wined3d: Reduce the size of a huge function that takes ages to compile.
[wine] / dlls / wined3d / directx.c
1 /*
2  * IWineD3D implementation
3  *
4  * Copyright 2002-2004 Jason Edmeades
5  * Copyright 2003-2004 Raphael Junqueira
6  * Copyright 2004 Christian Costa
7  * Copyright 2005 Oliver Stieber
8  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
9  * Copyright 2009 Henri Verbeet for CodeWeavers
10  *
11  * This library is free software; you can redistribute it and/or
12  * modify it under the terms of the GNU Lesser General Public
13  * License as published by the Free Software Foundation; either
14  * version 2.1 of the License, or (at your option) any later version.
15  *
16  * This library is distributed in the hope that it will be useful,
17  * but WITHOUT ANY WARRANTY; without even the implied warranty of
18  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
19  * Lesser General Public License for more details.
20  *
21  * You should have received a copy of the GNU Lesser General Public
22  * License along with this library; if not, write to the Free Software
23  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24  */
25
26 #include "config.h"
27 #include <stdio.h>
28 #include "wined3d_private.h"
29
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
32
33 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
34
35 /* The d3d device ID */
36 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
37
38 /* Extension detection */
39 static const struct {
40     const char *extension_string;
41     GL_SupportedExt extension;
42     DWORD version;
43 } EXTENSION_MAP[] = {
44     /* APPLE */
45     {"GL_APPLE_client_storage",             APPLE_CLIENT_STORAGE,           0                           },
46     {"GL_APPLE_fence",                      APPLE_FENCE,                    0                           },
47     {"GL_APPLE_float_pixels",               APPLE_FLOAT_PIXELS,             0                           },
48     {"GL_APPLE_flush_buffer_range",         APPLE_FLUSH_BUFFER_RANGE,       0                           },
49     {"GL_APPLE_flush_render",               APPLE_FLUSH_RENDER,             0                           },
50     {"GL_APPLE_ycbcr_422",                  APPLE_YCBCR_422,                0                           },
51
52     /* ARB */
53     {"GL_ARB_color_buffer_float",           ARB_COLOR_BUFFER_FLOAT,         0                           },
54     {"GL_ARB_depth_buffer_float",           ARB_DEPTH_BUFFER_FLOAT,         0                           },
55     {"GL_ARB_depth_clamp",                  ARB_DEPTH_CLAMP,                0                           },
56     {"GL_ARB_depth_texture",                ARB_DEPTH_TEXTURE,              0                           },
57     {"GL_ARB_draw_buffers",                 ARB_DRAW_BUFFERS,               0                           },
58     {"GL_ARB_fragment_program",             ARB_FRAGMENT_PROGRAM,           0                           },
59     {"GL_ARB_fragment_shader",              ARB_FRAGMENT_SHADER,            0                           },
60     {"GL_ARB_framebuffer_object",           ARB_FRAMEBUFFER_OBJECT,         0                           },
61     {"GL_ARB_geometry_shader4",             ARB_GEOMETRY_SHADER4,           0                           },
62     {"GL_ARB_half_float_pixel",             ARB_HALF_FLOAT_PIXEL,           0                           },
63     {"GL_ARB_half_float_vertex",            ARB_HALF_FLOAT_VERTEX,          0                           },
64     {"GL_ARB_imaging",                      ARB_IMAGING,                    0                           },
65     {"GL_ARB_map_buffer_range",             ARB_MAP_BUFFER_RANGE,           0                           },
66     {"GL_ARB_multisample",                  ARB_MULTISAMPLE,                0                           }, /* needs GLX_ARB_MULTISAMPLE as well */
67     {"GL_ARB_multitexture",                 ARB_MULTITEXTURE,               0                           },
68     {"GL_ARB_occlusion_query",              ARB_OCCLUSION_QUERY,            0                           },
69     {"GL_ARB_pixel_buffer_object",          ARB_PIXEL_BUFFER_OBJECT,        0                           },
70     {"GL_ARB_point_parameters",             ARB_POINT_PARAMETERS,           0                           },
71     {"GL_ARB_point_sprite",                 ARB_POINT_SPRITE,               0                           },
72     {"GL_ARB_provoking_vertex",             ARB_PROVOKING_VERTEX,           0                           },
73     {"GL_ARB_shader_objects",               ARB_SHADER_OBJECTS,             0                           },
74     {"GL_ARB_shader_texture_lod",           ARB_SHADER_TEXTURE_LOD,         0                           },
75     {"GL_ARB_shading_language_100",         ARB_SHADING_LANGUAGE_100,       0                           },
76     {"GL_ARB_shadow",                       ARB_SHADOW,                     0                           },
77     {"GL_ARB_sync",                         ARB_SYNC,                       0                           },
78     {"GL_ARB_texture_border_clamp",         ARB_TEXTURE_BORDER_CLAMP,       0                           },
79     {"GL_ARB_texture_compression",          ARB_TEXTURE_COMPRESSION,        0                           },
80     {"GL_ARB_texture_compression_rgtc",     ARB_TEXTURE_COMPRESSION_RGTC,   0                           },
81     {"GL_ARB_texture_cube_map",             ARB_TEXTURE_CUBE_MAP,           0                           },
82     {"GL_ARB_texture_env_add",              ARB_TEXTURE_ENV_ADD,            0                           },
83     {"GL_ARB_texture_env_combine",          ARB_TEXTURE_ENV_COMBINE,        0                           },
84     {"GL_ARB_texture_env_dot3",             ARB_TEXTURE_ENV_DOT3,           0                           },
85     {"GL_ARB_texture_float",                ARB_TEXTURE_FLOAT,              0                           },
86     {"GL_ARB_texture_mirrored_repeat",      ARB_TEXTURE_MIRRORED_REPEAT,    0                           },
87     {"GL_ARB_texture_non_power_of_two",     ARB_TEXTURE_NON_POWER_OF_TWO,   MAKEDWORD_VERSION(2, 0)     },
88     {"GL_ARB_texture_rectangle",            ARB_TEXTURE_RECTANGLE,          0                           },
89     {"GL_ARB_texture_rg",                   ARB_TEXTURE_RG,                 0                           },
90     {"GL_ARB_vertex_array_bgra",            ARB_VERTEX_ARRAY_BGRA,          0                           },
91     {"GL_ARB_vertex_blend",                 ARB_VERTEX_BLEND,               0                           },
92     {"GL_ARB_vertex_buffer_object",         ARB_VERTEX_BUFFER_OBJECT,       0                           },
93     {"GL_ARB_vertex_program",               ARB_VERTEX_PROGRAM,             0                           },
94     {"GL_ARB_vertex_shader",                ARB_VERTEX_SHADER,              0                           },
95
96     /* ATI */
97     {"GL_ATI_fragment_shader",              ATI_FRAGMENT_SHADER,            0                           },
98     {"GL_ATI_separate_stencil",             ATI_SEPARATE_STENCIL,           0                           },
99     {"GL_ATI_texture_compression_3dc",      ATI_TEXTURE_COMPRESSION_3DC,    0                           },
100     {"GL_ATI_texture_env_combine3",         ATI_TEXTURE_ENV_COMBINE3,       0                           },
101     {"GL_ATI_texture_mirror_once",          ATI_TEXTURE_MIRROR_ONCE,        0                           },
102
103     /* EXT */
104     {"GL_EXT_blend_color",                  EXT_BLEND_COLOR,                0                           },
105     {"GL_EXT_blend_equation_separate",      EXT_BLEND_EQUATION_SEPARATE,    0                           },
106     {"GL_EXT_blend_func_separate",          EXT_BLEND_FUNC_SEPARATE,        0                           },
107     {"GL_EXT_blend_minmax",                 EXT_BLEND_MINMAX,               0                           },
108     {"GL_EXT_depth_bounds_test",            EXT_DEPTH_BOUNDS_TEST,          0                           },
109     {"GL_EXT_draw_buffers2",                EXT_DRAW_BUFFERS2,              0                           },
110     {"GL_EXT_fog_coord",                    EXT_FOG_COORD,                  0                           },
111     {"GL_EXT_framebuffer_blit",             EXT_FRAMEBUFFER_BLIT,           0                           },
112     {"GL_EXT_framebuffer_multisample",      EXT_FRAMEBUFFER_MULTISAMPLE,    0                           },
113     {"GL_EXT_framebuffer_object",           EXT_FRAMEBUFFER_OBJECT,         0                           },
114     {"GL_EXT_gpu_program_parameters",       EXT_GPU_PROGRAM_PARAMETERS,     0                           },
115     {"GL_EXT_gpu_shader4",                  EXT_GPU_SHADER4,                0                           },
116     {"GL_EXT_packed_depth_stencil",         EXT_PACKED_DEPTH_STENCIL,       0                           },
117     {"GL_EXT_paletted_texture",             EXT_PALETTED_TEXTURE,           0                           },
118     {"GL_EXT_point_parameters",             EXT_POINT_PARAMETERS,           0                           },
119     {"GL_EXT_provoking_vertex",             EXT_PROVOKING_VERTEX,           0                           },
120     {"GL_EXT_secondary_color",              EXT_SECONDARY_COLOR,            0                           },
121     {"GL_EXT_stencil_two_side",             EXT_STENCIL_TWO_SIDE,           0                           },
122     {"GL_EXT_stencil_wrap",                 EXT_STENCIL_WRAP,               0                           },
123     {"GL_EXT_texture3D",                    EXT_TEXTURE3D,                  MAKEDWORD_VERSION(1, 2)     },
124     {"GL_EXT_texture_compression_rgtc",     EXT_TEXTURE_COMPRESSION_RGTC,   0                           },
125     {"GL_EXT_texture_compression_s3tc",     EXT_TEXTURE_COMPRESSION_S3TC,   0                           },
126     {"GL_EXT_texture_env_add",              EXT_TEXTURE_ENV_ADD,            0                           },
127     {"GL_EXT_texture_env_combine",          EXT_TEXTURE_ENV_COMBINE,        0                           },
128     {"GL_EXT_texture_env_dot3",             EXT_TEXTURE_ENV_DOT3,           0                           },
129     {"GL_EXT_texture_filter_anisotropic",   EXT_TEXTURE_FILTER_ANISOTROPIC, 0                           },
130     {"GL_EXT_texture_lod_bias",             EXT_TEXTURE_LOD_BIAS,           0                           },
131     {"GL_EXT_texture_sRGB",                 EXT_TEXTURE_SRGB,               0                           },
132     {"GL_EXT_vertex_array_bgra",            EXT_VERTEX_ARRAY_BGRA,          0                           },
133
134     /* NV */
135     {"GL_NV_depth_clamp",                   NV_DEPTH_CLAMP,                 0                           },
136     {"GL_NV_fence",                         NV_FENCE,                       0                           },
137     {"GL_NV_fog_distance",                  NV_FOG_DISTANCE,                0                           },
138     {"GL_NV_fragment_program",              NV_FRAGMENT_PROGRAM,            0                           },
139     {"GL_NV_fragment_program2",             NV_FRAGMENT_PROGRAM2,           0                           },
140     {"GL_NV_fragment_program_option",       NV_FRAGMENT_PROGRAM_OPTION,     0                           },
141     {"GL_NV_half_float",                    NV_HALF_FLOAT,                  0                           },
142     {"GL_NV_light_max_exponent",            NV_LIGHT_MAX_EXPONENT,          0                           },
143     {"GL_NV_point_sprite",                  NV_POINT_SPRITE,                0                           },
144     {"GL_NV_register_combiners",            NV_REGISTER_COMBINERS,          0                           },
145     {"GL_NV_register_combiners2",           NV_REGISTER_COMBINERS2,         0                           },
146     {"GL_NV_texgen_reflection",             NV_TEXGEN_REFLECTION,           0                           },
147     {"GL_NV_texture_env_combine4",          NV_TEXTURE_ENV_COMBINE4,        0                           },
148     {"GL_NV_texture_shader",                NV_TEXTURE_SHADER,              0                           },
149     {"GL_NV_texture_shader2",               NV_TEXTURE_SHADER2,             0                           },
150     {"GL_NV_vertex_program",                NV_VERTEX_PROGRAM,              0                           },
151     {"GL_NV_vertex_program1_1",             NV_VERTEX_PROGRAM1_1,           0                           },
152     {"GL_NV_vertex_program2",               NV_VERTEX_PROGRAM2,             0                           },
153     {"GL_NV_vertex_program2_option",        NV_VERTEX_PROGRAM2_OPTION,      0                           },
154     {"GL_NV_vertex_program3",               NV_VERTEX_PROGRAM3,             0                           },
155
156     /* SGI */
157     {"GL_SGIS_generate_mipmap",             SGIS_GENERATE_MIPMAP,           0                           },
158 };
159
160 /**********************************************************
161  * Utility functions follow
162  **********************************************************/
163
164 const struct min_lookup minMipLookup[] =
165 {
166     /* NONE         POINT                       LINEAR */
167     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
168     {{GL_NEAREST,   GL_NEAREST_MIPMAP_NEAREST,  GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
169     {{GL_LINEAR,    GL_LINEAR_MIPMAP_NEAREST,   GL_LINEAR_MIPMAP_LINEAR}},  /* LINEAR */
170 };
171
172 const struct min_lookup minMipLookup_noFilter[] =
173 {
174     /* NONE         POINT                       LINEAR */
175     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
176     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
177     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* LINEAR */
178 };
179
180 const struct min_lookup minMipLookup_noMip[] =
181 {
182     /* NONE         POINT                       LINEAR */
183     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
184     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
185     {{GL_LINEAR,    GL_LINEAR,                  GL_LINEAR }},               /* LINEAR */
186 };
187
188 const GLenum magLookup[] =
189 {
190     /* NONE     POINT       LINEAR */
191     GL_NEAREST, GL_NEAREST, GL_LINEAR,
192 };
193
194 const GLenum magLookup_noFilter[] =
195 {
196     /* NONE     POINT       LINEAR */
197     GL_NEAREST, GL_NEAREST, GL_NEAREST,
198 };
199
200 /* drawStridedSlow attributes */
201 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
202 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
203 glAttribFunc specular_func_3ubv;
204 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
205 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
206 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
207
208 /**
209  * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
210  * i.e., there is no GL Context - Get a default rendering context to enable the
211  * function query some info from GL.
212  */
213
214 struct wined3d_fake_gl_ctx
215 {
216     HDC dc;
217     HWND wnd;
218     HGLRC gl_ctx;
219     HDC restore_dc;
220     HGLRC restore_gl_ctx;
221 };
222
223 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
224 {
225     TRACE_(d3d_caps)("Destroying fake GL context.\n");
226
227     if (!pwglMakeCurrent(NULL, NULL))
228     {
229         ERR_(d3d_caps)("Failed to disable fake GL context.\n");
230     }
231
232     if (!pwglDeleteContext(ctx->gl_ctx))
233     {
234         DWORD err = GetLastError();
235         ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
236     }
237
238     ReleaseDC(ctx->wnd, ctx->dc);
239     DestroyWindow(ctx->wnd);
240
241     if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
242     {
243         ERR_(d3d_caps)("Failed to restore previous GL context.\n");
244     }
245 }
246
247 /* Do not call while under the GL lock. */
248 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
249 {
250     PIXELFORMATDESCRIPTOR pfd;
251     int iPixelFormat;
252
253     TRACE("getting context...\n");
254
255     ctx->restore_dc = pwglGetCurrentDC();
256     ctx->restore_gl_ctx = pwglGetCurrentContext();
257
258     /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
259     ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
260             WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
261     if (!ctx->wnd)
262     {
263         ERR_(d3d_caps)("Failed to create a window.\n");
264         goto fail;
265     }
266
267     ctx->dc = GetDC(ctx->wnd);
268     if (!ctx->dc)
269     {
270         ERR_(d3d_caps)("Failed to get a DC.\n");
271         goto fail;
272     }
273
274     /* PixelFormat selection */
275     ZeroMemory(&pfd, sizeof(pfd));
276     pfd.nSize = sizeof(pfd);
277     pfd.nVersion = 1;
278     pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
279     pfd.iPixelType = PFD_TYPE_RGBA;
280     pfd.cColorBits = 32;
281     pfd.iLayerType = PFD_MAIN_PLANE;
282
283     iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
284     if (!iPixelFormat)
285     {
286         /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
287         ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
288         goto fail;
289     }
290     DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
291     SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
292
293     /* Create a GL context. */
294     ctx->gl_ctx = pwglCreateContext(ctx->dc);
295     if (!ctx->gl_ctx)
296     {
297         WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
298         goto fail;
299     }
300
301     /* Make it the current GL context. */
302     if (!context_set_current(NULL))
303     {
304         ERR_(d3d_caps)("Failed to clear current D3D context.\n");
305     }
306
307     if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
308     {
309         ERR_(d3d_caps)("Failed to make fake GL context current.\n");
310         goto fail;
311     }
312
313     return TRUE;
314
315 fail:
316     if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
317     ctx->gl_ctx = NULL;
318     if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
319     ctx->dc = NULL;
320     if (ctx->wnd) DestroyWindow(ctx->wnd);
321     ctx->wnd = NULL;
322     if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
323     {
324         ERR_(d3d_caps)("Failed to restore previous GL context.\n");
325     }
326
327     return FALSE;
328 }
329
330 /* Adjust the amount of used texture memory */
331 unsigned int WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *device, unsigned int glram)
332 {
333     struct wined3d_adapter *adapter = device->adapter;
334
335     adapter->UsedTextureRam += glram;
336     TRACE("Adjusted gl ram by %d to %d\n", glram, adapter->UsedTextureRam);
337     return adapter->UsedTextureRam;
338 }
339
340 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
341 {
342     HeapFree(GetProcessHeap(), 0, adapter->gl_info.formats);
343     HeapFree(GetProcessHeap(), 0, adapter->cfgs);
344 }
345
346 /**********************************************************
347  * IUnknown parts follows
348  **********************************************************/
349
350 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
351 {
352     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
353
354     TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
355     if (IsEqualGUID(riid, &IID_IUnknown)
356         || IsEqualGUID(riid, &IID_IWineD3DBase)
357         || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
358         IUnknown_AddRef(iface);
359         *ppobj = This;
360         return S_OK;
361     }
362     *ppobj = NULL;
363     return E_NOINTERFACE;
364 }
365
366 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
367     IWineD3DImpl *This = (IWineD3DImpl *)iface;
368     ULONG refCount = InterlockedIncrement(&This->ref);
369
370     TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
371     return refCount;
372 }
373
374 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
375     IWineD3DImpl *This = (IWineD3DImpl *)iface;
376     ULONG ref;
377     TRACE("(%p) : Releasing from %d\n", This, This->ref);
378     ref = InterlockedDecrement(&This->ref);
379
380     if (!ref)
381     {
382         unsigned int i;
383
384         for (i = 0; i < This->adapter_count; ++i)
385         {
386             wined3d_adapter_cleanup(&This->adapters[i]);
387         }
388         HeapFree(GetProcessHeap(), 0, This);
389     }
390
391     return ref;
392 }
393
394 /**********************************************************
395  * IWineD3D parts follows
396  **********************************************************/
397
398 /* GL locking is done by the caller */
399 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
400 {
401     GLuint prog;
402     BOOL ret = FALSE;
403     const char *testcode =
404         "!!ARBvp1.0\n"
405         "PARAM C[66] = { program.env[0..65] };\n"
406         "ADDRESS A0;"
407         "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
408         "ARL A0.x, zero.x;\n"
409         "MOV result.position, C[A0.x + 65];\n"
410         "END\n";
411
412     while(glGetError());
413     GL_EXTCALL(glGenProgramsARB(1, &prog));
414     if(!prog) {
415         ERR("Failed to create an ARB offset limit test program\n");
416     }
417     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
418     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
419                                   strlen(testcode), testcode));
420     if (glGetError())
421     {
422         TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
423         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
424         ret = TRUE;
425     } else TRACE("OpenGL implementation allows offsets > 63\n");
426
427     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
428     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
429     checkGLcall("ARB vp offset limit test cleanup");
430
431     return ret;
432 }
433
434 static DWORD ver_for_ext(GL_SupportedExt ext)
435 {
436     unsigned int i;
437     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
438         if(EXTENSION_MAP[i].extension == ext) {
439             return EXTENSION_MAP[i].version;
440         }
441     }
442     return 0;
443 }
444
445 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
446         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
447 {
448     if (card_vendor != HW_VENDOR_ATI) return FALSE;
449     if (device == CARD_ATI_RADEON_9500) return TRUE;
450     if (device == CARD_ATI_RADEON_X700) return TRUE;
451     if (device == CARD_ATI_RADEON_X1600) return TRUE;
452     return FALSE;
453 }
454
455 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
456         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
457 {
458     if (card_vendor == HW_VENDOR_NVIDIA)
459     {
460         if (device == CARD_NVIDIA_GEFORCEFX_5200 ||
461             device == CARD_NVIDIA_GEFORCEFX_5600 ||
462             device == CARD_NVIDIA_GEFORCEFX_5800)
463         {
464             return TRUE;
465         }
466     }
467     return FALSE;
468 }
469
470 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
471         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
472 {
473     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
474      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
475      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
476      *
477      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
478      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
479      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
480      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
481      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
482      * the chance that other implementations support them is rather small since Win32 QuickTime uses
483      * DirectDraw, not OpenGL.
484      *
485      * This test has been moved into wined3d_guess_gl_vendor()
486      */
487     if (gl_vendor == GL_VENDOR_APPLE)
488     {
489         return TRUE;
490     }
491     return FALSE;
492 }
493
494 /* Context activation is done by the caller. */
495 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
496 {
497     /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
498      * but glTexSubImage from a PBO fails miserably, with the first line repeated over
499      * all the texture. This function detects this bug by its symptom and disables PBOs
500      * if the test fails.
501      *
502      * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
503      * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
504      * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
505      * read back is compared to the original. If they are equal PBOs are assumed to work,
506      * otherwise the PBO extension is disabled. */
507     GLuint texture, pbo;
508     static const unsigned int pattern[] =
509     {
510         0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
511         0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
512         0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
513         0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
514     };
515     unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
516
517     /* No PBO -> No point in testing them. */
518     if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
519
520     ENTER_GL();
521
522     while (glGetError());
523     glGenTextures(1, &texture);
524     glBindTexture(GL_TEXTURE_2D, texture);
525
526     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
527     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
528     checkGLcall("Specifying the PBO test texture");
529
530     GL_EXTCALL(glGenBuffersARB(1, &pbo));
531     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
532     GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
533     checkGLcall("Specifying the PBO test pbo");
534
535     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
536     checkGLcall("Loading the PBO test texture");
537
538     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
539     LEAVE_GL();
540
541     wglFinish(); /* just to be sure */
542
543     memset(check, 0, sizeof(check));
544     ENTER_GL();
545     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
546     checkGLcall("Reading back the PBO test texture");
547
548     glDeleteTextures(1, &texture);
549     GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
550     checkGLcall("PBO test cleanup");
551
552     LEAVE_GL();
553
554     if (memcmp(check, pattern, sizeof(check)))
555     {
556         WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
557         WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
558         gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
559     }
560     else
561     {
562         TRACE_(d3d_caps)("PBO test successful.\n");
563     }
564 }
565
566 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
567         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
568 {
569     return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
570 }
571
572 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
573         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
574 {
575     if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
576     if (card_vendor != HW_VENDOR_ATI) return FALSE;
577     if (device == CARD_ATI_RADEON_X1600) return FALSE;
578     return TRUE;
579 }
580
581 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
582         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
583 {
584     return gl_vendor == GL_VENDOR_FGLRX;
585
586 }
587
588 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
589         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
590 {
591     /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
592      * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
593      * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
594      * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
595      * hardcoded
596      *
597      * dx10 cards usually have 64 varyings */
598     return gl_info->limits.glsl_varyings > 44;
599 }
600
601 /* A GL context is provided by the caller */
602 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
603         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
604 {
605     GLenum error;
606     DWORD data[16];
607
608     if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
609
610     ENTER_GL();
611     while(glGetError());
612     GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
613     error = glGetError();
614     LEAVE_GL();
615
616     if(error == GL_NO_ERROR)
617     {
618         TRACE("GL Implementation accepts 4 component specular color pointers\n");
619         return TRUE;
620     }
621     else
622     {
623         TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
624               debug_glerror(error));
625         return FALSE;
626     }
627 }
628
629 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
630         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
631 {
632     if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
633     return gl_info->supported[NV_TEXTURE_SHADER];
634 }
635
636 /* A GL context is provided by the caller */
637 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
638         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
639 {
640     GLuint prog;
641     BOOL ret = FALSE;
642     GLint pos;
643     const char *testcode =
644         "!!ARBvp1.0\n"
645         "OPTION NV_vertex_program2;\n"
646         "MOV result.clip[0], 0.0;\n"
647         "MOV result.position, 0.0;\n"
648         "END\n";
649
650     if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
651
652     ENTER_GL();
653     while(glGetError());
654
655     GL_EXTCALL(glGenProgramsARB(1, &prog));
656     if(!prog)
657     {
658         ERR("Failed to create the NVvp clip test program\n");
659         LEAVE_GL();
660         return FALSE;
661     }
662     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
663     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
664                                   strlen(testcode), testcode));
665     glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
666     if(pos != -1)
667     {
668         WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
669         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
670         ret = TRUE;
671         while(glGetError());
672     }
673     else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
674
675     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
676     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
677     checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
678
679     LEAVE_GL();
680     return ret;
681 }
682
683 /* Context activation is done by the caller. */
684 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
685         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
686 {
687     char data[4 * 4 * 4];
688     GLuint tex, fbo;
689     GLenum status;
690
691     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
692
693     memset(data, 0xcc, sizeof(data));
694
695     ENTER_GL();
696
697     glGenTextures(1, &tex);
698     glBindTexture(GL_TEXTURE_2D, tex);
699     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
700     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
701     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
702     checkGLcall("glTexImage2D");
703
704     gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
705     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
706     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
707     checkGLcall("glFramebufferTexture2D");
708
709     status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
710     if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
711     checkGLcall("glCheckFramebufferStatus");
712
713     memset(data, 0x11, sizeof(data));
714     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
715     checkGLcall("glTexSubImage2D");
716
717     glClearColor(0.996f, 0.729f, 0.745f, 0.792f);
718     glClear(GL_COLOR_BUFFER_BIT);
719     checkGLcall("glClear");
720
721     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
722     checkGLcall("glGetTexImage");
723
724     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
725     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
726     glBindTexture(GL_TEXTURE_2D, 0);
727     checkGLcall("glBindTexture");
728
729     gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
730     glDeleteTextures(1, &tex);
731     checkGLcall("glDeleteTextures");
732
733     LEAVE_GL();
734
735     return *(DWORD *)data == 0x11111111;
736 }
737
738 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
739 {
740     TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
741     gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
742     TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
743     gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
744 }
745
746 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
747 {
748     quirk_arb_constants(gl_info);
749     /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
750      * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
751      * allow 48 different offsets or other helper immediate values. */
752     TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
753     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
754 }
755
756 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
757  * on more than one texture unit. This means that the d3d9 visual point size test will cause a
758  * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
759  * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
760  * most games, but avoids the crash
761  *
762  * A more sophisticated way would be to find all units that need texture coordinates and enable
763  * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
764  * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
765  *
766  * Note that disabling the extension entirely does not gain predictability because there is no point
767  * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
768 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
769 {
770     if (gl_info->supported[ARB_POINT_SPRITE])
771     {
772         TRACE("Limiting point sprites to one texture unit.\n");
773         gl_info->limits.point_sprite_units = 1;
774     }
775 }
776
777 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
778 {
779     quirk_arb_constants(gl_info);
780
781     /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
782      * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
783      * If real NP2 textures are used, the driver falls back to software. We could just remove the
784      * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
785      * due to the non-normalized texture coordinates. Thus set an internal extension flag,
786      * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
787      * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
788      *
789      * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
790      * has this extension promoted to core. The extension loading code sets this extension supported
791      * due to that, so this code works on fglrx as well. */
792     if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
793     {
794         TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
795         gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
796         gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] = TRUE;
797     }
798
799     /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
800      * it is generally more efficient. Reserve just 8 constants. */
801     TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
802     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
803 }
804
805 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
806 {
807     /*  The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
808      *  doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
809      *  This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
810      *  within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
811      *  FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
812      *  We therefore completely remove ARB_tex_npot from the list of supported extensions.
813      *
814      *  Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
815      *  triggering the software fallback. There is not much we can do here apart from disabling the
816      *  software-emulated extension and reenable ARB_tex_rect (which was previously disabled
817      *  in IWineD3DImpl_FillGLCaps).
818      *  This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
819      *  post-processing effects in the game "Max Payne 2").
820      *  The behaviour can be verified through a simple test app attached in bugreport #14724. */
821     TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
822     gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
823     gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
824 }
825
826 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
827 {
828     /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
829      * with fixed function fragment processing. Ideally this flag should be detected with a test shader
830      * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
831      * do not like vertex shaders in feedback mode and return an error, even though it should be valid
832      * according to the spec.
833      *
834      * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
835      * makes the shader slower and eats instruction slots which should be available to the d3d app.
836      *
837      * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
838      * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
839      * this workaround is activated on cards that do not need it, it won't break things, just affect
840      * performance negatively. */
841     TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
842     gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
843 }
844
845 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
846 {
847     gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
848 }
849
850 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
851 {
852     gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
853 }
854
855 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
856 {
857     gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
858     gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
859 }
860
861 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
862 {
863     gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
864 }
865
866 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
867 {
868     gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
869 }
870
871 struct driver_quirk
872 {
873     BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
874             enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
875     void (*apply)(struct wined3d_gl_info *gl_info);
876     const char *description;
877 };
878
879 static const struct driver_quirk quirk_table[] =
880 {
881     {
882         match_ati_r300_to_500,
883         quirk_ati_dx9,
884         "ATI GLSL constant and normalized texrect quirk"
885     },
886     /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
887      * used it falls back to software. While the compiler can detect if the shader uses all declared
888      * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
889      * using relative addressing falls back to software.
890      *
891      * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
892     {
893         match_apple,
894         quirk_apple_glsl_constants,
895         "Apple GLSL uniform override"
896     },
897     {
898         match_geforce5,
899         quirk_no_np2,
900         "Geforce 5 NP2 disable"
901     },
902     {
903         match_apple_intel,
904         quirk_texcoord_w,
905         "Init texcoord .w for Apple Intel GPU driver"
906     },
907     {
908         match_apple_nonr500ati,
909         quirk_texcoord_w,
910         "Init texcoord .w for Apple ATI >= r600 GPU driver"
911     },
912     {
913         match_fglrx,
914         quirk_one_point_sprite,
915         "Fglrx point sprite crash workaround"
916     },
917     {
918         match_dx10_capable,
919         quirk_clip_varying,
920         "Reserved varying for gl_ClipPos"
921     },
922     {
923         /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
924          * GL implementations accept it. The Mac GL is the only implementation known to
925          * reject it.
926          *
927          * If we can pass 4 component specular colors, do it, because (a) we don't have
928          * to screw around with the data, and (b) the D3D fixed function vertex pipeline
929          * passes specular alpha to the pixel shader if any is used. Otherwise the
930          * specular alpha is used to pass the fog coordinate, which we pass to opengl
931          * via GL_EXT_fog_coord.
932          */
933         match_allows_spec_alpha,
934         quirk_allows_specular_alpha,
935         "Allow specular alpha quirk"
936     },
937     {
938         /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
939          * (rdar://5682521).
940          */
941         match_apple_nvts,
942         quirk_apple_nvts,
943         "Apple NV_texture_shader disable"
944     },
945     {
946         match_broken_nv_clip,
947         quirk_disable_nvvp_clip,
948         "Apple NV_vertex_program clip bug quirk"
949     },
950     {
951         match_fbo_tex_update,
952         quirk_fbo_tex_update,
953         "FBO rebind for attachment updates"
954     },
955 };
956
957 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
958  * reporting a driver version is moot because we are not the Windows driver, and we have different
959  * bugs, features, etc.
960  *
961  * The driver version has the form "x.y.z.w".
962  *
963  * "x" is the Windows version the driver is meant for:
964  * 4 -> 95/98/NT4
965  * 5 -> 2000
966  * 6 -> 2000/XP
967  * 7 -> Vista
968  * 8 -> Win 7
969  *
970  * "y" is the maximum Direct3D version the driver supports.
971  * y  -> d3d version mapping:
972  * 11 -> d3d6
973  * 12 -> d3d7
974  * 13 -> d3d8
975  * 14 -> d3d9
976  * 15 -> d3d10
977  * 16 -> d3d10.1
978  * 17 -> d3d11
979  *
980  * "z" is the subversion number.
981  *
982  * "w" is the vendor specific driver build number.
983  */
984
985 struct driver_version_information
986 {
987     enum wined3d_display_driver driver;
988     enum wined3d_driver_model driver_model;
989     const char *driver_name;            /* name of Windows driver */
990     WORD version;                       /* version word ('y'), contained in low word of DriverVersion.HighPart */
991     WORD subversion;                    /* subversion word ('z'), contained in high word of DriverVersion.LowPart */
992     WORD build;                         /* build number ('w'), contained in low word of DriverVersion.LowPart */
993 };
994
995 /* The driver version table contains driver information for different devices on several OS versions. */
996 static const struct driver_version_information driver_version_table[] =
997 {
998     /* ATI
999      * - Radeon HD2x00 (R600) and up supported by current drivers.
1000      * - Radeon 9500 (R300) - X1*00 (R5xx) supported upto Catalyst 9.3 (Linux) and 10.2 (XP/Vista/Win7)
1001      * - Radeon 7xxx (R100) - 9250 (RV250) supported upto Catalyst 6.11 (XP)
1002      * - Rage 128 supported upto XP, latest official build 6.13.3279 dated October 2001 */
1003     {DRIVER_ATI_RAGE_128PRO,    DRIVER_MODEL_NT5X,  "ati2dvaa.dll", 13, 3279,  0},
1004     {DRIVER_ATI_R100,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 6614},
1005     {DRIVER_ATI_R300,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 6764},
1006     {DRIVER_ATI_R600,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 8681},
1007     {DRIVER_ATI_R300,           DRIVER_MODEL_NT6X,  "atiumdag.dll", 14, 10, 741 },
1008     {DRIVER_ATI_R600,           DRIVER_MODEL_NT6X,  "atiumdag.dll", 14, 10, 741 },
1009
1010     /* Intel
1011      * The drivers are unified but not all versions support all GPUs. At some point the 2k/xp
1012      * drivers used ialmrnt5.dll for GMA800/GMA900 but at some point the file was renamed to
1013      * igxprd32.dll but the GMA800 driver was never updated. */
1014     {DRIVER_INTEL_GMA800,       DRIVER_MODEL_NT5X,  "ialmrnt5.dll", 14, 10, 3889},
1015     {DRIVER_INTEL_GMA900,       DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 4764},
1016     {DRIVER_INTEL_GMA950,       DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 4926},
1017     {DRIVER_INTEL_GMA3000,      DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 5218},
1018     {DRIVER_INTEL_GMA950,       DRIVER_MODEL_NT6X,  "igdumd32.dll", 14, 10, 1504},
1019     {DRIVER_INTEL_GMA3000,      DRIVER_MODEL_NT6X,  "igdumd32.dll", 15, 10, 1666},
1020
1021     /* Nvidia
1022      * - Geforce6 and newer cards are supported by the current driver (197.x) on XP-Win7
1023      * - GeforceFX support is up to 173.x on <= XP
1024      * - Geforce2MX/3/4 up to 96.x on <= XP
1025      * - TNT/Geforce1/2 up to 71.x on <= XP
1026      * All version numbers used below are from the Linux nvidia drivers. */
1027     {DRIVER_NVIDIA_TNT,         DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 10, 7186},
1028     {DRIVER_NVIDIA_GEFORCE2MX,  DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 10, 9371},
1029     {DRIVER_NVIDIA_GEFORCEFX,   DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 11, 7516},
1030     {DRIVER_NVIDIA_GEFORCE6,    DRIVER_MODEL_NT5X,  "nv4_disp.dll", 15, 11, 9745},
1031     {DRIVER_NVIDIA_GEFORCE6,    DRIVER_MODEL_NT6X,  "nvd3dum.dll",  15, 11, 9745},
1032 };
1033
1034 struct gpu_description
1035 {
1036     WORD vendor;                    /* reported PCI card vendor ID  */
1037     WORD card;                      /* reported PCI card device ID  */
1038     const char *description;        /* Description of the card e.g. NVIDIA RIVA TNT */
1039     enum wined3d_display_driver driver;
1040     unsigned int vidmem;
1041 };
1042
1043 /* The amount of video memory stored in the gpu description table is the minimum amount of video memory
1044  * found on a board containing a specific GPU. */
1045 static const struct gpu_description gpu_description_table[] =
1046 {
1047     /* Nvidia cards */
1048     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT,           "NVIDIA RIVA TNT",                  DRIVER_NVIDIA_TNT,       16  },
1049     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT2,          "NVIDIA RIVA TNT2/TNT2 Pro",        DRIVER_NVIDIA_TNT,       32  },
1050     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE,            "NVIDIA GeForce 256",               DRIVER_NVIDIA_TNT,       32  },
1051     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2,           "NVIDIA GeForce2 GTS/GeForce2 Pro", DRIVER_NVIDIA_TNT,       32  },
1052     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2_MX,        "NVIDIA GeForce2 MX/MX 400",        DRIVER_NVIDIA_GEFORCE2MX,32  },
1053     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE3,           "NVIDIA GeForce3",                  DRIVER_NVIDIA_GEFORCE2MX,64  },
1054     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_MX,        "NVIDIA GeForce4 MX 460",           DRIVER_NVIDIA_GEFORCE2MX,64  },
1055     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_TI4200,    "NVIDIA GeForce4 Ti 4200",          DRIVER_NVIDIA_GEFORCE2MX,64, },
1056     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5200,     "NVIDIA GeForce FX 5200",           DRIVER_NVIDIA_GEFORCEFX, 64  },
1057     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5600,     "NVIDIA GeForce FX 5600",           DRIVER_NVIDIA_GEFORCEFX, 128 },
1058     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5800,     "NVIDIA GeForce FX 5800",           DRIVER_NVIDIA_GEFORCEFX, 256 },
1059     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6200,       "NVIDIA GeForce 6200",              DRIVER_NVIDIA_GEFORCE6,  64  },
1060     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6600GT,     "NVIDIA GeForce 6600 GT",           DRIVER_NVIDIA_GEFORCE6,  128 },
1061     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6800,       "NVIDIA GeForce 6800",              DRIVER_NVIDIA_GEFORCE6,  128 },
1062     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7300,       "NVIDIA GeForce Go 7300",           DRIVER_NVIDIA_GEFORCE6,  256 },
1063     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7400,       "NVIDIA GeForce Go 7400",           DRIVER_NVIDIA_GEFORCE6,  256 },
1064     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7600,       "NVIDIA GeForce 7600 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1065     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7800GT,     "NVIDIA GeForce 7800 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1066     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8300GS,     "NVIDIA GeForce 8300 GS",           DRIVER_NVIDIA_GEFORCE6,  128 },
1067     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8400GS,     "NVIDIA GeForce 8400 GS",           DRIVER_NVIDIA_GEFORCE6,  128 },
1068     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600GT,     "NVIDIA GeForce 8600 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1069     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600MGT,    "NVIDIA GeForce 8600M GT",          DRIVER_NVIDIA_GEFORCE6,  512 },
1070     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTS,    "NVIDIA GeForce 8800 GTS",          DRIVER_NVIDIA_GEFORCE6,  320 },
1071     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTX,    "NVIDIA GeForce 8800 GTX",          DRIVER_NVIDIA_GEFORCE6,  768 },
1072     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9200,       "NVIDIA GeForce 9200",              DRIVER_NVIDIA_GEFORCE6,  256 },
1073     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9400GT,     "NVIDIA GeForce 9400 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1074     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9500GT,     "NVIDIA GeForce 9500 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1075     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9600GT,     "NVIDIA GeForce 9600 GT",           DRIVER_NVIDIA_GEFORCE6,  384 },
1076     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9800GT,     "NVIDIA GeForce 9800 GT",           DRIVER_NVIDIA_GEFORCE6,  512 },
1077     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_210,        "NVIDIA GeForce 210",               DRIVER_NVIDIA_GEFORCE6,  512 },
1078     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT220,      "NVIDIA GeForce GT 220",            DRIVER_NVIDIA_GEFORCE6,  512 },
1079     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT240,      "NVIDIA GeForce GT 240",            DRIVER_NVIDIA_GEFORCE6,  512 },
1080     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX260,     "NVIDIA GeForce GTX 260",           DRIVER_NVIDIA_GEFORCE6,  1024},
1081     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX275,     "NVIDIA GeForce GTX 275",           DRIVER_NVIDIA_GEFORCE6,  896 },
1082     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX280,     "NVIDIA GeForce GTX 280",           DRIVER_NVIDIA_GEFORCE6,  1024},
1083     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT325M,     "NVIDIA GeForce GT 325M",           DRIVER_NVIDIA_GEFORCE6,  1024},
1084     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTS350M,    "NVIDIA GeForce GTS 350M",          DRIVER_NVIDIA_GEFORCE6,  1024},
1085     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX460,     "NVIDIA GeForce GTX 460",           DRIVER_NVIDIA_GEFORCE6,  768 },
1086     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX465,     "NVIDIA GeForce GTX 465",           DRIVER_NVIDIA_GEFORCE6,  1024},
1087     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX470,     "NVIDIA GeForce GTX 470",           DRIVER_NVIDIA_GEFORCE6,  1280},
1088     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX480,     "NVIDIA GeForce GTX 480",           DRIVER_NVIDIA_GEFORCE6,  1536},
1089     /* ATI cards */
1090     {HW_VENDOR_ATI,        CARD_ATI_RAGE_128PRO,           "ATI Rage Fury",                    DRIVER_ATI_RAGE_128PRO,  16  },
1091     {HW_VENDOR_ATI,        CARD_ATI_RADEON_7200,           "ATI RADEON 7200 SERIES",           DRIVER_ATI_R100,         32  },
1092     {HW_VENDOR_ATI,        CARD_ATI_RADEON_8500,           "ATI RADEON 8500 SERIES",           DRIVER_ATI_R100,         64  },
1093     {HW_VENDOR_ATI,        CARD_ATI_RADEON_9500,           "ATI Radeon 9500",                  DRIVER_ATI_R300,         64  },
1094     {HW_VENDOR_ATI,        CARD_ATI_RADEON_XPRESS_200M,    "ATI RADEON XPRESS 200M Series",    DRIVER_ATI_R300,         64  },
1095     {HW_VENDOR_ATI,        CARD_ATI_RADEON_X700,           "ATI Radeon X700 SE",               DRIVER_ATI_R300,         128 },
1096     {HW_VENDOR_ATI,        CARD_ATI_RADEON_X1600,          "ATI Radeon X1600 Series",          DRIVER_ATI_R300,         128 },
1097     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD2350,         "ATI Mobility Radeon HD 2350",      DRIVER_ATI_R600,         256 },
1098     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD2600,         "ATI Mobility Radeon HD 2600",      DRIVER_ATI_R600,         256 },
1099     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD2900,         "ATI Radeon HD 2900 XT",            DRIVER_ATI_R600,         512 },
1100     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD3200,         "ATI Radeon HD 3200 Graphics",      DRIVER_ATI_R600,         128 },
1101     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4350,         "ATI Radeon HD 4350",               DRIVER_ATI_R600,         256 },
1102     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4600,         "ATI Radeon HD 4600 Series",        DRIVER_ATI_R600,         512 },
1103     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4700,         "ATI Radeon HD 4700 Series",        DRIVER_ATI_R600,         512 },
1104     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4800,         "ATI Radeon HD 4800 Series",        DRIVER_ATI_R600,         512 },
1105     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD5700,         "ATI Radeon HD 5700 Series",        DRIVER_ATI_R600,         512 },
1106     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD5800,         "ATI Radeon HD 5800 Series",        DRIVER_ATI_R600,         1024},
1107     /* Intel cards */
1108     {HW_VENDOR_INTEL,      CARD_INTEL_I830G,               "Intel(R) 82830M Graphics Controller",                       DRIVER_INTEL_GMA800,  32 },
1109     {HW_VENDOR_INTEL,      CARD_INTEL_I855G,               "Intel(R) 82852/82855 GM/GME Graphics Controller",           DRIVER_INTEL_GMA800,  32 },
1110     {HW_VENDOR_INTEL,      CARD_INTEL_I865G,               "Intel(R) 82865G Graphics Controller",                       DRIVER_INTEL_GMA800,  32 },
1111     {HW_VENDOR_INTEL,      CARD_INTEL_I915G,               "Intel(R) 82915G/GV/910GL Express Chipset Family",           DRIVER_INTEL_GMA900,  64 },
1112     {HW_VENDOR_INTEL,      CARD_INTEL_I915GM,              "Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family",   DRIVER_INTEL_GMA900,  64 },
1113     {HW_VENDOR_INTEL,      CARD_INTEL_I945GM,              "Mobile Intel(R) 945GM Express Chipset Family",              DRIVER_INTEL_GMA950,  64 },
1114     {HW_VENDOR_INTEL,      CARD_INTEL_X3100,               "Mobile Intel(R) 965 Express Chipset Family",                DRIVER_INTEL_GMA3000, 128}
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         return HW_VENDOR_NVIDIA;
1372
1373     if (strstr(gl_vendor_string, "ATI")
1374             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1375             || strstr(gl_vendor_string, "X.Org R300 Project")
1376             || strstr(gl_renderer, "R100")
1377             || strstr(gl_renderer, "R200")
1378             || strstr(gl_renderer, "R300")
1379             || strstr(gl_renderer, "R600")
1380             || strstr(gl_renderer, "R700"))
1381         return HW_VENDOR_ATI;
1382
1383     if (strstr(gl_vendor_string, "Intel(R)")
1384             /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1385             || strstr(gl_renderer, "Intel")
1386             || strstr(gl_vendor_string, "Intel Inc."))
1387         return HW_VENDOR_INTEL;
1388
1389     if (strstr(gl_vendor_string, "Mesa")
1390             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1391             || strstr(gl_vendor_string, "VMware, Inc."))
1392         return HW_VENDOR_SOFTWARE;
1393
1394     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1395
1396     return HW_VENDOR_NVIDIA;
1397 }
1398
1399
1400
1401 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1402         const char *gl_renderer)
1403 {
1404     if (WINE_D3D10_CAPABLE(gl_info))
1405     {
1406         /* Geforce 400 - highend */
1407         if (strstr(gl_renderer, "GTX 480"))
1408         {
1409             return CARD_NVIDIA_GEFORCE_GTX480;
1410         }
1411
1412         /* Geforce 400 - midend high */
1413         if (strstr(gl_renderer, "GTX 470"))
1414         {
1415             return CARD_NVIDIA_GEFORCE_GTX470;
1416         }
1417
1418         /* Geforce 400 - midend */
1419         if (strstr(gl_renderer, "GTX 465"))
1420         {
1421             return CARD_NVIDIA_GEFORCE_GTX465;
1422         }
1423
1424         /* Geforce 400 - midend */
1425         if (strstr(gl_renderer, "GTX 460"))
1426         {
1427             return CARD_NVIDIA_GEFORCE_GTX460;
1428         }
1429
1430         /* Geforce 300 highend mobile */
1431         if (strstr(gl_renderer, "GTS 350M")
1432                 || strstr(gl_renderer, "GTS 360M"))
1433         {
1434             return CARD_NVIDIA_GEFORCE_GTS350M;
1435         }
1436
1437         /* Geforce 300 midend mobile (Geforce GT 325M/330M use the same core) */
1438         if (strstr(gl_renderer, "GT 325M")
1439                 || strstr(gl_renderer, "GT 330M"))
1440         {
1441             return CARD_NVIDIA_GEFORCE_GT325M;
1442         }
1443
1444         /* Geforce 200 - highend */
1445         if (strstr(gl_renderer, "GTX 280")
1446                 || strstr(gl_renderer, "GTX 285")
1447                 || strstr(gl_renderer, "GTX 295"))
1448         {
1449             return CARD_NVIDIA_GEFORCE_GTX280;
1450         }
1451
1452         /* Geforce 200 - midend high */
1453         if (strstr(gl_renderer, "GTX 275"))
1454         {
1455             return CARD_NVIDIA_GEFORCE_GTX275;
1456         }
1457
1458         /* Geforce 200 - midend */
1459         if (strstr(gl_renderer, "GTX 260"))
1460         {
1461             return CARD_NVIDIA_GEFORCE_GTX260;
1462         }
1463         /* Geforce 200 - midend */
1464         if (strstr(gl_renderer, "GT 240"))
1465         {
1466            return CARD_NVIDIA_GEFORCE_GT240;
1467         }
1468
1469         /* Geforce 200 lowend */
1470         if (strstr(gl_renderer, "GT 220"))
1471         {
1472            return CARD_NVIDIA_GEFORCE_GT220;
1473         }
1474         /* Geforce 200 lowend (Geforce 305/310 use the same core) */
1475         if (strstr(gl_renderer, "Geforce 210")
1476                 || strstr(gl_renderer, "G 210")
1477                 || strstr(gl_renderer, "Geforce 305")
1478                 || strstr(gl_renderer, "Geforce 310"))
1479         {
1480            return CARD_NVIDIA_GEFORCE_210;
1481         }
1482
1483         /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1484         if (strstr(gl_renderer, "9800")
1485                 || strstr(gl_renderer, "GTS 150")
1486                 || strstr(gl_renderer, "GTS 250"))
1487         {
1488             return CARD_NVIDIA_GEFORCE_9800GT;
1489         }
1490
1491         /* Geforce9 - midend (GT 140 uses the same core as the 9600GT) */
1492         if (strstr(gl_renderer, "9600")
1493                 || strstr(gl_renderer, "GT 140"))
1494         {
1495             return CARD_NVIDIA_GEFORCE_9600GT;
1496         }
1497
1498         /* Geforce9 - midend low / Geforce 200 - low */
1499         if (strstr(gl_renderer, "9500")
1500                 || strstr(gl_renderer, "GT 120")
1501                 || strstr(gl_renderer, "GT 130"))
1502         {
1503             return CARD_NVIDIA_GEFORCE_9500GT;
1504         }
1505
1506         /* Geforce9 - lowend */
1507         if (strstr(gl_renderer, "9400"))
1508         {
1509             return CARD_NVIDIA_GEFORCE_9400GT;
1510         }
1511
1512         /* Geforce9 - lowend low */
1513         if (strstr(gl_renderer, "9100")
1514                 || strstr(gl_renderer, "9200")
1515                 || strstr(gl_renderer, "9300")
1516                 || strstr(gl_renderer, "G 100"))
1517         {
1518             return CARD_NVIDIA_GEFORCE_9200;
1519         }
1520
1521         /* Geforce8 - highend high*/
1522         if (strstr(gl_renderer, "8800 GTX"))
1523         {
1524             return CARD_NVIDIA_GEFORCE_8800GTX;
1525         }
1526
1527         /* Geforce8 - highend */
1528         if (strstr(gl_renderer, "8800"))
1529         {
1530             return CARD_NVIDIA_GEFORCE_8800GTS;
1531         }
1532
1533         /* Geforce8 - midend mobile */
1534         if (strstr(gl_renderer, "8600 M"))
1535         {
1536             return CARD_NVIDIA_GEFORCE_8600MGT;
1537         }
1538
1539         /* Geforce8 - midend */
1540         if (strstr(gl_renderer, "8600")
1541                 || strstr(gl_renderer, "8700"))
1542         {
1543             return CARD_NVIDIA_GEFORCE_8600GT;
1544         }
1545
1546         /* Geforce8 - mid-lowend */
1547         if (strstr(gl_renderer, "8400")
1548                 || strstr(gl_renderer, "8500"))
1549         {
1550             return CARD_NVIDIA_GEFORCE_8400GS;
1551         }
1552
1553         /* Geforce8 - lowend */
1554         if (strstr(gl_renderer, "8100")
1555                 || strstr(gl_renderer, "8200")
1556                 || strstr(gl_renderer, "8300"))
1557         {
1558             return CARD_NVIDIA_GEFORCE_8300GS;
1559         }
1560
1561         /* Geforce8-compatible fall back if the GPU is not in the list yet */
1562         return CARD_NVIDIA_GEFORCE_8300GS;
1563     }
1564
1565     /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1566      * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1567      */
1568     if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1569     {
1570         /* Geforce7 - highend */
1571         if (strstr(gl_renderer, "7800")
1572                 || strstr(gl_renderer, "7900")
1573                 || strstr(gl_renderer, "7950")
1574                 || strstr(gl_renderer, "Quadro FX 4")
1575                 || strstr(gl_renderer, "Quadro FX 5"))
1576         {
1577             return CARD_NVIDIA_GEFORCE_7800GT;
1578         }
1579
1580         /* Geforce7 midend */
1581         if (strstr(gl_renderer, "7600")
1582                 || strstr(gl_renderer, "7700"))
1583         {
1584             return CARD_NVIDIA_GEFORCE_7600;
1585         }
1586
1587         /* Geforce7 lower medium */
1588         if (strstr(gl_renderer, "7400"))
1589         {
1590             return CARD_NVIDIA_GEFORCE_7400;
1591         }
1592
1593         /* Geforce7 lowend */
1594         if (strstr(gl_renderer, "7300"))
1595         {
1596             return CARD_NVIDIA_GEFORCE_7300;
1597         }
1598
1599         /* Geforce6 highend */
1600         if (strstr(gl_renderer, "6800"))
1601         {
1602             return CARD_NVIDIA_GEFORCE_6800;
1603         }
1604
1605         /* Geforce6 - midend */
1606         if (strstr(gl_renderer, "6600")
1607                 || strstr(gl_renderer, "6610")
1608                 || strstr(gl_renderer, "6700"))
1609         {
1610             return CARD_NVIDIA_GEFORCE_6600GT;
1611         }
1612
1613         /* Geforce6/7 lowend */
1614         return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1615     }
1616
1617     if (WINE_D3D9_CAPABLE(gl_info))
1618     {
1619         /* GeforceFX - highend */
1620         if (strstr(gl_renderer, "5800")
1621                 || strstr(gl_renderer, "5900")
1622                 || strstr(gl_renderer, "5950")
1623                 || strstr(gl_renderer, "Quadro FX"))
1624         {
1625             return CARD_NVIDIA_GEFORCEFX_5800;
1626         }
1627
1628         /* GeforceFX - midend */
1629         if (strstr(gl_renderer, "5600")
1630                 || strstr(gl_renderer, "5650")
1631                 || strstr(gl_renderer, "5700")
1632                 || strstr(gl_renderer, "5750"))
1633         {
1634             return CARD_NVIDIA_GEFORCEFX_5600;
1635         }
1636
1637         /* GeforceFX - lowend */
1638         return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1639     }
1640
1641     if (WINE_D3D8_CAPABLE(gl_info))
1642     {
1643         if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1644         {
1645             return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1646         }
1647
1648         return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1649     }
1650
1651     if (WINE_D3D7_CAPABLE(gl_info))
1652     {
1653         if (strstr(gl_renderer, "GeForce4 MX"))
1654         {
1655             return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1656         }
1657
1658         if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1659         {
1660             return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1661         }
1662
1663         if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1664         {
1665             return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1666         }
1667
1668         return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1669     }
1670
1671     if (strstr(gl_renderer, "TNT2"))
1672     {
1673         return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1674     }
1675
1676     return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1677 }
1678
1679 static enum wined3d_pci_device select_card_ati_binary(const struct wined3d_gl_info *gl_info,
1680         const char *gl_renderer)
1681 {
1682     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1683      *
1684      * Beware: renderer string do not match exact card model,
1685      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1686     if (WINE_D3D10_CAPABLE(gl_info))
1687     {
1688         /* Radeon EG CYPRESS XT / PRO HD5800 - highend */
1689         if (strstr(gl_renderer, "HD 5800")          /* Radeon EG CYPRESS HD58xx generic renderer string */
1690                 || strstr(gl_renderer, "HD 5850")   /* Radeon EG CYPRESS XT */
1691                 || strstr(gl_renderer, "HD 5870"))  /* Radeon EG CYPRESS PRO */
1692         {
1693             return CARD_ATI_RADEON_HD5800;
1694         }
1695
1696         /* Radeon EG JUNIPER XT / LE HD5700 - midend */
1697         if (strstr(gl_renderer, "HD 5700")          /* Radeon EG JUNIPER HD57xx generic renderer string */
1698                 || strstr(gl_renderer, "HD 5750")   /* Radeon EG JUNIPER LE */
1699                 || strstr(gl_renderer, "HD 5770"))  /* Radeon EG JUNIPER XT */
1700         {
1701             return CARD_ATI_RADEON_HD5700;
1702         }
1703
1704         /* Radeon R7xx HD4800 - highend */
1705         if (strstr(gl_renderer, "HD 4800")          /* Radeon RV7xx HD48xx generic renderer string */
1706                 || strstr(gl_renderer, "HD 4830")   /* Radeon RV770 */
1707                 || strstr(gl_renderer, "HD 4850")   /* Radeon RV770 */
1708                 || strstr(gl_renderer, "HD 4870")   /* Radeon RV770 */
1709                 || strstr(gl_renderer, "HD 4890"))  /* Radeon RV790 */
1710         {
1711             return CARD_ATI_RADEON_HD4800;
1712         }
1713
1714         /* Radeon R740 HD4700 - midend */
1715         if (strstr(gl_renderer, "HD 4700")          /* Radeon RV770 */
1716                 || strstr(gl_renderer, "HD 4770"))  /* Radeon RV740 */
1717         {
1718             return CARD_ATI_RADEON_HD4700;
1719         }
1720
1721         /* Radeon R730 HD4600 - midend */
1722         if (strstr(gl_renderer, "HD 4600")          /* Radeon RV730 */
1723                 || strstr(gl_renderer, "HD 4650")   /* Radeon RV730 */
1724                 || strstr(gl_renderer, "HD 4670"))  /* Radeon RV730 */
1725         {
1726             return CARD_ATI_RADEON_HD4600;
1727         }
1728
1729         /* Radeon R710 HD4500/HD4350 - lowend */
1730         if (strstr(gl_renderer, "HD 4350")          /* Radeon RV710 */
1731                 || strstr(gl_renderer, "HD 4550"))  /* Radeon RV710 */
1732         {
1733             return CARD_ATI_RADEON_HD4350;
1734         }
1735
1736         /* Radeon R6xx HD2900/HD3800 - highend */
1737         if (strstr(gl_renderer, "HD 2900")
1738                 || strstr(gl_renderer, "HD 3870")
1739                 || strstr(gl_renderer, "HD 3850"))
1740         {
1741             return CARD_ATI_RADEON_HD2900;
1742         }
1743
1744         /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1745         if (strstr(gl_renderer, "HD 2600")
1746                 || strstr(gl_renderer, "HD 3830")
1747                 || strstr(gl_renderer, "HD 3690")
1748                 || strstr(gl_renderer, "HD 3650"))
1749         {
1750             return CARD_ATI_RADEON_HD2600;
1751         }
1752
1753         /* Radeon R6xx HD2350/HD2400/HD3400 - lowend
1754          * Note HD2300=DX9, HD2350=DX10 */
1755         if (strstr(gl_renderer, "HD 2350")
1756                 || strstr(gl_renderer, "HD 2400")
1757                 || strstr(gl_renderer, "HD 3470")
1758                 || strstr(gl_renderer, "HD 3450")
1759                 || strstr(gl_renderer, "HD 3430")
1760                 || strstr(gl_renderer, "HD 3400"))
1761         {
1762             return CARD_ATI_RADEON_HD2350;
1763         }
1764
1765         /* Radeon R6xx/R7xx integrated */
1766         if (strstr(gl_renderer, "HD 3100")
1767                 || strstr(gl_renderer, "HD 3200")
1768                 || strstr(gl_renderer, "HD 3300"))
1769         {
1770             return CARD_ATI_RADEON_HD3200;
1771         }
1772
1773         /* Default for when no GPU has been found */
1774         return CARD_ATI_RADEON_HD3200;
1775     }
1776
1777     if (WINE_D3D8_CAPABLE(gl_info))
1778     {
1779         /* Radeon R5xx */
1780         if (strstr(gl_renderer, "X1600")
1781                 || strstr(gl_renderer, "X1650")
1782                 || strstr(gl_renderer, "X1800")
1783                 || strstr(gl_renderer, "X1900")
1784                 || strstr(gl_renderer, "X1950"))
1785         {
1786             return CARD_ATI_RADEON_X1600;
1787         }
1788
1789         /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1790          * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1791         if (strstr(gl_renderer, "X700")
1792                 || strstr(gl_renderer, "X800")
1793                 || strstr(gl_renderer, "X850")
1794                 || strstr(gl_renderer, "X1300")
1795                 || strstr(gl_renderer, "X1400")
1796                 || strstr(gl_renderer, "X1450")
1797                 || strstr(gl_renderer, "X1550")
1798                 || strstr(gl_renderer, "X2300")
1799                 || strstr(gl_renderer, "X2500")
1800                 || strstr(gl_renderer, "HD 2300")
1801                 )
1802         {
1803             return CARD_ATI_RADEON_X700;
1804         }
1805
1806         /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1807         if (strstr(gl_renderer, "Radeon Xpress"))
1808         {
1809             return CARD_ATI_RADEON_XPRESS_200M;
1810         }
1811
1812         /* Radeon R3xx */
1813         return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1814     }
1815
1816     if (WINE_D3D8_CAPABLE(gl_info))
1817     {
1818         return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1819     }
1820
1821     if (WINE_D3D7_CAPABLE(gl_info))
1822     {
1823         return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1824     }
1825
1826     return CARD_ATI_RAGE_128PRO;
1827 }
1828
1829 static enum wined3d_pci_device select_card_intel(const struct wined3d_gl_info *gl_info,
1830         const char *gl_renderer)
1831 {
1832     if (strstr(gl_renderer, "X3100"))
1833     {
1834         /* MacOS calls the card GMA X3100, otherwise known as GM965/GL960 */
1835         return CARD_INTEL_X3100;
1836     }
1837
1838     if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1839     {
1840         /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1841         return CARD_INTEL_I945GM;
1842     }
1843
1844     if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1845     if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1846     if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1847     if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1848     if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1849     return CARD_INTEL_I915G;
1850
1851 }
1852
1853 static enum wined3d_pci_device select_card_ati_mesa(const struct wined3d_gl_info *gl_info,
1854         const char *gl_renderer)
1855 {
1856     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1857      *
1858      * Beware: renderer string do not match exact card model,
1859      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1860     if (strstr(gl_renderer, "Gallium"))
1861     {
1862         /* Radeon R7xx HD4800 - highend */
1863         if (strstr(gl_renderer, "R700")          /* Radeon R7xx HD48xx generic renderer string */
1864                 || strstr(gl_renderer, "RV770")  /* Radeon RV770 */
1865                 || strstr(gl_renderer, "RV790"))  /* Radeon RV790 */
1866         {
1867             return CARD_ATI_RADEON_HD4800;
1868         }
1869
1870         /* Radeon R740 HD4700 - midend */
1871         if (strstr(gl_renderer, "RV740"))          /* Radeon RV740 */
1872         {
1873             return CARD_ATI_RADEON_HD4700;
1874         }
1875
1876         /* Radeon R730 HD4600 - midend */
1877         if (strstr(gl_renderer, "RV730"))        /* Radeon RV730 */
1878         {
1879             return CARD_ATI_RADEON_HD4600;
1880         }
1881
1882         /* Radeon R710 HD4500/HD4350 - lowend */
1883         if (strstr(gl_renderer, "RV710"))          /* Radeon RV710 */
1884         {
1885             return CARD_ATI_RADEON_HD4350;
1886         }
1887
1888         /* Radeon R6xx HD2900/HD3800 - highend */
1889         if (strstr(gl_renderer, "R600")
1890                 || strstr(gl_renderer, "RV670")
1891                 || strstr(gl_renderer, "R680"))
1892         {
1893             return CARD_ATI_RADEON_HD2900;
1894         }
1895
1896         /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1897         if (strstr(gl_renderer, "RV630")
1898                 || strstr(gl_renderer, "RV635"))
1899         {
1900             return CARD_ATI_RADEON_HD2600;
1901         }
1902
1903         /* Radeon R6xx HD2350/HD2400/HD3400 - lowend */
1904         if (strstr(gl_renderer, "RV610")
1905                 || strstr(gl_renderer, "RV620"))
1906         {
1907             return CARD_ATI_RADEON_HD2350;
1908         }
1909
1910         /* Radeon R6xx/R7xx integrated */
1911         if (strstr(gl_renderer, "RS780")
1912                 || strstr(gl_renderer, "RS880"))
1913         {
1914             return CARD_ATI_RADEON_HD3200;
1915         }
1916
1917         /* Radeon R5xx */
1918         if (strstr(gl_renderer, "RV530")
1919                 || strstr(gl_renderer, "RV535")
1920                 || strstr(gl_renderer, "RV560")
1921                 || strstr(gl_renderer, "R520")
1922                 || strstr(gl_renderer, "RV570")
1923                 || strstr(gl_renderer, "R580"))
1924         {
1925             return CARD_ATI_RADEON_X1600;
1926         }
1927
1928         /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1929         if (strstr(gl_renderer, "R410")
1930                 || strstr(gl_renderer, "R420")
1931                 || strstr(gl_renderer, "R423")
1932                 || strstr(gl_renderer, "R430")
1933                 || strstr(gl_renderer, "R480")
1934                 || strstr(gl_renderer, "R481")
1935                 || strstr(gl_renderer, "RV410")
1936                 || strstr(gl_renderer, "RV515")
1937                 || strstr(gl_renderer, "RV516"))
1938         {
1939             return CARD_ATI_RADEON_X700;
1940         }
1941
1942         /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1943         if (strstr(gl_renderer, "RS400")
1944                 || strstr(gl_renderer, "RS480")
1945                 || strstr(gl_renderer, "RS482")
1946                 || strstr(gl_renderer, "RS485")
1947                 || strstr(gl_renderer, "RS600")
1948                 || strstr(gl_renderer, "RS690")
1949                 || strstr(gl_renderer, "RS740"))
1950         {
1951             return CARD_ATI_RADEON_XPRESS_200M;
1952         }
1953
1954         /* Radeon R3xx */
1955         if (strstr(gl_renderer, "R300")
1956                 || strstr(gl_renderer, "RV350")
1957                 || strstr(gl_renderer, "RV351")
1958                 || strstr(gl_renderer, "RV360")
1959                 || strstr(gl_renderer, "RV370")
1960                 || strstr(gl_renderer, "R350")
1961                 || strstr(gl_renderer, "R360"))
1962         {
1963             return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1964         }
1965     }
1966
1967     if (WINE_D3D9_CAPABLE(gl_info))
1968     {
1969         /* Radeon R7xx HD4800 - highend */
1970         if (strstr(gl_renderer, "(R700")          /* Radeon R7xx HD48xx generic renderer string */
1971                 || strstr(gl_renderer, "(RV770")  /* Radeon RV770 */
1972                 || strstr(gl_renderer, "(RV790"))  /* Radeon RV790 */
1973         {
1974             return CARD_ATI_RADEON_HD4800;
1975         }
1976
1977         /* Radeon R740 HD4700 - midend */
1978         if (strstr(gl_renderer, "(RV740"))          /* Radeon RV740 */
1979         {
1980             return CARD_ATI_RADEON_HD4700;
1981         }
1982
1983         /* Radeon R730 HD4600 - midend */
1984         if (strstr(gl_renderer, "(RV730"))        /* Radeon RV730 */
1985         {
1986             return CARD_ATI_RADEON_HD4600;
1987         }
1988
1989         /* Radeon R710 HD4500/HD4350 - lowend */
1990         if (strstr(gl_renderer, "(RV710"))          /* Radeon RV710 */
1991         {
1992             return CARD_ATI_RADEON_HD4350;
1993         }
1994
1995         /* Radeon R6xx HD2900/HD3800 - highend */
1996         if (strstr(gl_renderer, "(R600")
1997                 || strstr(gl_renderer, "(RV670")
1998                 || strstr(gl_renderer, "(R680"))
1999         {
2000             return CARD_ATI_RADEON_HD2900;
2001         }
2002
2003         /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
2004         if (strstr(gl_renderer, "(RV630")
2005                 || strstr(gl_renderer, "(RV635"))
2006         {
2007             return CARD_ATI_RADEON_HD2600;
2008         }
2009
2010         /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
2011         if (strstr(gl_renderer, "(RV610")
2012                 || strstr(gl_renderer, "(RV620"))
2013         {
2014             return CARD_ATI_RADEON_HD2350;
2015         }
2016
2017         /* Radeon R6xx/R7xx integrated */
2018         if (strstr(gl_renderer, "(RS780")
2019                 || strstr(gl_renderer, "(RS880"))
2020         {
2021             return CARD_ATI_RADEON_HD3200;
2022         }
2023     }
2024
2025     if (WINE_D3D8_CAPABLE(gl_info))
2026     {
2027         return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
2028     }
2029
2030     if (WINE_D3D7_CAPABLE(gl_info))
2031     {
2032         return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
2033     }
2034
2035     return CARD_ATI_RAGE_128PRO;
2036 }
2037
2038 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
2039         const char *gl_renderer)
2040 {
2041     FIXME_(d3d_caps)("Card selection not handled for Mesa Nouveau driver\n");
2042     if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
2043     if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
2044     if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
2045     if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
2046     return CARD_NVIDIA_RIVA_128;
2047 }
2048
2049
2050 struct vendor_card_selection
2051 {
2052     enum wined3d_gl_vendor gl_vendor;
2053     enum wined3d_pci_vendor card_vendor;
2054     const char *description;        /* Description of the card selector i.e. Apple OS/X Intel */
2055     enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer);
2056 };
2057
2058 static const struct vendor_card_selection vendor_card_select_table[] =
2059 {
2060     {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA,  "Nvidia binary driver",     select_card_nvidia_binary},
2061     {GL_VENDOR_APPLE,  HW_VENDOR_NVIDIA,  "Apple OSX NVidia binary driver",   select_card_nvidia_binary},
2062     {GL_VENDOR_APPLE,  HW_VENDOR_ATI,     "Apple OSX AMD/ATI binary driver",  select_card_ati_binary},
2063     {GL_VENDOR_APPLE,  HW_VENDOR_INTEL,   "Apple OSX Intel binary driver",    select_card_intel},
2064     {GL_VENDOR_FGLRX,  HW_VENDOR_ATI,     "AMD/ATI binary driver",    select_card_ati_binary},
2065     {GL_VENDOR_MESA,   HW_VENDOR_ATI,     "Mesa AMD/ATI driver",      select_card_ati_mesa},
2066     {GL_VENDOR_MESA,   HW_VENDOR_NVIDIA,  "Mesa Nouveau driver",      select_card_nvidia_mesa},
2067     {GL_VENDOR_MESA,   HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel},
2068     {GL_VENDOR_INTEL,  HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel}
2069 };
2070
2071
2072 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
2073         enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor)
2074 {
2075     /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
2076      * different GPUs with roughly the same features. In most cases GPUs from a
2077      * certain family differ in clockspeeds, the amount of video memory and the
2078      * number of shader pipelines.
2079      *
2080      * A Direct3D device object contains the PCI id (vendor + device) of the
2081      * videocard which is used for rendering. Various applications use this
2082      * information to get a rough estimation of the features of the card and
2083      * some might use it for enabling 3d effects only on certain types of
2084      * videocards. In some cases games might even use it to work around bugs
2085      * which happen on certain videocards/driver combinations. The problem is
2086      * that OpenGL only exposes a rendering string containing the name of the
2087      * videocard and not the PCI id.
2088      *
2089      * Various games depend on the PCI id, so somehow we need to provide one.
2090      * A simple option is to parse the renderer string and translate this to
2091      * the right PCI id. This is a lot of work because there are more than 200
2092      * GPUs just for Nvidia. Various cards share the same renderer string, so
2093      * the amount of code might be 'small' but there are quite a number of
2094      * exceptions which would make this a pain to maintain. Another way would
2095      * be to query the PCI id from the operating system (assuming this is the
2096      * videocard which is used for rendering which is not always the case).
2097      * This would work but it is not very portable. Second it would not work
2098      * well in, let's say, a remote X situation in which the amount of 3d
2099      * features which can be used is limited.
2100      *
2101      * As said most games only use the PCI id to get an indication of the
2102      * capabilities of the card. It doesn't really matter if the given id is
2103      * the correct one if we return the id of a card with similar 3d features.
2104      *
2105      * The code below checks the OpenGL capabilities of a videocard and matches
2106      * that to a certain level of Direct3D functionality. Once a card passes
2107      * the Direct3D9 check, we know that the card (in case of Nvidia) is at
2108      * least a GeforceFX. To give a better estimate we do a basic check on the
2109      * renderer string but if that won't pass we return a default card. This
2110      * way is better than maintaining a full card database as even without a
2111      * full database we can return a card with similar features. Second the
2112      * size of the database can be made quite small because when you know what
2113      * type of 3d functionality a card has, you know to which GPU family the
2114      * GPU must belong. Because of this you only have to check a small part of
2115      * the renderer string to distinguishes between different models from that
2116      * family.
2117      *
2118      * The code also selects a default amount of video memory which we will
2119      * use for an estimation of the amount of free texture memory. In case of
2120      * real D3D the amount of texture memory includes video memory and system
2121      * memory (to be specific AGP memory or in case of PCIE TurboCache /
2122      * HyperMemory). We don't know how much system memory can be addressed by
2123      * the system but we can make a reasonable estimation about the amount of
2124      * video memory. If the value is slightly wrong it doesn't matter as we
2125      * didn't include AGP-like memory which makes the amount of addressable
2126      * memory higher and second OpenGL isn't that critical it moves to system
2127      * memory behind our backs if really needed. Note that the amount of video
2128      * memory can be overruled using a registry setting. */
2129
2130     int i;
2131
2132     for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
2133     {
2134         if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
2135             || (vendor_card_select_table[i].card_vendor != *card_vendor))
2136                 continue;
2137         TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
2138         return vendor_card_select_table[i].select_card(gl_info, gl_renderer);
2139     }
2140
2141     FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
2142                      *gl_vendor, *card_vendor);
2143
2144     /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
2145      * for Nvidia was because the hardware and drivers they make are of good quality. This makes
2146      * them a good generic choice. */
2147     *card_vendor = HW_VENDOR_NVIDIA;
2148     if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
2149     if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
2150     if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
2151     if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
2152     return CARD_NVIDIA_RIVA_128;
2153 }
2154
2155 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
2156 {
2157     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2158     int vs_selected_mode, ps_selected_mode;
2159
2160     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2161     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2162             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
2163     else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
2164     else if (gl_info->supported[NV_REGISTER_COMBINERS]
2165             && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
2166     else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
2167     else return &ffp_fragment_pipeline;
2168 }
2169
2170 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
2171 {
2172     int vs_selected_mode, ps_selected_mode;
2173
2174     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2175     if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
2176     if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
2177     return &none_shader_backend;
2178 }
2179
2180 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
2181 {
2182     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2183     int vs_selected_mode, ps_selected_mode;
2184
2185     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2186     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2187             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2188     else return &ffp_blit;
2189 }
2190
2191 static void load_gl_funcs(struct wined3d_gl_info *gl_info, DWORD gl_version)
2192 {
2193     DWORD ver;
2194
2195 #define USE_GL_FUNC(type, pfn, ext, replace) \
2196     if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2197     else if ((ver = ver_for_ext(ext)) && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2198     else gl_info->pfn = NULL;
2199
2200     GL_EXT_FUNCS_GEN;
2201 #undef USE_GL_FUNC
2202
2203 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2204     WGL_EXT_FUNCS_GEN;
2205 #undef USE_GL_FUNC
2206 }
2207
2208 /* Context activation is done by the caller. */
2209 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
2210 {
2211     struct wined3d_driver_info *driver_info = &adapter->driver_info;
2212     struct wined3d_gl_info *gl_info = &adapter->gl_info;
2213     const char *GL_Extensions    = NULL;
2214     const char *WGL_Extensions   = NULL;
2215     const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2216     struct fragment_caps fragment_caps;
2217     enum wined3d_gl_vendor gl_vendor;
2218     enum wined3d_pci_vendor card_vendor;
2219     enum wined3d_pci_device device;
2220     GLint       gl_max;
2221     GLfloat     gl_floatv[2];
2222     unsigned    i;
2223     HDC         hdc;
2224     DWORD gl_version;
2225     size_t len;
2226
2227     TRACE_(d3d_caps)("(%p)\n", gl_info);
2228
2229     ENTER_GL();
2230
2231     gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2232     TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2233     if (!gl_renderer_str)
2234     {
2235         LEAVE_GL();
2236         ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2237         return FALSE;
2238     }
2239
2240     gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2241     TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2242     if (!gl_vendor_str)
2243     {
2244         LEAVE_GL();
2245         ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2246         return FALSE;
2247     }
2248
2249     /* Parse the GL_VERSION field into major and minor information */
2250     gl_version_str = (const char *)glGetString(GL_VERSION);
2251     TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2252     if (!gl_version_str)
2253     {
2254         LEAVE_GL();
2255         ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2256         return FALSE;
2257     }
2258     gl_version = wined3d_parse_gl_version(gl_version_str);
2259
2260     /*
2261      * Initialize openGL extension related variables
2262      *  with Default values
2263      */
2264     memset(gl_info->supported, 0, sizeof(gl_info->supported));
2265     gl_info->limits.blends = 1;
2266     gl_info->limits.buffers = 1;
2267     gl_info->limits.textures = 1;
2268     gl_info->limits.fragment_samplers = 1;
2269     gl_info->limits.vertex_samplers = 0;
2270     gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2271     gl_info->limits.sampler_stages = 1;
2272     gl_info->limits.glsl_vs_float_constants = 0;
2273     gl_info->limits.glsl_ps_float_constants = 0;
2274     gl_info->limits.arb_vs_float_constants = 0;
2275     gl_info->limits.arb_vs_native_constants = 0;
2276     gl_info->limits.arb_vs_instructions = 0;
2277     gl_info->limits.arb_vs_temps = 0;
2278     gl_info->limits.arb_ps_float_constants = 0;
2279     gl_info->limits.arb_ps_local_constants = 0;
2280     gl_info->limits.arb_ps_instructions = 0;
2281     gl_info->limits.arb_ps_temps = 0;
2282
2283     /* Retrieve opengl defaults */
2284     glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2285     gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2286     TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2287
2288     glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2289     gl_info->limits.lights = gl_max;
2290     TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2291
2292     glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2293     gl_info->limits.texture_size = gl_max;
2294     TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2295
2296     glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2297     gl_info->limits.pointsize_min = gl_floatv[0];
2298     gl_info->limits.pointsize_max = gl_floatv[1];
2299     TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2300
2301     /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2302     GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2303     if (!GL_Extensions)
2304     {
2305         LEAVE_GL();
2306         ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2307         return FALSE;
2308     }
2309
2310     LEAVE_GL();
2311
2312     TRACE_(d3d_caps)("GL_Extensions reported:\n");
2313
2314     gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2315
2316     while (*GL_Extensions)
2317     {
2318         const char *start;
2319
2320         while (isspace(*GL_Extensions)) ++GL_Extensions;
2321         start = GL_Extensions;
2322         while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2323
2324         len = GL_Extensions - start;
2325         if (!len) continue;
2326
2327         TRACE_(d3d_caps)("- %s\n", debugstr_an(start, len));
2328
2329         for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2330         {
2331             if (len == strlen(EXTENSION_MAP[i].extension_string)
2332                     && !memcmp(start, EXTENSION_MAP[i].extension_string, len))
2333             {
2334                 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2335                 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2336                 break;
2337             }
2338         }
2339     }
2340
2341     /* Now work out what GL support this card really has */
2342     load_gl_funcs( gl_info, gl_version );
2343
2344     ENTER_GL();
2345
2346     /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2347      * loading the functions, otherwise the code above will load the extension entry points instead of the
2348      * core functions, which may not work. */
2349     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2350     {
2351         if (!gl_info->supported[EXTENSION_MAP[i].extension]
2352                 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2353         {
2354             TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2355             gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2356         }
2357     }
2358
2359     if (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
2360
2361     if (gl_info->supported[APPLE_FENCE])
2362     {
2363         /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2364          * The apple extension interacts with some other apple exts. Disable the NV
2365          * extension if the apple one is support to prevent confusion in other parts
2366          * of the code. */
2367         gl_info->supported[NV_FENCE] = FALSE;
2368     }
2369     if (gl_info->supported[APPLE_FLOAT_PIXELS])
2370     {
2371         /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2372          *
2373          * The enums are the same:
2374          * GL_RGBA16F_ARB     = GL_RGBA_FLOAT16_APPLE = 0x881A
2375          * GL_RGB16F_ARB      = GL_RGB_FLOAT16_APPLE  = 0x881B
2376          * GL_RGBA32F_ARB     = GL_RGBA_FLOAT32_APPLE = 0x8814
2377          * GL_RGB32F_ARB      = GL_RGB_FLOAT32_APPLE  = 0x8815
2378          * GL_HALF_FLOAT_ARB  = GL_HALF_APPLE         = 0x140B
2379          */
2380         if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2381         {
2382             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2383             gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2384         }
2385         if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2386         {
2387             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2388             gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2389         }
2390     }
2391     if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2392     {
2393         /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2394          * functionality. Prefer the ARB extension */
2395         gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2396     }
2397     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2398     {
2399         TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2400         gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2401     }
2402     if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2403     {
2404         TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2405         gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2406     }
2407     if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2408     {
2409         TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2410         gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2411     }
2412     if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
2413     {
2414         TRACE_(d3d_caps)(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
2415         gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
2416     }
2417     if (gl_info->supported[NV_TEXTURE_SHADER2])
2418     {
2419         if (gl_info->supported[NV_REGISTER_COMBINERS])
2420         {
2421             /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2422              * are supported. The nv extensions provide the same functionality as the
2423              * ATI one, and a bit more(signed pixelformats). */
2424             gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2425         }
2426     }
2427
2428     if (gl_info->supported[NV_REGISTER_COMBINERS])
2429     {
2430         glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2431         gl_info->limits.general_combiners = gl_max;
2432         TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2433     }
2434     if (gl_info->supported[ARB_DRAW_BUFFERS])
2435     {
2436         glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2437         gl_info->limits.buffers = gl_max;
2438         TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2439     }
2440     if (gl_info->supported[ARB_MULTITEXTURE])
2441     {
2442         glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2443         gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2444         TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2445
2446         if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2447         {
2448             GLint tmp;
2449             glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2450             gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2451         }
2452         else
2453         {
2454             gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2455         }
2456         TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2457
2458         if (gl_info->supported[ARB_VERTEX_SHADER])
2459         {
2460             GLint tmp;
2461             glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2462             gl_info->limits.vertex_samplers = tmp;
2463             glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2464             gl_info->limits.combined_samplers = tmp;
2465
2466             /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2467              * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2468              * an issue because then the sampler setup only depends on the two shaders. If a pixel
2469              * shader is used with fixed function vertex processing we're fine too because fixed function
2470              * vertex processing doesn't use any samplers. If fixed function fragment processing is
2471              * used we have to make sure that all vertex sampler setups are valid together with all
2472              * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2473              * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2474              * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2475              * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2476              * a fixed function pipeline anymore.
2477              *
2478              * So this is just a check to check that our assumption holds true. If not, write a warning
2479              * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2480             if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2481                     && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2482             {
2483                 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2484                         gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2485                 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2486                 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2487                     gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2488                 else
2489                     gl_info->limits.vertex_samplers = 0;
2490             }
2491         }
2492         else
2493         {
2494             gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2495         }
2496         TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2497         TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2498     }
2499     if (gl_info->supported[ARB_VERTEX_BLEND])
2500     {
2501         glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2502         gl_info->limits.blends = gl_max;
2503         TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2504     }
2505     if (gl_info->supported[EXT_TEXTURE3D])
2506     {
2507         glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2508         gl_info->limits.texture3d_size = gl_max;
2509         TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2510     }
2511     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2512     {
2513         glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2514         gl_info->limits.anisotropy = gl_max;
2515         TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2516     }
2517     if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2518     {
2519         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2520         gl_info->limits.arb_ps_float_constants = gl_max;
2521         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2522         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2523         gl_info->limits.arb_ps_native_constants = gl_max;
2524         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2525                 gl_info->limits.arb_ps_native_constants);
2526         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2527         gl_info->limits.arb_ps_temps = gl_max;
2528         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2529         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2530         gl_info->limits.arb_ps_instructions = gl_max;
2531         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2532         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2533         gl_info->limits.arb_ps_local_constants = gl_max;
2534         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2535     }
2536     if (gl_info->supported[ARB_VERTEX_PROGRAM])
2537     {
2538         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2539         gl_info->limits.arb_vs_float_constants = gl_max;
2540         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2541         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2542         gl_info->limits.arb_vs_native_constants = gl_max;
2543         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2544                 gl_info->limits.arb_vs_native_constants);
2545         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2546         gl_info->limits.arb_vs_temps = gl_max;
2547         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2548         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2549         gl_info->limits.arb_vs_instructions = gl_max;
2550         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2551
2552         if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2553     }
2554     if (gl_info->supported[ARB_VERTEX_SHADER])
2555     {
2556         glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2557         gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2558         TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2559     }
2560     if (gl_info->supported[ARB_FRAGMENT_SHADER])
2561     {
2562         glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2563         gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2564         TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2565         glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2566         gl_info->limits.glsl_varyings = gl_max;
2567         TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2568     }
2569     if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2570     {
2571         const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2572         unsigned int major, minor;
2573
2574         TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2575
2576         /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2577         sscanf(str, "%u.%u", &major, &minor);
2578         gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2579     }
2580     if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2581     {
2582         glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2583     }
2584     else
2585     {
2586         gl_info->limits.shininess = 128.0f;
2587     }
2588     if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2589     {
2590         /* If we have full NP2 texture support, disable
2591          * GL_ARB_texture_rectangle because we will never use it.
2592          * This saves a few redundant glDisable calls. */
2593         gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2594     }
2595     if (gl_info->supported[ATI_FRAGMENT_SHADER])
2596     {
2597         /* Disable NV_register_combiners and fragment shader if this is supported.
2598          * generally the NV extensions are preferred over the ATI ones, and this
2599          * extension is disabled if register_combiners and texture_shader2 are both
2600          * supported. So we reach this place only if we have incomplete NV dxlevel 8
2601          * fragment processing support. */
2602         gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2603         gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2604         gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2605         gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2606     }
2607     if (gl_info->supported[NV_HALF_FLOAT])
2608     {
2609         /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2610         gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2611     }
2612     if (gl_info->supported[ARB_POINT_SPRITE])
2613     {
2614         gl_info->limits.point_sprite_units = gl_info->limits.textures;
2615     }
2616     else
2617     {
2618         gl_info->limits.point_sprite_units = 0;
2619     }
2620     checkGLcall("extension detection");
2621
2622     LEAVE_GL();
2623
2624     adapter->fragment_pipe = select_fragment_implementation(adapter);
2625     adapter->shader_backend = select_shader_backend(adapter);
2626     adapter->blitter = select_blit_implementation(adapter);
2627
2628     adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2629     gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2630     TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2631
2632     /* In some cases the number of texture stages can be larger than the number
2633      * of samplers. The GF4 for example can use only 2 samplers (no fragment
2634      * shaders), but 8 texture stages (register combiners). */
2635     gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2636
2637     if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2638     {
2639         gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2640         gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2641         gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2642         gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2643         gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2644         gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2645         gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2646         gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2647         gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2648         gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2649         gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2650         gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2651         gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2652         gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2653         gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2654         gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2655         gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2656         gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2657         gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2658     }
2659     else
2660     {
2661         if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2662         {
2663             gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2664             gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2665             gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2666             gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2667             gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2668             gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2669             gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2670             gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2671             gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2672             gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2673             gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2674             gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2675             gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2676             gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2677             gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2678             gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2679             gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2680         }
2681         else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2682         {
2683             WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2684             wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2685         }
2686         if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2687         {
2688             gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2689         }
2690         if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2691         {
2692             gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2693         }
2694     }
2695
2696     /* MRTs are currently only supported when FBOs are used. */
2697     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2698     {
2699         gl_info->limits.buffers = 1;
2700     }
2701
2702     gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2703     card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2704     TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2705
2706     device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor);
2707     TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2708
2709     gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2710     gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2711             gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2712     gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2713     gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2714             gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2715     gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2716             gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2717
2718     /* Make sure there's an active HDC else the WGL extensions will fail */
2719     hdc = pwglGetCurrentDC();
2720     if (hdc) {
2721         /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2722         if(GL_EXTCALL(wglGetExtensionsStringARB))
2723             WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2724
2725         if (!WGL_Extensions)
2726         {
2727             ERR("   WGL_Extensions returns NULL\n");
2728         }
2729         else
2730         {
2731             TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2732             while (*WGL_Extensions)
2733             {
2734                 const char *Start;
2735                 char ThisExtn[256];
2736
2737                 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2738                 Start = WGL_Extensions;
2739                 while (!isspace(*WGL_Extensions) && *WGL_Extensions) ++WGL_Extensions;
2740
2741                 len = WGL_Extensions - Start;
2742                 if (!len || len >= sizeof(ThisExtn))
2743                     continue;
2744
2745                 memcpy(ThisExtn, Start, len);
2746                 ThisExtn[len] = '\0';
2747                 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2748
2749                 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2750                     gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2751                     TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2752                 }
2753                 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2754                     gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2755                     TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2756                 }
2757             }
2758         }
2759     }
2760
2761     fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2762     init_driver_info(driver_info, card_vendor, device);
2763     add_gl_compat_wrappers(gl_info);
2764
2765     return TRUE;
2766 }
2767
2768 /**********************************************************
2769  * IWineD3D implementation follows
2770  **********************************************************/
2771
2772 static UINT     WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2773     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2774
2775     TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2776
2777     return This->adapter_count;
2778 }
2779
2780 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void *init_function)
2781 {
2782     FIXME("iface %p, init_function %p stub!\n", iface, init_function);
2783
2784     return WINED3D_OK;
2785 }
2786
2787 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2788     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2789
2790     TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2791
2792     if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2793         return NULL;
2794     }
2795
2796     return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2797 }
2798
2799 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2800      of the same bpp but different resolutions                                  */
2801
2802 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2803 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, enum wined3d_format_id format_id)
2804 {
2805     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2806
2807     TRACE_(d3d_caps)("iface %p, adapter %u, format_id: %s.\n", iface, Adapter, debug_d3dformat(format_id));
2808
2809     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2810         return 0;
2811     }
2812
2813     /* TODO: Store modes per adapter and read it from the adapter structure */
2814     if (Adapter == 0)
2815     {
2816         const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2817         UINT format_bits = format->byte_count * CHAR_BIT;
2818         unsigned int i = 0;
2819         unsigned int j = 0;
2820         DEVMODEW mode;
2821
2822         memset(&mode, 0, sizeof(mode));
2823         mode.dmSize = sizeof(mode);
2824
2825         while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2826         {
2827             ++j;
2828
2829             if (format_id == WINED3DFMT_UNKNOWN)
2830             {
2831                 /* This is for D3D8, do not enumerate P8 here */
2832                 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2833             }
2834             else if (mode.dmBitsPerPel == format_bits)
2835             {
2836                 ++i;
2837             }
2838         }
2839
2840         TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2841         return i;
2842     } else {
2843         FIXME_(d3d_caps)("Adapter not primary display\n");
2844     }
2845     return 0;
2846 }
2847
2848 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2849 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter,
2850         enum wined3d_format_id format_id, UINT Mode, WINED3DDISPLAYMODE *pMode)
2851 {
2852     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2853
2854     TRACE_(d3d_caps)("iface %p, adapter_idx %u, format %s, mode_idx %u, mode %p.\n",
2855             iface, Adapter, debug_d3dformat(format_id), Mode, pMode);
2856
2857     /* Validate the parameters as much as possible */
2858     if (!pMode || Adapter >= IWineD3DImpl_GetAdapterCount(iface)
2859             || Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, format_id))
2860     {
2861         return WINED3DERR_INVALIDCALL;
2862     }
2863
2864     /* TODO: Store modes per adapter and read it from the adapter structure */
2865     if (Adapter == 0)
2866     {
2867         const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2868         UINT format_bits = format->byte_count * CHAR_BIT;
2869         DEVMODEW DevModeW;
2870         int ModeIdx = 0;
2871         UINT i = 0;
2872         int j = 0;
2873
2874         ZeroMemory(&DevModeW, sizeof(DevModeW));
2875         DevModeW.dmSize = sizeof(DevModeW);
2876
2877         /* If we are filtering to a specific format (D3D9), then need to skip
2878            all unrelated modes, but if mode is irrelevant (D3D8), then we can
2879            just count through the ones with valid bit depths */
2880         while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2881         {
2882             if (format_id == WINED3DFMT_UNKNOWN)
2883             {
2884                 /* This is for D3D8, do not enumerate P8 here */
2885                 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2886             }
2887             else if (DevModeW.dmBitsPerPel == format_bits)
2888             {
2889                 ++i;
2890             }
2891         }
2892
2893         if (!i)
2894         {
2895             TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", format_id, debug_d3dformat(format_id));
2896             return WINED3DERR_INVALIDCALL;
2897         }
2898         ModeIdx = j - 1;
2899
2900         /* Now get the display mode via the calculated index */
2901         if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2902             pMode->Width        = DevModeW.dmPelsWidth;
2903             pMode->Height       = DevModeW.dmPelsHeight;
2904             pMode->RefreshRate  = DEFAULT_REFRESH_RATE;
2905             if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2906                 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2907
2908             if (format_id == WINED3DFMT_UNKNOWN)
2909                 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2910             else
2911                 pMode->Format = format_id;
2912         }
2913         else
2914         {
2915             TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2916             return WINED3DERR_INVALIDCALL;
2917         }
2918
2919         TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2920                 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2921                 DevModeW.dmBitsPerPel);
2922
2923     }
2924     else
2925     {
2926         FIXME_(d3d_caps)("Adapter not primary display\n");
2927     }
2928
2929     return WINED3D_OK;
2930 }
2931
2932 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE *pMode)
2933 {
2934     TRACE("iface %p, adapter_idx %u, display_mode %p.\n", iface, Adapter, pMode);
2935
2936     if (!pMode || Adapter >= IWineD3D_GetAdapterCount(iface))
2937         return WINED3DERR_INVALIDCALL;
2938
2939     if (Adapter == 0) { /* Display */
2940         int bpp = 0;
2941         DEVMODEW DevModeW;
2942
2943         ZeroMemory(&DevModeW, sizeof(DevModeW));
2944         DevModeW.dmSize = sizeof(DevModeW);
2945
2946         EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2947         pMode->Width        = DevModeW.dmPelsWidth;
2948         pMode->Height       = DevModeW.dmPelsHeight;
2949         bpp                 = DevModeW.dmBitsPerPel;
2950         pMode->RefreshRate  = DEFAULT_REFRESH_RATE;
2951         if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2952         {
2953             pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2954         }
2955
2956         pMode->Format = pixelformat_for_depth(bpp);
2957     } else {
2958         FIXME_(d3d_caps)("Adapter not primary display\n");
2959     }
2960
2961     TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2962           pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2963     return WINED3D_OK;
2964 }
2965
2966 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2967    and fields being inserted in the middle, a new structure is used in place    */
2968 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
2969                                                    WINED3DADAPTER_IDENTIFIER* pIdentifier) {
2970     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2971     struct wined3d_adapter *adapter;
2972     size_t len;
2973
2974     TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
2975
2976     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2977         return WINED3DERR_INVALIDCALL;
2978     }
2979
2980     adapter = &This->adapters[Adapter];
2981
2982     /* Return the information requested */
2983     TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2984
2985     if (pIdentifier->driver_size)
2986     {
2987         const char *name = adapter->driver_info.name;
2988         len = min(strlen(name), pIdentifier->driver_size - 1);
2989         memcpy(pIdentifier->driver, name, len);
2990         pIdentifier->driver[len] = '\0';
2991     }
2992
2993     if (pIdentifier->description_size)
2994     {
2995         const char *description = adapter->driver_info.description;
2996         len = min(strlen(description), pIdentifier->description_size - 1);
2997         memcpy(pIdentifier->description, description, len);
2998         pIdentifier->description[len] = '\0';
2999     }
3000
3001     /* Note that d3d8 doesn't supply a device name. */
3002     if (pIdentifier->device_name_size)
3003     {
3004         static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
3005
3006         len = strlen(device_name);
3007         if (len >= pIdentifier->device_name_size)
3008         {
3009             ERR("Device name size too small.\n");
3010             return WINED3DERR_INVALIDCALL;
3011         }
3012
3013         memcpy(pIdentifier->device_name, device_name, len);
3014         pIdentifier->device_name[len] = '\0';
3015     }
3016
3017     pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
3018     pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
3019     pIdentifier->vendor_id = adapter->driver_info.vendor;
3020     pIdentifier->device_id = adapter->driver_info.device;
3021     pIdentifier->subsystem_id = 0;
3022     pIdentifier->revision = 0;
3023     memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
3024     pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
3025     memcpy(&pIdentifier->adapter_luid, &adapter->luid, sizeof(pIdentifier->adapter_luid));
3026     pIdentifier->video_memory = adapter->TextureRam;
3027
3028     return WINED3D_OK;
3029 }
3030
3031 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
3032         const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
3033 {
3034     short redSize, greenSize, blueSize, alphaSize, colorBits;
3035
3036     if(!cfg)
3037         return FALSE;
3038
3039     /* Float formats need FBOs. If FBOs are used this function isn't called */
3040     if (format->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3041
3042     if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
3043         if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3044         {
3045             ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3046             return FALSE;
3047         }
3048
3049         if(cfg->redSize < redSize)
3050             return FALSE;
3051
3052         if(cfg->greenSize < greenSize)
3053             return FALSE;
3054
3055         if(cfg->blueSize < blueSize)
3056             return FALSE;
3057
3058         if(cfg->alphaSize < alphaSize)
3059             return FALSE;
3060
3061         return TRUE;
3062     }
3063
3064     /* Probably a RGBA_float or color index mode */
3065     return FALSE;
3066 }
3067
3068 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
3069         const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
3070 {
3071     short depthSize, stencilSize;
3072     BOOL lockable = FALSE;
3073
3074     if(!cfg)
3075         return FALSE;
3076
3077     if (!getDepthStencilBits(format, &depthSize, &stencilSize))
3078     {
3079         ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3080         return FALSE;
3081     }
3082
3083     /* Float formats need FBOs. If FBOs are used this function isn't called */
3084     if (format->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3085
3086     if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
3087         lockable = TRUE;
3088
3089     /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
3090      * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
3091      * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
3092     if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
3093         return FALSE;
3094
3095     /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
3096      * allow more stencil bits than requested. */
3097     if(cfg->stencilSize < stencilSize)
3098         return FALSE;
3099
3100     return TRUE;
3101 }
3102
3103 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface,
3104         UINT Adapter, WINED3DDEVTYPE DeviceType, enum wined3d_format_id AdapterFormat,
3105         enum wined3d_format_id RenderTargetFormat, enum wined3d_format_id DepthStencilFormat)
3106 {
3107     IWineD3DImpl *This = (IWineD3DImpl *)iface;
3108     int nCfgs;
3109     const WineD3D_PixelFormat *cfgs;
3110     const struct wined3d_adapter *adapter;
3111     const struct wined3d_format *rt_format;
3112     const struct wined3d_format *ds_format;
3113     int it;
3114
3115     WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
3116            This, Adapter,
3117            DeviceType, debug_d3ddevicetype(DeviceType),
3118            AdapterFormat, debug_d3dformat(AdapterFormat),
3119            RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
3120            DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
3121
3122     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3123         TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
3124         return WINED3DERR_INVALIDCALL;
3125     }
3126
3127     adapter = &This->adapters[Adapter];
3128     rt_format = wined3d_get_format(&adapter->gl_info, RenderTargetFormat);
3129     ds_format = wined3d_get_format(&adapter->gl_info, DepthStencilFormat);
3130     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3131     {
3132         if ((rt_format->Flags & WINED3DFMT_FLAG_RENDERTARGET)
3133                 && (ds_format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
3134         {
3135             TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3136             return WINED3D_OK;
3137         }
3138     }
3139     else
3140     {
3141         cfgs = adapter->cfgs;
3142         nCfgs = adapter->nCfgs;
3143         for (it = 0; it < nCfgs; ++it)
3144         {
3145             if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format))
3146             {
3147                 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format))
3148                 {
3149                     TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3150                     return WINED3D_OK;
3151                 }
3152             }
3153         }
3154     }
3155     WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
3156
3157     return WINED3DERR_NOTAVAILABLE;
3158 }
3159
3160 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter,
3161         WINED3DDEVTYPE DeviceType, enum wined3d_format_id SurfaceFormat, BOOL Windowed,
3162         WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
3163 {
3164     IWineD3DImpl *This = (IWineD3DImpl *)iface;
3165     const struct wined3d_adapter *adapter;
3166     const struct wined3d_format *format;
3167
3168     TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
3169           This,
3170           Adapter,
3171           DeviceType, debug_d3ddevicetype(DeviceType),
3172           SurfaceFormat, debug_d3dformat(SurfaceFormat),
3173           Windowed,
3174           MultiSampleType,
3175           pQualityLevels);
3176
3177     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3178         return WINED3DERR_INVALIDCALL;
3179     }
3180
3181     /* TODO: handle Windowed, add more quality levels */
3182
3183     if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
3184         if(pQualityLevels) *pQualityLevels = 1;
3185         return WINED3D_OK;
3186     }
3187
3188     /* By default multisampling is disabled right now as it causes issues
3189      * on some Nvidia driver versions and it doesn't work well in combination
3190      * with FBOs yet. */
3191     if(!wined3d_settings.allow_multisampling)
3192         return WINED3DERR_NOTAVAILABLE;
3193
3194     adapter = &This->adapters[Adapter];
3195     format = wined3d_get_format(&adapter->gl_info, SurfaceFormat);
3196     if (!format) return WINED3DERR_INVALIDCALL;
3197
3198     if (format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
3199     {
3200         int i, nCfgs;
3201         const WineD3D_PixelFormat *cfgs;
3202
3203         cfgs = adapter->cfgs;
3204         nCfgs = adapter->nCfgs;
3205         for(i=0; i<nCfgs; i++) {
3206             if(cfgs[i].numSamples != MultiSampleType)
3207                 continue;
3208
3209             if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], format))
3210                 continue;
3211
3212             TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3213
3214             if(pQualityLevels)
3215                 *pQualityLevels = 1; /* Guess at a value! */
3216             return WINED3D_OK;
3217         }
3218     }
3219     else if (format->Flags & WINED3DFMT_FLAG_RENDERTARGET)
3220     {
3221         short redSize, greenSize, blueSize, alphaSize, colorBits;
3222         int i, nCfgs;
3223         const WineD3D_PixelFormat *cfgs;
3224
3225         if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3226         {
3227             ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
3228             return WINED3DERR_NOTAVAILABLE;
3229         }
3230
3231         cfgs = adapter->cfgs;
3232         nCfgs = adapter->nCfgs;
3233         for(i=0; i<nCfgs; i++) {
3234             if(cfgs[i].numSamples != MultiSampleType)
3235                 continue;
3236             if(cfgs[i].redSize != redSize)
3237                 continue;
3238             if(cfgs[i].greenSize != greenSize)
3239                 continue;
3240             if(cfgs[i].blueSize != blueSize)
3241                 continue;
3242             /* Not all drivers report alpha-less formats since they use 32-bit anyway, so accept alpha even if we didn't ask for it. */
3243             if(alphaSize && cfgs[i].alphaSize != alphaSize)
3244                 continue;
3245             if (cfgs[i].colorSize != (format->byte_count << 3))
3246                 continue;
3247
3248             TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3249
3250             if(pQualityLevels)
3251                 *pQualityLevels = 1; /* Guess at a value! */
3252             return WINED3D_OK;
3253         }
3254     }
3255     return WINED3DERR_NOTAVAILABLE;
3256 }
3257
3258 /* Check if we support bumpmapping for a format */
3259 static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3260 {
3261     /* Ask the fixed function pipeline implementation if it can deal
3262      * with the conversion. If we've got a GL extension giving native
3263      * support this will be an identity conversion. */
3264     return (format->Flags & WINED3DFMT_FLAG_BUMPMAP)
3265             && adapter->fragment_pipe->color_fixup_supported(format->color_fixup);
3266 }
3267
3268 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3269 static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
3270         const struct wined3d_format *display_format, const struct wined3d_format *ds_format)
3271 {
3272     int it=0;
3273
3274     /* Only allow depth/stencil formats */
3275     if (!(ds_format->depth_size || ds_format->stencil_size)) return FALSE;
3276
3277     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3278     {
3279         /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3280         if (ds_format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3281     }
3282     else
3283     {
3284         /* Walk through all WGL pixel formats to find a match */
3285         for (it = 0; it < adapter->nCfgs; ++it)
3286         {
3287             WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
3288             if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format))
3289             {
3290                 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format))
3291                 {
3292                     return TRUE;
3293                 }
3294             }
3295         }
3296     }
3297
3298     return FALSE;
3299 }
3300
3301 static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3302 {
3303     /* The flags entry of a format contains the filtering capability */
3304     if (format->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3305
3306     return FALSE;
3307 }
3308
3309 /* Check the render target capabilities of a format */
3310 static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
3311         const struct wined3d_format *adapter_format, const struct wined3d_format *check_format)
3312 {
3313     /* Filter out non-RT formats */
3314     if (!(check_format->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3315     if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
3316     {
3317         WineD3D_PixelFormat *cfgs = adapter->cfgs;
3318         int it;
3319         short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3320         short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3321
3322         getColorBits(adapter_format, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3323         getColorBits(check_format, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3324
3325         /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3326          * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3327         if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3328             TRACE_(d3d_caps)("[FAILED]\n");
3329             return FALSE;
3330         }
3331
3332         /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3333          * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3334         for (it = 0; it < adapter->nCfgs; ++it)
3335         {
3336             if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3337                     &cfgs[it], check_format))
3338             {
3339                 TRACE_(d3d_caps)("Pixel format %d is compatible with format %s.\n",
3340                         cfgs[it].iPixelFormat, debug_d3dformat(check_format->id));
3341                 return TRUE;
3342             }
3343         }
3344     }
3345     else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3346     {
3347         /* For now return TRUE for FBOs until we have some proper checks.
3348          * Note that this function will only be called when the format is around for texturing. */
3349         return TRUE;
3350     }
3351     return FALSE;
3352 }
3353
3354 static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3355 {
3356     return adapter->gl_info.supported[EXT_TEXTURE_SRGB] && (format->Flags & WINED3DFMT_FLAG_SRGB_READ);
3357 }
3358
3359 static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3360 {
3361     /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3362      * doing the color fixup in shaders.
3363      * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3364     if (format->Flags & WINED3DFMT_FLAG_SRGB_WRITE)
3365     {
3366         int vs_selected_mode;
3367         int ps_selected_mode;
3368         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3369
3370         if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3371             TRACE_(d3d_caps)("[OK]\n");
3372             return TRUE;
3373         }
3374     }
3375
3376     TRACE_(d3d_caps)("[FAILED] - sRGB writes not supported by format %s.\n", debug_d3dformat(format->id));
3377     return FALSE;
3378 }
3379
3380 /* Check if a format support blending in combination with pixel shaders */
3381 static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
3382         const struct wined3d_format *format)
3383 {
3384     /* The flags entry of a format contains the post pixel shader blending capability */
3385     if (format->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3386
3387     return FALSE;
3388 }
3389
3390 static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3391 {
3392     /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3393      * but we have to report mipmapping so we cannot reject this flag. Tests show that
3394      * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3395      * that wrapping is supported. The lack of filtering will sort out the mipmapping
3396      * capability anyway.
3397      *
3398      * For now lets report this on all formats, but in the future we may want to
3399      * restrict it to some should games need that
3400      */
3401     return TRUE;
3402 }
3403
3404 /* Check if a texture format is supported on the given adapter */
3405 static BOOL CheckTextureCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3406 {
3407     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3408
3409     switch (format->id)
3410     {
3411         /*****
3412          *  supported: RGB(A) formats
3413          */
3414         case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3415         case WINED3DFMT_B8G8R8A8_UNORM:
3416         case WINED3DFMT_B8G8R8X8_UNORM:
3417         case WINED3DFMT_B5G6R5_UNORM:
3418         case WINED3DFMT_B5G5R5X1_UNORM:
3419         case WINED3DFMT_B5G5R5A1_UNORM:
3420         case WINED3DFMT_B4G4R4A4_UNORM:
3421         case WINED3DFMT_A8_UNORM:
3422         case WINED3DFMT_B4G4R4X4_UNORM:
3423         case WINED3DFMT_R8G8B8A8_UNORM:
3424         case WINED3DFMT_R8G8B8X8_UNORM:
3425         case WINED3DFMT_B10G10R10A2_UNORM:
3426         case WINED3DFMT_R10G10B10A2_UNORM:
3427         case WINED3DFMT_R16G16_UNORM:
3428             TRACE_(d3d_caps)("[OK]\n");
3429             return TRUE;
3430
3431         case WINED3DFMT_B2G3R3_UNORM:
3432             TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3433             return FALSE;
3434
3435         /*****
3436          *  Not supported: Palettized
3437          *  Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3438          *  Since it is not widely available, don't offer it. Further no Windows driver offers
3439          *  WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3440          */
3441         case WINED3DFMT_P8_UINT:
3442         case WINED3DFMT_P8_UINT_A8_UNORM:
3443             return FALSE;
3444
3445         /*****
3446          *  Supported: (Alpha)-Luminance
3447          */
3448         case WINED3DFMT_L8_UNORM:
3449         case WINED3DFMT_L8A8_UNORM:
3450         case WINED3DFMT_L16_UNORM:
3451             TRACE_(d3d_caps)("[OK]\n");
3452             return TRUE;
3453
3454         /* Not supported on Windows, thus disabled */
3455         case WINED3DFMT_L4A4_UNORM:
3456             TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3457             return FALSE;
3458
3459         /*****
3460          *  Supported: Depth/Stencil formats
3461          */
3462         case WINED3DFMT_D16_LOCKABLE:
3463         case WINED3DFMT_D16_UNORM:
3464         case WINED3DFMT_S1_UINT_D15_UNORM:
3465         case WINED3DFMT_X8D24_UNORM:
3466         case WINED3DFMT_S4X4_UINT_D24_UNORM:
3467         case WINED3DFMT_D24_UNORM_S8_UINT:
3468         case WINED3DFMT_S8_UINT_D24_FLOAT:
3469         case WINED3DFMT_D32_UNORM:
3470         case WINED3DFMT_D32_FLOAT:
3471             return TRUE;
3472
3473         /*****
3474          *  Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3475          *  GL_NV_texture_shader). Emulated by shaders
3476          */
3477         case WINED3DFMT_R8G8_SNORM:
3478         case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3479         case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3480         case WINED3DFMT_R8G8B8A8_SNORM:
3481         case WINED3DFMT_R16G16_SNORM:
3482             /* Ask the shader backend if it can deal with the conversion. If
3483              * we've got a GL extension giving native support this will be an
3484              * identity conversion. */
3485             if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup))
3486             {
3487                 TRACE_(d3d_caps)("[OK]\n");
3488                 return TRUE;
3489             }
3490             TRACE_(d3d_caps)("[FAILED]\n");
3491             return FALSE;
3492
3493         case WINED3DFMT_DXT1:
3494         case WINED3DFMT_DXT2:
3495         case WINED3DFMT_DXT3:
3496         case WINED3DFMT_DXT4:
3497         case WINED3DFMT_DXT5:
3498             if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3499             {
3500                 TRACE_(d3d_caps)("[OK]\n");
3501                 return TRUE;
3502             }
3503             TRACE_(d3d_caps)("[FAILED]\n");
3504             return FALSE;
3505
3506
3507         /*****
3508          *  Odd formats - not supported
3509          */
3510         case WINED3DFMT_VERTEXDATA:
3511         case WINED3DFMT_R16_UINT:
3512         case WINED3DFMT_R32_UINT:
3513         case WINED3DFMT_R16G16B16A16_SNORM:
3514         case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3515         case WINED3DFMT_R10G11B11_SNORM:
3516             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3517             return FALSE;
3518
3519         /*****
3520          *  WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3521          */
3522         case WINED3DFMT_R8G8_SNORM_Cx:
3523             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3524             return FALSE;
3525
3526         /* YUV formats */
3527         case WINED3DFMT_UYVY:
3528         case WINED3DFMT_YUY2:
3529             if (gl_info->supported[APPLE_YCBCR_422])
3530             {
3531                 TRACE_(d3d_caps)("[OK]\n");
3532                 return TRUE;
3533             }
3534             TRACE_(d3d_caps)("[FAILED]\n");
3535             return FALSE;
3536         case WINED3DFMT_YV12:
3537             TRACE_(d3d_caps)("[FAILED]\n");
3538             return FALSE;
3539
3540             /* Not supported */
3541         case WINED3DFMT_R16G16B16A16_UNORM:
3542         case WINED3DFMT_B2G3R3A8_UNORM:
3543             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3544             return FALSE;
3545
3546             /* Floating point formats */
3547         case WINED3DFMT_R16_FLOAT:
3548         case WINED3DFMT_R16G16_FLOAT:
3549         case WINED3DFMT_R16G16B16A16_FLOAT:
3550             if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3551             {
3552                 TRACE_(d3d_caps)("[OK]\n");
3553                 return TRUE;
3554             }
3555             TRACE_(d3d_caps)("[FAILED]\n");
3556             return FALSE;
3557
3558         case WINED3DFMT_R32_FLOAT:
3559         case WINED3DFMT_R32G32_FLOAT:
3560         case WINED3DFMT_R32G32B32A32_FLOAT:
3561             if (gl_info->supported[ARB_TEXTURE_FLOAT])
3562             {
3563                 TRACE_(d3d_caps)("[OK]\n");
3564                 return TRUE;
3565             }
3566             TRACE_(d3d_caps)("[FAILED]\n");
3567             return FALSE;
3568
3569         /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3570          * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3571          * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3572          * We can do instancing with all shader versions, but we need vertex shaders.
3573          *
3574          * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3575          * to enable instancing. WineD3D doesn't need that and just ignores it.
3576          *
3577          * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3578          */
3579         case WINED3DFMT_INST:
3580             TRACE("ATI Instancing check hack\n");
3581             if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3582             {
3583                 TRACE_(d3d_caps)("[OK]\n");
3584                 return TRUE;
3585             }
3586             TRACE_(d3d_caps)("[FAILED]\n");
3587             return FALSE;
3588
3589         /* Some weird FOURCC formats */
3590         case WINED3DFMT_R8G8_B8G8:
3591         case WINED3DFMT_G8R8_G8B8:
3592         case WINED3DFMT_MULTI2_ARGB8:
3593             TRACE_(d3d_caps)("[FAILED]\n");
3594             return FALSE;
3595
3596         /* Vendor specific formats */
3597         case WINED3DFMT_ATI2N:
3598             if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3599                     || gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
3600             {
3601                 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3602                         && adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3603                 {
3604                     TRACE_(d3d_caps)("[OK]\n");
3605                     return TRUE;
3606                 }
3607
3608                 TRACE_(d3d_caps)("[OK]\n");
3609                 return TRUE;
3610             }
3611             TRACE_(d3d_caps)("[FAILED]\n");
3612             return FALSE;
3613
3614         /* Depth bound test. To query if the card supports it CheckDeviceFormat with the special
3615          * format MAKEFOURCC('N','V','D','B') is used.
3616          * It is enabled by setting D3DRS_ADAPTIVETESS_X render state to MAKEFOURCC('N','V','D','B') and
3617          * then controlled by setting D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax)
3618          * to test value.
3619          */
3620         case WINED3DFMT_NVDB:
3621             if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
3622             {
3623                 TRACE_(d3d_caps)("[OK]\n");
3624                 return TRUE;
3625             }
3626             TRACE_(d3d_caps)("[FAILED]\n");
3627             return FALSE;
3628
3629         case WINED3DFMT_NVHU:
3630         case WINED3DFMT_NVHS:
3631             /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3632              * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3633              * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3634              * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3635              * Applications have to deal with not having NVHS and NVHU.
3636              */
3637             TRACE_(d3d_caps)("[FAILED]\n");
3638             return FALSE;
3639
3640         case WINED3DFMT_UNKNOWN:
3641             return FALSE;
3642
3643         default:
3644             ERR("Unhandled format %s.\n", debug_d3dformat(format->id));
3645             break;
3646     }
3647     return FALSE;
3648 }
3649
3650 static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter,
3651         const struct wined3d_format *adapter_format,
3652         const struct wined3d_format *check_format,
3653         WINED3DSURFTYPE SurfaceType)
3654 {
3655     if (SurfaceType == SURFACE_GDI)
3656     {
3657         switch (check_format->id)
3658         {
3659             case WINED3DFMT_B8G8R8_UNORM:
3660             case WINED3DFMT_B8G8R8A8_UNORM:
3661             case WINED3DFMT_B8G8R8X8_UNORM:
3662             case WINED3DFMT_B5G6R5_UNORM:
3663             case WINED3DFMT_B5G5R5X1_UNORM:
3664             case WINED3DFMT_B5G5R5A1_UNORM:
3665             case WINED3DFMT_B4G4R4A4_UNORM:
3666             case WINED3DFMT_B2G3R3_UNORM:
3667             case WINED3DFMT_A8_UNORM:
3668             case WINED3DFMT_B2G3R3A8_UNORM:
3669             case WINED3DFMT_B4G4R4X4_UNORM:
3670             case WINED3DFMT_R10G10B10A2_UNORM:
3671             case WINED3DFMT_R8G8B8A8_UNORM:
3672             case WINED3DFMT_R8G8B8X8_UNORM:
3673             case WINED3DFMT_R16G16_UNORM:
3674             case WINED3DFMT_B10G10R10A2_UNORM:
3675             case WINED3DFMT_R16G16B16A16_UNORM:
3676             case WINED3DFMT_P8_UINT:
3677                 TRACE_(d3d_caps)("[OK]\n");
3678                 return TRUE;
3679             default:
3680                 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3681                 return FALSE;
3682         }
3683     }
3684
3685     /* All format that are supported for textures are supported for surfaces as well */
3686     if (CheckTextureCapability(adapter, check_format)) return TRUE;
3687     /* All depth stencil formats are supported on surfaces */
3688     if (CheckDepthStencilCapability(adapter, adapter_format, check_format)) return TRUE;
3689
3690     /* If opengl can't process the format natively, the blitter may be able to convert it */
3691     if (adapter->blitter->blit_supported(&adapter->gl_info, BLIT_OP_BLIT,
3692             NULL, WINED3DPOOL_DEFAULT, 0, check_format,
3693             NULL, WINED3DPOOL_DEFAULT, 0, adapter_format))
3694     {
3695         TRACE_(d3d_caps)("[OK]\n");
3696         return TRUE;
3697     }
3698
3699     /* Reject other formats */
3700     TRACE_(d3d_caps)("[FAILED]\n");
3701     return FALSE;
3702 }
3703
3704 static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter,
3705         const struct wined3d_format *format)
3706 {
3707     return adapter->gl_info.limits.vertex_samplers && (format->Flags & WINED3DFMT_FLAG_VTF);
3708 }
3709
3710 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3711         enum wined3d_format_id AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType,
3712         enum wined3d_format_id CheckFormat, WINED3DSURFTYPE SurfaceType)
3713 {
3714     IWineD3DImpl *This = (IWineD3DImpl *)iface;
3715     struct wined3d_adapter *adapter = &This->adapters[Adapter];
3716     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3717     const struct wined3d_format *format = wined3d_get_format(gl_info, CheckFormat);
3718     const struct wined3d_format *adapter_format = wined3d_get_format(gl_info, AdapterFormat);
3719     DWORD UsageCaps = 0;
3720
3721     TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3722           This,
3723           Adapter,
3724           DeviceType, debug_d3ddevicetype(DeviceType),
3725           AdapterFormat, debug_d3dformat(AdapterFormat),
3726           Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3727           RType, debug_d3dresourcetype(RType),
3728           CheckFormat, debug_d3dformat(CheckFormat));
3729
3730     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3731         return WINED3DERR_INVALIDCALL;
3732     }
3733
3734     switch (RType)
3735     {
3736         case WINED3DRTYPE_CUBETEXTURE:
3737             /* Cubetexture allows:
3738              *      - WINED3DUSAGE_AUTOGENMIPMAP
3739              *      - WINED3DUSAGE_DEPTHSTENCIL
3740              *      - WINED3DUSAGE_DYNAMIC
3741              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3742              *      - WINED3DUSAGE_RENDERTARGET
3743              *      - WINED3DUSAGE_SOFTWAREPROCESSING
3744              *      - WINED3DUSAGE_QUERY_WRAPANDMIP
3745              */
3746             if (SurfaceType != SURFACE_OPENGL)
3747             {
3748                 TRACE_(d3d_caps)("[FAILED]\n");
3749                 return WINED3DERR_NOTAVAILABLE;
3750             }
3751
3752             if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3753             {
3754                 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3755                 return WINED3DERR_NOTAVAILABLE;
3756             }
3757
3758             if (!CheckTextureCapability(adapter, format))
3759             {
3760                 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3761                 return WINED3DERR_NOTAVAILABLE;
3762             }
3763
3764             if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3765             {
3766                 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3767                     /* When autogenmipmap isn't around continue and return
3768                      * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3769                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3770                 else
3771                     UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3772             }
3773
3774             /* Always report dynamic locking. */
3775             if (Usage & WINED3DUSAGE_DYNAMIC)
3776                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3777
3778             if (Usage & WINED3DUSAGE_RENDERTARGET)
3779             {
3780                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3781                 {
3782                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3783                     return WINED3DERR_NOTAVAILABLE;
3784                 }
3785                 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3786             }
3787
3788             /* Always report software processing. */
3789             if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3790                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3791
3792             if (Usage & WINED3DUSAGE_QUERY_FILTER)
3793             {
3794                 if (!CheckFilterCapability(adapter, format))
3795                 {
3796                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3797                     return WINED3DERR_NOTAVAILABLE;
3798                 }
3799                 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3800             }
3801
3802             if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3803             {
3804                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3805                 {
3806                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3807                     return WINED3DERR_NOTAVAILABLE;
3808                 }
3809                 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3810             }
3811
3812             if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3813             {
3814                 if (!CheckSrgbReadCapability(adapter, format))
3815                 {
3816                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3817                     return WINED3DERR_NOTAVAILABLE;
3818                 }
3819                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3820             }
3821
3822             if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3823             {
3824                 if (!CheckSrgbWriteCapability(adapter, format))
3825                 {
3826                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3827                     return WINED3DERR_NOTAVAILABLE;
3828                 }
3829                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3830             }
3831
3832             if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3833             {
3834                 if (!CheckVertexTextureCapability(adapter, format))
3835                 {
3836                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3837                     return WINED3DERR_NOTAVAILABLE;
3838                 }
3839                 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3840             }
3841
3842             if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3843             {
3844                 if (!CheckWrapAndMipCapability(adapter, format))
3845                 {
3846                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3847                     return WINED3DERR_NOTAVAILABLE;
3848                 }
3849                 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3850             }
3851             break;
3852
3853         case WINED3DRTYPE_SURFACE:
3854             /* Surface allows:
3855              *      - WINED3DUSAGE_DEPTHSTENCIL
3856              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3857              *      - WINED3DUSAGE_RENDERTARGET
3858              */
3859             if (!CheckSurfaceCapability(adapter, adapter_format, format, SurfaceType))
3860             {
3861                 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3862                 return WINED3DERR_NOTAVAILABLE;
3863             }
3864
3865             if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3866             {
3867                 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3868                 {
3869                     TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3870                     return WINED3DERR_NOTAVAILABLE;
3871                 }
3872                 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3873             }
3874
3875             if (Usage & WINED3DUSAGE_RENDERTARGET)
3876             {
3877                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3878                 {
3879                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3880                     return WINED3DERR_NOTAVAILABLE;
3881                 }
3882                 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3883             }
3884
3885             if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3886             {
3887                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3888                 {
3889                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3890                     return WINED3DERR_NOTAVAILABLE;
3891                 }
3892                 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3893             }
3894             break;
3895
3896         case WINED3DRTYPE_TEXTURE:
3897             /* Texture allows:
3898              *      - WINED3DUSAGE_AUTOGENMIPMAP
3899              *      - WINED3DUSAGE_DEPTHSTENCIL
3900              *      - WINED3DUSAGE_DMAP
3901              *      - WINED3DUSAGE_DYNAMIC
3902              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3903              *      - WINED3DUSAGE_RENDERTARGET
3904              *      - WINED3DUSAGE_SOFTWAREPROCESSING
3905              *      - WINED3DUSAGE_TEXTAPI (d3d9ex)
3906              *      - WINED3DUSAGE_QUERY_WRAPANDMIP
3907              */
3908             if (SurfaceType != SURFACE_OPENGL)
3909             {
3910                 TRACE_(d3d_caps)("[FAILED]\n");
3911                 return WINED3DERR_NOTAVAILABLE;
3912             }
3913
3914             if (!CheckTextureCapability(adapter, format))
3915             {
3916                 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3917                 return WINED3DERR_NOTAVAILABLE;
3918             }
3919
3920             if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3921             {
3922                 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3923                     /* When autogenmipmap isn't around continue and return
3924                      * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3925                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3926                 else
3927                     UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3928             }
3929
3930             /* Always report dynamic locking. */
3931             if (Usage & WINED3DUSAGE_DYNAMIC)
3932                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3933
3934             if (Usage & WINED3DUSAGE_RENDERTARGET)
3935             {
3936                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3937                 {
3938                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3939                     return WINED3DERR_NOTAVAILABLE;
3940                 }
3941                 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3942             }
3943
3944             /* Always report software processing. */
3945             if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3946                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3947
3948             if (Usage & WINED3DUSAGE_QUERY_FILTER)
3949             {
3950                 if (!CheckFilterCapability(adapter, format))
3951                 {
3952                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3953                     return WINED3DERR_NOTAVAILABLE;
3954                 }
3955                 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3956             }
3957
3958             if (Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
3959             {
3960                 if (!CheckBumpMapCapability(adapter, format))
3961                 {
3962                     TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3963                     return WINED3DERR_NOTAVAILABLE;
3964                 }
3965                 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3966             }
3967
3968             if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3969             {
3970                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3971                 {
3972                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3973                     return WINED3DERR_NOTAVAILABLE;
3974                 }
3975                 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3976             }
3977
3978             if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3979             {
3980                 if (!CheckSrgbReadCapability(adapter, format))
3981                 {
3982                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3983                     return WINED3DERR_NOTAVAILABLE;
3984                 }
3985                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3986             }
3987
3988             if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3989             {
3990                 if (!CheckSrgbWriteCapability(adapter, format))
3991                 {
3992                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3993                     return WINED3DERR_NOTAVAILABLE;
3994                 }
3995                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3996             }
3997
3998             if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3999             {
4000                 if (!CheckVertexTextureCapability(adapter, format))
4001                 {
4002                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4003                     return WINED3DERR_NOTAVAILABLE;
4004                 }
4005                 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4006             }
4007
4008             if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4009             {
4010                 if (!CheckWrapAndMipCapability(adapter, format))
4011                 {
4012                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4013                     return WINED3DERR_NOTAVAILABLE;
4014                 }
4015                 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4016             }
4017
4018             if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
4019             {
4020                 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
4021                 {
4022                     TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
4023                     return WINED3DERR_NOTAVAILABLE;
4024                 }
4025                 if ((format->Flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
4026                 {
4027                     TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
4028                     return WINED3DERR_NOTAVAILABLE;
4029                 }
4030                 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
4031             }
4032             break;
4033
4034         case WINED3DRTYPE_VOLUMETEXTURE:
4035         case WINED3DRTYPE_VOLUME:
4036             /* Volume is to VolumeTexture what Surface is to Texture, but its
4037              * usage caps are not documented. Most driver seem to offer
4038              * (nearly) the same on Volume and VolumeTexture, so do that too.
4039              *
4040              * Volumetexture allows:
4041              *      - D3DUSAGE_DYNAMIC
4042              *      - D3DUSAGE_NONSECURE (d3d9ex)
4043              *      - D3DUSAGE_SOFTWAREPROCESSING
4044              *      - D3DUSAGE_QUERY_WRAPANDMIP
4045              */
4046             if (SurfaceType != SURFACE_OPENGL)
4047             {
4048                 TRACE_(d3d_caps)("[FAILED]\n");
4049                 return WINED3DERR_NOTAVAILABLE;
4050             }
4051
4052             if (!gl_info->supported[EXT_TEXTURE3D])
4053             {
4054                 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
4055                 return WINED3DERR_NOTAVAILABLE;
4056             }
4057
4058             if (!CheckTextureCapability(adapter, format))
4059             {
4060                 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
4061                 return WINED3DERR_NOTAVAILABLE;
4062             }
4063
4064             /* Filter formats that need conversion; For one part, this
4065              * conversion is unimplemented, and volume textures are huge, so
4066              * it would be a big performance hit. Unless we hit an application
4067              * needing one of those formats, don't advertize them to avoid
4068              * leading applications into temptation. The windows drivers don't
4069              * support most of those formats on volumes anyway, except for
4070              * WINED3DFMT_R32_FLOAT. */
4071             switch (CheckFormat)
4072             {
4073                 case WINED3DFMT_P8_UINT:
4074                 case WINED3DFMT_L4A4_UNORM:
4075                 case WINED3DFMT_R32_FLOAT:
4076                 case WINED3DFMT_R16_FLOAT:
4077                 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
4078                 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
4079                 case WINED3DFMT_R16G16_UNORM:
4080                     TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4081                     return WINED3DERR_NOTAVAILABLE;
4082
4083                 case WINED3DFMT_R8G8B8A8_SNORM:
4084                 case WINED3DFMT_R16G16_SNORM:
4085                     if (!gl_info->supported[NV_TEXTURE_SHADER])
4086                     {
4087                         TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4088                         return WINED3DERR_NOTAVAILABLE;
4089                     }
4090                     break;
4091
4092                 case WINED3DFMT_R8G8_SNORM:
4093                     if (!gl_info->supported[NV_TEXTURE_SHADER])
4094                     {
4095                         TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4096                         return WINED3DERR_NOTAVAILABLE;
4097                     }
4098                     break;
4099
4100                 case WINED3DFMT_DXT1:
4101                 case WINED3DFMT_DXT2:
4102                 case WINED3DFMT_DXT3:
4103                 case WINED3DFMT_DXT4:
4104                 case WINED3DFMT_DXT5:
4105                     /* The GL_EXT_texture_compression_s3tc spec requires that
4106                      * loading an s3tc compressed texture results in an error.
4107                      * While the D3D refrast does support s3tc volumes, at
4108                      * least the nvidia windows driver does not, so we're free
4109                      * not to support this format. */
4110                     TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4111                     return WINED3DERR_NOTAVAILABLE;
4112
4113                 default:
4114                     /* Do nothing, continue with checking the format below */
4115                     break;
4116             }
4117
4118             /* Always report dynamic locking. */
4119             if (Usage & WINED3DUSAGE_DYNAMIC)
4120                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
4121
4122             /* Always report software processing. */
4123             if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4124                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4125
4126             if (Usage & WINED3DUSAGE_QUERY_FILTER)
4127             {
4128                 if (!CheckFilterCapability(adapter, format))
4129                 {
4130                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
4131                     return WINED3DERR_NOTAVAILABLE;
4132                 }
4133                 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
4134             }
4135
4136             if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
4137             {
4138                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
4139                 {
4140                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4141                     return WINED3DERR_NOTAVAILABLE;
4142                 }
4143                 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4144             }
4145
4146             if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
4147             {
4148                 if (!CheckSrgbReadCapability(adapter, format))
4149                 {
4150                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4151                     return WINED3DERR_NOTAVAILABLE;
4152                 }
4153                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
4154             }
4155
4156             if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4157             {
4158                 if (!CheckSrgbWriteCapability(adapter, format))
4159                 {
4160                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4161                     return WINED3DERR_NOTAVAILABLE;
4162                 }
4163                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4164             }
4165
4166             if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4167             {
4168                 if (!CheckVertexTextureCapability(adapter, format))
4169                 {
4170                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4171                     return WINED3DERR_NOTAVAILABLE;
4172                 }
4173                 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4174             }
4175
4176             if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4177             {
4178                 if (!CheckWrapAndMipCapability(adapter, format))
4179                 {
4180                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4181                     return WINED3DERR_NOTAVAILABLE;
4182                 }
4183                 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4184             }
4185             break;
4186
4187         default:
4188             FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(RType));
4189             return WINED3DERR_NOTAVAILABLE;
4190     }
4191
4192     /* When the UsageCaps exactly matches Usage return WINED3D_OK except for
4193      * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4194      * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4195     if (UsageCaps == Usage)
4196         return WINED3D_OK;
4197     if (UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4198         return WINED3DOK_NOAUTOGEN;
4199
4200     TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for CheckFormat %s and RType %s but only %#x is available\n",
4201             Usage, debug_d3dformat(CheckFormat), debug_d3dresourcetype(RType), UsageCaps);
4202
4203     return WINED3DERR_NOTAVAILABLE;
4204 }
4205
4206 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT adapter_idx,
4207         WINED3DDEVTYPE device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format)
4208 {
4209     FIXME("iface %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4210             iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4211             debug_d3dformat(dst_format));
4212
4213     return WINED3D_OK;
4214 }
4215
4216 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
4217         enum wined3d_format_id display_format, enum wined3d_format_id backbuffer_format, BOOL windowed)
4218 {
4219     UINT mode_count;
4220     HRESULT hr;
4221
4222     TRACE("iface %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
4223             iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(display_format),
4224             debug_d3dformat(backbuffer_format), windowed);
4225
4226     if (adapter_idx >= IWineD3D_GetAdapterCount(iface))
4227     {
4228         WARN_(d3d_caps)("adapter_idx >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
4229         return WINED3DERR_INVALIDCALL;
4230     }
4231
4232     /* The task of this function is to check whether a certain display / backbuffer format
4233      * combination is available on the given adapter. In fullscreen mode microsoft specified
4234      * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
4235      * and display format should match exactly.
4236      * In windowed mode format conversion can occur and this depends on the driver. When format
4237      * conversion is done, this function should nevertheless fail and applications need to use
4238      * CheckDeviceFormatConversion.
4239      * At the moment we assume that fullscreen and windowed have the same capabilities. */
4240
4241     /* There are only 4 display formats. */
4242     if (!(display_format == WINED3DFMT_B5G6R5_UNORM
4243             || display_format == WINED3DFMT_B5G5R5X1_UNORM
4244             || display_format == WINED3DFMT_B8G8R8X8_UNORM
4245             || display_format == WINED3DFMT_B10G10R10A2_UNORM))
4246     {
4247         TRACE_(d3d_caps)("Format %s is not supported as display format.\n", debug_d3dformat(display_format));
4248         return WINED3DERR_NOTAVAILABLE;
4249     }
4250
4251     /* If the requested display format is not available, don't continue. */
4252     mode_count = IWineD3DImpl_GetAdapterModeCount(iface, adapter_idx, display_format);
4253     if (!mode_count)
4254     {
4255         TRACE_(d3d_caps)("No available modes for display format %s.\n", debug_d3dformat(display_format));
4256         return WINED3DERR_NOTAVAILABLE;
4257     }
4258
4259     /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbuffer format,
4260      * it means 'reuse' the display format for the backbuffer. */
4261     if (!windowed && backbuffer_format == WINED3DFMT_UNKNOWN)
4262     {
4263         TRACE_(d3d_caps)("backbuffer_format WINED3FMT_UNKNOWN only available in windowed mode.\n");
4264         return WINED3DERR_NOTAVAILABLE;
4265     }
4266
4267     /* In FULLSCREEN mode WINED3DFMT_B5G6R5_UNORM can only be mixed with
4268      * backbuffer format WINED3DFMT_B5G6R5_UNORM. */
4269     if (display_format == WINED3DFMT_B5G6R5_UNORM && backbuffer_format != WINED3DFMT_B5G6R5_UNORM)
4270     {
4271         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4272                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4273         return WINED3DERR_NOTAVAILABLE;
4274     }
4275
4276     /* In FULLSCREEN mode WINED3DFMT_B5G5R5X1_UNORM can only be mixed with
4277      * backbuffer formats WINED3DFMT_B5G5R5X1_UNORM and
4278      * WINED3DFMT_B5G5R5A1_UNORM. */
4279     if (display_format == WINED3DFMT_B5G5R5X1_UNORM
4280             && !(backbuffer_format == WINED3DFMT_B5G5R5X1_UNORM || backbuffer_format == WINED3DFMT_B5G5R5A1_UNORM))
4281     {
4282         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4283                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4284         return WINED3DERR_NOTAVAILABLE;
4285     }
4286
4287     /* In FULLSCREEN mode WINED3DFMT_B8G8R8X8_UNORM can only be mixed with
4288      * backbuffer formats WINED3DFMT_B8G8R8X8_UNORM and
4289      * WINED3DFMT_B8G8R8A8_UNORM. */
4290     if (display_format == WINED3DFMT_B8G8R8X8_UNORM
4291             && !(backbuffer_format == WINED3DFMT_B8G8R8X8_UNORM || backbuffer_format == WINED3DFMT_B8G8R8A8_UNORM))
4292     {
4293         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4294                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4295         return WINED3DERR_NOTAVAILABLE;
4296     }
4297
4298     /* WINED3DFMT_B10G10R10A2_UNORM is only allowed in fullscreen mode and it
4299      * can only be mixed with backbuffer format WINED3DFMT_B10G10R10A2_UNORM. */
4300     if (display_format == WINED3DFMT_B10G10R10A2_UNORM
4301             && (backbuffer_format != WINED3DFMT_B10G10R10A2_UNORM || windowed))
4302     {
4303         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4304                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4305         return WINED3DERR_NOTAVAILABLE;
4306     }
4307
4308     /* Use CheckDeviceFormat to see if the backbuffer_format is usable with the given display_format */
4309     hr = IWineD3DImpl_CheckDeviceFormat(iface, adapter_idx, device_type, display_format,
4310             WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, backbuffer_format, SURFACE_OPENGL);
4311     if (FAILED(hr))
4312         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4313                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4314
4315     return hr;
4316 }
4317
4318 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4319       subset of a D3DCAPS9 structure. However, it has to come via a void *
4320       as the d3d8 interface cannot import the d3d9 header                  */
4321 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
4322
4323     IWineD3DImpl    *This = (IWineD3DImpl *)iface;
4324     struct wined3d_adapter *adapter = &This->adapters[Adapter];
4325     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4326     int vs_selected_mode;
4327     int ps_selected_mode;
4328     struct shader_caps shader_caps;
4329     struct fragment_caps fragment_caps;
4330     DWORD ckey_caps, blit_caps, fx_caps, pal_caps;
4331
4332     TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
4333
4334     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
4335         return WINED3DERR_INVALIDCALL;
4336     }
4337
4338     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4339
4340     /* ------------------------------------------------
4341        The following fields apply to both d3d8 and d3d9
4342        ------------------------------------------------ */
4343     pCaps->DeviceType              = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF;  /* Not quite true, but use h/w supported by opengl I suppose */
4344     pCaps->AdapterOrdinal          = Adapter;
4345
4346     pCaps->Caps                    = 0;
4347     pCaps->Caps2                   = WINED3DCAPS2_CANRENDERWINDOWED |
4348                                      WINED3DCAPS2_FULLSCREENGAMMA |
4349                                      WINED3DCAPS2_DYNAMICTEXTURES;
4350     if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4351     {
4352         pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4353     }
4354
4355     pCaps->Caps3                   = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4356                                      WINED3DCAPS3_COPY_TO_VIDMEM                   |
4357                                      WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4358
4359     pCaps->PresentationIntervals   = WINED3DPRESENT_INTERVAL_IMMEDIATE  |
4360                                      WINED3DPRESENT_INTERVAL_ONE;
4361
4362     pCaps->CursorCaps              = WINED3DCURSORCAPS_COLOR            |
4363                                      WINED3DCURSORCAPS_LOWRES;
4364
4365     pCaps->DevCaps                 = WINED3DDEVCAPS_FLOATTLVERTEX       |
4366                                      WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4367                                      WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4368                                      WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4369                                      WINED3DDEVCAPS_DRAWPRIMTLVERTEX    |
4370                                      WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4371                                      WINED3DDEVCAPS_EXECUTEVIDEOMEMORY  |
4372                                      WINED3DDEVCAPS_PUREDEVICE          |
4373                                      WINED3DDEVCAPS_HWRASTERIZATION     |
4374                                      WINED3DDEVCAPS_TEXTUREVIDEOMEMORY  |
4375                                      WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4376                                      WINED3DDEVCAPS_CANRENDERAFTERFLIP  |
4377                                      WINED3DDEVCAPS_DRAWPRIMITIVES2     |
4378                                      WINED3DDEVCAPS_DRAWPRIMITIVES2EX   |
4379                                      WINED3DDEVCAPS_RTPATCHES;
4380
4381     pCaps->PrimitiveMiscCaps       = WINED3DPMISCCAPS_CULLNONE              |
4382                                      WINED3DPMISCCAPS_CULLCCW               |
4383                                      WINED3DPMISCCAPS_CULLCW                |
4384                                      WINED3DPMISCCAPS_COLORWRITEENABLE      |
4385                                      WINED3DPMISCCAPS_CLIPTLVERTS           |
4386                                      WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4387                                      WINED3DPMISCCAPS_MASKZ                 |
4388                                      WINED3DPMISCCAPS_BLENDOP               |
4389                                      WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4390                                     /* TODO:
4391                                         WINED3DPMISCCAPS_NULLREFERENCE
4392                                         WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4393                                         WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4394                                         WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4395
4396     if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4397         pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4398     if (gl_info->supported[EXT_DRAW_BUFFERS2])
4399         pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4400
4401     pCaps->RasterCaps              = WINED3DPRASTERCAPS_DITHER    |
4402                                      WINED3DPRASTERCAPS_PAT       |
4403                                      WINED3DPRASTERCAPS_WFOG      |
4404                                      WINED3DPRASTERCAPS_ZFOG      |
4405                                      WINED3DPRASTERCAPS_FOGVERTEX |
4406                                      WINED3DPRASTERCAPS_FOGTABLE  |
4407                                      WINED3DPRASTERCAPS_STIPPLE   |
4408                                      WINED3DPRASTERCAPS_SUBPIXEL  |
4409                                      WINED3DPRASTERCAPS_ZTEST     |
4410                                      WINED3DPRASTERCAPS_SCISSORTEST   |
4411                                      WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4412                                      WINED3DPRASTERCAPS_DEPTHBIAS;
4413
4414     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4415     {
4416         pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY    |
4417                              WINED3DPRASTERCAPS_ZBIAS         |
4418                              WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4419     }
4420     if (gl_info->supported[NV_FOG_DISTANCE])
4421     {
4422         pCaps->RasterCaps         |= WINED3DPRASTERCAPS_FOGRANGE;
4423     }
4424                         /* FIXME Add:
4425                            WINED3DPRASTERCAPS_COLORPERSPECTIVE
4426                            WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4427                            WINED3DPRASTERCAPS_ANTIALIASEDGES
4428                            WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4429                            WINED3DPRASTERCAPS_WBUFFER */
4430
4431     pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS       |
4432                       WINED3DPCMPCAPS_EQUAL        |
4433                       WINED3DPCMPCAPS_GREATER      |
4434                       WINED3DPCMPCAPS_GREATEREQUAL |
4435                       WINED3DPCMPCAPS_LESS         |
4436                       WINED3DPCMPCAPS_LESSEQUAL    |
4437                       WINED3DPCMPCAPS_NEVER        |
4438                       WINED3DPCMPCAPS_NOTEQUAL;
4439
4440     pCaps->SrcBlendCaps  = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4441                            WINED3DPBLENDCAPS_BOTHSRCALPHA    |
4442                            WINED3DPBLENDCAPS_DESTALPHA       |
4443                            WINED3DPBLENDCAPS_DESTCOLOR       |
4444                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4445                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4446                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4447                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4448                            WINED3DPBLENDCAPS_ONE             |
4449                            WINED3DPBLENDCAPS_SRCALPHA        |
4450                            WINED3DPBLENDCAPS_SRCALPHASAT     |
4451                            WINED3DPBLENDCAPS_SRCCOLOR        |
4452                            WINED3DPBLENDCAPS_ZERO;
4453
4454     pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA       |
4455                            WINED3DPBLENDCAPS_DESTCOLOR       |
4456                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4457                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4458                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4459                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4460                            WINED3DPBLENDCAPS_ONE             |
4461                            WINED3DPBLENDCAPS_SRCALPHA        |
4462                            WINED3DPBLENDCAPS_SRCCOLOR        |
4463                            WINED3DPBLENDCAPS_ZERO;
4464     /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4465      * according to the glBlendFunc manpage
4466      *
4467      * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4468      * legacy settings for srcblend only
4469      */
4470
4471     if (gl_info->supported[EXT_BLEND_COLOR])
4472     {
4473         pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4474         pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4475     }
4476
4477
4478     pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS       |
4479                           WINED3DPCMPCAPS_EQUAL        |
4480                           WINED3DPCMPCAPS_GREATER      |
4481                           WINED3DPCMPCAPS_GREATEREQUAL |
4482                           WINED3DPCMPCAPS_LESS         |
4483                           WINED3DPCMPCAPS_LESSEQUAL    |
4484                           WINED3DPCMPCAPS_NEVER        |
4485                           WINED3DPCMPCAPS_NOTEQUAL;
4486
4487     pCaps->ShadeCaps     = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4488                            WINED3DPSHADECAPS_COLORGOURAUDRGB    |
4489                            WINED3DPSHADECAPS_ALPHAFLATBLEND     |
4490                            WINED3DPSHADECAPS_ALPHAGOURAUDBLEND  |
4491                            WINED3DPSHADECAPS_COLORFLATRGB       |
4492                            WINED3DPSHADECAPS_FOGFLAT            |
4493                            WINED3DPSHADECAPS_FOGGOURAUD         |
4494                            WINED3DPSHADECAPS_SPECULARFLATRGB;
4495
4496     pCaps->TextureCaps =  WINED3DPTEXTURECAPS_ALPHA              |
4497                           WINED3DPTEXTURECAPS_ALPHAPALETTE       |
4498                           WINED3DPTEXTURECAPS_TRANSPARENCY       |
4499                           WINED3DPTEXTURECAPS_BORDER             |
4500                           WINED3DPTEXTURECAPS_MIPMAP             |
4501                           WINED3DPTEXTURECAPS_PROJECTED          |
4502                           WINED3DPTEXTURECAPS_PERSPECTIVE;
4503
4504     if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4505     {
4506         pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4507                               WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4508     }
4509
4510     if (gl_info->supported[EXT_TEXTURE3D])
4511     {
4512         pCaps->TextureCaps |=  WINED3DPTEXTURECAPS_VOLUMEMAP      |
4513                                WINED3DPTEXTURECAPS_MIPVOLUMEMAP   |
4514                                WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4515     }
4516
4517     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4518     {
4519         pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP     |
4520                               WINED3DPTEXTURECAPS_MIPCUBEMAP    |
4521                               WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4522
4523     }
4524
4525     pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4526                                WINED3DPTFILTERCAPS_MAGFPOINT        |
4527                                WINED3DPTFILTERCAPS_MINFLINEAR       |
4528                                WINED3DPTFILTERCAPS_MINFPOINT        |
4529                                WINED3DPTFILTERCAPS_MIPFLINEAR       |
4530                                WINED3DPTFILTERCAPS_MIPFPOINT        |
4531                                WINED3DPTFILTERCAPS_LINEAR           |
4532                                WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4533                                WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4534                                WINED3DPTFILTERCAPS_MIPLINEAR        |
4535                                WINED3DPTFILTERCAPS_MIPNEAREST       |
4536                                WINED3DPTFILTERCAPS_NEAREST;
4537
4538     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4539     {
4540         pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4541                                     WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4542     }
4543
4544     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4545     {
4546         pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4547                                        WINED3DPTFILTERCAPS_MAGFPOINT        |
4548                                        WINED3DPTFILTERCAPS_MINFLINEAR       |
4549                                        WINED3DPTFILTERCAPS_MINFPOINT        |
4550                                        WINED3DPTFILTERCAPS_MIPFLINEAR       |
4551                                        WINED3DPTFILTERCAPS_MIPFPOINT        |
4552                                        WINED3DPTFILTERCAPS_LINEAR           |
4553                                        WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4554                                        WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4555                                        WINED3DPTFILTERCAPS_MIPLINEAR        |
4556                                        WINED3DPTFILTERCAPS_MIPNEAREST       |
4557                                        WINED3DPTFILTERCAPS_NEAREST;
4558
4559         if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4560         {
4561             pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4562                                             WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4563         }
4564     } else
4565         pCaps->CubeTextureFilterCaps = 0;
4566
4567     if (gl_info->supported[EXT_TEXTURE3D])
4568     {
4569         pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4570                                          WINED3DPTFILTERCAPS_MAGFPOINT        |
4571                                          WINED3DPTFILTERCAPS_MINFLINEAR       |
4572                                          WINED3DPTFILTERCAPS_MINFPOINT        |
4573                                          WINED3DPTFILTERCAPS_MIPFLINEAR       |
4574                                          WINED3DPTFILTERCAPS_MIPFPOINT        |
4575                                          WINED3DPTFILTERCAPS_LINEAR           |
4576                                          WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4577                                          WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4578                                          WINED3DPTFILTERCAPS_MIPLINEAR        |
4579                                          WINED3DPTFILTERCAPS_MIPNEAREST       |
4580                                          WINED3DPTFILTERCAPS_NEAREST;
4581     } else
4582         pCaps->VolumeTextureFilterCaps = 0;
4583
4584     pCaps->TextureAddressCaps =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4585                                  WINED3DPTADDRESSCAPS_CLAMP  |
4586                                  WINED3DPTADDRESSCAPS_WRAP;
4587
4588     if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4589     {
4590         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4591     }
4592     if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4593     {
4594         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4595     }
4596     if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4597     {
4598         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4599     }
4600
4601     if (gl_info->supported[EXT_TEXTURE3D])
4602     {
4603         pCaps->VolumeTextureAddressCaps =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4604                                            WINED3DPTADDRESSCAPS_CLAMP  |
4605                                            WINED3DPTADDRESSCAPS_WRAP;
4606         if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4607         {
4608             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4609         }
4610         if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4611         {
4612             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4613         }
4614         if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4615         {
4616             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4617         }
4618     } else
4619         pCaps->VolumeTextureAddressCaps = 0;
4620
4621     pCaps->LineCaps = WINED3DLINECAPS_TEXTURE       |
4622                       WINED3DLINECAPS_ZTEST         |
4623                       WINED3DLINECAPS_BLEND         |
4624                       WINED3DLINECAPS_ALPHACMP      |
4625                       WINED3DLINECAPS_FOG;
4626     /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4627      * idea how generating the smoothing alpha values works; the result is different
4628      */
4629
4630     pCaps->MaxTextureWidth = gl_info->limits.texture_size;
4631     pCaps->MaxTextureHeight = gl_info->limits.texture_size;
4632
4633     if (gl_info->supported[EXT_TEXTURE3D])
4634         pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4635     else
4636         pCaps->MaxVolumeExtent = 0;
4637
4638     pCaps->MaxTextureRepeat = 32768;
4639     pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4640     pCaps->MaxVertexW = 1.0f;
4641
4642     pCaps->GuardBandLeft = 0.0f;
4643     pCaps->GuardBandTop = 0.0f;
4644     pCaps->GuardBandRight = 0.0f;
4645     pCaps->GuardBandBottom = 0.0f;
4646
4647     pCaps->ExtentsAdjust = 0.0f;
4648
4649     pCaps->StencilCaps =  WINED3DSTENCILCAPS_DECRSAT |
4650                           WINED3DSTENCILCAPS_INCRSAT |
4651                           WINED3DSTENCILCAPS_INVERT  |
4652                           WINED3DSTENCILCAPS_KEEP    |
4653                           WINED3DSTENCILCAPS_REPLACE |
4654                           WINED3DSTENCILCAPS_ZERO;
4655     if (gl_info->supported[EXT_STENCIL_WRAP])
4656     {
4657         pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR  |
4658                               WINED3DSTENCILCAPS_INCR;
4659     }
4660     if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4661     {
4662         pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4663     }
4664
4665     pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4666
4667     pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4668     pCaps->MaxActiveLights = gl_info->limits.lights;
4669
4670     pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
4671     pCaps->MaxVertexBlendMatrixIndex   = 0;
4672
4673     pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
4674     pCaps->MaxPointSize = gl_info->limits.pointsize_max;
4675
4676
4677     /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4678     pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4679                                   WINED3DVTXPCAPS_MATERIALSOURCE7   |
4680                                   WINED3DVTXPCAPS_POSITIONALLIGHTS  |
4681                                   WINED3DVTXPCAPS_LOCALVIEWER       |
4682                                   WINED3DVTXPCAPS_VERTEXFOG         |
4683                                   WINED3DVTXPCAPS_TEXGEN;
4684
4685     pCaps->MaxPrimitiveCount   = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4686     pCaps->MaxVertexIndex      = 0xFFFFF;
4687     pCaps->MaxStreams          = MAX_STREAMS;
4688     pCaps->MaxStreamStride     = 1024;
4689
4690     /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4691     pCaps->DevCaps2                          = WINED3DDEVCAPS2_STREAMOFFSET |
4692                                                WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4693     pCaps->MaxNpatchTessellationLevel        = 0;
4694     pCaps->MasterAdapterOrdinal              = 0;
4695     pCaps->AdapterOrdinalInGroup             = 0;
4696     pCaps->NumberOfAdaptersInGroup           = 1;
4697
4698     pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
4699
4700     pCaps->StretchRectFilterCaps             = WINED3DPTFILTERCAPS_MINFPOINT  |
4701                                                 WINED3DPTFILTERCAPS_MAGFPOINT  |
4702                                                 WINED3DPTFILTERCAPS_MINFLINEAR |
4703                                                 WINED3DPTFILTERCAPS_MAGFLINEAR;
4704     pCaps->VertexTextureFilterCaps           = 0;
4705
4706     adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4707     adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4708
4709     /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4710     pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4711
4712     /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4713      * Ignore shader model capabilities if disabled in config
4714      */
4715     if(vs_selected_mode == SHADER_NONE) {
4716         TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4717         pCaps->VertexShaderVersion          = WINED3DVS_VERSION(0,0);
4718         pCaps->MaxVertexShaderConst         = 0;
4719     } else {
4720         pCaps->VertexShaderVersion          = shader_caps.VertexShaderVersion;
4721         pCaps->MaxVertexShaderConst         = shader_caps.MaxVertexShaderConst;
4722     }
4723
4724     if(ps_selected_mode == SHADER_NONE) {
4725         TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4726         pCaps->PixelShaderVersion           = WINED3DPS_VERSION(0,0);
4727         pCaps->PixelShader1xMaxValue        = 0.0f;
4728     } else {
4729         pCaps->PixelShaderVersion           = shader_caps.PixelShaderVersion;
4730         pCaps->PixelShader1xMaxValue        = shader_caps.PixelShader1xMaxValue;
4731     }
4732
4733     pCaps->TextureOpCaps                    = fragment_caps.TextureOpCaps;
4734     pCaps->MaxTextureBlendStages            = fragment_caps.MaxTextureBlendStages;
4735     pCaps->MaxSimultaneousTextures          = fragment_caps.MaxSimultaneousTextures;
4736
4737     /* The following caps are shader specific, but they are things we cannot detect, or which
4738      * are the same among all shader models. So to avoid code duplication set the shader version
4739      * specific, but otherwise constant caps here
4740      */
4741     if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4742         /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4743         use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4744         pCaps->VS20Caps.Caps                     = WINED3DVS20CAPS_PREDICATION;
4745         pCaps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4746         pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4747         pCaps->VS20Caps.StaticFlowControlDepth   = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4748
4749         pCaps->MaxVShaderInstructionsExecuted    = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4750         pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4751     }
4752     else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4753     {
4754         pCaps->VS20Caps.Caps                     = 0;
4755         pCaps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4756         pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4757         pCaps->VS20Caps.StaticFlowControlDepth   = 1;
4758
4759         pCaps->MaxVShaderInstructionsExecuted    = 65535;
4760         pCaps->MaxVertexShader30InstructionSlots = 0;
4761     } else { /* VS 1.x */
4762         pCaps->VS20Caps.Caps                     = 0;
4763         pCaps->VS20Caps.DynamicFlowControlDepth  = 0;
4764         pCaps->VS20Caps.NumTemps                 = 0;
4765         pCaps->VS20Caps.StaticFlowControlDepth   = 0;
4766
4767         pCaps->MaxVShaderInstructionsExecuted    = 0;
4768         pCaps->MaxVertexShader30InstructionSlots = 0;
4769     }
4770
4771     if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4772         /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4773         use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4774
4775         /* Caps is more or less undocumented on MSDN but it appears to be used for PS20Caps based on results from R9600/FX5900/Geforce6800 cards from Windows */
4776         pCaps->PS20Caps.Caps                     = WINED3DPS20CAPS_ARBITRARYSWIZZLE     |
4777                 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4778                 WINED3DPS20CAPS_PREDICATION          |
4779                 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4780                 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4781         pCaps->PS20Caps.DynamicFlowControlDepth  = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4782         pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4783         pCaps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4784         pCaps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4785
4786         pCaps->MaxPShaderInstructionsExecuted    = 65535;
4787         pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4788                 adapter->gl_info.limits.arb_ps_instructions);
4789     }
4790     else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4791     {
4792         /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4793         pCaps->PS20Caps.Caps                     = 0;
4794         pCaps->PS20Caps.DynamicFlowControlDepth  = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4795         pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4796         pCaps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4797         pCaps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4798
4799         pCaps->MaxPShaderInstructionsExecuted    = 512; /* Minimum value, a GeforceFX uses 1024 */
4800         pCaps->MaxPixelShader30InstructionSlots  = 0;
4801     } else { /* PS 1.x */
4802         pCaps->PS20Caps.Caps                     = 0;
4803         pCaps->PS20Caps.DynamicFlowControlDepth  = 0;
4804         pCaps->PS20Caps.NumTemps                 = 0;
4805         pCaps->PS20Caps.StaticFlowControlDepth   = 0;
4806         pCaps->PS20Caps.NumInstructionSlots      = 0;
4807
4808         pCaps->MaxPShaderInstructionsExecuted    = 0;
4809         pCaps->MaxPixelShader30InstructionSlots  = 0;
4810     }
4811
4812     if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4813         /* OpenGL supports all the formats below, perhaps not always
4814          * without conversion, but it supports them.
4815          * Further GLSL doesn't seem to have an official unsigned type so
4816          * don't advertise it yet as I'm not sure how we handle it.
4817          * We might need to add some clamping in the shader engine to
4818          * support it.
4819          * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4820         pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4    |
4821                            WINED3DDTCAPS_UBYTE4N   |
4822                            WINED3DDTCAPS_SHORT2N   |
4823                            WINED3DDTCAPS_SHORT4N;
4824         if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4825         {
4826             pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4827                                 WINED3DDTCAPS_FLOAT16_4;
4828         }
4829     } else
4830         pCaps->DeclTypes                         = 0;
4831
4832     /* Set DirectDraw helper Caps */
4833     ckey_caps =                         WINEDDCKEYCAPS_DESTBLT              |
4834                                         WINEDDCKEYCAPS_SRCBLT;
4835     fx_caps =                           WINEDDFXCAPS_BLTALPHA               |
4836                                         WINEDDFXCAPS_BLTMIRRORLEFTRIGHT     |
4837                                         WINEDDFXCAPS_BLTMIRRORUPDOWN        |
4838                                         WINEDDFXCAPS_BLTROTATION90          |
4839                                         WINEDDFXCAPS_BLTSHRINKX             |
4840                                         WINEDDFXCAPS_BLTSHRINKXN            |
4841                                         WINEDDFXCAPS_BLTSHRINKY             |
4842                                         WINEDDFXCAPS_BLTSHRINKXN            |
4843                                         WINEDDFXCAPS_BLTSTRETCHX            |
4844                                         WINEDDFXCAPS_BLTSTRETCHXN           |
4845                                         WINEDDFXCAPS_BLTSTRETCHY            |
4846                                         WINEDDFXCAPS_BLTSTRETCHYN;
4847     blit_caps =                         WINEDDCAPS_BLT                      |
4848                                         WINEDDCAPS_BLTCOLORFILL             |
4849                                         WINEDDCAPS_BLTDEPTHFILL             |
4850                                         WINEDDCAPS_BLTSTRETCH               |
4851                                         WINEDDCAPS_CANBLTSYSMEM             |
4852                                         WINEDDCAPS_CANCLIP                  |
4853                                         WINEDDCAPS_CANCLIPSTRETCHED         |
4854                                         WINEDDCAPS_COLORKEY                 |
4855                                         WINEDDCAPS_COLORKEYHWASSIST         |
4856                                         WINEDDCAPS_ALIGNBOUNDARYSRC;
4857     pal_caps =                          WINEDDPCAPS_8BIT                    |
4858                                         WINEDDPCAPS_PRIMARYSURFACE;
4859
4860     /* Fill the ddraw caps structure */
4861     pCaps->DirectDrawCaps.Caps =        WINEDDCAPS_GDI                      |
4862                                         WINEDDCAPS_PALETTE                  |
4863                                         blit_caps;
4864     pCaps->DirectDrawCaps.Caps2 =       WINEDDCAPS2_CERTIFIED                |
4865                                         WINEDDCAPS2_NOPAGELOCKREQUIRED       |
4866                                         WINEDDCAPS2_PRIMARYGAMMA             |
4867                                         WINEDDCAPS2_WIDESURFACES             |
4868                                         WINEDDCAPS2_CANRENDERWINDOWED;
4869     pCaps->DirectDrawCaps.CKeyCaps =    ckey_caps;
4870     pCaps->DirectDrawCaps.FXCaps =      fx_caps;
4871     pCaps->DirectDrawCaps.PalCaps =     pal_caps;
4872     pCaps->DirectDrawCaps.SVBCaps =     blit_caps;
4873     pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4874     pCaps->DirectDrawCaps.SVBFXCaps =   fx_caps;
4875     pCaps->DirectDrawCaps.VSBCaps =     blit_caps;
4876     pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4877     pCaps->DirectDrawCaps.VSBFXCaps =   fx_caps;
4878     pCaps->DirectDrawCaps.SSBCaps =     blit_caps;
4879     pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4880     pCaps->DirectDrawCaps.SSBFXCaps =   fx_caps;
4881
4882     pCaps->DirectDrawCaps.ddsCaps =     WINEDDSCAPS_ALPHA                   |
4883                                         WINEDDSCAPS_BACKBUFFER              |
4884                                         WINEDDSCAPS_FLIP                    |
4885                                         WINEDDSCAPS_FRONTBUFFER             |
4886                                         WINEDDSCAPS_OFFSCREENPLAIN          |
4887                                         WINEDDSCAPS_PALETTE                 |
4888                                         WINEDDSCAPS_PRIMARYSURFACE          |
4889                                         WINEDDSCAPS_SYSTEMMEMORY            |
4890                                         WINEDDSCAPS_VIDEOMEMORY             |
4891                                         WINEDDSCAPS_VISIBLE;
4892     pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4893
4894     /* Set D3D caps if OpenGL is available. */
4895     if (adapter->opengl)
4896     {
4897         pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE                |
4898                                         WINEDDSCAPS_MIPMAP                  |
4899                                         WINEDDSCAPS_TEXTURE                 |
4900                                         WINEDDSCAPS_ZBUFFER;
4901         pCaps->DirectDrawCaps.Caps |=   WINEDDCAPS_3D;
4902     }
4903
4904     return WINED3D_OK;
4905 }
4906
4907 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
4908         HWND focus_window, DWORD flags, IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4909 {
4910     IWineD3DImpl *This = (IWineD3DImpl *)iface;
4911     IWineD3DDeviceImpl *object;
4912     HRESULT hr;
4913
4914     TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, device_parent %p, device %p.\n",
4915             iface, adapter_idx, device_type, focus_window, flags, device_parent, device);
4916
4917     /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4918      * number and create a device without a 3D adapter for 2D only operation. */
4919     if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
4920     {
4921         return WINED3DERR_INVALIDCALL;
4922     }
4923
4924     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4925     if (!object)
4926     {
4927         ERR("Failed to allocate device memory.\n");
4928         return E_OUTOFMEMORY;
4929     }
4930
4931     hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, device_parent);
4932     if (FAILED(hr))
4933     {
4934         WARN("Failed to initialize device, hr %#x.\n", hr);
4935         HeapFree(GetProcessHeap(), 0, object);
4936         return hr;
4937     }
4938
4939     TRACE("Created device %p.\n", object);
4940     *device = (IWineD3DDevice *)object;
4941
4942     IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4943
4944     return WINED3D_OK;
4945 }
4946
4947 static void * WINAPI IWineD3DImpl_GetParent(IWineD3D *iface)
4948 {
4949     TRACE("iface %p.\n", iface);
4950
4951     return ((IWineD3DImpl *)iface)->parent;
4952 }
4953
4954 static void WINE_GLAPI invalid_func(const void *data)
4955 {
4956     ERR("Invalid vertex attribute function called\n");
4957     DebugBreak();
4958 }
4959
4960 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4961 {
4962     ERR("Invalid texcoord function called\n");
4963     DebugBreak();
4964 }
4965
4966 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4967  * the extension detection and are used in drawStridedSlow
4968  */
4969 static void WINE_GLAPI position_d3dcolor(const void *data)
4970 {
4971     DWORD pos = *((const DWORD *)data);
4972
4973     FIXME("Add a test for fixed function position from d3dcolor type\n");
4974     glVertex4s(D3DCOLOR_B_R(pos),
4975                D3DCOLOR_B_G(pos),
4976                D3DCOLOR_B_B(pos),
4977                D3DCOLOR_B_A(pos));
4978 }
4979
4980 static void WINE_GLAPI position_float4(const void *data)
4981 {
4982     const GLfloat *pos = data;
4983
4984     if (pos[3] != 0.0f && pos[3] != 1.0f)
4985     {
4986         float w = 1.0f / pos[3];
4987
4988         glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4989     }
4990     else
4991     {
4992         glVertex3fv(pos);
4993     }
4994 }
4995
4996 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4997 {
4998     DWORD diffuseColor = *((const DWORD *)data);
4999
5000     glColor4ub(D3DCOLOR_B_R(diffuseColor),
5001                D3DCOLOR_B_G(diffuseColor),
5002                D3DCOLOR_B_B(diffuseColor),
5003                D3DCOLOR_B_A(diffuseColor));
5004 }
5005
5006 static void WINE_GLAPI specular_d3dcolor(const void *data)
5007 {
5008     DWORD specularColor = *((const DWORD *)data);
5009     GLbyte d[] = {D3DCOLOR_B_R(specularColor),
5010             D3DCOLOR_B_G(specularColor),
5011             D3DCOLOR_B_B(specularColor)};
5012
5013     specular_func_3ubv(d);
5014 }
5015
5016 static void WINE_GLAPI warn_no_specular_func(const void *data)
5017 {
5018     WARN("GL_EXT_secondary_color not supported\n");
5019 }
5020
5021 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
5022 {
5023     position_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
5024     position_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
5025     position_funcs[WINED3D_FFP_EMIT_FLOAT3]      = (glAttribFunc)glVertex3fv;
5026     position_funcs[WINED3D_FFP_EMIT_FLOAT4]      = position_float4;
5027     position_funcs[WINED3D_FFP_EMIT_D3DCOLOR]    = position_d3dcolor;
5028     position_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
5029     position_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
5030     position_funcs[WINED3D_FFP_EMIT_SHORT4]      = (glAttribFunc)glVertex2sv;
5031     position_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
5032     position_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
5033     position_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
5034     position_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
5035     position_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
5036     position_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
5037     position_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
5038     position_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
5039     position_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
5040
5041     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1]       = invalid_func;
5042     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2]       = invalid_func;
5043     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3]       = (glAttribFunc)glColor3fv;
5044     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4]       = (glAttribFunc)glColor4fv;
5045     diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR]     = diffuse_d3dcolor;
5046     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4]       = invalid_func;
5047     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2]       = invalid_func;
5048     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4]       = invalid_func;
5049     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N]      = (glAttribFunc)glColor4ubv;
5050     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N]      = invalid_func;
5051     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N]      = (glAttribFunc)glColor4sv;
5052     diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N]     = invalid_func;
5053     diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N]     = (glAttribFunc)glColor4usv;
5054     diffuse_funcs[WINED3D_FFP_EMIT_UDEC3]        = invalid_func;
5055     diffuse_funcs[WINED3D_FFP_EMIT_DEC3N]        = invalid_func;
5056     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2]    = invalid_func;
5057     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4]    = invalid_func;
5058
5059     /* No 4 component entry points here */
5060     specular_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
5061     specular_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
5062     if (gl_info->supported[EXT_SECONDARY_COLOR])
5063     {
5064         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
5065     }
5066     else
5067     {
5068         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = warn_no_specular_func;
5069     }
5070     specular_funcs[WINED3D_FFP_EMIT_FLOAT4]      = invalid_func;
5071     if (gl_info->supported[EXT_SECONDARY_COLOR])
5072     {
5073         specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
5074         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
5075     }
5076     else
5077     {
5078         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
5079     }
5080     specular_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
5081     specular_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
5082     specular_funcs[WINED3D_FFP_EMIT_SHORT4]      = invalid_func;
5083     specular_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
5084     specular_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
5085     specular_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
5086     specular_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
5087     specular_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
5088     specular_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
5089     specular_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
5090     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
5091     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
5092
5093     /* Only 3 component entry points here. Test how others behave. Float4 normals are used
5094      * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
5095      */
5096     normal_funcs[WINED3D_FFP_EMIT_FLOAT1]         = invalid_func;
5097     normal_funcs[WINED3D_FFP_EMIT_FLOAT2]         = invalid_func;
5098     normal_funcs[WINED3D_FFP_EMIT_FLOAT3]         = (glAttribFunc)glNormal3fv;
5099     normal_funcs[WINED3D_FFP_EMIT_FLOAT4]         = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
5100     normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR]       = invalid_func;
5101     normal_funcs[WINED3D_FFP_EMIT_UBYTE4]         = invalid_func;
5102     normal_funcs[WINED3D_FFP_EMIT_SHORT2]         = invalid_func;
5103     normal_funcs[WINED3D_FFP_EMIT_SHORT4]         = invalid_func;
5104     normal_funcs[WINED3D_FFP_EMIT_UBYTE4N]        = invalid_func;
5105     normal_funcs[WINED3D_FFP_EMIT_SHORT2N]        = invalid_func;
5106     normal_funcs[WINED3D_FFP_EMIT_SHORT4N]        = invalid_func;
5107     normal_funcs[WINED3D_FFP_EMIT_USHORT2N]       = invalid_func;
5108     normal_funcs[WINED3D_FFP_EMIT_USHORT4N]       = invalid_func;
5109     normal_funcs[WINED3D_FFP_EMIT_UDEC3]          = invalid_func;
5110     normal_funcs[WINED3D_FFP_EMIT_DEC3N]          = invalid_func;
5111     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2]      = invalid_func;
5112     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4]      = invalid_func;
5113
5114     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
5115     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
5116     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
5117     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
5118     multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR]  = invalid_texcoord_func;
5119     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4]    = invalid_texcoord_func;
5120     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
5121     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
5122     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N]   = invalid_texcoord_func;
5123     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N]   = invalid_texcoord_func;
5124     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N]   = invalid_texcoord_func;
5125     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N]  = invalid_texcoord_func;
5126     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N]  = invalid_texcoord_func;
5127     multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3]     = invalid_texcoord_func;
5128     multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N]     = invalid_texcoord_func;
5129     if (gl_info->supported[NV_HALF_FLOAT])
5130     {
5131         /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
5132         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
5133         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
5134     } else {
5135         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
5136         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
5137     }
5138 }
5139
5140 /* Do not call while under the GL lock. */
5141 static BOOL InitAdapters(IWineD3DImpl *This)
5142 {
5143     static HMODULE mod_gl;
5144     BOOL ret;
5145     int ps_selected_mode, vs_selected_mode;
5146
5147     /* No need to hold any lock. The calling library makes sure only one thread calls
5148      * wined3d simultaneously
5149      */
5150
5151     TRACE("Initializing adapters\n");
5152
5153     if(!mod_gl) {
5154 #ifdef USE_WIN32_OPENGL
5155 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
5156         mod_gl = LoadLibraryA("opengl32.dll");
5157         if(!mod_gl) {
5158             ERR("Can't load opengl32.dll!\n");
5159             goto nogl_adapter;
5160         }
5161 #else
5162 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
5163         /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
5164         mod_gl = GetModuleHandleA("gdi32.dll");
5165 #endif
5166     }
5167
5168 /* Load WGL core functions from opengl32.dll */
5169 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5170     WGL_FUNCS_GEN;
5171 #undef USE_WGL_FUNC
5172
5173     if(!pwglGetProcAddress) {
5174         ERR("Unable to load wglGetProcAddress!\n");
5175         goto nogl_adapter;
5176     }
5177
5178 /* Dynamically load all GL core functions */
5179     GL_FUNCS_GEN;
5180 #undef USE_GL_FUNC
5181
5182     /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5183      * otherwise because we have to use winex11.drv's override
5184      */
5185 #ifdef USE_WIN32_OPENGL
5186     wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5187     wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5188 #else
5189     wglFinish = (void*)pwglGetProcAddress("wglFinish");
5190     wglFlush = (void*)pwglGetProcAddress("wglFlush");
5191 #endif
5192
5193     glEnableWINE = glEnable;
5194     glDisableWINE = glDisable;
5195
5196     /* For now only one default adapter */
5197     {
5198         struct wined3d_adapter *adapter = &This->adapters[0];
5199         const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5200         struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5201         int iPixelFormat;
5202         int res;
5203         int i;
5204         WineD3D_PixelFormat *cfgs;
5205         DISPLAY_DEVICEW DisplayDevice;
5206         HDC hdc;
5207
5208         TRACE("Initializing default adapter\n");
5209         adapter->ordinal = 0;
5210         adapter->monitorPoint.x = -1;
5211         adapter->monitorPoint.y = -1;
5212
5213         if (!AllocateLocallyUniqueId(&adapter->luid))
5214         {
5215             DWORD err = GetLastError();
5216             ERR("Failed to set adapter LUID (%#x).\n", err);
5217             goto nogl_adapter;
5218         }
5219         TRACE("Allocated LUID %08x:%08x for adapter.\n",
5220                 adapter->luid.HighPart, adapter->luid.LowPart);
5221
5222         if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5223         {
5224             ERR("Failed to get a gl context for default adapter\n");
5225             goto nogl_adapter;
5226         }
5227
5228         ret = IWineD3DImpl_FillGLCaps(adapter);
5229         if(!ret) {
5230             ERR("Failed to initialize gl caps for default adapter\n");
5231             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5232             goto nogl_adapter;
5233         }
5234         ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5235         if(!ret) {
5236             ERR("Failed to init gl formats\n");
5237             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5238             goto nogl_adapter;
5239         }
5240
5241         hdc = fake_gl_ctx.dc;
5242
5243         adapter->TextureRam = adapter->driver_info.vidmem;
5244         adapter->UsedTextureRam = 0;
5245         TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5246
5247         /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5248         DisplayDevice.cb = sizeof(DisplayDevice);
5249         EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5250         TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5251         strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5252
5253         if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5254         {
5255             int attribute;
5256             int attribs[11];
5257             int values[11];
5258             int nAttribs = 0;
5259
5260             attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5261             GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5262
5263             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
5264             cfgs = adapter->cfgs;
5265             attribs[nAttribs++] = WGL_RED_BITS_ARB;
5266             attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5267             attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5268             attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5269             attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5270             attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5271             attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5272             attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5273             attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5274             attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5275             attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5276
5277             for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5278             {
5279                 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5280
5281                 if(!res)
5282                     continue;
5283
5284                 /* Cache the pixel format */
5285                 cfgs->iPixelFormat = iPixelFormat;
5286                 cfgs->redSize = values[0];
5287                 cfgs->greenSize = values[1];
5288                 cfgs->blueSize = values[2];
5289                 cfgs->alphaSize = values[3];
5290                 cfgs->colorSize = values[4];
5291                 cfgs->depthSize = values[5];
5292                 cfgs->stencilSize = values[6];
5293                 cfgs->windowDrawable = values[7];
5294                 cfgs->iPixelType = values[8];
5295                 cfgs->doubleBuffer = values[9];
5296                 cfgs->auxBuffers = values[10];
5297
5298                 cfgs->numSamples = 0;
5299                 /* Check multisample support */
5300                 if (gl_info->supported[ARB_MULTISAMPLE])
5301                 {
5302                     int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5303                     int value[2];
5304                     if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5305                         /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5306                         * value[1] = number of multi sample buffers*/
5307                         if(value[0])
5308                             cfgs->numSamples = value[1];
5309                     }
5310                 }
5311
5312                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5313                         "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5314                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5315                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5316                         cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5317                 cfgs++;
5318             }
5319         }
5320         else
5321         {
5322             int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5323             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
5324             adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5325
5326             cfgs = adapter->cfgs;
5327             for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5328             {
5329                 PIXELFORMATDESCRIPTOR ppfd;
5330
5331                 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5332                 if(!res)
5333                     continue;
5334
5335                 /* We only want HW acceleration using an OpenGL ICD driver.
5336                  * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5337                  * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5338                  */
5339                 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5340                 {
5341                     TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5342                     continue;
5343                 }
5344
5345                 cfgs->iPixelFormat = iPixelFormat;
5346                 cfgs->redSize = ppfd.cRedBits;
5347                 cfgs->greenSize = ppfd.cGreenBits;
5348                 cfgs->blueSize = ppfd.cBlueBits;
5349                 cfgs->alphaSize = ppfd.cAlphaBits;
5350                 cfgs->colorSize = ppfd.cColorBits;
5351                 cfgs->depthSize = ppfd.cDepthBits;
5352                 cfgs->stencilSize = ppfd.cStencilBits;
5353                 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5354                 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5355                 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5356                 cfgs->auxBuffers = ppfd.cAuxBuffers;
5357                 cfgs->numSamples = 0;
5358
5359                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5360                         "depth=%d, stencil=%d, windowDrawable=%d\n",
5361                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5362                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5363                         cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5364                 cfgs++;
5365                 adapter->nCfgs++;
5366             }
5367
5368             /* 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 */
5369             if(!adapter->nCfgs)
5370             {
5371                 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5372
5373                 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5374                 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5375                 goto nogl_adapter;
5376             }
5377         }
5378
5379         /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5380          * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5381          * but just fake it using D24(X8?) which is fine. D3D also allows that.
5382          * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5383          * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5384          * driver is allowed to consume more bits EXCEPT for stencil bits.
5385          *
5386          * Mark an adapter with this broken stencil behavior.
5387          */
5388         adapter->brokenStencil = TRUE;
5389         for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5390         {
5391             /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5392             if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5393                 adapter->brokenStencil = FALSE;
5394                 break;
5395             }
5396         }
5397
5398         WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5399
5400         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5401         fillGLAttribFuncs(&adapter->gl_info);
5402         adapter->opengl = TRUE;
5403     }
5404     This->adapter_count = 1;
5405     TRACE("%u adapters successfully initialized\n", This->adapter_count);
5406
5407     return TRUE;
5408
5409 nogl_adapter:
5410     /* Initialize an adapter for ddraw-only memory counting */
5411     memset(This->adapters, 0, sizeof(This->adapters));
5412     This->adapters[0].ordinal = 0;
5413     This->adapters[0].opengl = FALSE;
5414     This->adapters[0].monitorPoint.x = -1;
5415     This->adapters[0].monitorPoint.y = -1;
5416
5417     This->adapters[0].driver_info.name = "Display";
5418     This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5419     if(wined3d_settings.emulated_textureram) {
5420         This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5421     } else {
5422         This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5423     }
5424
5425     initPixelFormatsNoGL(&This->adapters[0].gl_info);
5426
5427     This->adapter_count = 1;
5428     return FALSE;
5429 }
5430
5431 /**********************************************************
5432  * IWineD3D VTbl follows
5433  **********************************************************/
5434
5435 static const struct IWineD3DVtbl IWineD3D_Vtbl =
5436 {
5437     /* IUnknown */
5438     IWineD3DImpl_QueryInterface,
5439     IWineD3DImpl_AddRef,
5440     IWineD3DImpl_Release,
5441     /* IWineD3D */
5442     IWineD3DImpl_GetParent,
5443     IWineD3DImpl_GetAdapterCount,
5444     IWineD3DImpl_RegisterSoftwareDevice,
5445     IWineD3DImpl_GetAdapterMonitor,
5446     IWineD3DImpl_GetAdapterModeCount,
5447     IWineD3DImpl_EnumAdapterModes,
5448     IWineD3DImpl_GetAdapterDisplayMode,
5449     IWineD3DImpl_GetAdapterIdentifier,
5450     IWineD3DImpl_CheckDeviceMultiSampleType,
5451     IWineD3DImpl_CheckDepthStencilMatch,
5452     IWineD3DImpl_CheckDeviceType,
5453     IWineD3DImpl_CheckDeviceFormat,
5454     IWineD3DImpl_CheckDeviceFormatConversion,
5455     IWineD3DImpl_GetDeviceCaps,
5456     IWineD3DImpl_CreateDevice
5457 };
5458
5459 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5460
5461 const struct wined3d_parent_ops wined3d_null_parent_ops =
5462 {
5463     wined3d_null_wined3d_object_destroyed,
5464 };
5465
5466 /* Do not call while under the GL lock. */
5467 HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, void *parent)
5468 {
5469     wined3d->lpVtbl = &IWineD3D_Vtbl;
5470     wined3d->dxVersion = version;
5471     wined3d->ref = 1;
5472     wined3d->parent = parent;
5473
5474     if (!InitAdapters(wined3d))
5475     {
5476         WARN("Failed to initialize adapters.\n");
5477         if (version > 7)
5478         {
5479             MESSAGE("Direct3D%u is not available without OpenGL.\n", version);
5480             return E_FAIL;
5481         }
5482     }
5483
5484     return WINED3D_OK;
5485 }