILABLE;
4052                 }
4053                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4054             }
4055
4056             if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
4057             {
4058                 if (!CheckSrgbReadCapability(adapter, format))
4059                 {
4060                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4061                     return WINED3DERR_NOTAVAILABLE;
4062                 }
4063                 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
4064             }
4065
4066             if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4067             {
4068                 if (!CheckSrgbWriteCapability(adapter, format))
4069                 {
4070                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4071                     return WINED3DERR_NOTAVAILABLE;
4072                 }
4073                 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4074             }
4075
4076             if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4077             {
4078                 if (!CheckVertexTextureCapability(adapter, format))
4079                 {
4080                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4081                     return WINED3DERR_NOTAVAILABLE;
4082                 }
4083                 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4084             }
4085
4086             if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4087             {
4088                 if (!CheckWrapAndMipCapability(adapter, format))
4089                 {
4090                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4091                     return WINED3DERR_NOTAVAILABLE;
4092                 }
4093                 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4094             }
4095             break;
4096
4097         default:
4098             FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(resource_type));
4099             return WINED3DERR_NOTAVAILABLE;
4100     }
4101
4102     /* When the usage_caps exactly matches usage return WINED3D_OK except for
4103      * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4104      * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4105     if (usage_caps == usage)
4106         return WINED3D_OK;
4107     if (usage_caps == (usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4108         return WINED3DOK_NOAUTOGEN;
4109
4110     TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for format %s and resource_type %s but only %#x is available.\n",
4111             usage, debug_d3dformat(check_format_id), debug_d3dresourcetype(resource_type), usage_caps);
4112
4113     return WINED3DERR_NOTAVAILABLE;
4114 }
4115
4116 HRESULT CDECL wined3d_check_device_format_conversion(const struct wined3d *wined3d, UINT adapter_idx,
4117         WINED3DDEVTYPE device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format)
4118 {
4119     FIXME("wined3d %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4120             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4121             debug_d3dformat(dst_format));
4122
4123     return WINED3D_OK;
4124 }
4125
4126 HRESULT CDECL wined3d_check_device_type(const struct wined3d *wined3d, UINT adapter_idx, WINED3DDEVTYPE device_type,
4127         enum wined3d_format_id display_format, enum wined3d_format_id backbuffer_format, BOOL windowed)
4128 {
4129     UINT mode_count;
4130     HRESULT hr;
4131
4132     TRACE("wined3d %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
4133             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(display_format),
4134             debug_d3dformat(backbuffer_format), windowed);
4135
4136     if (adapter_idx >= wined3d->adapter_count)
4137         return WINED3DERR_INVALIDCALL;
4138
4139     /* The task of this function is to check whether a certain display / backbuffer format
4140      * combination is available on the given adapter. In fullscreen mode microsoft specified
4141      * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
4142      * and display format should match exactly.
4143      * In windowed mode format conversion can occur and this depends on the driver. When format
4144      * conversion is done, this function should nevertheless fail and applications need to use
4145      * CheckDeviceFormatConversion.
4146      * At the moment we assume that fullscreen and windowed have the same capabilities. */
4147
4148     /* There are only 4 display formats. */
4149     if (!(display_format == WINED3DFMT_B5G6R5_UNORM
4150             || display_format == WINED3DFMT_B5G5R5X1_UNORM
4151             || display_format == WINED3DFMT_B8G8R8X8_UNORM
4152             || display_format == WINED3DFMT_B10G10R10A2_UNORM))
4153     {
4154         TRACE_(d3d_caps)("Format %s is not supported as display format.\n", debug_d3dformat(display_format));
4155         return WINED3DERR_NOTAVAILABLE;
4156     }
4157
4158     /* If the requested display format is not available, don't continue. */
4159     mode_count = wined3d_get_adapter_mode_count(wined3d, adapter_idx, display_format);
4160     if (!mode_count)
4161     {
4162         TRACE_(d3d_caps)("No available modes for display format %s.\n", debug_d3dformat(display_format));
4163         return WINED3DERR_NOTAVAILABLE;
4164     }
4165
4166     /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbuffer format,
4167      * it means 'reuse' the display format for the backbuffer. */
4168     if (!windowed && backbuffer_format == WINED3DFMT_UNKNOWN)
4169     {
4170         TRACE_(d3d_caps)("backbuffer_format WINED3FMT_UNKNOWN only available in windowed mode.\n");
4171         return WINED3DERR_NOTAVAILABLE;
4172     }
4173
4174     /* In FULLSCREEN mode WINED3DFMT_B5G6R5_UNORM can only be mixed with
4175      * backbuffer format WINED3DFMT_B5G6R5_UNORM. */
4176     if (display_format == WINED3DFMT_B5G6R5_UNORM && backbuffer_format != WINED3DFMT_B5G6R5_UNORM)
4177     {
4178         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4179                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4180         return WINED3DERR_NOTAVAILABLE;
4181     }
4182
4183     /* In FULLSCREEN mode WINED3DFMT_B5G5R5X1_UNORM can only be mixed with
4184      * backbuffer formats WINED3DFMT_B5G5R5X1_UNORM and
4185      * WINED3DFMT_B5G5R5A1_UNORM. */
4186     if (display_format == WINED3DFMT_B5G5R5X1_UNORM
4187             && !(backbuffer_format == WINED3DFMT_B5G5R5X1_UNORM || backbuffer_format == WINED3DFMT_B5G5R5A1_UNORM))
4188     {
4189         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4190                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4191         return WINED3DERR_NOTAVAILABLE;
4192     }
4193
4194     /* In FULLSCREEN mode WINED3DFMT_B8G8R8X8_UNORM can only be mixed with
4195      * backbuffer formats WINED3DFMT_B8G8R8X8_UNORM and
4196      * WINED3DFMT_B8G8R8A8_UNORM. */
4197     if (display_format == WINED3DFMT_B8G8R8X8_UNORM
4198             && !(backbuffer_format == WINED3DFMT_B8G8R8X8_UNORM || backbuffer_format == WINED3DFMT_B8G8R8A8_UNORM))
4199     {
4200         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4201                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4202         return WINED3DERR_NOTAVAILABLE;
4203     }
4204
4205     /* WINED3DFMT_B10G10R10A2_UNORM is only allowed in fullscreen mode and it
4206      * can only be mixed with backbuffer format WINED3DFMT_B10G10R10A2_UNORM. */
4207     if (display_format == WINED3DFMT_B10G10R10A2_UNORM
4208             && (backbuffer_format != WINED3DFMT_B10G10R10A2_UNORM || windowed))
4209     {
4210         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4211                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4212         return WINED3DERR_NOTAVAILABLE;
4213     }
4214
4215     /* Use CheckDeviceFormat to see if the backbuffer_format is usable with the given display_format */
4216     hr = wined3d_check_device_format(wined3d, adapter_idx, device_type, display_format,
4217             WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, backbuffer_format, SURFACE_OPENGL);
4218     if (FAILED(hr))
4219         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4220                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4221
4222     return hr;
4223 }
4224
4225 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4226       subset of a D3DCAPS9 structure. However, it has to come via a void *
4227       as the d3d8 interface cannot import the d3d9 header                  */
4228 HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapter_idx,
4229         WINED3DDEVTYPE device_type, WINED3DCAPS *caps)
4230 {
4231     const struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
4232     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4233     int vs_selected_mode;
4234     int ps_selected_mode;
4235     struct shader_caps shader_caps;
4236     struct fragment_caps fragment_caps;
4237     DWORD ckey_caps, blit_caps, fx_caps, pal_caps;
4238
4239     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, caps %p.\n",
4240             wined3d, adapter_idx, debug_d3ddevicetype(device_type), caps);
4241
4242     if (adapter_idx >= wined3d->adapter_count)
4243         return WINED3DERR_INVALIDCALL;
4244
4245     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4246
4247     /* ------------------------------------------------
4248        The following fields apply to both d3d8 and d3d9
4249        ------------------------------------------------ */
4250     /* Not quite true, but use h/w supported by opengl I suppose */
4251     caps->DeviceType               = (device_type == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF;
4252     caps->AdapterOrdinal           = adapter_idx;
4253
4254     caps->Caps                     = 0;
4255     caps->Caps2                    = WINED3DCAPS2_CANRENDERWINDOWED |
4256                                      WINED3DCAPS2_FULLSCREENGAMMA |
4257                                      WINED3DCAPS2_DYNAMICTEXTURES;
4258     if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4259         caps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4260
4261     caps->Caps3                    = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4262                                      WINED3DCAPS3_COPY_TO_VIDMEM                   |
4263                                      WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4264
4265     caps->PresentationIntervals    = WINED3DPRESENT_INTERVAL_IMMEDIATE  |
4266                                      WINED3DPRESENT_INTERVAL_ONE;
4267
4268     caps->CursorCaps               = WINED3DCURSORCAPS_COLOR            |
4269                                      WINED3DCURSORCAPS_LOWRES;
4270
4271     caps->DevCaps                  = WINED3DDEVCAPS_FLOATTLVERTEX       |
4272                                      WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4273                                      WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4274                                      WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4275                                      WINED3DDEVCAPS_DRAWPRIMTLVERTEX    |
4276                                      WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4277                                      WINED3DDEVCAPS_EXECUTEVIDEOMEMORY  |
4278                                      WINED3DDEVCAPS_PUREDEVICE          |
4279                                      WINED3DDEVCAPS_HWRASTERIZATION     |
4280                                      WINED3DDEVCAPS_TEXTUREVIDEOMEMORY  |
4281                                      WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4282                                      WINED3DDEVCAPS_CANRENDERAFTERFLIP  |
4283                                      WINED3DDEVCAPS_DRAWPRIMITIVES2     |
4284                                      WINED3DDEVCAPS_DRAWPRIMITIVES2EX   |
4285                                      WINED3DDEVCAPS_RTPATCHES;
4286
4287     caps->PrimitiveMiscCaps        = WINED3DPMISCCAPS_CULLNONE              |
4288                                      WINED3DPMISCCAPS_CULLCCW               |
4289                                      WINED3DPMISCCAPS_CULLCW                |
4290                                      WINED3DPMISCCAPS_COLORWRITEENABLE      |
4291                                      WINED3DPMISCCAPS_CLIPTLVERTS           |
4292                                      WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4293                                      WINED3DPMISCCAPS_MASKZ                 |
4294                                      WINED3DPMISCCAPS_BLENDOP               |
4295                                      WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4296                                     /* TODO:
4297                                         WINED3DPMISCCAPS_NULLREFERENCE
4298                                         WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4299                                         WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4300                                         WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4301
4302     if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4303         caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4304     if (gl_info->supported[EXT_DRAW_BUFFERS2])
4305         caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4306
4307     caps->RasterCaps               = WINED3DPRASTERCAPS_DITHER    |
4308                                      WINED3DPRASTERCAPS_PAT       |
4309                                      WINED3DPRASTERCAPS_WFOG      |
4310                                      WINED3DPRASTERCAPS_ZFOG      |
4311                                      WINED3DPRASTERCAPS_FOGVERTEX |
4312                                      WINED3DPRASTERCAPS_FOGTABLE  |
4313                                      WINED3DPRASTERCAPS_STIPPLE   |
4314                                      WINED3DPRASTERCAPS_SUBPIXEL  |
4315                                      WINED3DPRASTERCAPS_ZTEST     |
4316                                      WINED3DPRASTERCAPS_SCISSORTEST   |
4317                                      WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4318                                      WINED3DPRASTERCAPS_DEPTHBIAS;
4319
4320     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4321     {
4322         caps->RasterCaps  |= WINED3DPRASTERCAPS_ANISOTROPY    |
4323                              WINED3DPRASTERCAPS_ZBIAS         |
4324                              WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4325     }
4326     if (gl_info->supported[NV_FOG_DISTANCE])
4327     {
4328         caps->RasterCaps          |= WINED3DPRASTERCAPS_FOGRANGE;
4329     }
4330                         /* FIXME Add:
4331                            WINED3DPRASTERCAPS_COLORPERSPECTIVE
4332                            WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4333                            WINED3DPRASTERCAPS_ANTIALIASEDGES
4334                            WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4335                            WINED3DPRASTERCAPS_WBUFFER */
4336
4337     caps->ZCmpCaps =  WINED3DPCMPCAPS_ALWAYS       |
4338                       WINED3DPCMPCAPS_EQUAL        |
4339                       WINED3DPCMPCAPS_GREATER      |
4340                       WINED3DPCMPCAPS_GREATEREQUAL |
4341                       WINED3DPCMPCAPS_LESS         |
4342                       WINED3DPCMPCAPS_LESSEQUAL    |
4343                       WINED3DPCMPCAPS_NEVER        |
4344                       WINED3DPCMPCAPS_NOTEQUAL;
4345
4346     caps->SrcBlendCaps  =  WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4347                            WINED3DPBLENDCAPS_BOTHSRCALPHA    |
4348                            WINED3DPBLENDCAPS_DESTALPHA       |
4349                            WINED3DPBLENDCAPS_DESTCOLOR       |
4350                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4351                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4352                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4353                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4354                            WINED3DPBLENDCAPS_ONE             |
4355                            WINED3DPBLENDCAPS_SRCALPHA        |
4356                            WINED3DPBLENDCAPS_SRCALPHASAT     |
4357                            WINED3DPBLENDCAPS_SRCCOLOR        |
4358                            WINED3DPBLENDCAPS_ZERO;
4359
4360     caps->DestBlendCaps =  WINED3DPBLENDCAPS_DESTALPHA       |
4361                            WINED3DPBLENDCAPS_DESTCOLOR       |
4362                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4363                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4364                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4365                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4366                            WINED3DPBLENDCAPS_ONE             |
4367                            WINED3DPBLENDCAPS_SRCALPHA        |
4368                            WINED3DPBLENDCAPS_SRCCOLOR        |
4369                            WINED3DPBLENDCAPS_ZERO;
4370     /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4371      * according to the glBlendFunc manpage
4372      *
4373      * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4374      * legacy settings for srcblend only
4375      */
4376
4377     if (gl_info->supported[EXT_BLEND_COLOR])
4378     {
4379         caps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4380         caps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4381     }
4382
4383
4384     caps->AlphaCmpCaps  = WINED3DPCMPCAPS_ALWAYS       |
4385                           WINED3DPCMPCAPS_EQUAL        |
4386                           WINED3DPCMPCAPS_GREATER      |
4387                           WINED3DPCMPCAPS_GREATEREQUAL |
4388                           WINED3DPCMPCAPS_LESS         |
4389                           WINED3DPCMPCAPS_LESSEQUAL    |
4390                           WINED3DPCMPCAPS_NEVER        |
4391                           WINED3DPCMPCAPS_NOTEQUAL;
4392
4393     caps->ShadeCaps      = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4394                            WINED3DPSHADECAPS_COLORGOURAUDRGB    |
4395                            WINED3DPSHADECAPS_ALPHAFLATBLEND     |
4396                            WINED3DPSHADECAPS_ALPHAGOURAUDBLEND  |
4397                            WINED3DPSHADECAPS_COLORFLATRGB       |
4398                            WINED3DPSHADECAPS_FOGFLAT            |
4399                            WINED3DPSHADECAPS_FOGGOURAUD         |
4400                            WINED3DPSHADECAPS_SPECULARFLATRGB;
4401
4402     caps->TextureCaps   = WINED3DPTEXTURECAPS_ALPHA              |
4403                           WINED3DPTEXTURECAPS_ALPHAPALETTE       |
4404                           WINED3DPTEXTURECAPS_TRANSPARENCY       |
4405                           WINED3DPTEXTURECAPS_BORDER             |
4406                           WINED3DPTEXTURECAPS_MIPMAP             |
4407                           WINED3DPTEXTURECAPS_PROJECTED          |
4408                           WINED3DPTEXTURECAPS_PERSPECTIVE;
4409
4410     if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4411     {
4412         caps->TextureCaps  |= WINED3DPTEXTURECAPS_POW2 |
4413                               WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4414     }
4415
4416     if (gl_info->supported[EXT_TEXTURE3D])
4417     {
4418         caps->TextureCaps  |=  WINED3DPTEXTURECAPS_VOLUMEMAP      |
4419                                WINED3DPTEXTURECAPS_MIPVOLUMEMAP;
4420         if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4421         {
4422             caps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4423         }
4424     }
4425
4426     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4427     {
4428         caps->TextureCaps  |= WINED3DPTEXTURECAPS_CUBEMAP     |
4429                               WINED3DPTEXTURECAPS_MIPCUBEMAP;
4430         if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4431         {
4432             caps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4433         }
4434     }
4435
4436     caps->TextureFilterCaps =  WINED3DPTFILTERCAPS_MAGFLINEAR       |
4437                                WINED3DPTFILTERCAPS_MAGFPOINT        |
4438                                WINED3DPTFILTERCAPS_MINFLINEAR       |
4439                                WINED3DPTFILTERCAPS_MINFPOINT        |
4440                                WINED3DPTFILTERCAPS_MIPFLINEAR       |
4441                                WINED3DPTFILTERCAPS_MIPFPOINT        |
4442                                WINED3DPTFILTERCAPS_LINEAR           |
4443                                WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4444                                WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4445                                WINED3DPTFILTERCAPS_MIPLINEAR        |
4446                                WINED3DPTFILTERCAPS_MIPNEAREST       |
4447                                WINED3DPTFILTERCAPS_NEAREST;
4448
4449     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4450     {
4451         caps->TextureFilterCaps  |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4452                                     WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4453     }
4454
4455     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4456     {
4457         caps->CubeTextureFilterCaps =  WINED3DPTFILTERCAPS_MAGFLINEAR       |
4458                                        WINED3DPTFILTERCAPS_MAGFPOINT        |
4459                                        WINED3DPTFILTERCAPS_MINFLINEAR       |
4460                                        WINED3DPTFILTERCAPS_MINFPOINT        |
4461                                        WINED3DPTFILTERCAPS_MIPFLINEAR       |
4462                                        WINED3DPTFILTERCAPS_MIPFPOINT        |
4463                                        WINED3DPTFILTERCAPS_LINEAR           |
4464                                        WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4465                                        WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4466                                        WINED3DPTFILTERCAPS_MIPLINEAR        |
4467                                        WINED3DPTFILTERCAPS_MIPNEAREST       |
4468                                        WINED3DPTFILTERCAPS_NEAREST;
4469
4470         if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4471         {
4472             caps->CubeTextureFilterCaps  |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4473                                             WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4474         }
4475     }
4476     else
4477     {
4478         caps->CubeTextureFilterCaps = 0;
4479     }
4480
4481     if (gl_info->supported[EXT_TEXTURE3D])
4482     {
4483         caps->VolumeTextureFilterCaps  = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4484                                          WINED3DPTFILTERCAPS_MAGFPOINT        |
4485                                          WINED3DPTFILTERCAPS_MINFLINEAR       |
4486                                          WINED3DPTFILTERCAPS_MINFPOINT        |
4487                                          WINED3DPTFILTERCAPS_MIPFLINEAR       |
4488                                          WINED3DPTFILTERCAPS_MIPFPOINT        |
4489                                          WINED3DPTFILTERCAPS_LINEAR           |
4490                                          WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4491                                          WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4492                                          WINED3DPTFILTERCAPS_MIPLINEAR        |
4493                                          WINED3DPTFILTERCAPS_MIPNEAREST       |
4494                                          WINED3DPTFILTERCAPS_NEAREST;
4495     }
4496     else
4497     {
4498         caps->VolumeTextureFilterCaps = 0;
4499     }
4500
4501     caps->TextureAddressCaps  =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4502                                  WINED3DPTADDRESSCAPS_CLAMP  |
4503                                  WINED3DPTADDRESSCAPS_WRAP;
4504
4505     if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4506     {
4507         caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4508     }
4509     if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4510     {
4511         caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4512     }
4513     if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4514     {
4515         caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4516     }
4517
4518     if (gl_info->supported[EXT_TEXTURE3D])
4519     {
4520         caps->VolumeTextureAddressCaps =   WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4521                                            WINED3DPTADDRESSCAPS_CLAMP  |
4522                                            WINED3DPTADDRESSCAPS_WRAP;
4523         if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4524         {
4525             caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4526         }
4527         if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4528         {
4529             caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4530         }
4531         if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4532         {
4533             caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4534         }
4535     }
4536     else
4537     {
4538         caps->VolumeTextureAddressCaps = 0;
4539     }
4540
4541     caps->LineCaps  = WINED3DLINECAPS_TEXTURE       |
4542                       WINED3DLINECAPS_ZTEST         |
4543                       WINED3DLINECAPS_BLEND         |
4544                       WINED3DLINECAPS_ALPHACMP      |
4545                       WINED3DLINECAPS_FOG;
4546     /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4547      * idea how generating the smoothing alpha values works; the result is different
4548      */
4549
4550     caps->MaxTextureWidth = gl_info->limits.texture_size;
4551     caps->MaxTextureHeight = gl_info->limits.texture_size;
4552
4553     if (gl_info->supported[EXT_TEXTURE3D])
4554         caps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4555     else
4556         caps->MaxVolumeExtent = 0;
4557
4558     caps->MaxTextureRepeat = 32768;
4559     caps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4560     caps->MaxVertexW = 1.0f;
4561
4562     caps->GuardBandLeft = 0.0f;
4563     caps->GuardBandTop = 0.0f;
4564     caps->GuardBandRight = 0.0f;
4565     caps->GuardBandBottom = 0.0f;
4566
4567     caps->ExtentsAdjust = 0.0f;
4568
4569     caps->StencilCaps   = WINED3DSTENCILCAPS_DECRSAT |
4570                           WINED3DSTENCILCAPS_INCRSAT |
4571                           WINED3DSTENCILCAPS_INVERT  |
4572                           WINED3DSTENCILCAPS_KEEP    |
4573                           WINED3DSTENCILCAPS_REPLACE |
4574                           WINED3DSTENCILCAPS_ZERO;
4575     if (gl_info->supported[EXT_STENCIL_WRAP])
4576     {
4577         caps->StencilCaps |= WINED3DSTENCILCAPS_DECR  |
4578                               WINED3DSTENCILCAPS_INCR;
4579     }
4580     if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4581     {
4582         caps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4583     }
4584
4585     caps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4586
4587     caps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4588     caps->MaxActiveLights = gl_info->limits.lights;
4589
4590     caps->MaxVertexBlendMatrices = gl_info->limits.blends;
4591     caps->MaxVertexBlendMatrixIndex   = 0;
4592
4593     caps->MaxAnisotropy = gl_info->limits.anisotropy;
4594     caps->MaxPointSize = gl_info->limits.pointsize_max;
4595
4596
4597     /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4598     caps->VertexProcessingCaps  = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4599                                   WINED3DVTXPCAPS_MATERIALSOURCE7   |
4600                                   WINED3DVTXPCAPS_POSITIONALLIGHTS  |
4601                                   WINED3DVTXPCAPS_LOCALVIEWER       |
4602                                   WINED3DVTXPCAPS_VERTEXFOG         |
4603                                   WINED3DVTXPCAPS_TEXGEN;
4604
4605     caps->MaxPrimitiveCount   = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4606     caps->MaxVertexIndex      = 0xFFFFF;
4607     caps->MaxStreams          = MAX_STREAMS;
4608     caps->MaxStreamStride     = 1024;
4609
4610     /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4611     caps->DevCaps2                          = WINED3DDEVCAPS2_STREAMOFFSET |
4612                                               WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4613     caps->MaxNpatchTessellationLevel        = 0;
4614     caps->MasterAdapterOrdinal              = 0;
4615     caps->AdapterOrdinalInGroup             = 0;
4616     caps->NumberOfAdaptersInGroup           = 1;
4617
4618     caps->NumSimultaneousRTs = gl_info->limits.buffers;
4619
4620     caps->StretchRectFilterCaps               = WINED3DPTFILTERCAPS_MINFPOINT  |
4621                                                 WINED3DPTFILTERCAPS_MAGFPOINT  |
4622                                                 WINED3DPTFILTERCAPS_MINFLINEAR |
4623                                                 WINED3DPTFILTERCAPS_MAGFLINEAR;
4624     caps->VertexTextureFilterCaps             = 0;
4625
4626     adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4627     adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4628
4629     /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4630     caps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4631
4632     /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4633      * Ignore shader model capabilities if disabled in config
4634      */
4635     if (vs_selected_mode == SHADER_NONE)
4636     {
4637         TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4638         caps->VertexShaderVersion          = WINED3DVS_VERSION(0,0);
4639         caps->MaxVertexShaderConst         = 0;
4640     }
4641     else
4642     {
4643         caps->VertexShaderVersion          = shader_caps.VertexShaderVersion;
4644         caps->MaxVertexShaderConst         = shader_caps.MaxVertexShaderConst;
4645     }
4646
4647     if (ps_selected_mode == SHADER_NONE)
4648     {
4649         TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4650         caps->PixelShaderVersion           = WINED3DPS_VERSION(0,0);
4651         caps->PixelShader1xMaxValue        = 0.0f;
4652     } else {
4653         caps->PixelShaderVersion           = shader_caps.PixelShaderVersion;
4654         caps->PixelShader1xMaxValue        = shader_caps.PixelShader1xMaxValue;
4655     }
4656
4657     caps->TextureOpCaps                    = fragment_caps.TextureOpCaps;
4658     caps->MaxTextureBlendStages            = fragment_caps.MaxTextureBlendStages;
4659     caps->MaxSimultaneousTextures          = fragment_caps.MaxSimultaneousTextures;
4660
4661     /* The following caps are shader specific, but they are things we cannot detect, or which
4662      * are the same among all shader models. So to avoid code duplication set the shader version
4663      * specific, but otherwise constant caps here
4664      */
4665     if (caps->VertexShaderVersion == WINED3DVS_VERSION(3,0))
4666     {
4667         /* Where possible set the caps based on OpenGL extensions and if they
4668          * aren't set (in case of software rendering) use the VS 3.0 from
4669          * MSDN or else if there's OpenGL spec use a hardcoded value minimum
4670          * VS3.0 value. */
4671         caps->VS20Caps.Caps                     = WINED3DVS20CAPS_PREDICATION;
4672         /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4673         caps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH;
4674         caps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4675         /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4676         caps->VS20Caps.StaticFlowControlDepth   = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH;
4677
4678         caps->MaxVShaderInstructionsExecuted    = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4679         caps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4680     }
4681     else if (caps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4682     {
4683         caps->VS20Caps.Caps                     = 0;
4684         caps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4685         caps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4686         caps->VS20Caps.StaticFlowControlDepth   = 1;
4687
4688         caps->MaxVShaderInstructionsExecuted    = 65535;
4689         caps->MaxVertexShader30InstructionSlots = 0;
4690     }
4691     else
4692     { /* VS 1.x */
4693         caps->VS20Caps.Caps                     = 0;
4694         caps->VS20Caps.DynamicFlowControlDepth  = 0;
4695         caps->VS20Caps.NumTemps                 = 0;
4696         caps->VS20Caps.StaticFlowControlDepth   = 0;
4697
4698         caps->MaxVShaderInstructionsExecuted    = 0;
4699         caps->MaxVertexShader30InstructionSlots = 0;
4700     }
4701
4702     if (caps->PixelShaderVersion == WINED3DPS_VERSION(3,0))
4703     {
4704         /* Where possible set the caps based on OpenGL extensions and if they
4705          * aren't set (in case of software rendering) use the PS 3.0 from
4706          * MSDN or else if there's OpenGL spec use a hardcoded value minimum
4707          * PS 3.0 value. */
4708
4709         /* Caps is more or less undocumented on MSDN but it appears to be
4710          * used for PS20Caps based on results from R9600/FX5900/Geforce6800
4711          * cards from Windows */
4712         caps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4713                 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4714                 WINED3DPS20CAPS_PREDICATION          |
4715                 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4716                 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4717         /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4718         caps->PS20Caps.DynamicFlowControlDepth  = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH;
4719         caps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4720         /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4721         caps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH;
4722         /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4723         caps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS;
4724
4725         caps->MaxPShaderInstructionsExecuted = 65535;
4726         caps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4727                 adapter->gl_info.limits.arb_ps_instructions);
4728     }
4729     else if(caps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4730     {
4731         /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4732         caps->PS20Caps.Caps                     = 0;
4733         caps->PS20Caps.DynamicFlowControlDepth  = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4734         caps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4735         caps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4736         /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4737         caps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS;
4738
4739         caps->MaxPShaderInstructionsExecuted    = 512; /* Minimum value, a GeforceFX uses 1024 */
4740         caps->MaxPixelShader30InstructionSlots  = 0;
4741     }
4742     else /* PS 1.x */
4743     {
4744         caps->PS20Caps.Caps                     = 0;
4745         caps->PS20Caps.DynamicFlowControlDepth  = 0;
4746         caps->PS20Caps.NumTemps                 = 0;
4747         caps->PS20Caps.StaticFlowControlDepth   = 0;
4748         caps->PS20Caps.NumInstructionSlots      = 0;
4749
4750         caps->MaxPShaderInstructionsExecuted    = 0;
4751         caps->MaxPixelShader30InstructionSlots  = 0;
4752     }
4753
4754     if (caps->VertexShaderVersion >= WINED3DVS_VERSION(2,0))
4755     {
4756         /* OpenGL supports all the formats below, perhaps not always
4757          * without conversion, but it supports them.
4758          * Further GLSL doesn't seem to have an official unsigned type so
4759          * don't advertise it yet as I'm not sure how we handle it.
4760          * We might need to add some clamping in the shader engine to
4761          * support it.
4762          * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4763         caps->DeclTypes = WINED3DDTCAPS_UBYTE4    |
4764                           WINED3DDTCAPS_UBYTE4N   |
4765                           WINED3DDTCAPS_SHORT2N   |
4766                           WINED3DDTCAPS_SHORT4N;
4767         if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4768         {
4769             caps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4770                                WINED3DDTCAPS_FLOAT16_4;
4771         }
4772     }
4773     else
4774     {
4775         caps->DeclTypes = 0;
4776     }
4777
4778     /* Set DirectDraw helper Caps */
4779     ckey_caps =                         WINEDDCKEYCAPS_DESTBLT              |
4780                                         WINEDDCKEYCAPS_SRCBLT;
4781     fx_caps =                           WINEDDFXCAPS_BLTALPHA               |
4782                                         WINEDDFXCAPS_BLTMIRRORLEFTRIGHT     |
4783                                         WINEDDFXCAPS_BLTMIRRORUPDOWN        |
4784                                         WINEDDFXCAPS_BLTROTATION90          |
4785                                         WINEDDFXCAPS_BLTSHRINKX             |
4786                                         WINEDDFXCAPS_BLTSHRINKXN            |
4787                                         WINEDDFXCAPS_BLTSHRINKY             |
4788                                         WINEDDFXCAPS_BLTSHRINKXN            |
4789                                         WINEDDFXCAPS_BLTSTRETCHX            |
4790                                         WINEDDFXCAPS_BLTSTRETCHXN           |
4791                                         WINEDDFXCAPS_BLTSTRETCHY            |
4792                                         WINEDDFXCAPS_BLTSTRETCHYN;
4793     blit_caps =                         WINEDDCAPS_BLT                      |
4794                                         WINEDDCAPS_BLTCOLORFILL             |
4795                                         WINEDDCAPS_BLTDEPTHFILL             |
4796                                         WINEDDCAPS_BLTSTRETCH               |
4797                                         WINEDDCAPS_CANBLTSYSMEM             |
4798                                         WINEDDCAPS_CANCLIP                  |
4799                                         WINEDDCAPS_CANCLIPSTRETCHED         |
4800                                         WINEDDCAPS_COLORKEY                 |
4801                                         WINEDDCAPS_COLORKEYHWASSIST         |
4802                                         WINEDDCAPS_ALIGNBOUNDARYSRC;
4803     pal_caps =                          WINEDDPCAPS_8BIT                    |
4804                                         WINEDDPCAPS_PRIMARYSURFACE;
4805
4806     /* Fill the ddraw caps structure */
4807     caps->DirectDrawCaps.Caps =         WINEDDCAPS_GDI                      |
4808                                         WINEDDCAPS_PALETTE                  |
4809                                         blit_caps;
4810     caps->DirectDrawCaps.Caps2 =        WINEDDCAPS2_CERTIFIED                |
4811                                         WINEDDCAPS2_NOPAGELOCKREQUIRED       |
4812                                         WINEDDCAPS2_PRIMARYGAMMA             |
4813                                         WINEDDCAPS2_WIDESURFACES             |
4814                                         WINEDDCAPS2_CANRENDERWINDOWED;
4815     caps->DirectDrawCaps.CKeyCaps =     ckey_caps;
4816     caps->DirectDrawCaps.FXCaps =       fx_caps;
4817     caps->DirectDrawCaps.PalCaps =      pal_caps;
4818     caps->DirectDrawCaps.SVBCaps =      blit_caps;
4819     caps->DirectDrawCaps.SVBCKeyCaps =  ckey_caps;
4820     caps->DirectDrawCaps.SVBFXCaps =    fx_caps;
4821     caps->DirectDrawCaps.VSBCaps =      blit_caps;
4822     caps->DirectDrawCaps.VSBCKeyCaps =  ckey_caps;
4823     caps->DirectDrawCaps.VSBFXCaps =    fx_caps;
4824     caps->DirectDrawCaps.SSBCaps =      blit_caps;
4825     caps->DirectDrawCaps.SSBCKeyCaps =  ckey_caps;
4826     caps->DirectDrawCaps.SSBFXCaps =    fx_caps;
4827
4828     caps->DirectDrawCaps.ddsCaps =      WINEDDSCAPS_ALPHA                   |
4829                                         WINEDDSCAPS_BACKBUFFER              |
4830                                         WINEDDSCAPS_FLIP                    |
4831                                         WINEDDSCAPS_FRONTBUFFER             |
4832                                         WINEDDSCAPS_OFFSCREENPLAIN          |
4833                                         WINEDDSCAPS_PALETTE                 |
4834                                         WINEDDSCAPS_PRIMARYSURFACE          |
4835                                         WINEDDSCAPS_SYSTEMMEMORY            |
4836                                         WINEDDSCAPS_VIDEOMEMORY             |
4837                                         WINEDDSCAPS_VISIBLE;
4838     caps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4839
4840     /* Set D3D caps if OpenGL is available. */
4841     if (adapter->opengl)
4842     {
4843         caps->DirectDrawCaps.ddsCaps |= WINEDDSCAPS_3DDEVICE                |
4844                                         WINEDDSCAPS_MIPMAP                  |
4845                                         WINEDDSCAPS_TEXTURE                 |
4846                                         WINEDDSCAPS_ZBUFFER;
4847         caps->DirectDrawCaps.Caps |=    WINEDDCAPS_3D;
4848     }
4849
4850     return WINED3D_OK;
4851 }
4852
4853 HRESULT CDECL wined3d_device_create(struct wined3d *wined3d, UINT adapter_idx, WINED3DDEVTYPE device_type,
4854         HWND focus_window, DWORD flags, IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4855 {
4856     IWineD3DDeviceImpl *object;
4857     HRESULT hr;
4858
4859     TRACE("wined3d %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, device_parent %p, device %p.\n",
4860             wined3d, adapter_idx, device_type, focus_window, flags, device_parent, device);
4861
4862     /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4863      * number and create a device without a 3D adapter for 2D only operation. */
4864     if (wined3d->adapter_count && adapter_idx >= wined3d->adapter_count)
4865         return WINED3DERR_INVALIDCALL;
4866
4867     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4868     if (!object)
4869     {
4870         ERR("Failed to allocate device memory.\n");
4871         return E_OUTOFMEMORY;
4872     }
4873
4874     hr = device_init(object, wined3d, adapter_idx, device_type, focus_window, flags, device_parent);
4875     if (FAILED(hr))
4876     {
4877         WARN("Failed to initialize device, hr %#x.\n", hr);
4878         HeapFree(GetProcessHeap(), 0, object);
4879         return hr;
4880     }
4881
4882     TRACE("Created device %p.\n", object);
4883     *device = (IWineD3DDevice *)object;
4884
4885     IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4886
4887     return WINED3D_OK;
4888 }
4889
4890 void * CDECL wined3d_get_parent(const struct wined3d *wined3d)
4891 {
4892     TRACE("wined3d %p.\n", wined3d);
4893
4894     return wined3d->parent;
4895 }
4896
4897 static void WINE_GLAPI invalid_func(const void *data)
4898 {
4899     ERR("Invalid vertex attribute function called\n");
4900     DebugBreak();
4901 }
4902
4903 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4904 {
4905     ERR("Invalid texcoord function called\n");
4906     DebugBreak();
4907 }
4908
4909 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4910  * the extension detection and are used in drawStridedSlow
4911  */
4912 static void WINE_GLAPI position_d3dcolor(const void *data)
4913 {
4914     DWORD pos = *((const DWORD *)data);
4915
4916     FIXME("Add a test for fixed function position from d3dcolor type\n");
4917     glVertex4s(D3DCOLOR_B_R(pos),
4918                D3DCOLOR_B_G(pos),
4919                D3DCOLOR_B_B(pos),
4920                D3DCOLOR_B_A(pos));
4921 }
4922
4923 static void WINE_GLAPI position_float4(const void *data)
4924 {
4925     const GLfloat *pos = data;
4926
4927     if (pos[3] != 0.0f && pos[3] != 1.0f)
4928     {
4929         float w = 1.0f / pos[3];
4930
4931         glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4932     }
4933     else
4934     {
4935         glVertex3fv(pos);
4936     }
4937 }
4938
4939 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4940 {
4941     DWORD diffuseColor = *((const DWORD *)data);
4942
4943     glColor4ub(D3DCOLOR_B_R(diffuseColor),
4944                D3DCOLOR_B_G(diffuseColor),
4945                D3DCOLOR_B_B(diffuseColor),
4946                D3DCOLOR_B_A(diffuseColor));
4947 }
4948
4949 static void WINE_GLAPI specular_d3dcolor(const void *data)
4950 {
4951     DWORD specularColor = *((const DWORD *)data);
4952     GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4953             D3DCOLOR_B_G(specularColor),
4954             D3DCOLOR_B_B(specularColor)};
4955
4956     specular_func_3ubv(d);
4957 }
4958
4959 static void WINE_GLAPI warn_no_specular_func(const void *data)
4960 {
4961     WARN("GL_EXT_secondary_color not supported\n");
4962 }
4963
4964 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
4965 {
4966     position_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
4967     position_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
4968     position_funcs[WINED3D_FFP_EMIT_FLOAT3]      = (glAttribFunc)glVertex3fv;
4969     position_funcs[WINED3D_FFP_EMIT_FLOAT4]      = position_float4;
4970     position_funcs[WINED3D_FFP_EMIT_D3DCOLOR]    = position_d3dcolor;
4971     position_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
4972     position_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
4973     position_funcs[WINED3D_FFP_EMIT_SHORT4]      = (glAttribFunc)glVertex2sv;
4974     position_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
4975     position_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
4976     position_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
4977     position_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
4978     position_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
4979     position_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
4980     position_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
4981     position_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
4982     position_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
4983
4984     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1]       = invalid_func;
4985     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2]       = invalid_func;
4986     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3]       = (glAttribFunc)glColor3fv;
4987     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4]       = (glAttribFunc)glColor4fv;
4988     diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR]     = diffuse_d3dcolor;
4989     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4]       = invalid_func;
4990     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2]       = invalid_func;
4991     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4]       = invalid_func;
4992     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N]      = (glAttribFunc)glColor4ubv;
4993     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N]      = invalid_func;
4994     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N]      = (glAttribFunc)glColor4sv;
4995     diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N]     = invalid_func;
4996     diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N]     = (glAttribFunc)glColor4usv;
4997     diffuse_funcs[WINED3D_FFP_EMIT_UDEC3]        = invalid_func;
4998     diffuse_funcs[WINED3D_FFP_EMIT_DEC3N]        = invalid_func;
4999     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2]    = invalid_func;
5000     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4]    = invalid_func;
5001
5002     /* No 4 component entry points here */
5003     specular_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
5004     specular_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
5005     if (gl_info->supported[EXT_SECONDARY_COLOR])
5006     {
5007         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
5008     }
5009     else
5010     {
5011         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = warn_no_specular_func;
5012     }
5013     specular_funcs[WINED3D_FFP_EMIT_FLOAT4]      = invalid_func;
5014     if (gl_info->supported[EXT_SECONDARY_COLOR])
5015     {
5016         specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
5017         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
5018     }
5019     else
5020     {
5021         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
5022     }
5023     specular_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
5024     specular_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
5025     specular_funcs[WINED3D_FFP_EMIT_SHORT4]      = invalid_func;
5026     specular_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
5027     specular_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
5028     specular_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
5029     specular_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
5030     specular_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
5031     specular_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
5032     specular_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
5033     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
5034     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
5035
5036     /* Only 3 component entry points here. Test how others behave. Float4 normals are used
5037      * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
5038      */
5039     normal_funcs[WINED3D_FFP_EMIT_FLOAT1]         = invalid_func;
5040     normal_funcs[WINED3D_FFP_EMIT_FLOAT2]         = invalid_func;
5041     normal_funcs[WINED3D_FFP_EMIT_FLOAT3]         = (glAttribFunc)glNormal3fv;
5042     normal_funcs[WINED3D_FFP_EMIT_FLOAT4]         = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
5043     normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR]       = invalid_func;
5044     normal_funcs[WINED3D_FFP_EMIT_UBYTE4]         = invalid_func;
5045     normal_funcs[WINED3D_FFP_EMIT_SHORT2]         = invalid_func;
5046     normal_funcs[WINED3D_FFP_EMIT_SHORT4]         = invalid_func;
5047     normal_funcs[WINED3D_FFP_EMIT_UBYTE4N]        = invalid_func;
5048     normal_funcs[WINED3D_FFP_EMIT_SHORT2N]        = invalid_func;
5049     normal_funcs[WINED3D_FFP_EMIT_SHORT4N]        = invalid_func;
5050     normal_funcs[WINED3D_FFP_EMIT_USHORT2N]       = invalid_func;
5051     normal_funcs[WINED3D_FFP_EMIT_USHORT4N]       = invalid_func;
5052     normal_funcs[WINED3D_FFP_EMIT_UDEC3]          = invalid_func;
5053     normal_funcs[WINED3D_FFP_EMIT_DEC3N]          = invalid_func;
5054     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2]      = invalid_func;
5055     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4]      = invalid_func;
5056
5057     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
5058     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
5059     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
5060     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
5061     multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR]  = invalid_texcoord_func;
5062     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4]    = invalid_texcoord_func;
5063     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
5064     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
5065     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N]   = invalid_texcoord_func;
5066     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N]   = invalid_texcoord_func;
5067     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N]   = invalid_texcoord_func;
5068     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N]  = invalid_texcoord_func;
5069     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N]  = invalid_texcoord_func;
5070     multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3]     = invalid_texcoord_func;
5071     multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N]     = invalid_texcoord_func;
5072     if (gl_info->supported[NV_HALF_FLOAT])
5073     {
5074         /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
5075         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
5076         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
5077     } else {
5078         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
5079         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
5080     }
5081 }
5082
5083 /* Do not call while under the GL lock. */
5084 static BOOL InitAdapters(struct wined3d *wined3d)
5085 {
5086     static HMODULE mod_gl;
5087     BOOL ret;
5088     int ps_selected_mode, vs_selected_mode;
5089
5090     /* No need to hold any lock. The calling library makes sure only one thread calls
5091      * wined3d simultaneously
5092      */
5093
5094     TRACE("Initializing adapters\n");
5095
5096     if(!mod_gl) {
5097 #ifdef USE_WIN32_OPENGL
5098 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
5099         mod_gl = LoadLibraryA("opengl32.dll");
5100         if(!mod_gl) {
5101             ERR("Can't load opengl32.dll!\n");
5102             goto nogl_adapter;
5103         }
5104 #else
5105 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
5106         /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
5107         mod_gl = GetModuleHandleA("gdi32.dll");
5108 #endif
5109     }
5110
5111 /* Load WGL core functions from opengl32.dll */
5112 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5113     WGL_FUNCS_GEN;
5114 #undef USE_WGL_FUNC
5115
5116     if(!pwglGetProcAddress) {
5117         ERR("Unable to load wglGetProcAddress!\n");
5118         goto nogl_adapter;
5119     }
5120
5121 /* Dynamically load all GL core functions */
5122     GL_FUNCS_GEN;
5123 #undef USE_GL_FUNC
5124
5125     /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5126      * otherwise because we have to use winex11.drv's override
5127      */
5128 #ifdef USE_WIN32_OPENGL
5129     wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5130     wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5131 #else
5132     wglFinish = (void*)pwglGetProcAddress("wglFinish");
5133     wglFlush = (void*)pwglGetProcAddress("wglFlush");
5134 #endif
5135
5136     glEnableWINE = glEnable;
5137     glDisableWINE = glDisable;
5138
5139     /* For now only one default adapter */
5140     {
5141         struct wined3d_adapter *adapter = &wined3d->adapters[0];
5142         const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5143         struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5144         int iPixelFormat;
5145         int res;
5146         int i;
5147         WineD3D_PixelFormat *cfgs;
5148         DISPLAY_DEVICEW DisplayDevice;
5149         HDC hdc;
5150
5151         TRACE("Initializing default adapter\n");
5152         adapter->ordinal = 0;
5153         adapter->monitorPoint.x = -1;
5154         adapter->monitorPoint.y = -1;
5155
5156         if (!AllocateLocallyUniqueId(&adapter->luid))
5157         {
5158             DWORD err = GetLastError();
5159             ERR("Failed to set adapter LUID (%#x).\n", err);
5160             goto nogl_adapter;
5161         }
5162         TRACE("Allocated LUID %08x:%08x for adapter.\n",
5163                 adapter->luid.HighPart, adapter->luid.LowPart);
5164
5165         if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5166         {
5167             ERR("Failed to get a gl context for default adapter\n");
5168             goto nogl_adapter;
5169         }
5170
5171         ret = IWineD3DImpl_FillGLCaps(adapter);
5172         if(!ret) {
5173             ERR("Failed to initialize gl caps for default adapter\n");
5174             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5175             goto nogl_adapter;
5176         }
5177         ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5178         if(!ret) {
5179             ERR("Failed to init gl formats\n");
5180             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5181             goto nogl_adapter;
5182         }
5183
5184         hdc = fake_gl_ctx.dc;
5185
5186         adapter->TextureRam = adapter->driver_info.vidmem;
5187         adapter->UsedTextureRam = 0;
5188         TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5189
5190         /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5191         DisplayDevice.cb = sizeof(DisplayDevice);
5192         EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5193         TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5194         strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5195
5196         if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5197         {
5198             int attribute;
5199             int attribs[11];
5200             int values[11];
5201             int nAttribs = 0;
5202
5203             attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5204             GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5205
5206             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
5207             cfgs = adapter->cfgs;
5208             attribs[nAttribs++] = WGL_RED_BITS_ARB;
5209             attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5210             attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5211             attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5212             attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5213             attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5214             attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5215             attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5216             attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5217             attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5218             attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5219
5220             for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5221             {
5222                 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5223
5224                 if(!res)
5225                     continue;
5226
5227                 /* Cache the pixel format */
5228                 cfgs->iPixelFormat = iPixelFormat;
5229                 cfgs->redSize = values[0];
5230                 cfgs->greenSize = values[1];
5231                 cfgs->blueSize = values[2];
5232                 cfgs->alphaSize = values[3];
5233                 cfgs->colorSize = values[4];
5234                 cfgs->depthSize = values[5];
5235                 cfgs->stencilSize = values[6];
5236                 cfgs->windowDrawable = values[7];
5237                 cfgs->iPixelType = values[8];
5238                 cfgs->doubleBuffer = values[9];
5239                 cfgs->auxBuffers = values[10];
5240
5241                 cfgs->numSamples = 0;
5242                 /* Check multisample support */
5243                 if (gl_info->supported[ARB_MULTISAMPLE])
5244                 {
5245                     int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5246                     int value[2];
5247                     if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5248                         /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5249                         * value[1] = number of multi sample buffers*/
5250                         if(value[0])
5251                             cfgs->numSamples = value[1];
5252                     }
5253                 }
5254
5255                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5256                         "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5257                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5258                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5259                         cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5260                 cfgs++;
5261             }
5262         }
5263         else
5264         {
5265             int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5266             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
5267             adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5268
5269             cfgs = adapter->cfgs;
5270             for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5271             {
5272                 PIXELFORMATDESCRIPTOR ppfd;
5273
5274                 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5275                 if(!res)
5276                     continue;
5277
5278                 /* We only want HW acceleration using an OpenGL ICD driver.
5279                  * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5280                  * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5281                  */
5282                 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5283                 {
5284                     TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5285                     continue;
5286                 }
5287
5288                 cfgs->iPixelFormat = iPixelFormat;
5289                 cfgs->redSize = ppfd.cRedBits;
5290                 cfgs->greenSize = ppfd.cGreenBits;
5291                 cfgs->blueSize = ppfd.cBlueBits;
5292                 cfgs->alphaSize = ppfd.cAlphaBits;
5293                 cfgs->colorSize = ppfd.cColorBits;
5294                 cfgs->depthSize = ppfd.cDepthBits;
5295                 cfgs->stencilSize = ppfd.cStencilBits;
5296                 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5297                 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5298                 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5299                 cfgs->auxBuffers = ppfd.cAuxBuffers;
5300                 cfgs->numSamples = 0;
5301
5302                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5303                         "depth=%d, stencil=%d, windowDrawable=%d\n",
5304                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5305                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5306                         cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5307                 cfgs++;
5308                 adapter->nCfgs++;
5309             }
5310
5311             /* 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 */
5312             if(!adapter->nCfgs)
5313             {
5314                 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5315
5316                 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5317                 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5318                 goto nogl_adapter;
5319             }
5320         }
5321
5322         /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5323          * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5324          * but just fake it using D24(X8?) which is fine. D3D also allows that.
5325          * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5326          * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5327          * driver is allowed to consume more bits EXCEPT for stencil bits.
5328          *
5329          * Mark an adapter with this broken stencil behavior.
5330          */
5331         adapter->brokenStencil = TRUE;
5332         for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5333         {
5334             /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5335             if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5336                 adapter->brokenStencil = FALSE;
5337                 break;
5338             }
5339         }
5340
5341         WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5342
5343         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5344         fillGLAttribFuncs(&adapter->gl_info);
5345         adapter->opengl = TRUE;
5346     }
5347     wined3d->adapter_count = 1;
5348     TRACE("%u adapters successfully initialized.\n", wined3d->adapter_count);
5349
5350     return TRUE;
5351
5352 nogl_adapter:
5353     /* Initialize an adapter for ddraw-only memory counting */
5354     memset(wined3d->adapters, 0, sizeof(wined3d->adapters));
5355     wined3d->adapters[0].ordinal = 0;
5356     wined3d->adapters[0].opengl = FALSE;
5357     wined3d->adapters[0].monitorPoint.x = -1;
5358     wined3d->adapters[0].monitorPoint.y = -1;
5359
5360     wined3d->adapters[0].driver_info.name = "Display";
5361     wined3d->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5362     if (wined3d_settings.emulated_textureram)
5363         wined3d->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5364     else
5365         wined3d->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5366
5367     initPixelFormatsNoGL(&wined3d->adapters[0].gl_info);
5368
5369     wined3d->adapter_count = 1;
5370     return FALSE;
5371 }
5372
5373 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5374
5375 const struct wined3d_parent_ops wined3d_null_parent_ops =
5376 {
5377     wined3d_null_wined3d_object_destroyed,
5378 };
5379
5380 /* Do not call while under the GL lock. */
5381 HRESULT wined3d_init(struct wined3d *wined3d, UINT version, void *parent)
5382 {
5383     wined3d->dxVersion = version;
5384     wined3d->ref = 1;
5385     wined3d->parent = parent;
5386
5387     if (!InitAdapters(wined3d))
5388     {
5389         WARN("Failed to initialize adapters.\n");
5390         if (version > 7)
5391         {
5392             MESSAGE("Direct3D%u is not available without OpenGL.\n", version);
5393             return E_FAIL;
5394         }
5395     }
5396
5397     return WINED3D_OK;
5398 }