quartz: Sign-compare warnings fix.
[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  *
10  * This library is free software; you can redistribute it and/or
11  * modify it under the terms of the GNU Lesser General Public
12  * License as published by the Free Software Foundation; either
13  * version 2.1 of the License, or (at your option) any later version.
14  *
15  * This library is distributed in the hope that it will be useful,
16  * but WITHOUT ANY WARRANTY; without even the implied warranty of
17  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
18  * Lesser General Public License for more details.
19  *
20  * You should have received a copy of the GNU Lesser General Public
21  * License along with this library; if not, write to the Free Software
22  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23  */
24
25 /* Compile time diagnostics: */
26
27 #ifndef DEBUG_SINGLE_MODE
28 /* Set to 1 to force only a single display mode to be exposed: */
29 #define DEBUG_SINGLE_MODE 0
30 #endif
31
32 #include "config.h"
33 #include <assert.h>
34 #include "wined3d_private.h"
35
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
37 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
38
39 /* The d3d device ID */
40 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
41
42 /* Extension detection */
43 static const struct {
44     const char *extension_string;
45     GL_SupportedExt extension;
46     DWORD version;
47 } EXTENSION_MAP[] = {
48     /* APPLE */
49     {"GL_APPLE_client_storage",             APPLE_CLIENT_STORAGE,           0                           },
50     {"GL_APPLE_fence",                      APPLE_FENCE,                    0                           },
51     {"GL_APPLE_flush_render",               APPLE_FLUSH_RENDER,             0                           },
52     {"GL_APPLE_ycbcr_422",                  APPLE_YCBCR_422,                0                           },
53     {"GL_APPLE_float_pixels",               APPLE_FLOAT_PIXELS,             0                           },
54
55     /* ATI */
56     {"GL_ATI_separate_stencil",             ATI_SEPARATE_STENCIL,           0                           },
57     {"GL_ATI_texture_env_combine3",         ATI_TEXTURE_ENV_COMBINE3,       0                           },
58     {"GL_ATI_texture_mirror_once",          ATI_TEXTURE_MIRROR_ONCE,        0                           },
59     {"GL_ATI_fragment_shader",              ATI_FRAGMENT_SHADER,            0                           },
60     {"GL_ATI_texture_compression_3dc",      ATI_TEXTURE_COMPRESSION_3DC,    0                           },
61
62     /* ARB */
63     {"GL_ARB_color_buffer_float",           ARB_COLOR_BUFFER_FLOAT,         0                           },
64     {"GL_ARB_draw_buffers",                 ARB_DRAW_BUFFERS,               0                           },
65     {"GL_ARB_fragment_program",             ARB_FRAGMENT_PROGRAM,           0                           },
66     {"GL_ARB_fragment_shader",              ARB_FRAGMENT_SHADER,            0                           },
67     {"GL_ARB_half_float_pixel",             ARB_HALF_FLOAT_PIXEL,           0                           },
68     {"GL_ARB_imaging",                      ARB_IMAGING,                    0                           },
69     {"GL_ARB_multisample",                  ARB_MULTISAMPLE,                0                           }, /* needs GLX_ARB_MULTISAMPLE as well */
70     {"GL_ARB_multitexture",                 ARB_MULTITEXTURE,               0                           },
71     {"GL_ARB_occlusion_query",              ARB_OCCLUSION_QUERY,            0                           },
72     {"GL_ARB_pixel_buffer_object",          ARB_PIXEL_BUFFER_OBJECT,        0                           },
73     {"GL_ARB_point_parameters",             ARB_POINT_PARAMETERS,           0                           },
74     {"GL_ARB_point_sprite",                 ARB_POINT_SPRITE,               0                           },
75     {"GL_ARB_texture_border_clamp",         ARB_TEXTURE_BORDER_CLAMP,       0                           },
76     {"GL_ARB_texture_compression",          ARB_TEXTURE_COMPRESSION,        0                           },
77     {"GL_ARB_texture_cube_map",             ARB_TEXTURE_CUBE_MAP,           0                           },
78     {"GL_ARB_texture_env_add",              ARB_TEXTURE_ENV_ADD,            0                           },
79     {"GL_ARB_texture_env_combine",          ARB_TEXTURE_ENV_COMBINE,        0                           },
80     {"GL_ARB_texture_env_dot3",             ARB_TEXTURE_ENV_DOT3,           0                           },
81     {"GL_ARB_texture_float",                ARB_TEXTURE_FLOAT,              0                           },
82     {"GL_ARB_texture_mirrored_repeat",      ARB_TEXTURE_MIRRORED_REPEAT,    0                           },
83     {"GL_ARB_texture_non_power_of_two",     ARB_TEXTURE_NON_POWER_OF_TWO,   MAKEDWORD_VERSION(2, 0)     },
84     {"GL_ARB_texture_rectangle",            ARB_TEXTURE_RECTANGLE,          0                           },
85     {"GL_ARB_vertex_blend",                 ARB_VERTEX_BLEND,               0                           },
86     {"GL_ARB_vertex_buffer_object",         ARB_VERTEX_BUFFER_OBJECT,       0                           },
87     {"GL_ARB_vertex_program",               ARB_VERTEX_PROGRAM,             0                           },
88     {"GL_ARB_vertex_shader",                ARB_VERTEX_SHADER,              0                           },
89     {"GL_ARB_shader_objects",               ARB_SHADER_OBJECTS,             0                           },
90
91     /* EXT */
92     {"GL_EXT_blend_color",                  EXT_BLEND_COLOR,                0                           },
93     {"GL_EXT_blend_minmax",                 EXT_BLEND_MINMAX,               0                           },
94     {"GL_EXT_blend_equation_separate",      EXT_BLEND_EQUATION_SEPARATE,    0                           },
95     {"GL_EXT_blend_func_separate",          EXT_BLEND_FUNC_SEPARATE,        0                           },
96     {"GL_EXT_fog_coord",                    EXT_FOG_COORD,                  0                           },
97     {"GL_EXT_framebuffer_blit",             EXT_FRAMEBUFFER_BLIT,           0                           },
98     {"GL_EXT_framebuffer_multisample",      EXT_FRAMEBUFFER_MULTISAMPLE,    0                           },
99     {"GL_EXT_framebuffer_object",           EXT_FRAMEBUFFER_OBJECT,         0                           },
100     {"GL_EXT_paletted_texture",             EXT_PALETTED_TEXTURE,           0                           },
101     {"GL_EXT_point_parameters",             EXT_POINT_PARAMETERS,           0                           },
102     {"GL_EXT_secondary_color",              EXT_SECONDARY_COLOR,            0                           },
103     {"GL_EXT_stencil_two_side",             EXT_STENCIL_TWO_SIDE,           0                           },
104     {"GL_EXT_stencil_wrap",                 EXT_STENCIL_WRAP,               0                           },
105     {"GL_EXT_texture3D",                    EXT_TEXTURE3D,                  MAKEDWORD_VERSION(1, 2)     },
106     {"GL_EXT_texture_compression_s3tc",     EXT_TEXTURE_COMPRESSION_S3TC,   0                           },
107     {"GL_EXT_texture_compression_rgtc",     EXT_TEXTURE_COMPRESSION_RGTC,   0                           },
108     {"GL_EXT_texture_env_add",              EXT_TEXTURE_ENV_ADD,            0                           },
109     {"GL_EXT_texture_env_combine",          EXT_TEXTURE_ENV_COMBINE,        0                           },
110     {"GL_EXT_texture_env_dot3",             EXT_TEXTURE_ENV_DOT3,           0                           },
111     {"GL_EXT_texture_sRGB",                 EXT_TEXTURE_SRGB,               0                           },
112     {"GL_EXT_texture_filter_anisotropic",   EXT_TEXTURE_FILTER_ANISOTROPIC, 0                           },
113     {"GL_EXT_texture_lod",                  EXT_TEXTURE_LOD,                0                           },
114     {"GL_EXT_texture_lod_bias",             EXT_TEXTURE_LOD_BIAS,           0                           },
115     {"GL_EXT_vertex_shader",                EXT_VERTEX_SHADER,              0                           },
116     {"GL_EXT_gpu_program_parameters",       EXT_GPU_PROGRAM_PARAMETERS,     0                           },
117
118     /* NV */
119     {"GL_NV_half_float",                    NV_HALF_FLOAT,                  0                           },
120     {"GL_NV_fence",                         NV_FENCE,                       0                           },
121     {"GL_NV_fog_distance",                  NV_FOG_DISTANCE,                0                           },
122     {"GL_NV_fragment_program",              NV_FRAGMENT_PROGRAM,            0                           },
123     {"GL_NV_fragment_program2",             NV_FRAGMENT_PROGRAM2,           0                           },
124     {"GL_NV_register_combiners",            NV_REGISTER_COMBINERS,          0                           },
125     {"GL_NV_register_combiners2",           NV_REGISTER_COMBINERS2,         0                           },
126     {"GL_NV_texgen_reflection",             NV_TEXGEN_REFLECTION,           0                           },
127     {"GL_NV_texture_env_combine4",          NV_TEXTURE_ENV_COMBINE4,        0                           },
128     {"GL_NV_texture_shader",                NV_TEXTURE_SHADER,              0                           },
129     {"GL_NV_texture_shader2",               NV_TEXTURE_SHADER2,             0                           },
130     {"GL_NV_texture_shader3",               NV_TEXTURE_SHADER3,             0                           },
131     {"GL_NV_occlusion_query",               NV_OCCLUSION_QUERY,             0                           },
132     {"GL_NV_vertex_program",                NV_VERTEX_PROGRAM,              0                           },
133     {"GL_NV_vertex_program1_1",             NV_VERTEX_PROGRAM1_1,           0                           },
134     {"GL_NV_vertex_program2",               NV_VERTEX_PROGRAM2,             0                           },
135     {"GL_NV_vertex_program3",               NV_VERTEX_PROGRAM3,             0                           },
136     {"GL_NV_depth_clamp",                   NV_DEPTH_CLAMP,                 0                           },
137     {"GL_NV_light_max_exponent",            NV_LIGHT_MAX_EXPONENT,          0                           },
138
139     /* SGI */
140     {"GL_SGIS_generate_mipmap",             SGIS_GENERATE_MIPMAP,           0                           },
141 };
142
143 /**********************************************************
144  * Utility functions follow
145  **********************************************************/
146
147 /* Adapters */
148 static int numAdapters = 0;
149 static struct WineD3DAdapter Adapters[1];
150
151 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType);
152 static const struct fragment_pipeline *select_fragment_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType);
153 static const shader_backend_t *select_shader_backend(UINT Adapter, WINED3DDEVTYPE DeviceType);
154 static const struct blit_shader *select_blit_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType);
155
156 /* lookup tables */
157 int minLookup[MAX_LOOKUPS];
158 int maxLookup[MAX_LOOKUPS];
159 DWORD *stateLookup[MAX_LOOKUPS];
160
161 DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
162 DWORD minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1] = {
163     {GL_NEAREST, GL_NEAREST, GL_NEAREST},
164     {GL_NEAREST, GL_NEAREST, GL_NEAREST},
165     {GL_NEAREST, GL_NEAREST, GL_NEAREST},
166     {GL_NEAREST, GL_NEAREST, GL_NEAREST},
167 };
168
169 DWORD magLookup[WINED3DTEXF_ANISOTROPIC + 1];
170 DWORD magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] = {
171     GL_NEAREST, GL_NEAREST, GL_NEAREST, GL_NEAREST
172 };
173
174 /* drawStridedSlow attributes */
175 glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
176 glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
177 glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
178 glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
179 glMultiTexCoordFunc multi_texcoord_funcs[WINED3DDECLTYPE_UNUSED];
180 glAttribFunc texcoord_funcs[WINED3DDECLTYPE_UNUSED];
181
182 /**
183  * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
184  * i.e., there is no GL Context - Get a default rendering context to enable the
185  * function query some info from GL.
186  */
187
188 static int             wined3d_fake_gl_context_ref = 0;
189 static BOOL            wined3d_fake_gl_context_foreign;
190 static BOOL            wined3d_fake_gl_context_available = FALSE;
191 static HDC             wined3d_fake_gl_context_hdc = NULL;
192 static HWND            wined3d_fake_gl_context_hwnd = NULL;
193
194 static CRITICAL_SECTION wined3d_fake_gl_context_cs;
195 static CRITICAL_SECTION_DEBUG wined3d_fake_gl_context_cs_debug =
196 {
197     0, 0, &wined3d_fake_gl_context_cs,
198     { &wined3d_fake_gl_context_cs_debug.ProcessLocksList,
199       &wined3d_fake_gl_context_cs_debug.ProcessLocksList },
200     0, 0, { (DWORD_PTR)(__FILE__ ": wined3d_fake_gl_context_cs") }
201 };
202 static CRITICAL_SECTION wined3d_fake_gl_context_cs = { &wined3d_fake_gl_context_cs_debug, -1, 0, 0, 0, 0 };
203
204 static void WineD3D_ReleaseFakeGLContext(void) {
205     HGLRC glCtx;
206
207     EnterCriticalSection(&wined3d_fake_gl_context_cs);
208
209     if(!wined3d_fake_gl_context_available) {
210         TRACE_(d3d_caps)("context not available\n");
211         LeaveCriticalSection(&wined3d_fake_gl_context_cs);
212         return;
213     }
214
215     glCtx = pwglGetCurrentContext();
216
217     TRACE_(d3d_caps)("decrementing ref from %i\n", wined3d_fake_gl_context_ref);
218     if (0 == (--wined3d_fake_gl_context_ref) ) {
219         if(!wined3d_fake_gl_context_foreign && glCtx) {
220             TRACE_(d3d_caps)("destroying fake GL context\n");
221             pwglMakeCurrent(NULL, NULL);
222             pwglDeleteContext(glCtx);
223         }
224         if(wined3d_fake_gl_context_hdc)
225             ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
226         wined3d_fake_gl_context_hdc = NULL; /* Make sure we don't think that it is still around */
227         if(wined3d_fake_gl_context_hwnd)
228             DestroyWindow(wined3d_fake_gl_context_hwnd);
229         wined3d_fake_gl_context_hwnd = NULL;
230         wined3d_fake_gl_context_available = FALSE;
231     }
232     assert(wined3d_fake_gl_context_ref >= 0);
233
234     LeaveCriticalSection(&wined3d_fake_gl_context_cs);
235 }
236
237 static BOOL WineD3D_CreateFakeGLContext(void) {
238     HGLRC glCtx = NULL;
239
240     EnterCriticalSection(&wined3d_fake_gl_context_cs);
241
242     TRACE("getting context...\n");
243     if(wined3d_fake_gl_context_ref > 0) goto ret;
244     assert(0 == wined3d_fake_gl_context_ref);
245
246     wined3d_fake_gl_context_foreign = TRUE;
247
248     glCtx = pwglGetCurrentContext();
249     if (!glCtx) {
250         PIXELFORMATDESCRIPTOR pfd;
251         int iPixelFormat;
252
253         wined3d_fake_gl_context_foreign = FALSE;
254
255         /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes */
256         wined3d_fake_gl_context_hwnd = CreateWindowA("WineD3D_OpenGL", "WineD3D fake window", WS_OVERLAPPEDWINDOW,        10, 10, 10, 10, NULL, NULL, NULL, NULL);
257         if(!wined3d_fake_gl_context_hwnd) {
258             ERR("HWND creation failed!\n");
259             goto fail;
260         }
261         wined3d_fake_gl_context_hdc = GetDC(wined3d_fake_gl_context_hwnd);
262         if(!wined3d_fake_gl_context_hdc) {
263             ERR("GetDC failed!\n");
264             goto fail;
265         }
266
267         /* PixelFormat selection */
268         ZeroMemory(&pfd, sizeof(pfd));
269         pfd.nSize      = sizeof(pfd);
270         pfd.nVersion   = 1;
271         pfd.dwFlags    = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
272         pfd.iPixelType = PFD_TYPE_RGBA;
273         pfd.cColorBits = 32;
274         pfd.iLayerType = PFD_MAIN_PLANE;
275
276         iPixelFormat = ChoosePixelFormat(wined3d_fake_gl_context_hdc, &pfd);
277         if(!iPixelFormat) {
278             /* If this happens something is very wrong as ChoosePixelFormat barely fails */
279             ERR("Can't find a suitable iPixelFormat\n");
280             goto fail;
281         }
282         DescribePixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, sizeof(pfd), &pfd);
283         SetPixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, &pfd);
284
285         /* Create a GL context */
286         glCtx = pwglCreateContext(wined3d_fake_gl_context_hdc);
287         if (!glCtx) {
288             WARN_(d3d_caps)("Error creating default context for capabilities initialization\n");
289             goto fail;
290         }
291
292         /* Make it the current GL context */
293         if (!pwglMakeCurrent(wined3d_fake_gl_context_hdc, glCtx)) {
294             WARN_(d3d_caps)("Error setting default context as current for capabilities initialization\n");
295             goto fail;
296         }
297     }
298
299   ret:
300     TRACE("incrementing ref from %i\n", wined3d_fake_gl_context_ref);
301     wined3d_fake_gl_context_ref++;
302     wined3d_fake_gl_context_available = TRUE;
303     LeaveCriticalSection(&wined3d_fake_gl_context_cs);
304     return TRUE;
305   fail:
306     if(wined3d_fake_gl_context_hdc)
307         ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
308     wined3d_fake_gl_context_hdc = NULL;
309     if(wined3d_fake_gl_context_hwnd)
310         DestroyWindow(wined3d_fake_gl_context_hwnd);
311     wined3d_fake_gl_context_hwnd = NULL;
312     if(glCtx) pwglDeleteContext(glCtx);
313     LeaveCriticalSection(&wined3d_fake_gl_context_cs);
314     return FALSE;
315 }
316
317 /* Adjust the amount of used texture memory */
318 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram){
319     UINT Adapter = D3DDevice->adapterNo;
320
321     Adapters[Adapter].UsedTextureRam += glram;
322     TRACE("Adjusted gl ram by %ld to %d\n", glram, Adapters[Adapter].UsedTextureRam);
323     return Adapters[Adapter].UsedTextureRam;
324 }
325
326 /**********************************************************
327  * IUnknown parts follows
328  **********************************************************/
329
330 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
331 {
332     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
333
334     TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
335     if (IsEqualGUID(riid, &IID_IUnknown)
336         || IsEqualGUID(riid, &IID_IWineD3DBase)
337         || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
338         IUnknown_AddRef(iface);
339         *ppobj = This;
340         return S_OK;
341     }
342     *ppobj = NULL;
343     return E_NOINTERFACE;
344 }
345
346 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
347     IWineD3DImpl *This = (IWineD3DImpl *)iface;
348     ULONG refCount = InterlockedIncrement(&This->ref);
349
350     TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
351     return refCount;
352 }
353
354 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
355     IWineD3DImpl *This = (IWineD3DImpl *)iface;
356     ULONG ref;
357     TRACE("(%p) : Releasing from %d\n", This, This->ref);
358     ref = InterlockedDecrement(&This->ref);
359     if (ref == 0) {
360         HeapFree(GetProcessHeap(), 0, This);
361     }
362
363     return ref;
364 }
365
366 /* Set the shader type for this device, depending on the given capabilities,
367  * the device type, and the user preferences in wined3d_settings */
368
369 void select_shader_mode(
370     WineD3D_GL_Info *gl_info,
371     WINED3DDEVTYPE DeviceType,
372     int* ps_selected,
373     int* vs_selected) {
374
375     if (wined3d_settings.vs_mode == VS_NONE) {
376         *vs_selected = SHADER_NONE;
377     } else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) {
378         /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
379          * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
380          * shaders only on this card. */
381         if(gl_info->vs_nv_version && gl_info->vs_nv_version < VS_VERSION_20)
382             *vs_selected = SHADER_ARB;
383         else
384             *vs_selected = SHADER_GLSL;
385     } else if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
386         *vs_selected = SHADER_ARB;
387     } else {
388         *vs_selected = SHADER_NONE;
389     }
390
391     if (wined3d_settings.ps_mode == PS_NONE) {
392         *ps_selected = SHADER_NONE;
393     } else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) {
394         *ps_selected = SHADER_GLSL;
395     } else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
396         *ps_selected = SHADER_ARB;
397     } else if (gl_info->supported[ATI_FRAGMENT_SHADER]) {
398         *ps_selected = SHADER_ATI;
399     } else {
400         *ps_selected = SHADER_NONE;
401     }
402 }
403
404 /** Select the number of report maximum shader constants based on the selected shader modes */
405 static void select_shader_max_constants(
406     int ps_selected_mode,
407     int vs_selected_mode,
408     WineD3D_GL_Info *gl_info) {
409
410     switch (vs_selected_mode) {
411         case SHADER_GLSL:
412             /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix) */
413             gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 1;
414             break;
415         case SHADER_ARB:
416             /* We have to subtract any other PARAMs that we might use in our shader programs.
417              * ATI seems to count 2 implicit PARAMs when we use fog and NVIDIA counts 1,
418              * and we reference one row of the PROJECTION matrix which counts as 1 PARAM. */
419             gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF - 3;
420             break;
421         default:
422             gl_info->max_vshader_constantsF = 0;
423             break;
424     }
425
426     switch (ps_selected_mode) {
427         case SHADER_GLSL:
428             /* Subtract the other potential uniforms from the max available (bools & ints), and 2 states for fog.
429              * In theory the texbem instruction may need one more shader constant too. But lets assume
430              * that a sm <= 1.3 shader does not need all the uniforms provided by a glsl-capable card,
431              * and lets not take away a uniform needlessly from all other shaders.
432              */
433             gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 2;
434             break;
435         case SHADER_ARB:
436             /* The arb shader only loads the bump mapping environment matrix into the shader if it finds
437              * a free constant to do that, so only reduce the number of available constants by 2 for the fog states.
438              */
439             gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF - 2;
440             break;
441         default:
442             gl_info->max_pshader_constantsF = 0;
443             break;
444     }
445 }
446
447 /**********************************************************
448  * IWineD3D parts follows
449  **********************************************************/
450
451 #define GLINFO_LOCATION (*gl_info)
452 static inline BOOL test_arb_vs_offset_limit(WineD3D_GL_Info *gl_info) {
453     GLuint prog;
454     BOOL ret = FALSE;
455     const char *testcode =
456         "!!ARBvp1.0\n"
457         "PARAM C[66] = { program.env[0..65] };\n"
458         "ADDRESS A0;"
459         "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
460         "ARL A0.x, zero.x;\n"
461         "MOV result.position, C[A0.x + 65];\n"
462         "END\n";
463
464     while(glGetError());
465     GL_EXTCALL(glGenProgramsARB(1, &prog));
466     if(!prog) {
467         ERR("Failed to create an ARB offset limit test program\n");
468     }
469     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
470     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
471                                   strlen(testcode), testcode));
472     if(glGetError() != 0) {
473         TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
474         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
475         ret = TRUE;
476     } else TRACE("OpenGL implementation allows offsets > 63\n");
477
478     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
479     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
480     checkGLcall("ARB vp offset limit test cleanup\n");
481
482     return ret;
483 }
484
485 static DWORD ver_for_ext(GL_SupportedExt ext)
486 {
487     unsigned int i;
488     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
489         if(EXTENSION_MAP[i].extension == ext) {
490             return EXTENSION_MAP[i].version;
491         }
492     }
493     return 0;
494 }
495
496 BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
497     const char *GL_Extensions    = NULL;
498     const char *WGL_Extensions   = NULL;
499     const char *gl_string        = NULL;
500     const char *gl_string_cursor = NULL;
501     GLint       gl_max;
502     GLfloat     gl_floatv[2];
503     int         major = 1, minor = 0;
504     BOOL        return_value = TRUE;
505     unsigned    i;
506     HDC         hdc;
507     unsigned int vidmem=0;
508
509     TRACE_(d3d_caps)("(%p)\n", gl_info);
510
511     ENTER_GL();
512
513     gl_string = (const char *) glGetString(GL_RENDERER);
514     if (NULL == gl_string)
515         gl_string = "None";
516     strcpy(gl_info->gl_renderer, gl_string);
517
518     gl_string = (const char *) glGetString(GL_VENDOR);
519     TRACE_(d3d_caps)("Filling vendor string %s\n", gl_string);
520     if (gl_string != NULL) {
521         /* Fill in the GL vendor */
522         if (strstr(gl_string, "NVIDIA")) {
523             gl_info->gl_vendor = VENDOR_NVIDIA;
524         } else if (strstr(gl_string, "ATI")) {
525             gl_info->gl_vendor = VENDOR_ATI;
526         } else if (strstr(gl_string, "Intel(R)") ||
527                    strstr(gl_info->gl_renderer, "Intel(R)") ||
528                    strstr(gl_string, "Intel Inc.")) {
529             gl_info->gl_vendor = VENDOR_INTEL;
530         } else if (strstr(gl_string, "Mesa")) {
531             gl_info->gl_vendor = VENDOR_MESA;
532         } else {
533             gl_info->gl_vendor = VENDOR_WINE;
534         }
535     } else {
536         gl_info->gl_vendor = VENDOR_WINE;
537     }
538
539
540     TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
541
542     /* Parse the GL_VERSION field into major and minor information */
543     gl_string = (const char *) glGetString(GL_VERSION);
544     if (gl_string != NULL) {
545
546         /* First, parse the generic opengl version. This is supposed not to be convoluted with
547          * driver specific information
548          */
549         gl_string_cursor = gl_string;
550         major = atoi(gl_string_cursor);
551         if(major <= 0) {
552             ERR("Invalid opengl major version: %d\n", major);
553         }
554         while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
555             ++gl_string_cursor;
556         }
557         if (*gl_string_cursor++ != '.') {
558             ERR_(d3d_caps)("Invalid opengl version string: %s\n", debugstr_a(gl_string));
559         }
560         minor = atoi(gl_string_cursor);
561         TRACE_(d3d_caps)("Found OpenGL version: %d.%d\n", major, minor);
562         gl_info->gl_version = MAKEDWORD_VERSION(major, minor);
563
564         /* Now parse the driver specific string which we'll report to the app */
565         switch (gl_info->gl_vendor) {
566         case VENDOR_NVIDIA:
567             gl_string_cursor = strstr(gl_string, "NVIDIA");
568             if (!gl_string_cursor) {
569                 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
570                 break;
571             }
572
573             gl_string_cursor = strstr(gl_string_cursor, " ");
574             if (!gl_string_cursor) {
575                 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
576                 break;
577             }
578
579             while (*gl_string_cursor == ' ') {
580                 ++gl_string_cursor;
581             }
582
583             if (!*gl_string_cursor) {
584                 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
585                 break;
586             }
587
588             major = atoi(gl_string_cursor);
589             while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
590                 ++gl_string_cursor;
591             }
592
593             if (*gl_string_cursor++ != '.') {
594                 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
595                 break;
596             }
597
598             minor = atoi(gl_string_cursor);
599             minor = major*100+minor;
600             major = 10;
601
602             break;
603
604         case VENDOR_ATI:
605             major = minor = 0;
606             gl_string_cursor = strchr(gl_string, '-');
607             if (gl_string_cursor) {
608                 int error = 0;
609                 gl_string_cursor++;
610
611                 /* Check if version number is of the form x.y.z */
612                 if (*gl_string_cursor > '9' && *gl_string_cursor < '0')
613                     error = 1;
614                 if (!error && *(gl_string_cursor+2) > '9' && *(gl_string_cursor+2) < '0')
615                     error = 1;
616                 if (!error && *(gl_string_cursor+4) > '9' && *(gl_string_cursor+4) < '0')
617                     error = 1;
618                 if (!error && *(gl_string_cursor+1) != '.' && *(gl_string_cursor+3) != '.')
619                     error = 1;
620
621                 /* Mark version number as malformed */
622                 if (error)
623                     gl_string_cursor = 0;
624             }
625
626             if (!gl_string_cursor)
627                 WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
628             else {
629                 major = *gl_string_cursor - '0';
630                 minor = (*(gl_string_cursor+2) - '0') * 256 + (*(gl_string_cursor+4) - '0');
631             }
632             break;
633
634         case VENDOR_INTEL:
635             /* Apple and Mesa version strings look differently, but both provide intel drivers */
636             if(strstr(gl_string, "APPLE")) {
637                 /* [0-9]+.[0-9]+ APPLE-[0-9]+.[0.9]+.[0.9]+
638                  * We only need the first part, and use the APPLE as identification
639                  * "1.2 APPLE-1.4.56"
640                  */
641                 gl_string_cursor = gl_string;
642                 major = atoi(gl_string_cursor);
643                 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
644                     ++gl_string_cursor;
645                 }
646
647                 if (*gl_string_cursor++ != '.') {
648                     ERR_(d3d_caps)("Invalid MacOS-Intel version string: %s\n", debugstr_a(gl_string));
649                     break;
650                 }
651
652                 minor = atoi(gl_string_cursor);
653                 break;
654             }
655
656         case VENDOR_MESA:
657             gl_string_cursor = strstr(gl_string, "Mesa");
658             gl_string_cursor = strstr(gl_string_cursor, " ");
659             while (*gl_string_cursor && ' ' == *gl_string_cursor) ++gl_string_cursor;
660             if (*gl_string_cursor) {
661                 char tmp[16];
662                 int cursor = 0;
663
664                 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
665                     tmp[cursor++] = *gl_string_cursor;
666                     ++gl_string_cursor;
667                 }
668                 tmp[cursor] = 0;
669                 major = atoi(tmp);
670
671                 if (*gl_string_cursor != '.') WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
672                 ++gl_string_cursor;
673
674                 cursor = 0;
675                 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
676                     tmp[cursor++] = *gl_string_cursor;
677                     ++gl_string_cursor;
678                 }
679                 tmp[cursor] = 0;
680                 minor = atoi(tmp);
681             }
682             break;
683
684         default:
685             major = 0;
686             minor = 9;
687         }
688         gl_info->driver_version = MAKEDWORD_VERSION(major, minor);
689         TRACE_(d3d_caps)("found driver version (%s)->%i.%i->(0x%08x)\n", debugstr_a(gl_string), major, minor, gl_info->driver_version);
690         /* Current Windows drivers have versions like 6.14.... (some older have an earlier version) */
691         gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
692     } else {
693         FIXME("OpenGL driver did not return version information\n");
694         gl_info->driver_version = MAKEDWORD_VERSION(0, 0);
695         gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
696     }
697
698     TRACE_(d3d_caps)("found GL_RENDERER (%s)->(0x%04x)\n", debugstr_a(gl_info->gl_renderer), gl_info->gl_card);
699
700     /*
701      * Initialize openGL extension related variables
702      *  with Default values
703      */
704     memset(gl_info->supported, 0, sizeof(gl_info->supported));
705     gl_info->max_buffers        = 1;
706     gl_info->max_textures       = 1;
707     gl_info->max_texture_stages = 1;
708     gl_info->max_fragment_samplers = 1;
709     gl_info->max_vertex_samplers = 0;
710     gl_info->max_combined_samplers = 0;
711     gl_info->max_sampler_stages = 1;
712     gl_info->ps_arb_version = PS_VERSION_NOT_SUPPORTED;
713     gl_info->ps_arb_max_temps = 0;
714     gl_info->ps_arb_max_instructions = 0;
715     gl_info->vs_arb_version = VS_VERSION_NOT_SUPPORTED;
716     gl_info->vs_arb_max_temps = 0;
717     gl_info->vs_arb_max_instructions = 0;
718     gl_info->vs_nv_version  = VS_VERSION_NOT_SUPPORTED;
719     gl_info->vs_ati_version = VS_VERSION_NOT_SUPPORTED;
720     gl_info->vs_glsl_constantsF = 0;
721     gl_info->ps_glsl_constantsF = 0;
722     gl_info->vs_arb_constantsF = 0;
723     gl_info->ps_arb_constantsF = 0;
724
725     /* Retrieve opengl defaults */
726     glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
727     gl_info->max_clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
728     TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
729
730     glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
731     gl_info->max_lights = gl_max;
732     TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
733
734     glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
735     gl_info->max_texture_size = gl_max;
736     TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
737
738     glGetFloatv(GL_POINT_SIZE_RANGE, gl_floatv);
739     gl_info->max_pointsizemin = gl_floatv[0];
740     gl_info->max_pointsize = gl_floatv[1];
741     TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
742
743     /* Parse the gl supported features, in theory enabling parts of our code appropriately */
744     GL_Extensions = (const char *) glGetString(GL_EXTENSIONS);
745     TRACE_(d3d_caps)("GL_Extensions reported:\n");
746
747     if (NULL == GL_Extensions) {
748         ERR("   GL_Extensions returns NULL\n");
749     } else {
750         while (*GL_Extensions != 0x00) {
751             const char *Start;
752             char        ThisExtn[256];
753             size_t      len;
754
755             while (isspace(*GL_Extensions)) GL_Extensions++;
756             Start = GL_Extensions;
757             while (!isspace(*GL_Extensions) && *GL_Extensions != 0x00) {
758                 GL_Extensions++;
759             }
760
761             len = GL_Extensions - Start;
762             if (len == 0 || len >= sizeof(ThisExtn))
763                 continue;
764
765             memcpy(ThisExtn, Start, len);
766             ThisExtn[len] = '\0';
767             TRACE_(d3d_caps)("- %s\n", ThisExtn);
768
769             for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
770                 if (!strcmp(ThisExtn, EXTENSION_MAP[i].extension_string)) {
771                     TRACE_(d3d_caps)(" FOUND: %s support\n", EXTENSION_MAP[i].extension_string);
772                     gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
773                     break;
774                 }
775             }
776         }
777
778         LEAVE_GL();
779
780         /* Now work out what GL support this card really has */
781 #define USE_GL_FUNC(type, pfn, ext, replace) { \
782             DWORD ver = ver_for_ext(ext); \
783             if(gl_info->supported[ext]) gl_info->pfn = (type) pwglGetProcAddress(#pfn); \
784             else if(ver && ver <= gl_info->gl_version) gl_info->pfn = (type) pwglGetProcAddress(#replace); \
785             else gl_info->pfn = NULL; \
786         }
787         GL_EXT_FUNCS_GEN;
788 #undef USE_GL_FUNC
789
790 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type) pwglGetProcAddress(#pfn);
791         WGL_EXT_FUNCS_GEN;
792 #undef USE_GL_FUNC
793
794         ENTER_GL();
795         /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
796          * loading the functions, otherwise the code above will load the extension entry points instead of the
797          * core functions, which may not work
798          */
799         for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
800             if (gl_info->supported[EXTENSION_MAP[i].extension] == FALSE &&
801                 EXTENSION_MAP[i].version <= gl_info->gl_version && EXTENSION_MAP[i].version) {
802                 TRACE_(d3d_caps)(" GL CORE: %s support\n", EXTENSION_MAP[i].extension_string);
803                 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
804             }
805         }
806
807         if (gl_info->supported[APPLE_FENCE]) {
808             /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
809              * The apple extension interacts with some other apple exts. Disable the NV
810              * extension if the apple one is support to prevent confusion in other parts
811              * of the code
812              */
813             gl_info->supported[NV_FENCE] = FALSE;
814         }
815         if (gl_info->supported[APPLE_FLOAT_PIXELS]) {
816             /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
817              *
818              * The enums are the same:
819              * GL_RGBA16F_ARB     = GL_RGBA_FLOAT16_APPLE = 0x881A
820              * GL_RGB16F_ARB      = GL_RGB_FLOAT16_APPLE  = 0x881B
821              * GL_RGBA32F_ARB     = GL_RGBA_FLOAT32_APPLE = 0x8814
822              * GL_RGB32F_ARB      = GL_RGB_FLOAT32_APPLE  = 0x8815
823              * GL_HALF_FLOAT_ARB  = GL_HALF_APPLE         =  0x140B
824              */
825             if(!gl_info->supported[ARB_TEXTURE_FLOAT]) {
826                 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels\n");
827                 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
828             }
829             if(!gl_info->supported[ARB_HALF_FLOAT_PIXEL]) {
830                 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels\n");
831                 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
832             }
833         }
834         if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) {
835             TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support\n");
836             gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
837         }
838         if (gl_info->supported[NV_TEXTURE_SHADER2]) {
839             if(gl_info->supported[NV_REGISTER_COMBINERS]) {
840                 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
841                  * are supported. The nv extensions provide the same functionality as the
842                  * ATI one, and a bit more(signed pixelformats)
843                  */
844                 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
845             }
846         }
847         if (gl_info->supported[ARB_DRAW_BUFFERS]) {
848             glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
849             gl_info->max_buffers = gl_max;
850             TRACE_(d3d_caps)("Max draw buffers: %u\n", gl_max);
851         }
852         if (gl_info->supported[ARB_MULTITEXTURE]) {
853             glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
854             gl_info->max_textures = min(MAX_TEXTURES, gl_max);
855             TRACE_(d3d_caps)("Max textures: %d\n", gl_info->max_textures);
856
857             if (gl_info->supported[NV_REGISTER_COMBINERS]) {
858                 GLint tmp;
859                 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp);
860                 gl_info->max_texture_stages = min(MAX_TEXTURES, tmp);
861             } else {
862                 gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
863             }
864             TRACE_(d3d_caps)("Max texture stages: %d\n", gl_info->max_texture_stages);
865
866             if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
867                 GLint tmp;
868                 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
869                 gl_info->max_fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
870             } else {
871                 gl_info->max_fragment_samplers = max(gl_info->max_fragment_samplers, gl_max);
872             }
873             TRACE_(d3d_caps)("Max fragment samplers: %d\n", gl_info->max_fragment_samplers);
874
875             if (gl_info->supported[ARB_VERTEX_SHADER]) {
876                 GLint tmp;
877                 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
878                 gl_info->max_vertex_samplers = tmp;
879                 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
880                 gl_info->max_combined_samplers = tmp;
881
882                 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
883                  * is known at shader link time. In a vertex shader + pixel shader combination this isn't
884                  * an issue because then the sampler setup only depends on the two shaders. If a pixel
885                  * shader is used with fixed function vertex processing we're fine too because fixed function
886                  * vertex processing doesn't use any samplers. If fixed function fragment processing is
887                  * used we have to make sure that all vertex sampler setups are valid together with all
888                  * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
889                  * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
890                  * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
891                  * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
892                  * a fixed function pipeline anymore.
893                  *
894                  * So this is just a check to check that our assumption holds true. If not, write a warning
895                  * and reduce the number of vertex samplers or probably disable vertex texture fetch.
896                  */
897                 if(gl_info->max_vertex_samplers &&
898                    MAX_TEXTURES + gl_info->max_vertex_samplers > gl_info->max_combined_samplers) {
899                     FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers\n",
900                           gl_info->max_vertex_samplers, gl_info->max_combined_samplers);
901                     FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers\n");
902                     if( gl_info->max_combined_samplers > MAX_TEXTURES )
903                         gl_info->max_vertex_samplers =
904                             gl_info->max_combined_samplers - MAX_TEXTURES;
905                     else
906                         gl_info->max_vertex_samplers = 0;
907                 }
908             } else {
909                 gl_info->max_combined_samplers = gl_info->max_fragment_samplers;
910             }
911             TRACE_(d3d_caps)("Max vertex samplers: %u\n", gl_info->max_vertex_samplers);
912             TRACE_(d3d_caps)("Max combined samplers: %u\n", gl_info->max_combined_samplers);
913         }
914         if (gl_info->supported[ARB_VERTEX_BLEND]) {
915             glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
916             gl_info->max_blends = gl_max;
917             TRACE_(d3d_caps)("Max blends: %u\n", gl_info->max_blends);
918         }
919         if (gl_info->supported[EXT_TEXTURE3D]) {
920             glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
921             gl_info->max_texture3d_size = gl_max;
922             TRACE_(d3d_caps)("Max texture3D size: %d\n", gl_info->max_texture3d_size);
923         }
924         if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC]) {
925             glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
926             gl_info->max_anisotropy = gl_max;
927             TRACE_(d3d_caps)("Max anisotropy: %d\n", gl_info->max_anisotropy);
928         }
929         if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
930             gl_info->ps_arb_version = PS_VERSION_11;
931             GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
932             gl_info->ps_arb_constantsF = gl_max;
933             TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d\n", gl_info->ps_arb_constantsF);
934             GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
935             gl_info->ps_arb_max_temps = gl_max;
936             TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d\n", gl_info->ps_arb_max_temps);
937             GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
938             gl_info->ps_arb_max_instructions = gl_max;
939             TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d\n", gl_info->ps_arb_max_instructions);
940         }
941         if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
942             gl_info->vs_arb_version = VS_VERSION_11;
943             GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
944             gl_info->vs_arb_constantsF = gl_max;
945             TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d\n", gl_info->vs_arb_constantsF);
946             GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
947             gl_info->vs_arb_max_temps = gl_max;
948             TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d\n", gl_info->vs_arb_max_temps);
949             GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
950             gl_info->vs_arb_max_instructions = gl_max;
951             TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d\n", gl_info->vs_arb_max_instructions);
952
953             gl_info->arb_vs_offset_limit = test_arb_vs_offset_limit(gl_info);
954         }
955         if (gl_info->supported[ARB_VERTEX_SHADER]) {
956             glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
957             gl_info->vs_glsl_constantsF = gl_max / 4;
958             TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u\n", gl_info->vs_glsl_constantsF);
959         }
960         if (gl_info->supported[ARB_FRAGMENT_SHADER]) {
961             glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
962             gl_info->ps_glsl_constantsF = gl_max / 4;
963             TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u\n", gl_info->ps_glsl_constantsF);
964             glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
965             gl_info->max_glsl_varyings = gl_max;
966             TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings)\n", gl_max, gl_max / 4);
967         }
968         if (gl_info->supported[EXT_VERTEX_SHADER]) {
969             gl_info->vs_ati_version = VS_VERSION_11;
970         }
971         if (gl_info->supported[NV_VERTEX_PROGRAM3]) {
972             gl_info->vs_nv_version = VS_VERSION_30;
973         } else if (gl_info->supported[NV_VERTEX_PROGRAM2]) {
974             gl_info->vs_nv_version = VS_VERSION_20;
975         } else if (gl_info->supported[NV_VERTEX_PROGRAM1_1]) {
976             gl_info->vs_nv_version = VS_VERSION_11;
977         } else if (gl_info->supported[NV_VERTEX_PROGRAM]) {
978             gl_info->vs_nv_version = VS_VERSION_10;
979         }
980         if (gl_info->supported[NV_FRAGMENT_PROGRAM2]) {
981             gl_info->ps_nv_version = PS_VERSION_30;
982         } else if (gl_info->supported[NV_FRAGMENT_PROGRAM]) {
983             gl_info->ps_nv_version = PS_VERSION_20;
984         }
985         if (gl_info->supported[NV_LIGHT_MAX_EXPONENT]) {
986             glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->max_shininess);
987         } else {
988             gl_info->max_shininess = 128.0;
989         }
990         if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]) {
991             /* If we have full NP2 texture support, disable GL_ARB_texture_rectangle because we will never use it.
992              * This saves a few redundant glDisable calls
993              */
994             gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
995         }
996         if(gl_info->supported[ATI_FRAGMENT_SHADER]) {
997             /* Disable NV_register_combiners and fragment shader if this is supported.
998              * generally the NV extensions are preferred over the ATI ones, and this
999              * extension is disabled if register_combiners and texture_shader2 are both
1000              * supported. So we reach this place only if we have incomplete NV dxlevel 8
1001              * fragment processing support
1002              */
1003             gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
1004             gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
1005             gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
1006             gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
1007             gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
1008         }
1009
1010     }
1011     checkGLcall("extension detection\n");
1012
1013     /* In some cases the number of texture stages can be larger than the number
1014      * of samplers. The GF4 for example can use only 2 samplers (no fragment
1015      * shaders), but 8 texture stages (register combiners). */
1016     gl_info->max_sampler_stages = max(gl_info->max_fragment_samplers, gl_info->max_texture_stages);
1017
1018     /* We can only use ORM_FBO when the hardware supports it. */
1019     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) {
1020         WARN_(d3d_caps)("GL_EXT_framebuffer_object not supported, falling back to PBuffer offscreen rendering mode.\n");
1021         wined3d_settings.offscreen_rendering_mode = ORM_PBUFFER;
1022     }
1023
1024     /* MRTs are currently only supported when FBOs are used. */
1025     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
1026         gl_info->max_buffers = 1;
1027     }
1028
1029     /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of different GPUs with roughly the same
1030      * features. In most cases GPUs from a certain family differ in clockspeeds, the amount of video memory and
1031      * in case of the latest videocards in the number of pixel/vertex pipelines.
1032      *
1033      * A Direct3D device object contains the PCI id (vendor + device) of the videocard which is used for
1034      * rendering. Various games use this information to get a rough estimation of the features of the card
1035      * and some might use it for enabling 3d effects only on certain types of videocards. In some cases
1036      * games might even use it to work around bugs which happen on certain videocards/driver combinations.
1037      * The problem is that OpenGL only exposes a rendering string containing the name of the videocard and
1038      * not the PCI id.
1039      *
1040      * Various games depend on the PCI id, so somehow we need to provide one. A simple option is to parse
1041      * the renderer string and translate this to the right PCI id. This is a lot of work because there are more
1042      * than 200 GPUs just for Nvidia. Various cards share the same renderer string, so the amount of code might
1043      * be 'small' but there are quite a number of exceptions which would make this a pain to maintain.
1044      * Another way would be to query the PCI id from the operating system (assuming this is the videocard which
1045      * is used for rendering which is not always the case). This would work but it is not very portable. Second
1046      * it would not work well in, let's say, a remote X situation in which the amount of 3d features which can be used
1047      * is limited.
1048      *
1049      * As said most games only use the PCI id to get an indication of the capabilities of the card.
1050      * It doesn't really matter if the given id is the correct one if we return the id of a card with
1051      * similar 3d features.
1052      *
1053      * The code below checks the OpenGL capabilities of a videocard and matches that to a certain level of
1054      * Direct3D functionality. Once a card passes the Direct3D9 check, we know that the card (in case of Nvidia)
1055      * is at least a GeforceFX. To give a better estimate we do a basic check on the renderer string but if that
1056      * won't pass we return a default card. This way is better than maintaining a full card database as even
1057      * without a full database we can return a card with similar features. Second the size of the database
1058      * can be made quite small because when you know what type of 3d functionality a card has, you know to which
1059      * GPU family the GPU must belong. Because of this you only have to check a small part of the renderer string
1060      * to distinguishes between different models from that family.
1061      *
1062      * The code also selects a default amount of video memory which we will use for an estimation of the amount
1063      * of free texture memory. In case of real D3D the amount of texture memory includes video memory and system
1064      * memory (to be specific AGP memory or in case of PCIE TurboCache/HyperMemory). We don't know how much
1065      * system memory can be addressed by the system but we can make a reasonable estimation about the amount of
1066      * video memory. If the value is slightly wrong it doesn't matter as we didn't include AGP-like memory which
1067      * makes the amount of addressable memory higher and second OpenGL isn't that critical it moves to system
1068      * memory behind our backs if really needed.
1069      * Note that the amount of video memory can be overruled using a registry setting.
1070      */
1071     switch (gl_info->gl_vendor) {
1072         case VENDOR_NVIDIA:
1073             /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1074              * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1075              */
1076             if(WINE_D3D9_CAPABLE(gl_info) && (gl_info->vs_nv_version == VS_VERSION_30)) {
1077                 /* Geforce9 - highend */
1078                 if(strstr(gl_info->gl_renderer, "9800")) {
1079                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_9800GT;
1080                     vidmem = 512;
1081                 }
1082                 /* Geforce9 - midend */
1083                 else if(strstr(gl_info->gl_renderer, "9600")) {
1084                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_9600GT;
1085                     vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1086                 }
1087                 /* Geforce8 - highend */
1088                 else if (strstr(gl_info->gl_renderer, "8800")) {
1089                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_8800GTS;
1090                     vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1091                 }
1092                 /* Geforce8 - midend mobile */
1093                 else if(strstr(gl_info->gl_renderer, "8600 M")) {
1094                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600MGT;
1095                     vidmem = 512;
1096                 }
1097                 /* Geforce8 - midend */
1098                 else if(strstr(gl_info->gl_renderer, "8600") ||
1099                         strstr(gl_info->gl_renderer, "8700"))
1100                 {
1101                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600GT;
1102                     vidmem = 256;
1103                 }
1104                 /* Geforce8 - lowend */
1105                 else if(strstr(gl_info->gl_renderer, "8300") ||
1106                         strstr(gl_info->gl_renderer, "8400") ||
1107                         strstr(gl_info->gl_renderer, "8500"))
1108                 {
1109                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_8300GS;
1110                     vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1111                 }
1112                 /* Geforce7 - highend */
1113                 else if(strstr(gl_info->gl_renderer, "7800") ||
1114                         strstr(gl_info->gl_renderer, "7900") ||
1115                         strstr(gl_info->gl_renderer, "7950") ||
1116                         strstr(gl_info->gl_renderer, "Quadro FX 4") ||
1117                         strstr(gl_info->gl_renderer, "Quadro FX 5"))
1118                 {
1119                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800GT;
1120                     vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1121                 }
1122                 /* Geforce7 midend */
1123                 else if(strstr(gl_info->gl_renderer, "7600") ||
1124                         strstr(gl_info->gl_renderer, "7700")) {
1125                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_7600;
1126                     vidmem = 256; /* The 7600 uses 256-512MB */
1127                 /* Geforce7 lower medium */
1128                 } else if(strstr(gl_info->gl_renderer, "7400")) {
1129                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_7400;
1130                     vidmem = 256; /* The 7400 uses 256-512MB */
1131                 }
1132                 /* Geforce7 lowend */
1133                 else if(strstr(gl_info->gl_renderer, "7300")) {
1134                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_7300;
1135                     vidmem = 256; /* Mac Pros with this card have 256 MB */
1136                 }
1137                 /* Geforce6 highend */
1138                 else if(strstr(gl_info->gl_renderer, "6800"))
1139                 {
1140                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_6800;
1141                     vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1142                 }
1143                 /* Geforce6 - midend */
1144                 else if(strstr(gl_info->gl_renderer, "6600") ||
1145                         strstr(gl_info->gl_renderer, "6610") ||
1146                         strstr(gl_info->gl_renderer, "6700"))
1147                 {
1148                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_6600GT;
1149                     vidmem = 128; /* A 6600GT has 128-256MB */
1150                 }
1151                 /* Geforce6/7 lowend */
1152                 else {
1153                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1154                     vidmem = 64; /* */
1155                 }
1156             } else if(WINE_D3D9_CAPABLE(gl_info)) {
1157                 /* GeforceFX - highend */
1158                 if (strstr(gl_info->gl_renderer, "5800") ||
1159                     strstr(gl_info->gl_renderer, "5900") ||
1160                     strstr(gl_info->gl_renderer, "5950") ||
1161                     strstr(gl_info->gl_renderer, "Quadro FX"))
1162                 {
1163                     gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5800;
1164                     vidmem = 256; /* 5800-5900 cards use 256MB */
1165                 }
1166                 /* GeforceFX - midend */
1167                 else if(strstr(gl_info->gl_renderer, "5600") ||
1168                         strstr(gl_info->gl_renderer, "5650") ||
1169                         strstr(gl_info->gl_renderer, "5700") ||
1170                         strstr(gl_info->gl_renderer, "5750"))
1171                 {
1172                     gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1173                     vidmem = 128; /* A 5600 uses 128-256MB */
1174                 }
1175                 /* GeforceFX - lowend */
1176                 else {
1177                     gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1178                     vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1179                 }
1180             } else if(WINE_D3D8_CAPABLE(gl_info)) {
1181                 if (strstr(gl_info->gl_renderer, "GeForce4 Ti") || strstr(gl_info->gl_renderer, "Quadro4")) {
1182                     gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1183                     vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1184                 }
1185                 else {
1186                     gl_info->gl_card = CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1187                     vidmem = 64; /* Geforce3 cards have 64-128MB */
1188                 }
1189             } else if(WINE_D3D7_CAPABLE(gl_info)) {
1190                 if (strstr(gl_info->gl_renderer, "GeForce4 MX")) {
1191                     gl_info->gl_card = CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1192                     vidmem = 64; /* Most Geforce4MX GPUs have at least 64MB of memory, some early models had 32MB but most have 64MB or even 128MB */
1193                 }
1194                 else if(strstr(gl_info->gl_renderer, "GeForce2 MX") || strstr(gl_info->gl_renderer, "Quadro2 MXR")) {
1195                     gl_info->gl_card = CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1196                     vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1197                 }
1198                 else if(strstr(gl_info->gl_renderer, "GeForce2") || strstr(gl_info->gl_renderer, "Quadro2")) {
1199                     gl_info->gl_card = CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1200                     vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1201                 }
1202                 else {
1203                     gl_info->gl_card = CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1204                     vidmem = 32; /* Most Geforce1 cards have 32MB, there are also some rare 16 and 64MB (Dell) models */
1205                 }
1206             } else {
1207                 if (strstr(gl_info->gl_renderer, "TNT2")) {
1208                     gl_info->gl_card = CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1209                     vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1210                 }
1211                 else {
1212                     gl_info->gl_card = CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1213                     vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1214                 }
1215             }
1216             break;
1217         case VENDOR_ATI:
1218             if(WINE_D3D9_CAPABLE(gl_info)) {
1219                 /* Radeon R6xx HD2900/HD3800 - highend */
1220                 if (strstr(gl_info->gl_renderer, "HD 2900") ||
1221                     strstr(gl_info->gl_renderer, "HD 3870") ||
1222                     strstr(gl_info->gl_renderer, "HD 3850"))
1223                 {
1224                     gl_info->gl_card = CARD_ATI_RADEON_HD2900;
1225                     vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1226                 }
1227                 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1228                 else if (strstr(gl_info->gl_renderer, "HD 2600") ||
1229                          strstr(gl_info->gl_renderer, "HD 3830") ||
1230                          strstr(gl_info->gl_renderer, "HD 3690") ||
1231                          strstr(gl_info->gl_renderer, "HD 3650"))
1232                 {
1233                     gl_info->gl_card = CARD_ATI_RADEON_HD2600;
1234                     vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1235                 }
1236                 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1237                 else if (strstr(gl_info->gl_renderer, "HD 2300") ||
1238                          strstr(gl_info->gl_renderer, "HD 2400") ||
1239                          strstr(gl_info->gl_renderer, "HD 3470") ||
1240                          strstr(gl_info->gl_renderer, "HD 3450") ||
1241                          strstr(gl_info->gl_renderer, "HD 3430"))
1242                 {
1243                     gl_info->gl_card = CARD_ATI_RADEON_HD2300;
1244                     vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1245                 }
1246                 /* Radeon R6xx/R7xx integrated */
1247                 else if (strstr(gl_info->gl_renderer, "HD 3100") ||
1248                          strstr(gl_info->gl_renderer, "HD 3200") ||
1249                          strstr(gl_info->gl_renderer, "HD 3300"))
1250                 {
1251                     gl_info->gl_card = CARD_ATI_RADEON_HD3200;
1252                     vidmem = 128; /* 128MB */
1253                 }
1254                 /* Radeon R5xx */
1255                 else if (strstr(gl_info->gl_renderer, "X1600") ||
1256                          strstr(gl_info->gl_renderer, "X1650") ||
1257                          strstr(gl_info->gl_renderer, "X1800") ||
1258                          strstr(gl_info->gl_renderer, "X1900") ||
1259                          strstr(gl_info->gl_renderer, "X1950"))
1260                 {
1261                     gl_info->gl_card = CARD_ATI_RADEON_X1600;
1262                     vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1263                 }
1264                 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1265                 else if(strstr(gl_info->gl_renderer, "X700") ||
1266                         strstr(gl_info->gl_renderer, "X800") ||
1267                         strstr(gl_info->gl_renderer, "X850") ||
1268                         strstr(gl_info->gl_renderer, "X1300") ||
1269                         strstr(gl_info->gl_renderer, "X1400") ||
1270                         strstr(gl_info->gl_renderer, "X1450") ||
1271                         strstr(gl_info->gl_renderer, "X1550"))
1272                 {
1273                     gl_info->gl_card = CARD_ATI_RADEON_X700;
1274                     vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1275                 }
1276                 /* Radeon R3xx */ 
1277                 else {
1278                     gl_info->gl_card = CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1279                     vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1280                 }
1281             } else if(WINE_D3D8_CAPABLE(gl_info)) {
1282                 gl_info->gl_card = CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1283                 vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1284             } else if(WINE_D3D7_CAPABLE(gl_info)) {
1285                 gl_info->gl_card = CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1286                 vidmem = 32; /* There are models with up to 64MB */
1287             } else {
1288                 gl_info->gl_card = CARD_ATI_RAGE_128PRO;
1289                 vidmem = 16; /* There are 16-32MB models */
1290             }
1291             break;
1292         case VENDOR_INTEL:
1293             if (strstr(gl_info->gl_renderer, "GMA 950")) {
1294                 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1295                 gl_info->gl_card = CARD_INTEL_I945GM;
1296                 vidmem = 64;
1297             } else if (strstr(gl_info->gl_renderer, "915GM")) {
1298                 gl_info->gl_card = CARD_INTEL_I915GM;
1299             } else if (strstr(gl_info->gl_renderer, "915G")) {
1300                 gl_info->gl_card = CARD_INTEL_I915G;
1301             } else if (strstr(gl_info->gl_renderer, "865G")) {
1302                 gl_info->gl_card = CARD_INTEL_I865G;
1303             } else if (strstr(gl_info->gl_renderer, "855G")) {
1304                 gl_info->gl_card = CARD_INTEL_I855G;
1305             } else if (strstr(gl_info->gl_renderer, "830G")) {
1306                 gl_info->gl_card = CARD_INTEL_I830G;
1307             } else {
1308                 gl_info->gl_card = CARD_INTEL_I915G;
1309             }
1310             break;
1311         case VENDOR_MESA:
1312         case VENDOR_WINE:
1313         default:
1314             /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice 
1315              * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1316              * them a good generic choice.
1317              */
1318             gl_info->gl_vendor = VENDOR_NVIDIA;
1319             if(WINE_D3D9_CAPABLE(gl_info))
1320                 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1321             else if(WINE_D3D8_CAPABLE(gl_info))
1322                 gl_info->gl_card = CARD_NVIDIA_GEFORCE3;
1323             else if(WINE_D3D7_CAPABLE(gl_info))
1324                 gl_info->gl_card = CARD_NVIDIA_GEFORCE;
1325             else if(WINE_D3D6_CAPABLE(gl_info))
1326                 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT;
1327             else
1328                 gl_info->gl_card = CARD_NVIDIA_RIVA_128;
1329     }
1330     TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info->gl_vendor, gl_info->gl_card);
1331
1332     /* If we have an estimate use it, else default to 64MB;  */
1333     if(vidmem)
1334         gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
1335     else
1336         gl_info->vidmem = WINE_DEFAULT_VIDMEM;
1337
1338     /* Load all the lookup tables
1339     TODO: It may be a good idea to make minLookup and maxLookup const and populate them in wined3d_private.h where they are declared */
1340     minLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_WRAP;
1341     maxLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_MIRRORONCE;
1342
1343     for (i = 0; i < MAX_LOOKUPS; i++) {
1344         stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
1345     }
1346
1347     stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_WRAP   - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
1348     stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_CLAMP  - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
1349     stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1350              gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1351     stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1352              gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1353     stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
1354              gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
1355     stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
1356              gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
1357
1358     magLookup[WINED3DTEXF_NONE        - WINED3DTEXF_NONE]  = GL_NEAREST;
1359     magLookup[WINED3DTEXF_POINT       - WINED3DTEXF_NONE] = GL_NEAREST;
1360     magLookup[WINED3DTEXF_LINEAR      - WINED3DTEXF_NONE] = GL_LINEAR;
1361     magLookup[WINED3DTEXF_ANISOTROPIC - WINED3DTEXF_NONE] =
1362              gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR : GL_NEAREST;
1363
1364
1365     minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_NONE]     = GL_LINEAR;
1366     minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_POINT]    = GL_LINEAR;
1367     minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_LINEAR]   = GL_LINEAR;
1368     minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_NONE]    = GL_NEAREST;
1369     minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_POINT]   = GL_NEAREST_MIPMAP_NEAREST;
1370     minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_LINEAR]  = GL_NEAREST_MIPMAP_LINEAR;
1371     minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_NONE]   = GL_LINEAR;
1372     minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_POINT]  = GL_LINEAR_MIPMAP_NEAREST;
1373     minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
1374     minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_NONE]   = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ?
1375     GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1376     minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_POINT]  = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
1377     minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_LINEAR] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1378
1379 /* TODO: config lookups */
1380
1381     /* Make sure there's an active HDC else the WGL extensions will fail */
1382     hdc = pwglGetCurrentDC();
1383     if (hdc) {
1384         WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
1385         TRACE_(d3d_caps)("WGL_Extensions reported:\n");
1386
1387         if (NULL == WGL_Extensions) {
1388             ERR("   WGL_Extensions returns NULL\n");
1389         } else {
1390             while (*WGL_Extensions != 0x00) {
1391                 const char *Start;
1392                 char ThisExtn[256];
1393                 size_t len;
1394
1395                 while (isspace(*WGL_Extensions)) WGL_Extensions++;
1396                 Start = WGL_Extensions;
1397                 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
1398                     WGL_Extensions++;
1399                 }
1400
1401                 len = WGL_Extensions - Start;
1402                 if (len == 0 || len >= sizeof(ThisExtn))
1403                     continue;
1404
1405                 memcpy(ThisExtn, Start, len);
1406                 ThisExtn[len] = '\0';
1407                 TRACE_(d3d_caps)("- %s\n", ThisExtn);
1408
1409                 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
1410                     gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
1411                     TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
1412                 }
1413                 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
1414                     gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
1415                     TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
1416                 }
1417             }
1418         }
1419     }
1420     LEAVE_GL();
1421
1422     return return_value;
1423 }
1424 #undef GLINFO_LOCATION
1425
1426 /**********************************************************
1427  * IWineD3D implementation follows
1428  **********************************************************/
1429
1430 static UINT     WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
1431     IWineD3DImpl *This = (IWineD3DImpl *)iface;
1432
1433     TRACE_(d3d_caps)("(%p): Reporting %d adapters\n", This, numAdapters);
1434     return numAdapters;
1435 }
1436
1437 static HRESULT  WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
1438     IWineD3DImpl *This = (IWineD3DImpl *)iface;
1439     FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
1440     return WINED3D_OK;
1441 }
1442
1443 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
1444     IWineD3DImpl *This = (IWineD3DImpl *)iface;
1445
1446     TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
1447
1448     if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
1449         return NULL;
1450     }
1451
1452     return MonitorFromPoint(Adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
1453 }
1454
1455 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
1456      of the same bpp but different resolutions                                  */
1457
1458 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1459 static UINT     WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
1460     IWineD3DImpl *This = (IWineD3DImpl *)iface;
1461     TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
1462
1463     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1464         return 0;
1465     }
1466
1467     /* TODO: Store modes per adapter and read it from the adapter structure */
1468     if (Adapter == 0) { /* Display */
1469         int i = 0;
1470         int j = 0;
1471
1472         if (!DEBUG_SINGLE_MODE) {
1473             DEVMODEW DevModeW;
1474
1475             ZeroMemory(&DevModeW, sizeof(DevModeW));
1476             DevModeW.dmSize = sizeof(DevModeW);
1477             while (EnumDisplaySettingsExW(NULL, j, &DevModeW, 0)) {
1478                 j++;
1479                 switch (Format)
1480                 {
1481                     case WINED3DFMT_UNKNOWN:
1482                         /* This is for D3D8, do not enumerate P8 here */
1483                         if (DevModeW.dmBitsPerPel == 32 ||
1484                             DevModeW.dmBitsPerPel == 16) i++;
1485                         break;
1486                     case WINED3DFMT_X8R8G8B8:
1487                         if (DevModeW.dmBitsPerPel == 32) i++;
1488                         break;
1489                     case WINED3DFMT_R5G6B5:
1490                         if (DevModeW.dmBitsPerPel == 16) i++;
1491                         break;
1492                     case WINED3DFMT_P8:
1493                         if (DevModeW.dmBitsPerPel == 8) i++;
1494                         break;
1495                     default:
1496                         /* Skip other modes as they do not match the requested format */
1497                         break;
1498                 }
1499             }
1500         } else {
1501             i = 1;
1502             j = 1;
1503         }
1504
1505         TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
1506         return i;
1507     } else {
1508         FIXME_(d3d_caps)("Adapter not primary display\n");
1509     }
1510     return 0;
1511 }
1512
1513 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1514 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
1515     IWineD3DImpl *This = (IWineD3DImpl *)iface;
1516     TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
1517
1518     /* Validate the parameters as much as possible */
1519     if (NULL == pMode ||
1520         Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
1521         Mode    >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
1522         return WINED3DERR_INVALIDCALL;
1523     }
1524
1525     /* TODO: Store modes per adapter and read it from the adapter structure */
1526     if (Adapter == 0 && !DEBUG_SINGLE_MODE) { /* Display */
1527         DEVMODEW DevModeW;
1528         int ModeIdx = 0;
1529         int i = 0;
1530         int j = 0;
1531
1532         ZeroMemory(&DevModeW, sizeof(DevModeW));
1533         DevModeW.dmSize = sizeof(DevModeW);
1534
1535         /* If we are filtering to a specific format (D3D9), then need to skip
1536            all unrelated modes, but if mode is irrelevant (D3D8), then we can
1537            just count through the ones with valid bit depths */
1538         while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) {
1539             switch (Format)
1540             {
1541                 case WINED3DFMT_UNKNOWN:
1542                     /* This is D3D8. Do not enumerate P8 here */
1543                     if (DevModeW.dmBitsPerPel == 32 ||
1544                         DevModeW.dmBitsPerPel == 16) i++;
1545                     break;
1546                 case WINED3DFMT_X8R8G8B8:
1547                     if (DevModeW.dmBitsPerPel == 32) i++;
1548                     break;
1549                 case WINED3DFMT_R5G6B5:
1550                     if (DevModeW.dmBitsPerPel == 16) i++;
1551                     break;
1552                 case WINED3DFMT_P8:
1553                     if (DevModeW.dmBitsPerPel == 8) i++;
1554                     break;
1555                 default:
1556                     /* Modes that don't match what we support can get an early-out */
1557                     TRACE_(d3d_caps)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format));
1558                     return WINED3DERR_INVALIDCALL;
1559             }
1560         }
1561
1562         if (i == 0) {
1563             TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
1564             return WINED3DERR_INVALIDCALL;
1565         }
1566         ModeIdx = j - 1;
1567
1568         /* Now get the display mode via the calculated index */
1569         if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
1570             pMode->Width        = DevModeW.dmPelsWidth;
1571             pMode->Height       = DevModeW.dmPelsHeight;
1572             pMode->RefreshRate  = WINED3DADAPTER_DEFAULT;
1573             if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
1574                 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1575
1576             if (Format == WINED3DFMT_UNKNOWN) {
1577                 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
1578             } else {
1579                 pMode->Format = Format;
1580             }
1581         } else {
1582             TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
1583             return WINED3DERR_INVALIDCALL;
1584         }
1585
1586         TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
1587                 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
1588                 DevModeW.dmBitsPerPel);
1589
1590     } else if (DEBUG_SINGLE_MODE) {
1591         /* Return one setting of the format requested */
1592         if (Mode > 0) return WINED3DERR_INVALIDCALL;
1593         pMode->Width        = 800;
1594         pMode->Height       = 600;
1595         pMode->RefreshRate  = 60;
1596         pMode->Format       = (Format == WINED3DFMT_UNKNOWN) ? WINED3DFMT_X8R8G8B8 : Format;
1597     } else {
1598         FIXME_(d3d_caps)("Adapter not primary display\n");
1599     }
1600
1601     return WINED3D_OK;
1602 }
1603
1604 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
1605     IWineD3DImpl *This = (IWineD3DImpl *)iface;
1606     TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
1607
1608     if (NULL == pMode ||
1609         Adapter >= IWineD3D_GetAdapterCount(iface)) {
1610         return WINED3DERR_INVALIDCALL;
1611     }
1612
1613     if (Adapter == 0) { /* Display */
1614         int bpp = 0;
1615         DEVMODEW DevModeW;
1616
1617         ZeroMemory(&DevModeW, sizeof(DevModeW));
1618         DevModeW.dmSize = sizeof(DevModeW);
1619
1620         EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
1621         pMode->Width        = DevModeW.dmPelsWidth;
1622         pMode->Height       = DevModeW.dmPelsHeight;
1623         bpp                 = DevModeW.dmBitsPerPel;
1624         pMode->RefreshRate  = WINED3DADAPTER_DEFAULT;
1625         if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
1626         {
1627             pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1628         }
1629
1630         pMode->Format = pixelformat_for_depth(bpp);
1631     } else {
1632         FIXME_(d3d_caps)("Adapter not primary display\n");
1633     }
1634
1635     TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
1636           pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
1637     return WINED3D_OK;
1638 }
1639
1640 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
1641    and fields being inserted in the middle, a new structure is used in place    */
1642 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
1643                                                    WINED3DADAPTER_IDENTIFIER* pIdentifier) {
1644     IWineD3DImpl *This = (IWineD3DImpl *)iface;
1645
1646     TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
1647
1648     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1649         return WINED3DERR_INVALIDCALL;
1650     }
1651
1652     /* Return the information requested */
1653     TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
1654     strcpy(pIdentifier->Driver, Adapters[Adapter].driver);
1655     strcpy(pIdentifier->Description, Adapters[Adapter].description);
1656
1657     /* Note dx8 doesn't supply a DeviceName */
1658     if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
1659     pIdentifier->DriverVersion->u.HighPart = Adapters[Adapter].gl_info.driver_version_hipart;
1660     pIdentifier->DriverVersion->u.LowPart = Adapters[Adapter].gl_info.driver_version;
1661     *(pIdentifier->VendorId) = Adapters[Adapter].gl_info.gl_vendor;
1662     *(pIdentifier->DeviceId) = Adapters[Adapter].gl_info.gl_card;
1663     *(pIdentifier->SubSysId) = 0;
1664     *(pIdentifier->Revision) = 0;
1665     *pIdentifier->DeviceIdentifier = IID_D3DDEVICE_D3DUID;
1666
1667     if (Flags & WINED3DENUM_NO_WHQL_LEVEL) {
1668         *(pIdentifier->WHQLLevel) = 0;
1669     } else {
1670         *(pIdentifier->WHQLLevel) = 1;
1671     }
1672
1673     return WINED3D_OK;
1674 }
1675
1676 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1677     short redSize, greenSize, blueSize, alphaSize, colorBits;
1678
1679     if(!cfg)
1680         return FALSE;
1681
1682     if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
1683         if(!getColorBits(Format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) {
1684             ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1685             return FALSE;
1686         }
1687
1688         if(cfg->redSize < redSize)
1689             return FALSE;
1690
1691         if(cfg->greenSize < greenSize)
1692             return FALSE;
1693
1694         if(cfg->blueSize < blueSize)
1695             return FALSE;
1696
1697         if(cfg->alphaSize < alphaSize)
1698             return FALSE;
1699
1700         return TRUE;
1701     } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
1702         if(Format == WINED3DFMT_R16F)
1703             return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1704         if(Format == WINED3DFMT_G16R16F)
1705             return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1706         if(Format == WINED3DFMT_A16B16G16R16F)
1707             return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
1708         if(Format == WINED3DFMT_R32F)
1709             return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1710         if(Format == WINED3DFMT_G32R32F)
1711             return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1712         if(Format == WINED3DFMT_A32B32G32R32F)
1713             return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
1714     } else {
1715         /* Probably a color index mode */
1716         return FALSE;
1717     }
1718
1719     return FALSE;
1720 }
1721
1722 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1723     short depthSize, stencilSize;
1724     BOOL lockable = FALSE;
1725
1726     if(!cfg)
1727         return FALSE;
1728
1729     if(!getDepthStencilBits(Format, &depthSize, &stencilSize)) {
1730         ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1731         return FALSE;
1732     }
1733
1734     if((Format == WINED3DFMT_D16_LOCKABLE) || (Format == WINED3DFMT_D32F_LOCKABLE))
1735         lockable = TRUE;
1736
1737     /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
1738      * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
1739      * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
1740     if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
1741         return FALSE;
1742
1743     /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
1744      * allow more stencil bits than requested. */
1745     if(cfg->stencilSize < stencilSize)
1746         return FALSE;
1747
1748     return TRUE;
1749 }
1750
1751 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1752                                                    WINED3DFORMAT AdapterFormat,
1753                                                    WINED3DFORMAT RenderTargetFormat,
1754                                                    WINED3DFORMAT DepthStencilFormat) {
1755     IWineD3DImpl *This = (IWineD3DImpl *)iface;
1756     int nCfgs;
1757     WineD3D_PixelFormat *cfgs;
1758     int it;
1759
1760     WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
1761            This, Adapter,
1762            DeviceType, debug_d3ddevicetype(DeviceType),
1763            AdapterFormat, debug_d3dformat(AdapterFormat),
1764            RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
1765            DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
1766
1767     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1768         TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
1769         return WINED3DERR_INVALIDCALL;
1770     }
1771
1772     cfgs = Adapters[Adapter].cfgs;
1773     nCfgs = Adapters[Adapter].nCfgs;
1774     for (it = 0; it < nCfgs; ++it) {
1775         if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], RenderTargetFormat)) {
1776             if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[it], DepthStencilFormat)) {
1777                 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
1778                 return WINED3D_OK;
1779             }
1780         }
1781     }
1782     WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
1783
1784     return WINED3DERR_NOTAVAILABLE;
1785 }
1786
1787 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, 
1788                                                        WINED3DFORMAT SurfaceFormat,
1789                                                        BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD*   pQualityLevels) {
1790
1791     IWineD3DImpl *This = (IWineD3DImpl *)iface;
1792     const GlPixelFormatDesc *glDesc;
1793     const StaticPixelFormatDesc *desc;
1794
1795     TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
1796           This,
1797           Adapter,
1798           DeviceType, debug_d3ddevicetype(DeviceType),
1799           SurfaceFormat, debug_d3dformat(SurfaceFormat),
1800           Windowed,
1801           MultiSampleType,
1802           pQualityLevels);
1803
1804     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1805         return WINED3DERR_INVALIDCALL;
1806     }
1807
1808     /* TODO: handle Windowed, add more quality levels */
1809
1810     if (WINED3DMULTISAMPLE_NONE == MultiSampleType) return WINED3D_OK;
1811
1812     /* By default multisampling is disabled right now as it causes issues
1813      * on some Nvidia driver versions and it doesn't work well in combination
1814      * with FBOs yet. */
1815     if(!wined3d_settings.allow_multisampling)
1816         return WINED3DERR_NOTAVAILABLE;
1817
1818     desc = getFormatDescEntry(SurfaceFormat, &Adapters[Adapter].gl_info, &glDesc);
1819     if(!desc || !glDesc) {
1820         return WINED3DERR_INVALIDCALL;
1821     }
1822
1823     if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
1824         int i, nCfgs;
1825         WineD3D_PixelFormat *cfgs;
1826
1827         cfgs = Adapters[Adapter].cfgs;
1828         nCfgs = Adapters[Adapter].nCfgs;
1829         for(i=0; i<nCfgs; i++) {
1830             if(cfgs[i].numSamples != MultiSampleType)
1831                 continue;
1832
1833             if(!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[i], SurfaceFormat))
1834                 continue;
1835
1836             TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1837
1838             if(pQualityLevels)
1839                 *pQualityLevels = 1; /* Guess at a value! */
1840             return WINED3D_OK;
1841         }
1842     }
1843     else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
1844         short redSize, greenSize, blueSize, alphaSize, colorBits;
1845         int i, nCfgs;
1846         WineD3D_PixelFormat *cfgs;
1847
1848         if(!getColorBits(SurfaceFormat, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) {
1849             ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
1850             return WINED3DERR_NOTAVAILABLE;
1851         }
1852
1853         cfgs = Adapters[Adapter].cfgs;
1854         nCfgs = Adapters[Adapter].nCfgs;
1855         for(i=0; i<nCfgs; i++) {
1856             if(cfgs[i].numSamples != MultiSampleType)
1857                 continue;
1858             if(cfgs[i].redSize != redSize)
1859                 continue;
1860             if(cfgs[i].greenSize != greenSize)
1861                 continue;
1862             if(cfgs[i].blueSize != blueSize)
1863                 continue;
1864             if(cfgs[i].alphaSize != alphaSize)
1865                 continue;
1866
1867             TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1868
1869             if(pQualityLevels)
1870                 *pQualityLevels = 1; /* Guess at a value! */
1871             return WINED3D_OK;
1872         }
1873     }
1874     return WINED3DERR_NOTAVAILABLE;
1875 }
1876
1877 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1878                                             WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
1879
1880     IWineD3DImpl *This = (IWineD3DImpl *)iface;
1881     HRESULT hr = WINED3DERR_NOTAVAILABLE;
1882     UINT nmodes;
1883
1884     TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
1885           This,
1886           Adapter,
1887           DeviceType, debug_d3ddevicetype(DeviceType),
1888           DisplayFormat, debug_d3dformat(DisplayFormat),
1889           BackBufferFormat, debug_d3dformat(BackBufferFormat),
1890           Windowed);
1891
1892     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1893         WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
1894         return WINED3DERR_INVALIDCALL;
1895     }
1896
1897     /* The task of this function is to check whether a certain display / backbuffer format
1898      * combination is available on the given adapter. In fullscreen mode microsoft specified
1899      * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
1900      * and display format should match exactly.
1901      * In windowed mode format conversion can occur and this depends on the driver. When format
1902      * conversion is done, this function should nevertheless fail and applications need to use
1903      * CheckDeviceFormatConversion.
1904      * At the moment we assume that fullscreen and windowed have the same capabilities */
1905
1906     /* There are only 4 display formats */
1907     if(!((DisplayFormat == WINED3DFMT_R5G6B5) ||
1908          (DisplayFormat == WINED3DFMT_X1R5G5B5) ||
1909          (DisplayFormat == WINED3DFMT_X8R8G8B8) ||
1910          (DisplayFormat == WINED3DFMT_A2R10G10B10)))
1911     {
1912         TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
1913         return WINED3DERR_NOTAVAILABLE;
1914     }
1915
1916     /* If the requested DisplayFormat is not available, don't continue */
1917     nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
1918     if(!nmodes) {
1919         TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
1920         return WINED3DERR_NOTAVAILABLE;
1921     }
1922
1923     /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
1924     if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
1925         TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
1926         return WINED3DERR_NOTAVAILABLE;
1927     }
1928
1929     /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
1930     if( (DisplayFormat == WINED3DFMT_R5G6B5) && (BackBufferFormat != WINED3DFMT_R5G6B5) ) {
1931         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1932         return WINED3DERR_NOTAVAILABLE;
1933     }
1934
1935     /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
1936     if( (DisplayFormat == WINED3DFMT_X1R5G5B5) && !((BackBufferFormat == WINED3DFMT_X1R5G5B5) || (BackBufferFormat == WINED3DFMT_A1R5G5B5)) ) {
1937         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1938         return WINED3DERR_NOTAVAILABLE;
1939     }
1940
1941     /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
1942     if( (DisplayFormat == WINED3DFMT_X8R8G8B8) && !((BackBufferFormat == WINED3DFMT_X8R8G8B8) || (BackBufferFormat == WINED3DFMT_A8R8G8B8)) ) {
1943         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1944         return WINED3DERR_NOTAVAILABLE;
1945     }
1946
1947     /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
1948     if( (DisplayFormat == WINED3DFMT_A2R10G10B10) && ((BackBufferFormat != WINED3DFMT_A2R10G10B10) || Windowed)) {
1949         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1950         return WINED3DERR_NOTAVAILABLE;
1951     }
1952
1953     /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
1954     hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
1955     if(FAILED(hr))
1956         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1957
1958     return hr;
1959 }
1960
1961
1962 #define GLINFO_LOCATION Adapters[Adapter].gl_info
1963 /* Check if we support bumpmapping for a format */
1964 static BOOL CheckBumpMapCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
1965 {
1966     const struct fragment_pipeline *fp;
1967     const GlPixelFormatDesc *glDesc;
1968
1969     switch(CheckFormat) {
1970         case WINED3DFMT_V8U8:
1971         case WINED3DFMT_V16U16:
1972         case WINED3DFMT_L6V5U5:
1973         case WINED3DFMT_X8L8V8U8:
1974         case WINED3DFMT_Q8W8V8U8:
1975             getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
1976             if(glDesc->conversion_group == WINED3DFMT_UNKNOWN) {
1977                 /* We have a GL extension giving native support */
1978                 TRACE_(d3d_caps)("[OK]\n");
1979                 return TRUE;
1980             }
1981
1982             /* No native support: Ask the fixed function pipeline implementation if it
1983              * can deal with the conversion
1984              */
1985             fp = select_fragment_implementation(Adapter, DeviceType);
1986             if(fp->conv_supported(CheckFormat)) {
1987                 TRACE_(d3d_caps)("[OK]\n");
1988                 return TRUE;
1989             } else {
1990                 TRACE_(d3d_caps)("[FAILED]\n");
1991                 return FALSE;
1992             }
1993
1994         default:
1995             TRACE_(d3d_caps)("[FAILED]\n");
1996             return FALSE;
1997     }
1998 }
1999
2000 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
2001 static BOOL CheckDepthStencilCapability(UINT Adapter, WINED3DFORMAT DisplayFormat, WINED3DFORMAT DepthStencilFormat)
2002 {
2003     int it=0;
2004     const GlPixelFormatDesc *glDesc;
2005     const StaticPixelFormatDesc *desc = getFormatDescEntry(DepthStencilFormat, &GLINFO_LOCATION, &glDesc);
2006
2007     /* Fail if we weren't able to get a description of the format */
2008     if(!desc || !glDesc)
2009         return FALSE;
2010
2011     /* Only allow depth/stencil formats */
2012     if(!(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
2013         return FALSE;
2014
2015     /* Walk through all WGL pixel formats to find a match */
2016     for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2017         WineD3D_PixelFormat *cfg = &Adapters[Adapter].cfgs[it];
2018         if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(cfg, DisplayFormat)) {
2019             if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(cfg, DepthStencilFormat)) {
2020                 return TRUE;
2021             }
2022         }
2023     }
2024
2025     return FALSE;
2026 }
2027
2028 static BOOL CheckFilterCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2029 {
2030     const GlPixelFormatDesc *glDesc;
2031     const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2032
2033     /* Fail if we weren't able to get a description of the format */
2034     if(!desc || !glDesc)
2035         return FALSE;
2036
2037     /* The flags entry of a format contains the filtering capability */
2038     if(glDesc->Flags & WINED3DFMT_FLAG_FILTERING)
2039         return TRUE;
2040
2041     return FALSE;
2042 }
2043
2044 /* Check the render target capabilities of a format */
2045 static BOOL CheckRenderTargetCapability(WINED3DFORMAT AdapterFormat, WINED3DFORMAT CheckFormat)
2046 {
2047     UINT Adapter = 0;
2048     const GlPixelFormatDesc *glDesc;
2049     const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2050
2051     /* Fail if we weren't able to get a description of the format */
2052     if(!desc || !glDesc)
2053         return FALSE;
2054
2055     /* Filter out non-RT formats */
2056     if(!(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET))
2057         return FALSE;
2058
2059     if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
2060         WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
2061         int it;
2062         short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
2063         short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
2064
2065         getColorBits(AdapterFormat, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
2066         getColorBits(CheckFormat, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
2067
2068         /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
2069          * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
2070         if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
2071             TRACE_(d3d_caps)("[FAILED]\n");
2072             return FALSE;
2073         }
2074
2075         /* Check if there is a WGL pixel format matching the requirements, the format should also be window
2076          * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
2077         for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2078             if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
2079                 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
2080                 return TRUE;
2081             }
2082         }
2083     } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
2084         /* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
2085         WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
2086         int it;
2087
2088         /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
2089         for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2090             if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
2091                 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
2092                 return TRUE;
2093             }
2094         }
2095     } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){
2096         /* For now return TRUE for FBOs until we have some proper checks.
2097          * Note that this function will only be called when the format is around for texturing. */
2098         return TRUE;
2099     }
2100     return FALSE;
2101 }
2102
2103 static BOOL CheckSrgbReadCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2104 {
2105     /* Check for supported sRGB formats (Texture loading and framebuffer) */
2106     if(!GL_SUPPORT(EXT_TEXTURE_SRGB)) {
2107         TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
2108         return FALSE;
2109     }
2110
2111     switch (CheckFormat) {
2112         case WINED3DFMT_A8R8G8B8:
2113         case WINED3DFMT_X8R8G8B8:
2114         case WINED3DFMT_A4R4G4B4:
2115         case WINED3DFMT_L8:
2116         case WINED3DFMT_A8L8:
2117         case WINED3DFMT_DXT1:
2118         case WINED3DFMT_DXT2:
2119         case WINED3DFMT_DXT3:
2120         case WINED3DFMT_DXT4:
2121         case WINED3DFMT_DXT5:
2122             TRACE_(d3d_caps)("[OK]\n");
2123             return TRUE;
2124
2125         default:
2126             TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(CheckFormat));
2127             return FALSE;
2128     }
2129     return FALSE;
2130 }
2131
2132 static BOOL CheckSrgbWriteCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
2133 {
2134     /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
2135      * doing the color fixup in shaders.
2136      * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
2137     if((CheckFormat == WINED3DFMT_X8R8G8B8) || (CheckFormat == WINED3DFMT_A8R8G8B8)) {
2138         int vs_selected_mode;
2139         int ps_selected_mode;
2140         select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2141
2142         if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
2143             TRACE_(d3d_caps)("[OK]\n");
2144             return TRUE;
2145         }
2146     }
2147
2148     TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(CheckFormat));
2149     return FALSE;
2150 }
2151
2152 /* Check if a format support blending in combination with pixel shaders */
2153 static BOOL CheckPostPixelShaderBlendingCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2154 {
2155     const GlPixelFormatDesc *glDesc;
2156     const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2157
2158     /* Fail if we weren't able to get a description of the format */
2159     if(!desc || !glDesc)
2160         return FALSE;
2161
2162     /* The flags entry of a format contains the post pixel shader blending capability */
2163     if(glDesc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)
2164         return TRUE;
2165
2166     return FALSE;
2167 }
2168
2169 static BOOL CheckWrapAndMipCapability(UINT Adapter, WINED3DFORMAT CheckFormat) {
2170     /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
2171      * but we have to report mipmapping so we cannot reject this flag. Tests show that
2172      * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
2173      * that wrapping is supported. The lack of filtering will sort out the mipmapping
2174      * capability anyway.
2175      *
2176      * For now lets report this on all formats, but in the future we may want to
2177      * restrict it to some should games need that
2178      */
2179     return TRUE;
2180 }
2181
2182 /* Check if a texture format is supported on the given adapter */
2183 static BOOL CheckTextureCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
2184 {
2185     const shader_backend_t *shader_backend;
2186     const struct fragment_pipeline *fp;
2187     const GlPixelFormatDesc *glDesc;
2188
2189     switch (CheckFormat) {
2190
2191         /*****
2192          *  supported: RGB(A) formats
2193          */
2194         case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
2195         case WINED3DFMT_A8R8G8B8:
2196         case WINED3DFMT_X8R8G8B8:
2197         case WINED3DFMT_R5G6B5:
2198         case WINED3DFMT_X1R5G5B5:
2199         case WINED3DFMT_A1R5G5B5:
2200         case WINED3DFMT_A4R4G4B4:
2201         case WINED3DFMT_A8:
2202         case WINED3DFMT_X4R4G4B4:
2203         case WINED3DFMT_A8B8G8R8:
2204         case WINED3DFMT_X8B8G8R8:
2205         case WINED3DFMT_A2R10G10B10:
2206         case WINED3DFMT_A2B10G10R10:
2207         case WINED3DFMT_G16R16:
2208             TRACE_(d3d_caps)("[OK]\n");
2209             return TRUE;
2210
2211         case WINED3DFMT_R3G3B2:
2212             TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
2213             return FALSE;
2214
2215         /*****
2216          *  supported: Palettized
2217          */
2218         case WINED3DFMT_P8:
2219             TRACE_(d3d_caps)("[OK]\n");
2220             return TRUE;
2221         /* No Windows driver offers A8P8, so don't offer it either */
2222         case WINED3DFMT_A8P8:
2223             return FALSE;
2224
2225         /*****
2226          *  Supported: (Alpha)-Luminance
2227          */
2228         case WINED3DFMT_L8:
2229         case WINED3DFMT_A8L8:
2230         case WINED3DFMT_L16:
2231             TRACE_(d3d_caps)("[OK]\n");
2232             return TRUE;
2233
2234         /* Not supported on Windows, thus disabled */
2235         case WINED3DFMT_A4L4:
2236             TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
2237             return FALSE;
2238
2239         /*****
2240          *  Supported: Depth/Stencil formats
2241          */
2242         case WINED3DFMT_D16_LOCKABLE:
2243         case WINED3DFMT_D16:
2244         case WINED3DFMT_D15S1:
2245         case WINED3DFMT_D24X8:
2246         case WINED3DFMT_D24X4S4:
2247         case WINED3DFMT_D24S8:
2248         case WINED3DFMT_D24FS8:
2249         case WINED3DFMT_D32:
2250         case WINED3DFMT_D32F_LOCKABLE:
2251             return TRUE;
2252
2253         /*****
2254          *  Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
2255          *  GL_NV_texture_shader). Emulated by shaders
2256          */
2257         case WINED3DFMT_V8U8:
2258         case WINED3DFMT_X8L8V8U8:
2259         case WINED3DFMT_L6V5U5:
2260         case WINED3DFMT_Q8W8V8U8:
2261         case WINED3DFMT_V16U16:
2262         case WINED3DFMT_W11V11U10:
2263             getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2264             if(glDesc->conversion_group == WINED3DFMT_UNKNOWN) {
2265                 /* We have a GL extension giving native support */
2266                 TRACE_(d3d_caps)("[OK]\n");
2267                 return TRUE;
2268             }
2269
2270             /* No native support: Ask the fixed function pipeline implementation if it
2271              * can deal with the conversion
2272              */
2273             shader_backend = select_shader_backend(Adapter, DeviceType);
2274             if(shader_backend->shader_conv_supported(CheckFormat)) {
2275                 TRACE_(d3d_caps)("[OK]\n");
2276                 return TRUE;
2277             } else {
2278                 TRACE_(d3d_caps)("[FAILED]\n");
2279                 return FALSE;
2280             }
2281
2282         case WINED3DFMT_DXT1:
2283         case WINED3DFMT_DXT2:
2284         case WINED3DFMT_DXT3:
2285         case WINED3DFMT_DXT4:
2286         case WINED3DFMT_DXT5:
2287             if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
2288                 TRACE_(d3d_caps)("[OK]\n");
2289                 return TRUE;
2290             }
2291             TRACE_(d3d_caps)("[FAILED]\n");
2292             return FALSE;
2293
2294
2295         /*****
2296          *  Odd formats - not supported
2297          */
2298         case WINED3DFMT_VERTEXDATA:
2299         case WINED3DFMT_INDEX16:
2300         case WINED3DFMT_INDEX32:
2301         case WINED3DFMT_Q16W16V16U16:
2302         case WINED3DFMT_A2W10V10U10:
2303             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2304             return FALSE;
2305
2306         /*****
2307          *  WINED3DFMT_CxV8U8: Not supported right now
2308          */
2309         case WINED3DFMT_CxV8U8:
2310             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2311             return FALSE;
2312
2313         /* YUV formats */
2314         case WINED3DFMT_UYVY:
2315         case WINED3DFMT_YUY2:
2316             if(GL_SUPPORT(APPLE_YCBCR_422)) {
2317                 TRACE_(d3d_caps)("[OK]\n");
2318                 return TRUE;
2319             }
2320             TRACE_(d3d_caps)("[FAILED]\n");
2321             return FALSE;
2322         case WINED3DFMT_YV12:
2323             TRACE_(d3d_caps)("[FAILED]\n");
2324             return FALSE;
2325
2326             /* Not supported */
2327         case WINED3DFMT_A16B16G16R16:
2328         case WINED3DFMT_A8R3G3B2:
2329             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2330             return FALSE;
2331
2332             /* Floating point formats */
2333         case WINED3DFMT_R16F:
2334         case WINED3DFMT_A16B16G16R16F:
2335             if(GL_SUPPORT(ARB_TEXTURE_FLOAT) && GL_SUPPORT(ARB_HALF_FLOAT_PIXEL)) {
2336                 TRACE_(d3d_caps)("[OK]\n");
2337                 return TRUE;
2338             }
2339             TRACE_(d3d_caps)("[FAILED]\n");
2340             return FALSE;
2341
2342         case WINED3DFMT_R32F:
2343         case WINED3DFMT_A32B32G32R32F:
2344             if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2345                 TRACE_(d3d_caps)("[OK]\n");
2346                 return TRUE;
2347             }
2348             TRACE_(d3d_caps)("[FAILED]\n");
2349             return FALSE;
2350
2351         case WINED3DFMT_G16R16F:
2352         case WINED3DFMT_G32R32F:
2353             TRACE_(d3d_caps)("[FAILED]\n");
2354             return FALSE;
2355
2356         /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
2357          * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
2358          * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
2359          * We can do instancing with all shader versions, but we need vertex shaders.
2360          *
2361          * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
2362          * to enable instancing. WineD3D doesn't need that and just ignores it.
2363          *
2364          * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
2365          */
2366         case WINEMAKEFOURCC('I','N','S','T'):
2367             TRACE("ATI Instancing check hack\n");
2368             if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
2369                 TRACE_(d3d_caps)("[OK]\n");
2370                 return TRUE;
2371             }
2372             TRACE_(d3d_caps)("[FAILED]\n");
2373             return FALSE;
2374
2375         /* Some weird FOURCC formats */
2376         case WINED3DFMT_R8G8_B8G8:
2377         case WINED3DFMT_G8R8_G8B8:
2378         case WINED3DFMT_MULTI2_ARGB8:
2379             TRACE_(d3d_caps)("[FAILED]\n");
2380             return FALSE;
2381
2382         /* Vendor specific formats */
2383         case WINED3DFMT_ATI2N:
2384             if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC) || GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
2385                 shader_backend = select_shader_backend(Adapter, DeviceType);
2386                 fp = select_fragment_implementation(Adapter, DeviceType);
2387                 if(shader_backend->shader_conv_supported(CheckFormat) &&
2388                    fp->conv_supported(CheckFormat)) {
2389                     TRACE_(d3d_caps)("[OK]\n");
2390                     return TRUE;
2391                 }
2392
2393                 TRACE_(d3d_caps)("[OK]\n");
2394                 return TRUE;
2395             }
2396             TRACE_(d3d_caps)("[FAILED]\n");
2397             return FALSE;
2398
2399         case WINED3DFMT_NVHU:
2400         case WINED3DFMT_NVHS:
2401             /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
2402              * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
2403              * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
2404              * ATI refused to support formats which can easilly be emulated with pixel shaders, so
2405              * Applications have to deal with not having NVHS and NVHU.
2406              */
2407             TRACE_(d3d_caps)("[FAILED]\n");
2408             return FALSE;
2409
2410         case WINED3DFMT_UNKNOWN:
2411             return FALSE;
2412
2413         default:
2414             ERR("Unhandled format=%s\n", debug_d3dformat(CheckFormat));
2415             break;
2416     }
2417     return FALSE;
2418 }
2419
2420 static BOOL CheckSurfaceCapability(UINT Adapter, WINED3DFORMAT AdapterFormat, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType) {
2421     const struct blit_shader *blitter;
2422
2423     if(SurfaceType == SURFACE_GDI) {
2424         switch(CheckFormat) {
2425             case WINED3DFMT_R8G8B8:
2426             case WINED3DFMT_A8R8G8B8:
2427             case WINED3DFMT_X8R8G8B8:
2428             case WINED3DFMT_R5G6B5:
2429             case WINED3DFMT_X1R5G5B5:
2430             case WINED3DFMT_A1R5G5B5:
2431             case WINED3DFMT_A4R4G4B4:
2432             case WINED3DFMT_R3G3B2:
2433             case WINED3DFMT_A8:
2434             case WINED3DFMT_A8R3G3B2:
2435             case WINED3DFMT_X4R4G4B4:
2436             case WINED3DFMT_A2B10G10R10:
2437             case WINED3DFMT_A8B8G8R8:
2438             case WINED3DFMT_X8B8G8R8:
2439             case WINED3DFMT_G16R16:
2440             case WINED3DFMT_A2R10G10B10:
2441             case WINED3DFMT_A16B16G16R16:
2442             case WINED3DFMT_P8:
2443                 TRACE_(d3d_caps)("[OK]\n");
2444                 return TRUE;
2445             default:
2446                 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
2447                 return FALSE;
2448         }
2449     }
2450
2451     /* All format that are supported for textures are supported for surfaces as well */
2452     if(CheckTextureCapability(Adapter, DeviceType, CheckFormat)) return TRUE;
2453     /* All depth stencil formats are supported on surfaces */
2454     if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) return TRUE;
2455
2456     /* If opengl can't process the format natively, the blitter may be able to convert it */
2457     blitter = select_blit_implementation(Adapter, DeviceType);
2458     if(blitter->conv_supported(CheckFormat)) {
2459         TRACE_(d3d_caps)("[OK]\n");
2460         return TRUE;
2461     }
2462
2463     /* Reject other formats */
2464     TRACE_(d3d_caps)("[FAILED]\n");
2465     return FALSE;
2466 }
2467
2468 static BOOL CheckVertexTextureCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2469 {
2470     if (!GL_LIMITS(vertex_samplers)) {
2471         TRACE_(d3d_caps)("[FAILED]\n");
2472         return FALSE;
2473     }
2474
2475     switch (CheckFormat) {
2476         case WINED3DFMT_A32B32G32R32F:
2477             if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2478                 TRACE_(d3d_caps)("[FAILED]\n");
2479                 return FALSE;
2480             }
2481             TRACE_(d3d_caps)("[OK]\n");
2482             return TRUE;
2483
2484         default:
2485             TRACE_(d3d_caps)("[FAILED]\n");
2486             return FALSE;
2487     }
2488     return FALSE;
2489 }
2490
2491 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, 
2492         WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
2493         WINED3DSURFTYPE SurfaceType) {
2494     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2495     DWORD UsageCaps = 0;
2496
2497     TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
2498           This,
2499           Adapter,
2500           DeviceType, debug_d3ddevicetype(DeviceType),
2501           AdapterFormat, debug_d3dformat(AdapterFormat),
2502           Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
2503           RType, debug_d3dresourcetype(RType),
2504           CheckFormat, debug_d3dformat(CheckFormat));
2505
2506     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2507         return WINED3DERR_INVALIDCALL;
2508     }
2509
2510     if(RType == WINED3DRTYPE_CUBETEXTURE) {
2511
2512         if(SurfaceType != SURFACE_OPENGL) {
2513             TRACE("[FAILED]\n");
2514             return WINED3DERR_NOTAVAILABLE;
2515         }
2516
2517         /* Cubetexture allows:
2518          *                    - D3DUSAGE_AUTOGENMIPMAP
2519          *                    - D3DUSAGE_DEPTHSTENCIL
2520          *                    - D3DUSAGE_DYNAMIC
2521          *                    - D3DUSAGE_NONSECURE (d3d9ex)
2522          *                    - D3DUSAGE_RENDERTARGET
2523          *                    - D3DUSAGE_SOFTWAREPROCESSING
2524          *                    - D3DUSAGE_QUERY_WRAPANDMIP
2525          */
2526         if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2527             /* Check if the texture format is around */
2528             if(CheckTextureCapability(Adapter, DeviceType, CheckFormat)) {
2529                 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2530                     /* Check for automatic mipmap generation support */
2531                     if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2532                         UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2533                     } else {
2534                         /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2535                         TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2536                     }
2537                 }
2538
2539                 /* Always report dynamic locking */
2540                 if(Usage & WINED3DUSAGE_DYNAMIC)
2541                     UsageCaps |= WINED3DUSAGE_DYNAMIC;
2542
2543                 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2544                     if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2545                         UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2546                     } else {
2547                         TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2548                         return WINED3DERR_NOTAVAILABLE;
2549                     }
2550                 }
2551
2552                 /* Always report software processing */
2553                 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2554                     UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2555
2556                 /* Check QUERY_FILTER support */
2557                 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2558                     if(CheckFilterCapability(Adapter, CheckFormat)) {
2559                         UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2560                     } else {
2561                         TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2562                         return WINED3DERR_NOTAVAILABLE;
2563                     }
2564                 }
2565
2566                 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2567                 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2568                     if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2569                         UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2570                     } else {
2571                         TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2572                         return WINED3DERR_NOTAVAILABLE;
2573                     }
2574                 }
2575
2576                 /* Check QUERY_SRGBREAD support */
2577                 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2578                     if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2579                         UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2580                     } else {
2581                         TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2582                         return WINED3DERR_NOTAVAILABLE;
2583                     }
2584                 }
2585
2586                 /* Check QUERY_SRGBWRITE support */
2587                 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2588                     if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2589                         UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2590                     } else {
2591                         TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2592                         return WINED3DERR_NOTAVAILABLE;
2593                     }
2594                 }
2595
2596                 /* Check QUERY_VERTEXTEXTURE support */
2597                 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2598                     if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2599                         UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2600                     } else {
2601                         TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2602                         return WINED3DERR_NOTAVAILABLE;
2603                     }
2604                 }
2605
2606                 /* Check QUERY_WRAPANDMIP support */
2607                 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2608                     if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2609                         UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2610                     } else {
2611                         TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2612                         return WINED3DERR_NOTAVAILABLE;
2613                     }
2614                 }
2615             } else {
2616                 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
2617                 return WINED3DERR_NOTAVAILABLE;
2618             }
2619         } else {
2620             TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
2621             return WINED3DERR_NOTAVAILABLE;
2622         }
2623     } else if(RType == WINED3DRTYPE_SURFACE) {
2624         /* Surface allows:
2625          *                - D3DUSAGE_DEPTHSTENCIL
2626          *                - D3DUSAGE_NONSECURE (d3d9ex)
2627          *                - D3DUSAGE_RENDERTARGET
2628          */
2629
2630         if(CheckSurfaceCapability(Adapter, AdapterFormat, DeviceType, CheckFormat, SurfaceType)) {
2631             if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2632                 if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
2633                     UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2634                 } else {
2635                     TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
2636                     return WINED3DERR_NOTAVAILABLE;
2637                 }
2638             }
2639
2640             if(Usage & WINED3DUSAGE_RENDERTARGET) {
2641                 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2642                     UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2643                 } else {
2644                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2645                     return WINED3DERR_NOTAVAILABLE;
2646                 }
2647             }
2648
2649             /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2650             if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2651                 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2652                     UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2653                 } else {
2654                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2655                     return WINED3DERR_NOTAVAILABLE;
2656                 }
2657             }
2658         } else {
2659             TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
2660             return WINED3DERR_NOTAVAILABLE;
2661         }
2662
2663     } else if(RType == WINED3DRTYPE_TEXTURE) {
2664         /* Texture allows:
2665          *                - D3DUSAGE_AUTOGENMIPMAP
2666          *                - D3DUSAGE_DEPTHSTENCIL
2667          *                - D3DUSAGE_DMAP
2668          *                - D3DUSAGE_DYNAMIC
2669          *                - D3DUSAGE_NONSECURE (d3d9ex)
2670          *                - D3DUSAGE_RENDERTARGET
2671          *                - D3DUSAGE_SOFTWAREPROCESSING
2672          *                - D3DUSAGE_TEXTAPI (d3d9ex)
2673          *                - D3DUSAGE_QUERY_WRAPANDMIP
2674          */
2675
2676         if(SurfaceType != SURFACE_OPENGL) {
2677             TRACE("[FAILED]\n");
2678             return WINED3DERR_NOTAVAILABLE;
2679         }
2680
2681         /* Check if the texture format is around */
2682         if(CheckTextureCapability(Adapter, DeviceType, CheckFormat)) {
2683             if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2684                 /* Check for automatic mipmap generation support */
2685                 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2686                     UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2687                 } else {
2688                     /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2689                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2690                 }
2691             }
2692
2693             /* Always report dynamic locking */
2694             if(Usage & WINED3DUSAGE_DYNAMIC)
2695                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2696
2697             if(Usage & WINED3DUSAGE_RENDERTARGET) {
2698                 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2699                     UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2700                 } else {
2701                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2702                      return WINED3DERR_NOTAVAILABLE;
2703                  }
2704             }
2705
2706             /* Always report software processing */
2707             if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2708                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2709
2710             /* Check QUERY_FILTER support */
2711             if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2712                 if(CheckFilterCapability(Adapter, CheckFormat)) {
2713                     UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2714                 } else {
2715                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2716                     return WINED3DERR_NOTAVAILABLE;
2717                 }
2718             }
2719
2720             /* Check QUERY_LEGACYBUMPMAP support */
2721             if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
2722                 if(CheckBumpMapCapability(Adapter, DeviceType, CheckFormat)) {
2723                     UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
2724                 } else {
2725                     TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
2726                     return WINED3DERR_NOTAVAILABLE;
2727                 }
2728             }
2729
2730             /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2731             if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2732                 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2733                     UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2734                 } else {
2735                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2736                     return WINED3DERR_NOTAVAILABLE;
2737                 }
2738             }
2739
2740             /* Check QUERY_SRGBREAD support */
2741             if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2742                 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2743                     UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2744                 } else {
2745                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2746                     return WINED3DERR_NOTAVAILABLE;
2747                 }
2748             }
2749
2750             /* Check QUERY_SRGBWRITE support */
2751             if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2752                 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2753                     UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2754                 } else {
2755                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2756                     return WINED3DERR_NOTAVAILABLE;
2757                 }
2758             }
2759
2760             /* Check QUERY_VERTEXTEXTURE support */
2761             if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2762                 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2763                     UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2764                 } else {
2765                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2766                     return WINED3DERR_NOTAVAILABLE;
2767                 }
2768             }
2769
2770             /* Check QUERY_WRAPANDMIP support */
2771             if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2772                 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2773                     UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2774                 } else {
2775                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2776                     return WINED3DERR_NOTAVAILABLE;
2777                 }
2778             }
2779
2780             if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2781                 if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
2782                     UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2783                 } else {
2784                     TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
2785                     return WINED3DERR_NOTAVAILABLE;
2786                 }
2787             }
2788         } else {
2789             TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
2790             return WINED3DERR_NOTAVAILABLE;
2791         }
2792     } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
2793         /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
2794          * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
2795          *
2796          * Volumetexture allows:
2797          *                      - D3DUSAGE_DYNAMIC
2798          *                      - D3DUSAGE_NONSECURE (d3d9ex)
2799          *                      - D3DUSAGE_SOFTWAREPROCESSING
2800          *                      - D3DUSAGE_QUERY_WRAPANDMIP
2801          */
2802
2803         if(SurfaceType != SURFACE_OPENGL) {
2804             TRACE("[FAILED]\n");
2805             return WINED3DERR_NOTAVAILABLE;
2806         }
2807
2808         /* Check volume texture and volume usage caps */
2809         if(GL_SUPPORT(EXT_TEXTURE3D)) {
2810             if(CheckTextureCapability(Adapter, DeviceType, CheckFormat) == FALSE) {
2811                 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
2812                 return WINED3DERR_NOTAVAILABLE;
2813             }
2814
2815             /* Always report dynamic locking */
2816             if(Usage & WINED3DUSAGE_DYNAMIC)
2817                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2818
2819             /* Always report software processing */
2820             if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2821                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2822
2823             /* Check QUERY_FILTER support */
2824             if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2825                 if(CheckFilterCapability(Adapter, CheckFormat)) {
2826                     UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2827                 } else {
2828                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2829                     return WINED3DERR_NOTAVAILABLE;
2830                 }
2831             }
2832
2833             /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2834             if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2835                 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2836                     UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2837                 } else {
2838                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2839                     return WINED3DERR_NOTAVAILABLE;
2840                 }
2841             }
2842
2843             /* Check QUERY_SRGBREAD support */
2844             if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2845                 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2846                     UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2847                 } else {
2848                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2849                     return WINED3DERR_NOTAVAILABLE;
2850                 }
2851             }
2852
2853             /* Check QUERY_SRGBWRITE support */
2854             if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2855                 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2856                     UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2857                 } else {
2858                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2859                     return WINED3DERR_NOTAVAILABLE;
2860                 }
2861             }
2862
2863             /* Check QUERY_VERTEXTEXTURE support */
2864             if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2865                 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2866                     UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2867                 } else {
2868                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2869                     return WINED3DERR_NOTAVAILABLE;
2870                 }
2871             }
2872
2873             /* Check QUERY_WRAPANDMIP support */
2874             if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2875                 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2876                     UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2877                 } else {
2878                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2879                     return WINED3DERR_NOTAVAILABLE;
2880                 }
2881             }
2882         } else {
2883             TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
2884             return WINED3DERR_NOTAVAILABLE;
2885         }
2886
2887         /* Filter formats that need conversion; For one part, this conversion is unimplemented,
2888          * and volume textures are huge, so it would be a big performance hit. Unless we hit an
2889          * app needing one of those formats, don't advertize them to avoid leading apps into
2890          * temptation. The windows drivers don't support most of those formats on volumes anyway,
2891          * except of R32F.
2892          */
2893         switch(CheckFormat) {
2894             case WINED3DFMT_P8:
2895             case WINED3DFMT_A4L4:
2896             case WINED3DFMT_R32F:
2897             case WINED3DFMT_R16F:
2898             case WINED3DFMT_X8L8V8U8:
2899             case WINED3DFMT_L6V5U5:
2900             case WINED3DFMT_G16R16:
2901                 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2902                 return WINED3DERR_NOTAVAILABLE;
2903
2904             case WINED3DFMT_Q8W8V8U8:
2905             case WINED3DFMT_V16U16:
2906             if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
2907                 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2908                 return WINED3DERR_NOTAVAILABLE;
2909             }
2910             break;
2911
2912             case WINED3DFMT_V8U8:
2913             if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
2914                 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2915                 return WINED3DERR_NOTAVAILABLE;
2916             }
2917             break;
2918
2919             case WINED3DFMT_DXT1:
2920             case WINED3DFMT_DXT2:
2921             case WINED3DFMT_DXT3:
2922             case WINED3DFMT_DXT4:
2923             case WINED3DFMT_DXT5:
2924                 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
2925                  * compressed texture results in an error. While the D3D refrast does
2926                  * support s3tc volumes, at least the nvidia windows driver does not, so
2927                  * we're free not to support this format.
2928                  */
2929                 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
2930                 return WINED3DERR_NOTAVAILABLE;
2931
2932             default:
2933                 /* Do nothing, continue with checking the format below */
2934                 break;
2935         }
2936     } else if((RType == WINED3DRTYPE_INDEXBUFFER) || (RType == WINED3DRTYPE_VERTEXBUFFER)){
2937         /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
2938         TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
2939         return WINED3DERR_NOTAVAILABLE;
2940     }
2941
2942     /* This format is nothing special and it is supported perfectly.
2943      * However, ati and nvidia driver on windows do not mark this format as
2944      * supported (tested with the dxCapsViewer) and pretending to
2945      * support this format uncovers a bug in Battlefield 1942 (fonts are missing)
2946      * So do the same as Windows drivers and pretend not to support it on dx8 and 9
2947      * Enable it on dx7. It will need additional checking on dx10 when we support it.
2948      */
2949     if(This->dxVersion > 7 && CheckFormat == WINED3DFMT_R8G8B8) {
2950         TRACE_(d3d_caps)("[FAILED]\n");
2951         return WINED3DERR_NOTAVAILABLE;
2952     }
2953
2954     /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
2955      * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
2956      * usage flags match. */
2957     if(UsageCaps == Usage) {
2958         return WINED3D_OK;
2959     } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
2960         return WINED3DOK_NOAUTOGEN;
2961     } else {
2962         TRACE_(d3d_caps)("[FAILED] - Usage=%#08x requested for CheckFormat=%s and RType=%d but only %#08x is available\n", Usage, debug_d3dformat(CheckFormat), RType, UsageCaps);
2963         return WINED3DERR_NOTAVAILABLE;
2964     }
2965 }
2966
2967 static HRESULT  WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2968                                                           WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
2969     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2970
2971     FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
2972           This,
2973           Adapter,
2974           DeviceType, debug_d3ddevicetype(DeviceType),
2975           SourceFormat, debug_d3dformat(SourceFormat),
2976           TargetFormat, debug_d3dformat(TargetFormat));
2977     return WINED3D_OK;
2978 }
2979
2980 static const shader_backend_t *select_shader_backend(UINT Adapter, WINED3DDEVTYPE DeviceType) {
2981     const shader_backend_t *ret;
2982     int vs_selected_mode;
2983     int ps_selected_mode;
2984
2985     select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2986     if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) {
2987         ret = &glsl_shader_backend;
2988     } else if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) {
2989         ret = &arb_program_shader_backend;
2990     } else {
2991         ret = &none_shader_backend;
2992     }
2993     return ret;
2994 }
2995
2996 static const struct fragment_pipeline *select_fragment_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType) {
2997     int vs_selected_mode;
2998     int ps_selected_mode;
2999
3000     select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
3001     if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3002         return &arbfp_fragment_pipeline;
3003     } else if(ps_selected_mode == SHADER_ATI) {
3004         return &atifs_fragment_pipeline;
3005     } else if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
3006         return &nvts_fragment_pipeline;
3007     } else if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3008         return &nvrc_fragment_pipeline;
3009     } else {
3010         return &ffp_fragment_pipeline;
3011     }
3012 }
3013
3014 static const struct blit_shader *select_blit_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType) {
3015     int vs_selected_mode;
3016     int ps_selected_mode;
3017
3018     select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
3019     if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3020         return &arbfp_blit;
3021     } else {
3022         return &ffp_blit;
3023     }
3024 }
3025
3026 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
3027       subset of a D3DCAPS9 structure. However, it has to come via a void *
3028       as the d3d8 interface cannot import the d3d9 header                  */
3029 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
3030
3031     IWineD3DImpl    *This = (IWineD3DImpl *)iface;
3032     int vs_selected_mode;
3033     int ps_selected_mode;
3034     struct shader_caps shader_caps;
3035     struct fragment_caps fragment_caps;
3036     const shader_backend_t *shader_backend;
3037     const struct fragment_pipeline *frag_pipeline = NULL;
3038     DWORD ckey_caps, blit_caps, fx_caps;
3039
3040     TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
3041
3042     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3043         return WINED3DERR_INVALIDCALL;
3044     }
3045
3046     select_shader_mode(&Adapters[Adapter].gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3047
3048     /* This function should *not* be modifying GL caps
3049      * TODO: move the functionality where it belongs */
3050     select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[Adapter].gl_info);
3051
3052     /* ------------------------------------------------
3053        The following fields apply to both d3d8 and d3d9
3054        ------------------------------------------------ */
3055     pCaps->DeviceType              = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF;  /* Not quite true, but use h/w supported by opengl I suppose */
3056     pCaps->AdapterOrdinal          = Adapter;
3057
3058     pCaps->Caps                    = 0;
3059     pCaps->Caps2                   = WINED3DCAPS2_CANRENDERWINDOWED |
3060                                      WINED3DCAPS2_FULLSCREENGAMMA |
3061                                      WINED3DCAPS2_DYNAMICTEXTURES;
3062     if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
3063         pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
3064     }
3065     pCaps->Caps3                   = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD;
3066     pCaps->PresentationIntervals   = WINED3DPRESENT_INTERVAL_IMMEDIATE  |
3067                                      WINED3DPRESENT_INTERVAL_ONE;
3068
3069     pCaps->CursorCaps              = WINED3DCURSORCAPS_COLOR            |
3070                                      WINED3DCURSORCAPS_LOWRES;
3071
3072     pCaps->DevCaps                 = WINED3DDEVCAPS_FLOATTLVERTEX       |
3073                                      WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
3074                                      WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
3075                                      WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
3076                                      WINED3DDEVCAPS_DRAWPRIMTLVERTEX    |
3077                                      WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
3078                                      WINED3DDEVCAPS_EXECUTEVIDEOMEMORY  |
3079                                      WINED3DDEVCAPS_PUREDEVICE          |
3080                                      WINED3DDEVCAPS_HWRASTERIZATION     |
3081                                      WINED3DDEVCAPS_TEXTUREVIDEOMEMORY  |
3082                                      WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
3083                                      WINED3DDEVCAPS_CANRENDERAFTERFLIP  |
3084                                      WINED3DDEVCAPS_DRAWPRIMITIVES2     |
3085                                      WINED3DDEVCAPS_DRAWPRIMITIVES2EX   |
3086                                      WINED3DDEVCAPS_RTPATCHES;
3087
3088     pCaps->PrimitiveMiscCaps       = WINED3DPMISCCAPS_CULLNONE              |
3089                                      WINED3DPMISCCAPS_CULLCCW               |
3090                                      WINED3DPMISCCAPS_CULLCW                |
3091                                      WINED3DPMISCCAPS_COLORWRITEENABLE      |
3092                                      WINED3DPMISCCAPS_CLIPTLVERTS           |
3093                                      WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
3094                                      WINED3DPMISCCAPS_MASKZ                 |
3095                                      WINED3DPMISCCAPS_BLENDOP               |
3096                                      WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
3097                                     /* TODO:
3098                                         WINED3DPMISCCAPS_NULLREFERENCE
3099                                         WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
3100                                         WINED3DPMISCCAPS_FOGANDSPECULARALPHA
3101                                         WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
3102                                         WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
3103
3104     if(GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE) && GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE))
3105         pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
3106
3107     pCaps->RasterCaps              = WINED3DPRASTERCAPS_DITHER    |
3108                                      WINED3DPRASTERCAPS_PAT       |
3109                                      WINED3DPRASTERCAPS_WFOG      |
3110                                      WINED3DPRASTERCAPS_ZFOG      |
3111                                      WINED3DPRASTERCAPS_FOGVERTEX |
3112                                      WINED3DPRASTERCAPS_FOGTABLE  |
3113                                      WINED3DPRASTERCAPS_STIPPLE   |
3114                                      WINED3DPRASTERCAPS_SUBPIXEL  |
3115                                      WINED3DPRASTERCAPS_ZTEST     |
3116                                      WINED3DPRASTERCAPS_SCISSORTEST   |
3117                                      WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
3118                                      WINED3DPRASTERCAPS_DEPTHBIAS;
3119
3120     if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3121         pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY    |
3122                              WINED3DPRASTERCAPS_ZBIAS         |
3123                              WINED3DPRASTERCAPS_MIPMAPLODBIAS;
3124     }
3125     if(GL_SUPPORT(NV_FOG_DISTANCE)) {
3126         pCaps->RasterCaps         |= WINED3DPRASTERCAPS_FOGRANGE;
3127     }
3128                         /* FIXME Add:
3129                            WINED3DPRASTERCAPS_COLORPERSPECTIVE
3130                            WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
3131                            WINED3DPRASTERCAPS_ANTIALIASEDGES
3132                            WINED3DPRASTERCAPS_ZBUFFERLESSHSR
3133                            WINED3DPRASTERCAPS_WBUFFER */
3134
3135     pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS       |
3136                       WINED3DPCMPCAPS_EQUAL        |
3137                       WINED3DPCMPCAPS_GREATER      |
3138                       WINED3DPCMPCAPS_GREATEREQUAL |
3139                       WINED3DPCMPCAPS_LESS         |
3140                       WINED3DPCMPCAPS_LESSEQUAL    |
3141                       WINED3DPCMPCAPS_NEVER        |
3142                       WINED3DPCMPCAPS_NOTEQUAL;
3143
3144     pCaps->SrcBlendCaps  = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
3145                            WINED3DPBLENDCAPS_BOTHSRCALPHA    |
3146                            WINED3DPBLENDCAPS_DESTALPHA       |
3147                            WINED3DPBLENDCAPS_DESTCOLOR       |
3148                            WINED3DPBLENDCAPS_INVDESTALPHA    |
3149                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
3150                            WINED3DPBLENDCAPS_INVSRCALPHA     |
3151                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
3152                            WINED3DPBLENDCAPS_ONE             |
3153                            WINED3DPBLENDCAPS_SRCALPHA        |
3154                            WINED3DPBLENDCAPS_SRCALPHASAT     |
3155                            WINED3DPBLENDCAPS_SRCCOLOR        |
3156                            WINED3DPBLENDCAPS_ZERO;
3157
3158     pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA       |
3159                            WINED3DPBLENDCAPS_DESTCOLOR       |
3160                            WINED3DPBLENDCAPS_INVDESTALPHA    |
3161                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
3162                            WINED3DPBLENDCAPS_INVSRCALPHA     |
3163                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
3164                            WINED3DPBLENDCAPS_ONE             |
3165                            WINED3DPBLENDCAPS_SRCALPHA        |
3166                            WINED3DPBLENDCAPS_SRCCOLOR        |
3167                            WINED3DPBLENDCAPS_ZERO;
3168     /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
3169      * according to the glBlendFunc manpage
3170      *
3171      * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
3172      * legacy settings for srcblend only
3173      */
3174
3175     if( GL_SUPPORT(EXT_BLEND_COLOR)) {
3176         pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3177         pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3178     }
3179
3180
3181     pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS       |
3182                           WINED3DPCMPCAPS_EQUAL        |
3183                           WINED3DPCMPCAPS_GREATER      |
3184                           WINED3DPCMPCAPS_GREATEREQUAL |
3185                           WINED3DPCMPCAPS_LESS         |
3186                           WINED3DPCMPCAPS_LESSEQUAL    |
3187                           WINED3DPCMPCAPS_NEVER        |
3188                           WINED3DPCMPCAPS_NOTEQUAL;
3189
3190     pCaps->ShadeCaps     = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
3191                            WINED3DPSHADECAPS_COLORGOURAUDRGB    |
3192                            WINED3DPSHADECAPS_ALPHAFLATBLEND     |
3193                            WINED3DPSHADECAPS_ALPHAGOURAUDBLEND  |
3194                            WINED3DPSHADECAPS_COLORFLATRGB       |
3195                            WINED3DPSHADECAPS_FOGFLAT            |
3196                            WINED3DPSHADECAPS_FOGGOURAUD         |
3197                            WINED3DPSHADECAPS_SPECULARFLATRGB;
3198
3199     pCaps->TextureCaps =  WINED3DPTEXTURECAPS_ALPHA              |
3200                           WINED3DPTEXTURECAPS_ALPHAPALETTE       |
3201                           WINED3DPTEXTURECAPS_TRANSPARENCY       |
3202                           WINED3DPTEXTURECAPS_BORDER             |
3203                           WINED3DPTEXTURECAPS_MIPMAP             |
3204                           WINED3DPTEXTURECAPS_PROJECTED          |
3205                           WINED3DPTEXTURECAPS_PERSPECTIVE;
3206
3207     if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
3208         pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
3209                               WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
3210     }
3211
3212     if( GL_SUPPORT(EXT_TEXTURE3D)) {
3213         pCaps->TextureCaps |=  WINED3DPTEXTURECAPS_VOLUMEMAP      |
3214                                WINED3DPTEXTURECAPS_MIPVOLUMEMAP   |
3215                                WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
3216     }
3217
3218     if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3219         pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP     |
3220                               WINED3DPTEXTURECAPS_MIPCUBEMAP    |
3221                               WINED3DPTEXTURECAPS_CUBEMAP_POW2;
3222
3223     }
3224
3225     pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
3226                                WINED3DPTFILTERCAPS_MAGFPOINT        |
3227                                WINED3DPTFILTERCAPS_MINFLINEAR       |
3228                                WINED3DPTFILTERCAPS_MINFPOINT        |
3229                                WINED3DPTFILTERCAPS_MIPFLINEAR       |
3230                                WINED3DPTFILTERCAPS_MIPFPOINT        |
3231                                WINED3DPTFILTERCAPS_LINEAR           |
3232                                WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
3233                                WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3234                                WINED3DPTFILTERCAPS_MIPLINEAR        |
3235                                WINED3DPTFILTERCAPS_MIPNEAREST       |
3236                                WINED3DPTFILTERCAPS_NEAREST;
3237
3238     if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3239         pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3240                                     WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3241     }
3242
3243     if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3244         pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
3245                                        WINED3DPTFILTERCAPS_MAGFPOINT        |
3246                                        WINED3DPTFILTERCAPS_MINFLINEAR       |
3247                                        WINED3DPTFILTERCAPS_MINFPOINT        |
3248                                        WINED3DPTFILTERCAPS_MIPFLINEAR       |
3249                                        WINED3DPTFILTERCAPS_MIPFPOINT        |
3250                                        WINED3DPTFILTERCAPS_LINEAR           |
3251                                        WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
3252                                        WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3253                                        WINED3DPTFILTERCAPS_MIPLINEAR        |
3254                                        WINED3DPTFILTERCAPS_MIPNEAREST       |
3255                                        WINED3DPTFILTERCAPS_NEAREST;
3256
3257         if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3258             pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3259                                             WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3260         }
3261     } else
3262         pCaps->CubeTextureFilterCaps = 0;
3263
3264     if (GL_SUPPORT(EXT_TEXTURE3D)) {
3265         pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
3266                                          WINED3DPTFILTERCAPS_MAGFPOINT        |
3267                                          WINED3DPTFILTERCAPS_MINFLINEAR       |
3268                                          WINED3DPTFILTERCAPS_MINFPOINT        |
3269                                          WINED3DPTFILTERCAPS_MIPFLINEAR       |
3270                                          WINED3DPTFILTERCAPS_MIPFPOINT        |
3271                                          WINED3DPTFILTERCAPS_LINEAR           |
3272                                          WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
3273                                          WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3274                                          WINED3DPTFILTERCAPS_MIPLINEAR        |
3275                                          WINED3DPTFILTERCAPS_MIPNEAREST       |
3276                                          WINED3DPTFILTERCAPS_NEAREST;
3277     } else
3278         pCaps->VolumeTextureFilterCaps = 0;
3279
3280     pCaps->TextureAddressCaps =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3281                                  WINED3DPTADDRESSCAPS_CLAMP  |
3282                                  WINED3DPTADDRESSCAPS_WRAP;
3283
3284     if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3285         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3286     }
3287     if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3288         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3289     }
3290     if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3291         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3292     }
3293
3294     if (GL_SUPPORT(EXT_TEXTURE3D)) {
3295         pCaps->VolumeTextureAddressCaps =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3296                                            WINED3DPTADDRESSCAPS_CLAMP  |
3297                                            WINED3DPTADDRESSCAPS_WRAP;
3298         if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3299             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3300         }
3301         if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3302             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3303         }
3304         if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3305             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3306         }
3307     } else
3308         pCaps->VolumeTextureAddressCaps = 0;
3309
3310     pCaps->LineCaps = WINED3DLINECAPS_TEXTURE       |
3311                       WINED3DLINECAPS_ZTEST         |
3312                       WINED3DLINECAPS_BLEND         |
3313                       WINED3DLINECAPS_ALPHACMP      |
3314                       WINED3DLINECAPS_FOG;
3315     /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
3316      * idea how generating the smoothing alpha values works; the result is different
3317      */
3318
3319     pCaps->MaxTextureWidth  = GL_LIMITS(texture_size);
3320     pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
3321
3322     if(GL_SUPPORT(EXT_TEXTURE3D))
3323         pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
3324     else
3325         pCaps->MaxVolumeExtent = 0;
3326
3327     pCaps->MaxTextureRepeat = 32768;
3328     pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
3329     pCaps->MaxVertexW = 1.0;
3330
3331     pCaps->GuardBandLeft = 0;
3332     pCaps->GuardBandTop = 0;
3333     pCaps->GuardBandRight = 0;
3334     pCaps->GuardBandBottom = 0;
3335
3336     pCaps->ExtentsAdjust = 0;
3337
3338     pCaps->StencilCaps =  WINED3DSTENCILCAPS_DECRSAT |
3339                           WINED3DSTENCILCAPS_INCRSAT |
3340                           WINED3DSTENCILCAPS_INVERT  |
3341                           WINED3DSTENCILCAPS_KEEP    |
3342                           WINED3DSTENCILCAPS_REPLACE |
3343                           WINED3DSTENCILCAPS_ZERO;
3344     if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
3345         pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR  |
3346                               WINED3DSTENCILCAPS_INCR;
3347     }
3348     if ( This->dxVersion > 8 &&
3349         ( GL_SUPPORT(EXT_STENCIL_TWO_SIDE) ||
3350             GL_SUPPORT(ATI_SEPARATE_STENCIL) ) ) {
3351         pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
3352     }
3353
3354     pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
3355
3356     pCaps->MaxUserClipPlanes       = GL_LIMITS(clipplanes);
3357     pCaps->MaxActiveLights         = GL_LIMITS(lights);
3358
3359     pCaps->MaxVertexBlendMatrices      = GL_LIMITS(blends);
3360     pCaps->MaxVertexBlendMatrixIndex   = 0;
3361
3362     pCaps->MaxAnisotropy   = GL_LIMITS(anisotropy);
3363     pCaps->MaxPointSize    = GL_LIMITS(pointsize);
3364
3365
3366     pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
3367                                   WINED3DVTXPCAPS_MATERIALSOURCE7   |
3368                                   WINED3DVTXPCAPS_POSITIONALLIGHTS  |
3369                                   WINED3DVTXPCAPS_LOCALVIEWER       |
3370                                   WINED3DVTXPCAPS_VERTEXFOG         |
3371                                   WINED3DVTXPCAPS_TEXGEN;
3372                                   /* FIXME: Add 
3373                                      D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
3374
3375     pCaps->MaxPrimitiveCount   = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
3376     pCaps->MaxVertexIndex      = 0xFFFFF;
3377     pCaps->MaxStreams          = MAX_STREAMS;
3378     pCaps->MaxStreamStride     = 1024;
3379
3380     /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
3381     pCaps->DevCaps2                          = WINED3DDEVCAPS2_STREAMOFFSET |
3382                                                WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
3383     pCaps->MaxNpatchTessellationLevel        = 0;
3384     pCaps->MasterAdapterOrdinal              = 0;
3385     pCaps->AdapterOrdinalInGroup             = 0;
3386     pCaps->NumberOfAdaptersInGroup           = 1;
3387
3388     pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
3389
3390     pCaps->StretchRectFilterCaps             = WINED3DPTFILTERCAPS_MINFPOINT  |
3391                                                 WINED3DPTFILTERCAPS_MAGFPOINT  |
3392                                                 WINED3DPTFILTERCAPS_MINFLINEAR |
3393                                                 WINED3DPTFILTERCAPS_MAGFLINEAR;
3394     pCaps->VertexTextureFilterCaps           = 0;
3395
3396     memset(&shader_caps, 0, sizeof(shader_caps));
3397     shader_backend = select_shader_backend(Adapter, DeviceType);
3398     shader_backend->shader_get_caps(DeviceType, &GLINFO_LOCATION, &shader_caps);
3399
3400     memset(&fragment_caps, 0, sizeof(fragment_caps));
3401     frag_pipeline = select_fragment_implementation(Adapter, DeviceType);
3402     frag_pipeline->get_caps(DeviceType, &GLINFO_LOCATION, &fragment_caps);
3403
3404     /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
3405     pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
3406
3407     /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
3408      * Ignore shader model capabilities if disabled in config
3409      */
3410     if(vs_selected_mode == SHADER_NONE) {
3411         TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
3412         pCaps->VertexShaderVersion          = WINED3DVS_VERSION(0,0);
3413         pCaps->MaxVertexShaderConst         = 0;
3414     } else {
3415         pCaps->VertexShaderVersion          = shader_caps.VertexShaderVersion;
3416         pCaps->MaxVertexShaderConst         = shader_caps.MaxVertexShaderConst;
3417     }
3418
3419     if(ps_selected_mode == SHADER_NONE) {
3420         TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
3421         pCaps->PixelShaderVersion           = WINED3DPS_VERSION(0,0);
3422         pCaps->PixelShader1xMaxValue        = 0.0;
3423     } else {
3424         pCaps->PixelShaderVersion           = shader_caps.PixelShaderVersion;
3425         pCaps->PixelShader1xMaxValue        = shader_caps.PixelShader1xMaxValue;
3426     }
3427
3428     pCaps->TextureOpCaps                    = fragment_caps.TextureOpCaps;
3429     pCaps->MaxTextureBlendStages            = fragment_caps.MaxTextureBlendStages;
3430     pCaps->MaxSimultaneousTextures          = fragment_caps.MaxSimultaneousTextures;
3431
3432     pCaps->VS20Caps                         = shader_caps.VS20Caps;
3433     pCaps->MaxVShaderInstructionsExecuted   = shader_caps.MaxVShaderInstructionsExecuted;
3434     pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
3435     pCaps->PS20Caps                         = shader_caps.PS20Caps;
3436     pCaps->MaxPShaderInstructionsExecuted   = shader_caps.MaxPShaderInstructionsExecuted;
3437     pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
3438
3439     /* The following caps are shader specific, but they are things we cannot detect, or which
3440      * are the same among all shader models. So to avoid code duplication set the shader version
3441      * specific, but otherwise constant caps here
3442      */
3443     if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
3444         /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3445         use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
3446         pCaps->VS20Caps.Caps                     = WINED3DVS20CAPS_PREDICATION;
3447         pCaps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3448         pCaps->VS20Caps.NumTemps                 = max(32, GLINFO_LOCATION.vs_arb_max_temps);
3449         pCaps->VS20Caps.StaticFlowControlDepth   = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
3450
3451         pCaps->MaxVShaderInstructionsExecuted    = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
3452         pCaps->MaxVertexShader30InstructionSlots = max(512, GLINFO_LOCATION.vs_arb_max_instructions);
3453     } else if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
3454         pCaps->VS20Caps.Caps                     = 0;
3455         pCaps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
3456         pCaps->VS20Caps.NumTemps                 = max(12, GLINFO_LOCATION.vs_arb_max_temps);
3457         pCaps->VS20Caps.StaticFlowControlDepth   = 1;
3458
3459         pCaps->MaxVShaderInstructionsExecuted    = 65535;
3460         pCaps->MaxVertexShader30InstructionSlots = 0;
3461     } else { /* VS 1.x */
3462         pCaps->VS20Caps.Caps                     = 0;
3463         pCaps->VS20Caps.DynamicFlowControlDepth  = 0;
3464         pCaps->VS20Caps.NumTemps                 = 0;
3465         pCaps->VS20Caps.StaticFlowControlDepth   = 0;
3466
3467         pCaps->MaxVShaderInstructionsExecuted    = 0;
3468         pCaps->MaxVertexShader30InstructionSlots = 0;
3469     }
3470
3471     if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
3472         /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3473         use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
3474
3475         /* 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 */
3476         pCaps->PS20Caps.Caps                     = WINED3DPS20CAPS_ARBITRARYSWIZZLE     |
3477                 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
3478                 WINED3DPS20CAPS_PREDICATION          |
3479                 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
3480                 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
3481         pCaps->PS20Caps.DynamicFlowControlDepth  = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3482         pCaps->PS20Caps.NumTemps                 = max(32, GLINFO_LOCATION.ps_arb_max_temps);
3483         pCaps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
3484         pCaps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
3485
3486         pCaps->MaxPShaderInstructionsExecuted    = 65535;
3487         pCaps->MaxPixelShader30InstructionSlots  = max(WINED3DMIN30SHADERINSTRUCTIONS, GLINFO_LOCATION.ps_arb_max_instructions);
3488     } else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
3489         /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
3490         pCaps->PS20Caps.Caps                     = 0;
3491         pCaps->PS20Caps.DynamicFlowControlDepth  = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
3492         pCaps->PS20Caps.NumTemps                 = max(12, GLINFO_LOCATION.ps_arb_max_temps);
3493         pCaps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
3494         pCaps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
3495
3496         pCaps->MaxPShaderInstructionsExecuted    = 512; /* Minimum value, a GeforceFX uses 1024 */
3497         pCaps->MaxPixelShader30InstructionSlots  = 0;
3498     } else { /* PS 1.x */
3499         pCaps->PS20Caps.Caps                     = 0;
3500         pCaps->PS20Caps.DynamicFlowControlDepth  = 0;
3501         pCaps->PS20Caps.NumTemps                 = 0;
3502         pCaps->PS20Caps.StaticFlowControlDepth   = 0;
3503         pCaps->PS20Caps.NumInstructionSlots      = 0;
3504
3505         pCaps->MaxPShaderInstructionsExecuted    = 0;
3506         pCaps->MaxPixelShader30InstructionSlots  = 0;
3507     }
3508
3509     if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
3510         /* OpenGL supports all the formats below, perhaps not always
3511          * without conversion, but it supports them.
3512          * Further GLSL doesn't seem to have an official unsigned type so
3513          * don't advertise it yet as I'm not sure how we handle it.
3514          * We might need to add some clamping in the shader engine to
3515          * support it.
3516          * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
3517         pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4    |
3518                            WINED3DDTCAPS_UBYTE4N   |
3519                            WINED3DDTCAPS_SHORT2N   |
3520                            WINED3DDTCAPS_SHORT4N;
3521         if (GL_SUPPORT(NV_HALF_FLOAT)) {
3522             pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
3523                                 WINED3DDTCAPS_FLOAT16_4;
3524         }
3525     } else
3526         pCaps->DeclTypes                         = 0;
3527
3528     /* Set DirectDraw helper Caps */
3529     ckey_caps =                         WINEDDCKEYCAPS_DESTBLT              |
3530                                         WINEDDCKEYCAPS_SRCBLT;
3531     fx_caps =                           WINEDDFXCAPS_BLTALPHA               |
3532                                         WINEDDFXCAPS_BLTMIRRORLEFTRIGHT     |
3533                                         WINEDDFXCAPS_BLTMIRRORUPDOWN        |
3534                                         WINEDDFXCAPS_BLTROTATION90          |
3535                                         WINEDDFXCAPS_BLTSHRINKX             |
3536                                         WINEDDFXCAPS_BLTSHRINKXN            |
3537                                         WINEDDFXCAPS_BLTSHRINKY             |
3538                                         WINEDDFXCAPS_BLTSHRINKXN            |
3539                                         WINEDDFXCAPS_BLTSTRETCHX            |
3540                                         WINEDDFXCAPS_BLTSTRETCHXN           |
3541                                         WINEDDFXCAPS_BLTSTRETCHY            |
3542                                         WINEDDFXCAPS_BLTSTRETCHYN;
3543     blit_caps =                         WINEDDCAPS_BLT                      |
3544                                         WINEDDCAPS_BLTCOLORFILL             |
3545                                         WINEDDCAPS_BLTDEPTHFILL             |
3546                                         WINEDDCAPS_BLTSTRETCH               |
3547                                         WINEDDCAPS_CANBLTSYSMEM             |
3548                                         WINEDDCAPS_CANCLIP                  |
3549                                         WINEDDCAPS_CANCLIPSTRETCHED         |
3550                                         WINEDDCAPS_COLORKEY                 |
3551                                         WINEDDCAPS_COLORKEYHWASSIST         |
3552                                         WINEDDCAPS_ALIGNBOUNDARYSRC;
3553
3554     /* Fill the ddraw caps structure */
3555     pCaps->DirectDrawCaps.Caps =        WINEDDCAPS_GDI                      |
3556                                         WINEDDCAPS_PALETTE                  |
3557                                         blit_caps;
3558     pCaps->DirectDrawCaps.Caps2 =       WINEDDCAPS2_CERTIFIED                |
3559                                         WINEDDCAPS2_NOPAGELOCKREQUIRED       |
3560                                         WINEDDCAPS2_PRIMARYGAMMA             |
3561                                         WINEDDCAPS2_WIDESURFACES             |
3562                                         WINEDDCAPS2_CANRENDERWINDOWED;
3563     pCaps->DirectDrawCaps.SVBCaps =     blit_caps;
3564     pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
3565     pCaps->DirectDrawCaps.SVBFXCaps =   fx_caps;
3566     pCaps->DirectDrawCaps.VSBCaps =     blit_caps;
3567     pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
3568     pCaps->DirectDrawCaps.VSBFXCaps =   fx_caps;
3569     pCaps->DirectDrawCaps.SSBCaps =     blit_caps;
3570     pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
3571     pCaps->DirectDrawCaps.SSBFXCaps =   fx_caps;
3572
3573     pCaps->DirectDrawCaps.ddsCaps =     WINEDDSCAPS_ALPHA                   |
3574                                         WINEDDSCAPS_BACKBUFFER              |
3575                                         WINEDDSCAPS_FLIP                    |
3576                                         WINEDDSCAPS_FRONTBUFFER             |
3577                                         WINEDDSCAPS_OFFSCREENPLAIN          |
3578                                         WINEDDSCAPS_PALETTE                 |
3579                                         WINEDDSCAPS_PRIMARYSURFACE          |
3580                                         WINEDDSCAPS_SYSTEMMEMORY            |
3581                                         WINEDDSCAPS_VIDEOMEMORY             |
3582                                         WINEDDSCAPS_VISIBLE;
3583     pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
3584
3585     /* Set D3D caps if OpenGL is available. */
3586     if(Adapters[Adapter].opengl) {
3587         pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE                |
3588                                         WINEDDSCAPS_MIPMAP                  |
3589                                         WINEDDSCAPS_TEXTURE                 |
3590                                         WINEDDSCAPS_ZBUFFER;
3591         pCaps->DirectDrawCaps.Caps |=   WINEDDCAPS_3D;
3592     }
3593
3594     return WINED3D_OK;
3595 }
3596
3597 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
3598    and fields being inserted in the middle, a new structure is used in place    */
3599 static HRESULT  WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, HWND hFocusWindow,
3600                                            DWORD BehaviourFlags, IWineD3DDevice** ppReturnedDeviceInterface,
3601                                            IUnknown *parent) {
3602
3603     IWineD3DDeviceImpl *object  = NULL;
3604     IWineD3DImpl       *This    = (IWineD3DImpl *)iface;
3605     WINED3DDISPLAYMODE  mode;
3606     const struct fragment_pipeline *frag_pipeline = NULL;
3607     int i;
3608     struct fragment_caps ffp_caps;
3609
3610     /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
3611      * number and create a device without a 3D adapter for 2D only operation.
3612      */
3613     if (IWineD3D_GetAdapterCount(iface) && Adapter >= IWineD3D_GetAdapterCount(iface)) {
3614         return WINED3DERR_INVALIDCALL;
3615     }
3616
3617     /* Create a WineD3DDevice object */
3618     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
3619     *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
3620     TRACE("Created WineD3DDevice object @ %p\n", object);
3621     if (NULL == object) {
3622       return WINED3DERR_OUTOFVIDEOMEMORY;
3623     }
3624
3625     /* Set up initial COM information */
3626     object->lpVtbl  = &IWineD3DDevice_Vtbl;
3627     object->ref     = 1;
3628     object->wineD3D = iface;
3629     object->adapter = numAdapters ? &Adapters[Adapter] : NULL;
3630     IWineD3D_AddRef(object->wineD3D);
3631     object->parent  = parent;
3632     list_init(&object->resources);
3633     list_init(&object->shaders);
3634
3635     if(This->dxVersion == 7) {
3636         object->surface_alignment = DDRAW_PITCH_ALIGNMENT;
3637     } else {
3638         object->surface_alignment = D3D8_PITCH_ALIGNMENT;
3639     }
3640     object->posFixup[0] = 1.0; /* This is needed to get the x coord unmodified through a MAD */
3641
3642     /* Set the state up as invalid until the device is fully created */
3643     object->state   = WINED3DERR_DRIVERINTERNALERROR;
3644
3645     TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType,
3646           hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
3647
3648     /* Save the creation parameters */
3649     object->createParms.AdapterOrdinal = Adapter;
3650     object->createParms.DeviceType     = DeviceType;
3651     object->createParms.hFocusWindow   = hFocusWindow;
3652     object->createParms.BehaviorFlags  = BehaviourFlags;
3653
3654     /* Initialize other useful values */
3655     object->adapterNo                    = Adapter;
3656     object->devType                      = DeviceType;
3657
3658     select_shader_mode(&GLINFO_LOCATION, DeviceType, &object->ps_selected_mode, &object->vs_selected_mode);
3659     object->shader_backend = select_shader_backend(Adapter, DeviceType);
3660
3661     memset(&ffp_caps, 0, sizeof(ffp_caps));
3662     frag_pipeline = select_fragment_implementation(Adapter, DeviceType);
3663     object->frag_pipe = frag_pipeline;
3664     frag_pipeline->get_caps(DeviceType, &GLINFO_LOCATION, &ffp_caps);
3665     object->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
3666     object->max_ffp_texture_stages = ffp_caps.MaxTextureBlendStages;
3667     compile_state_table(object->StateTable, object->multistate_funcs, &GLINFO_LOCATION,
3668                         ffp_vertexstate_template, frag_pipeline, misc_state_template);
3669
3670     object->blitter = select_blit_implementation(Adapter, DeviceType);
3671
3672     /* Prefer the vtable with functions optimized for single dirtifyable objects if the shader
3673      * model can deal with that. It is essentially the same, just with adjusted
3674      * Set*ShaderConstantF implementations
3675      */
3676     if(object->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) object)) {
3677         object->lpVtbl  = &IWineD3DDevice_DirtyConst_Vtbl;
3678     }
3679
3680     /* set the state of the device to valid */
3681     object->state = WINED3D_OK;
3682
3683     /* Get the initial screen setup for ddraw */
3684     IWineD3DImpl_GetAdapterDisplayMode(iface, Adapter, &mode);
3685
3686     object->ddraw_width = mode.Width;
3687     object->ddraw_height = mode.Height;
3688     object->ddraw_format = mode.Format;
3689
3690     for(i = 0; i < PATCHMAP_SIZE; i++) {
3691         list_init(&object->patches[i]);
3692     }
3693     return WINED3D_OK;
3694 }
3695 #undef GLINFO_LOCATION
3696
3697 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
3698     IWineD3DImpl *This = (IWineD3DImpl *)iface;
3699     IUnknown_AddRef(This->parent);
3700     *pParent = This->parent;
3701     return WINED3D_OK;
3702 }
3703
3704 ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface) {
3705     IUnknown* surfaceParent;
3706     TRACE("(%p) call back\n", pSurface);
3707
3708     /* Now, release the parent, which will take care of cleaning up the surface for us */
3709     IWineD3DSurface_GetParent(pSurface, &surfaceParent);
3710     IUnknown_Release(surfaceParent);
3711     return IUnknown_Release(surfaceParent);
3712 }
3713
3714 ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
3715     IUnknown* volumeParent;
3716     TRACE("(%p) call back\n", pVolume);
3717
3718     /* Now, release the parent, which will take care of cleaning up the volume for us */
3719     IWineD3DVolume_GetParent(pVolume, &volumeParent);
3720     IUnknown_Release(volumeParent);
3721     return IUnknown_Release(volumeParent);
3722 }
3723
3724 static BOOL implementation_is_apple(WineD3D_GL_Info *gl_info) {
3725     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
3726      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
3727      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
3728      *
3729      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
3730      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
3731      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
3732      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
3733      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
3734      * the chance that other implementations support them is rather small since Win32 QuickTime uses
3735      * DirectDraw, not OpenGL.
3736      */
3737     if(gl_info->supported[APPLE_FENCE] &&
3738        gl_info->supported[APPLE_CLIENT_STORAGE] &&
3739        gl_info->supported[APPLE_FLUSH_RENDER] &&
3740        gl_info->supported[APPLE_YCBCR_422]) {
3741         TRACE_(d3d_caps)("GL_APPLE_fence, GL_APPLE_client_storage, GL_APPLE_flush_render and GL_ycbcr_422 are supported\n");
3742         TRACE_(d3d_caps)("Activating MacOS fixups\n");
3743         return TRUE;
3744     } else {
3745         TRACE_(d3d_caps)("Apple extensions are not supported\n");
3746         TRACE_(d3d_caps)("Not activating MacOS fixups\n");
3747         return FALSE;
3748     }
3749 }
3750
3751 #define GLINFO_LOCATION (*gl_info)
3752 static void test_pbo_functionality(WineD3D_GL_Info *gl_info) {
3753     /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
3754      * but glTexSubImage from a PBO fails miserably, with the first line repeated over
3755      * all the texture. This function detects this bug by its symptom and disables PBOs
3756      * if the test fails.
3757      *
3758      * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
3759      * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
3760      * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
3761      * read back is compared to the original. If they are equal PBOs are assumed to work,
3762      * otherwise the PBO extension is disabled.
3763      */
3764     GLuint texture, pbo;
3765     static const unsigned int pattern[] = {
3766         0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
3767         0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
3768         0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
3769         0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
3770     };
3771     unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
3772
3773     if(!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) {
3774         /* No PBO -> No point in testing them */
3775         return;
3776     }
3777
3778     while(glGetError());
3779     glGenTextures(1, &texture);
3780     glBindTexture(GL_TEXTURE_2D, texture);
3781     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
3782     checkGLcall("Specifying the PBO test texture\n");
3783
3784     GL_EXTCALL(glGenBuffersARB(1, &pbo));
3785     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
3786     GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
3787     checkGLcall("Specifying the PBO test pbo\n");
3788
3789     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
3790     checkGLcall("Loading the PBO test texture\n");
3791
3792     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
3793     glFinish(); /* just to be sure */
3794
3795     memset(check, 0, sizeof(check));
3796     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
3797     checkGLcall("Reading back the PBO test texture\n");
3798
3799     glDeleteTextures(1, &texture);
3800     GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
3801     checkGLcall("PBO test cleanup\n");
3802
3803     if(memcmp(check, pattern, sizeof(check)) != 0) {
3804         WARN_(d3d_caps)("PBO test failed, read back data doesn't match original\n");
3805         WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance\n");
3806         gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
3807     } else {
3808         TRACE_(d3d_caps)("PBO test successful\n");
3809     }
3810 }
3811 #undef GLINFO_LOCATION
3812
3813 /* Certain applications(Steam) complain if we report an outdated driver version. In general,
3814  * reporting a driver version is moot because we are not the Windows driver, and we have different
3815  * bugs, features, etc.
3816  *
3817  * If a card is not found in this table, the gl driver version is reported
3818  */
3819 struct driver_version_information {
3820     WORD vendor;                        /* reported PCI card vendor ID  */
3821     WORD card;                          /* reported PCI card device ID  */
3822     WORD hipart_hi, hipart_lo;          /* driver hiword to report      */
3823     WORD lopart_hi, lopart_lo;          /* driver loword to report      */
3824 };
3825
3826 static const struct driver_version_information driver_version_table[] = {
3827     /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (177.x)*/
3828     /* GeforceFX support is up to 173.x, Geforce2MX/3/4 up to 96.x, TNT/Geforce1/2 up to 71.x */
3829     /* Note that version numbers >100 lets say 123.45 use >= x.y.11.2345 and not x.y.10.12345 */
3830     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5200,     7,  15, 11, 7341   },
3831     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5600,     7,  15, 11, 7341   },
3832     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5800,     7,  15, 11, 7341   },
3833     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6200,       7,  15, 11, 7341   },
3834     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6600GT,     7,  15, 11, 7341   },
3835     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6800,       7,  15, 11, 7341   },
3836     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7400,       7,  15, 11, 7341   },
3837     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7300,       7,  15, 11, 7341   },
3838     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7600,       7,  15, 11, 7341   },
3839     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7800GT,     7,  15, 11, 7341   },
3840     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8300GS,     7,  15, 11, 7341   },
3841     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600GT,     7,  15, 11, 7341   },
3842     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600MGT,    7,  15, 11, 7341   },
3843     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTS,    7,  15, 11, 7341   },
3844     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9600GT,     7,  15, 11, 7341    },
3845     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9800GT,     7,  15, 11, 7341    },
3846
3847     /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode */
3848     {VENDOR_ATI,        CARD_ATI_RADEON_9500,           6,  14, 10, 6764    },
3849     {VENDOR_ATI,        CARD_ATI_RADEON_X700,           6,  14, 10, 6764    },
3850     {VENDOR_ATI,        CARD_ATI_RADEON_X1600,          6,  14, 10, 6764    },
3851     {VENDOR_ATI,        CARD_ATI_RADEON_HD2300,         6,  14, 10, 6764    },
3852     {VENDOR_ATI,        CARD_ATI_RADEON_HD2600,         6,  14, 10, 6764    },
3853     {VENDOR_ATI,        CARD_ATI_RADEON_HD2900,         6,  14, 10, 6764    },
3854
3855     /* TODO: Add information about legacy nvidia and ATI hardware, Intel and other cards */
3856 };
3857
3858 static void fixup_extensions(WineD3D_GL_Info *gl_info) {
3859     unsigned int i;
3860     BOOL apple = implementation_is_apple(gl_info);
3861
3862     if(apple) {
3863         /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
3864          * used it falls back to software. While the compiler can detect if the shader uses all declared
3865          * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
3866          * using relative addressing falls back to software.
3867          *
3868          * ARB vp gives the correct amount of uniforms, so use it instead of GLSL
3869          */
3870         if(gl_info->vs_glsl_constantsF <= gl_info->vs_arb_constantsF) {
3871             FIXME("GLSL doesn't advertise more vertex shader uniforms than ARB. Driver fixup outdated?\n");
3872         } else {
3873             TRACE("Driver claims %u GLSL vs uniforms, replacing with %u ARB vp uniforms\n",
3874                   gl_info->vs_glsl_constantsF, gl_info->vs_arb_constantsF);
3875             gl_info->vs_glsl_constantsF = gl_info->vs_arb_constantsF;
3876         }
3877
3878         /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
3879          * with fixed function fragment processing. Ideally this flag should be detected with a test shader
3880          * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
3881          * do not like vertex shaders in feedback mode and return an error, even though it should be valid
3882          * according to the spec.
3883          *
3884          * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
3885          * makes the shader slower and eats instruction slots which should be available to the d3d app.
3886          *
3887          * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
3888          * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
3889          * this workaround is activated on cards that do not need it, it won't break things, just affect
3890          * performance negatively.
3891          */
3892         if(gl_info->gl_vendor == VENDOR_INTEL ||
3893            (gl_info->gl_vendor == VENDOR_ATI && gl_info->gl_card != CARD_ATI_RADEON_X1600)) {
3894             TRACE("Enabling vertex texture coord fixes in vertex shaders\n");
3895             gl_info->set_texcoord_w = TRUE;
3896         }
3897     }
3898
3899     /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
3900      * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
3901      * If real NP2 textures are used, the driver falls back to software. We could just remove the
3902      * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
3903      * due to the non-normalized texture coordinates. Thus set an internal extension flag,
3904      * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
3905      * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
3906      *
3907      * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
3908      * has this extension promoted to core. The extension loading code sets this extension supported
3909      * due to that, so this code works on fglrx as well.
3910      */
3911     if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_ATI) {
3912         if(gl_info->gl_card == CARD_ATI_RADEON_X700 || gl_info->gl_card == CARD_ATI_RADEON_X1600 ||
3913             gl_info->gl_card == CARD_ATI_RADEON_9500 || gl_info->gl_card == CARD_ATI_RADEON_8500  ||
3914             gl_info->gl_card == CARD_ATI_RADEON_7200 || gl_info->gl_card == CARD_ATI_RAGE_128PRO) {
3915             TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing\n");
3916             gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
3917             gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
3918         }
3919     }
3920
3921     /*  The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
3922      *  doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
3923      *  This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
3924      *  within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
3925      *  FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
3926      *  We therefore completely remove ARB_tex_npot from the list of supported extensions.
3927      *
3928      *  Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
3929      *  triggering the software fallback. There is not much we can do here apart from disabling the
3930      *  software-emulated extension and reenable ARB_tex_rect (which was previously disabled
3931      *  in IWineD3DImpl_FillGLCaps).
3932      *  This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
3933      *  post-processing effects in the game "Max Payne 2").
3934      *  The behaviour can be verified through a simple test app attached in bugreport #14724.
3935      */
3936     if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_NVIDIA) {
3937         if(gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5800 || gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5600) {
3938             TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing\n");
3939             gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
3940             gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
3941         }
3942     }
3943
3944     /* Find out if PBOs work as they are supposed to */
3945     test_pbo_functionality(gl_info);
3946
3947     /* Fixup the driver version */
3948     for(i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++) {
3949         if(gl_info->gl_vendor == driver_version_table[i].vendor &&
3950            gl_info->gl_card   == driver_version_table[i].card) {
3951             TRACE_(d3d_caps)("Found card 0x%04x, 0x%04x in driver version DB\n", gl_info->gl_vendor, gl_info->gl_card);
3952
3953             gl_info->driver_version        = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
3954                                                                driver_version_table[i].lopart_lo);
3955             gl_info->driver_version_hipart = MAKEDWORD_VERSION(driver_version_table[i].hipart_hi,
3956                                                                driver_version_table[i].hipart_lo);
3957             break;
3958         }
3959     }
3960 }
3961
3962 static void WINE_GLAPI invalid_func(void *data) {
3963     ERR("Invalid vertex attribute function called\n");
3964     DebugBreak();
3965 }
3966
3967 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, void * data) {
3968     ERR("Invalid texcoord function called\n");
3969     DebugBreak();
3970 }
3971
3972 #define GLINFO_LOCATION (Adapters[0].gl_info)
3973
3974 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
3975  * the extension detection and are used in drawStridedSlow
3976  */
3977 static void WINE_GLAPI position_d3dcolor(void *data) {
3978     DWORD pos = *((DWORD *) data);
3979
3980     FIXME("Add a test for fixed function position from d3dcolor type\n");
3981     glVertex4s(D3DCOLOR_B_R(pos),
3982                D3DCOLOR_B_G(pos),
3983                D3DCOLOR_B_B(pos),
3984                D3DCOLOR_B_A(pos));
3985 }
3986 static void WINE_GLAPI position_float4(void *data) {
3987     GLfloat *pos = (float *) data;
3988
3989     if (pos[3] < eps && pos[3] > -eps)
3990         glVertex3fv(pos);
3991     else {
3992         float w = 1.0 / pos[3];
3993
3994         glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
3995     }
3996 }
3997
3998 static void WINE_GLAPI diffuse_d3dcolor(void *data) {
3999     DWORD diffuseColor = *((DWORD *) data);
4000
4001     glColor4ub(D3DCOLOR_B_R(diffuseColor),
4002                D3DCOLOR_B_G(diffuseColor),
4003                D3DCOLOR_B_B(diffuseColor),
4004                D3DCOLOR_B_A(diffuseColor));
4005 }
4006
4007 static void WINE_GLAPI specular_d3dcolor(void *data) {
4008     DWORD specularColor = *((DWORD *) data);
4009
4010     GL_EXTCALL(glSecondaryColor3ubEXT)(D3DCOLOR_B_R(specularColor),
4011                                        D3DCOLOR_B_G(specularColor),
4012                                        D3DCOLOR_B_B(specularColor));
4013 }
4014 static void WINE_GLAPI warn_no_specular_func(void *data) {
4015     WARN("GL_EXT_secondary_color not supported\n");
4016 }
4017
4018 void fillGLAttribFuncs(WineD3D_GL_Info *gl_info) {
4019     position_funcs[WINED3DDECLTYPE_FLOAT1]      = (void *) invalid_func;
4020     position_funcs[WINED3DDECLTYPE_FLOAT2]      = (void *) invalid_func;
4021     position_funcs[WINED3DDECLTYPE_FLOAT3]      = (void *) glVertex3fv;
4022     position_funcs[WINED3DDECLTYPE_FLOAT4]      = (void *) position_float4;
4023     position_funcs[WINED3DDECLTYPE_D3DCOLOR]    = (void *) position_d3dcolor;
4024     position_funcs[WINED3DDECLTYPE_UBYTE4]      = (void *) invalid_func;
4025     position_funcs[WINED3DDECLTYPE_SHORT2]      = (void *) invalid_func;
4026     position_funcs[WINED3DDECLTYPE_SHORT4]      = (void *) glVertex2sv;
4027     position_funcs[WINED3DDECLTYPE_UBYTE4N]     = (void *) invalid_func;
4028     position_funcs[WINED3DDECLTYPE_SHORT2N]     = (void *) invalid_func;
4029     position_funcs[WINED3DDECLTYPE_SHORT4N]     = (void *) invalid_func;
4030     position_funcs[WINED3DDECLTYPE_USHORT2N]    = (void *) invalid_func;
4031     position_funcs[WINED3DDECLTYPE_USHORT4N]    = (void *) invalid_func;
4032     position_funcs[WINED3DDECLTYPE_UDEC3]       = (void *) invalid_func;
4033     position_funcs[WINED3DDECLTYPE_DEC3N]       = (void *) invalid_func;
4034     position_funcs[WINED3DDECLTYPE_FLOAT16_2]   = (void *) invalid_func;
4035     position_funcs[WINED3DDECLTYPE_FLOAT16_4]   = (void *) invalid_func;
4036
4037     diffuse_funcs[WINED3DDECLTYPE_FLOAT1]       = (void *) invalid_func;
4038     diffuse_funcs[WINED3DDECLTYPE_FLOAT2]       = (void *) invalid_func;
4039     diffuse_funcs[WINED3DDECLTYPE_FLOAT3]       = (void *) glColor3fv;
4040     diffuse_funcs[WINED3DDECLTYPE_FLOAT4]       = (void *) glColor4fv;
4041     diffuse_funcs[WINED3DDECLTYPE_D3DCOLOR]     = (void *) diffuse_d3dcolor;
4042     diffuse_funcs[WINED3DDECLTYPE_UBYTE4]       = (void *) invalid_func;
4043     diffuse_funcs[WINED3DDECLTYPE_SHORT2]       = (void *) invalid_func;
4044     diffuse_funcs[WINED3DDECLTYPE_SHORT4]       = (void *) invalid_func;
4045     diffuse_funcs[WINED3DDECLTYPE_UBYTE4N]      = (void *) glColor4ubv;
4046     diffuse_funcs[WINED3DDECLTYPE_SHORT2N]      = (void *) invalid_func;
4047     diffuse_funcs[WINED3DDECLTYPE_SHORT4N]      = (void *) glColor4sv;
4048     diffuse_funcs[WINED3DDECLTYPE_USHORT2N]     = (void *) invalid_func;
4049     diffuse_funcs[WINED3DDECLTYPE_USHORT4N]     = (void *) glColor4usv;
4050     diffuse_funcs[WINED3DDECLTYPE_UDEC3]        = (void *) invalid_func;
4051     diffuse_funcs[WINED3DDECLTYPE_DEC3N]        = (void *) invalid_func;
4052     diffuse_funcs[WINED3DDECLTYPE_FLOAT16_2]    = (void *) invalid_func;
4053     diffuse_funcs[WINED3DDECLTYPE_FLOAT16_4]    = (void *) invalid_func;
4054
4055     /* No 4 component entry points here */
4056     specular_funcs[WINED3DDECLTYPE_FLOAT1]      = (void *) invalid_func;
4057     specular_funcs[WINED3DDECLTYPE_FLOAT2]      = (void *) invalid_func;
4058     if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4059         specular_funcs[WINED3DDECLTYPE_FLOAT3]      = (void *) GL_EXTCALL(glSecondaryColor3fvEXT);
4060     } else {
4061         specular_funcs[WINED3DDECLTYPE_FLOAT3]      = (void *) warn_no_specular_func;
4062     }
4063     specular_funcs[WINED3DDECLTYPE_FLOAT4]      = (void *) invalid_func;
4064     if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4065         specular_funcs[WINED3DDECLTYPE_D3DCOLOR]    = (void *) specular_d3dcolor;
4066     } else {
4067         specular_funcs[WINED3DDECLTYPE_D3DCOLOR]      = (void *) warn_no_specular_func;
4068     }
4069     specular_funcs[WINED3DDECLTYPE_UBYTE4]      = (void *) invalid_func;
4070     specular_funcs[WINED3DDECLTYPE_SHORT2]      = (void *) invalid_func;
4071     specular_funcs[WINED3DDECLTYPE_SHORT4]      = (void *) invalid_func;
4072     specular_funcs[WINED3DDECLTYPE_UBYTE4N]     = (void *) invalid_func;
4073     specular_funcs[WINED3DDECLTYPE_SHORT2N]     = (void *) invalid_func;
4074     specular_funcs[WINED3DDECLTYPE_SHORT4N]     = (void *) invalid_func;
4075     specular_funcs[WINED3DDECLTYPE_USHORT2N]    = (void *) invalid_func;
4076     specular_funcs[WINED3DDECLTYPE_USHORT4N]    = (void *) invalid_func;
4077     specular_funcs[WINED3DDECLTYPE_UDEC3]       = (void *) invalid_func;
4078     specular_funcs[WINED3DDECLTYPE_DEC3N]       = (void *) invalid_func;
4079     specular_funcs[WINED3DDECLTYPE_FLOAT16_2]   = (void *) invalid_func;
4080     specular_funcs[WINED3DDECLTYPE_FLOAT16_4]   = (void *) invalid_func;
4081
4082     /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4083      * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4084      */
4085     normal_funcs[WINED3DDECLTYPE_FLOAT1]         = (void *) invalid_func;
4086     normal_funcs[WINED3DDECLTYPE_FLOAT2]         = (void *) invalid_func;
4087     normal_funcs[WINED3DDECLTYPE_FLOAT3]         = (void *) glNormal3fv;
4088     normal_funcs[WINED3DDECLTYPE_FLOAT4]         = (void *) glNormal3fv; /* Just ignore the 4th value */
4089     normal_funcs[WINED3DDECLTYPE_D3DCOLOR]       = (void *) invalid_func;
4090     normal_funcs[WINED3DDECLTYPE_UBYTE4]         = (void *) invalid_func;
4091     normal_funcs[WINED3DDECLTYPE_SHORT2]         = (void *) invalid_func;
4092     normal_funcs[WINED3DDECLTYPE_SHORT4]         = (void *) invalid_func;
4093     normal_funcs[WINED3DDECLTYPE_UBYTE4N]        = (void *) invalid_func;
4094     normal_funcs[WINED3DDECLTYPE_SHORT2N]        = (void *) invalid_func;
4095     normal_funcs[WINED3DDECLTYPE_SHORT4N]        = (void *) invalid_func;
4096     normal_funcs[WINED3DDECLTYPE_USHORT2N]       = (void *) invalid_func;
4097     normal_funcs[WINED3DDECLTYPE_USHORT4N]       = (void *) invalid_func;
4098     normal_funcs[WINED3DDECLTYPE_UDEC3]          = (void *) invalid_func;
4099     normal_funcs[WINED3DDECLTYPE_DEC3N]          = (void *) invalid_func;
4100     normal_funcs[WINED3DDECLTYPE_FLOAT16_2]      = (void *) invalid_func;
4101     normal_funcs[WINED3DDECLTYPE_FLOAT16_4]      = (void *) invalid_func;
4102
4103     multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT1]    = (void *) GL_EXTCALL(glMultiTexCoord1fvARB);
4104     multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT2]    = (void *) GL_EXTCALL(glMultiTexCoord2fvARB);
4105     multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT3]    = (void *) GL_EXTCALL(glMultiTexCoord3fvARB);
4106     multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT4]    = (void *) GL_EXTCALL(glMultiTexCoord4fvARB);
4107     multi_texcoord_funcs[WINED3DDECLTYPE_D3DCOLOR]  = (void *) invalid_texcoord_func;
4108     multi_texcoord_funcs[WINED3DDECLTYPE_UBYTE4]    = (void *) invalid_texcoord_func;
4109     multi_texcoord_funcs[WINED3DDECLTYPE_SHORT2]    = (void *) GL_EXTCALL(glMultiTexCoord2svARB);
4110     multi_texcoord_funcs[WINED3DDECLTYPE_SHORT4]    = (void *) GL_EXTCALL(glMultiTexCoord4svARB);
4111     multi_texcoord_funcs[WINED3DDECLTYPE_UBYTE4N]   = (void *) invalid_texcoord_func;
4112     multi_texcoord_funcs[WINED3DDECLTYPE_SHORT2N]   = (void *) invalid_texcoord_func;
4113     multi_texcoord_funcs[WINED3DDECLTYPE_SHORT4N]   = (void *) invalid_texcoord_func;
4114     multi_texcoord_funcs[WINED3DDECLTYPE_USHORT2N]  = (void *) invalid_texcoord_func;
4115     multi_texcoord_funcs[WINED3DDECLTYPE_USHORT4N]  = (void *) invalid_texcoord_func;
4116     multi_texcoord_funcs[WINED3DDECLTYPE_UDEC3]     = (void *) invalid_texcoord_func;
4117     multi_texcoord_funcs[WINED3DDECLTYPE_DEC3N]     = (void *) invalid_texcoord_func;
4118     if (GL_SUPPORT(NV_HALF_FLOAT))
4119     {
4120         multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) GL_EXTCALL(glMultiTexCoord2hvNV);
4121         multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) GL_EXTCALL(glMultiTexCoord4hvNV);
4122     } else {
4123         multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_texcoord_func;
4124         multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_texcoord_func;
4125     }
4126
4127     texcoord_funcs[WINED3DDECLTYPE_FLOAT1]      = (void *) glTexCoord1fv;
4128     texcoord_funcs[WINED3DDECLTYPE_FLOAT2]      = (void *) glTexCoord2fv;
4129     texcoord_funcs[WINED3DDECLTYPE_FLOAT3]      = (void *) glTexCoord3fv;
4130     texcoord_funcs[WINED3DDECLTYPE_FLOAT4]      = (void *) glTexCoord4fv;
4131     texcoord_funcs[WINED3DDECLTYPE_D3DCOLOR]    = (void *) invalid_func;
4132     texcoord_funcs[WINED3DDECLTYPE_UBYTE4]      = (void *) invalid_func;
4133     texcoord_funcs[WINED3DDECLTYPE_SHORT2]      = (void *) glTexCoord2sv;
4134     texcoord_funcs[WINED3DDECLTYPE_SHORT4]      = (void *) glTexCoord4sv;
4135     texcoord_funcs[WINED3DDECLTYPE_UBYTE4N]     = (void *) invalid_func;
4136     texcoord_funcs[WINED3DDECLTYPE_SHORT2N]     = (void *) invalid_func;
4137     texcoord_funcs[WINED3DDECLTYPE_SHORT4N]     = (void *) invalid_func;
4138     texcoord_funcs[WINED3DDECLTYPE_USHORT2N]    = (void *) invalid_func;
4139     texcoord_funcs[WINED3DDECLTYPE_USHORT4N]    = (void *) invalid_func;
4140     texcoord_funcs[WINED3DDECLTYPE_UDEC3]       = (void *) invalid_func;
4141     texcoord_funcs[WINED3DDECLTYPE_DEC3N]       = (void *) invalid_func;
4142     if (GL_SUPPORT(NV_HALF_FLOAT))
4143     {
4144         texcoord_funcs[WINED3DDECLTYPE_FLOAT16_2]   = (void *) GL_EXTCALL(glTexCoord2hvNV);
4145         texcoord_funcs[WINED3DDECLTYPE_FLOAT16_4]   = (void *) GL_EXTCALL(glTexCoord4hvNV);
4146     } else {
4147         texcoord_funcs[WINED3DDECLTYPE_FLOAT16_2]   = (void *) invalid_func;
4148         texcoord_funcs[WINED3DDECLTYPE_FLOAT16_4]   = (void *) invalid_func;
4149     }
4150 }
4151
4152 #define PUSH1(att)        attribs[nAttribs++] = (att);
4153 BOOL InitAdapters(void) {
4154     static HMODULE mod_gl, mod_win32gl;
4155     BOOL ret;
4156     int ps_selected_mode, vs_selected_mode;
4157
4158     /* No need to hold any lock. The calling library makes sure only one thread calls
4159      * wined3d simultaneously
4160      */
4161     if(numAdapters > 0) return Adapters[0].opengl;
4162
4163     TRACE("Initializing adapters\n");
4164
4165     if(!mod_gl) {
4166 #ifdef USE_WIN32_OPENGL
4167 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4168         mod_gl = LoadLibraryA("opengl32.dll");
4169         if(!mod_gl) {
4170             ERR("Can't load opengl32.dll!\n");
4171             goto nogl_adapter;
4172         }
4173         mod_win32gl = mod_gl;
4174 #else
4175 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4176         /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4177         mod_gl = GetModuleHandleA("gdi32.dll");
4178         mod_win32gl = LoadLibraryA("opengl32.dll");
4179         if(!mod_win32gl) {
4180             ERR("Can't load opengl32.dll!\n");
4181             goto nogl_adapter;
4182         }
4183 #endif
4184     }
4185
4186 /* Load WGL core functions from opengl32.dll */
4187 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
4188     WGL_FUNCS_GEN;
4189 #undef USE_WGL_FUNC
4190
4191     if(!pwglGetProcAddress) {
4192         ERR("Unable to load wglGetProcAddress!\n");
4193         goto nogl_adapter;
4194     }
4195
4196 /* Dynamically load all GL core functions */
4197     GL_FUNCS_GEN;
4198 #undef USE_GL_FUNC
4199
4200     /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
4201      * otherwise because we have to use winex11.drv's override
4202      */
4203     glFinish = (void*)GetProcAddress(mod_win32gl, "glFinish");
4204     glFlush = (void*)GetProcAddress(mod_win32gl, "glFlush");
4205
4206     /* For now only one default adapter */
4207     {
4208         int iPixelFormat;
4209         int attribs[10];
4210         int values[10];
4211         int nAttribs = 0;
4212         int res;
4213         int i;
4214         WineD3D_PixelFormat *cfgs;
4215         int attribute;
4216         DISPLAY_DEVICEW DisplayDevice;
4217         HDC hdc;
4218
4219         TRACE("Initializing default adapter\n");
4220         Adapters[0].num = 0;
4221         Adapters[0].monitorPoint.x = -1;
4222         Adapters[0].monitorPoint.y = -1;
4223
4224         if (!WineD3D_CreateFakeGLContext()) {
4225             ERR("Failed to get a gl context for default adapter\n");
4226             WineD3D_ReleaseFakeGLContext();
4227             goto nogl_adapter;
4228         }
4229
4230         ret = IWineD3DImpl_FillGLCaps(&Adapters[0].gl_info);
4231         if(!ret) {
4232             ERR("Failed to initialize gl caps for default adapter\n");
4233             WineD3D_ReleaseFakeGLContext();
4234             goto nogl_adapter;
4235         }
4236         ret = initPixelFormats(&Adapters[0].gl_info);
4237         if(!ret) {
4238             ERR("Failed to init gl formats\n");
4239             WineD3D_ReleaseFakeGLContext();
4240             goto nogl_adapter;
4241         }
4242
4243         hdc = pwglGetCurrentDC();
4244         if(!hdc) {
4245             ERR("Failed to get gl HDC\n");
4246             WineD3D_ReleaseFakeGLContext();
4247             goto nogl_adapter;
4248         }
4249
4250         Adapters[0].driver = "Display";
4251         Adapters[0].description = "Direct3D HAL";
4252
4253         /* Use the VideoRamSize registry setting when set */
4254         if(wined3d_settings.emulated_textureram)
4255             Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4256         else
4257             Adapters[0].TextureRam = Adapters[0].gl_info.vidmem;
4258         Adapters[0].UsedTextureRam = 0;
4259         TRACE("Emulating %dMB of texture ram\n", Adapters[0].TextureRam/(1024*1024));
4260
4261         /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
4262         DisplayDevice.cb = sizeof(DisplayDevice);
4263         EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
4264         TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
4265         strcpyW(Adapters[0].DeviceName, DisplayDevice.DeviceName);
4266
4267         attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
4268         GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &Adapters[0].nCfgs));
4269
4270         Adapters[0].cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, Adapters[0].nCfgs *sizeof(WineD3D_PixelFormat));
4271         cfgs = Adapters[0].cfgs;
4272         PUSH1(WGL_RED_BITS_ARB)
4273         PUSH1(WGL_GREEN_BITS_ARB)
4274         PUSH1(WGL_BLUE_BITS_ARB)
4275         PUSH1(WGL_ALPHA_BITS_ARB)
4276         PUSH1(WGL_DEPTH_BITS_ARB)
4277         PUSH1(WGL_STENCIL_BITS_ARB)
4278         PUSH1(WGL_DRAW_TO_WINDOW_ARB)
4279         PUSH1(WGL_PIXEL_TYPE_ARB)
4280         PUSH1(WGL_DOUBLE_BUFFER_ARB)
4281         PUSH1(WGL_AUX_BUFFERS_ARB)
4282
4283         for(iPixelFormat=1; iPixelFormat<=Adapters[0].nCfgs; iPixelFormat++) {
4284             res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
4285
4286             if(!res)
4287                 continue;
4288
4289             /* Cache the pixel format */
4290             cfgs->iPixelFormat = iPixelFormat;
4291             cfgs->redSize = values[0];
4292             cfgs->greenSize = values[1];
4293             cfgs->blueSize = values[2];
4294             cfgs->alphaSize = values[3];
4295             cfgs->depthSize = values[4];
4296             cfgs->stencilSize = values[5];
4297             cfgs->windowDrawable = values[6];
4298             cfgs->iPixelType = values[7];
4299             cfgs->doubleBuffer = values[8];
4300             cfgs->auxBuffers = values[9];
4301
4302             cfgs->pbufferDrawable = FALSE;
4303             /* Check for pbuffer support when it is around as wglGetPixelFormatAttribiv fails for unknown attributes. */
4304             if(GL_SUPPORT(WGL_ARB_PBUFFER)) {
4305                 int attrib = WGL_DRAW_TO_PBUFFER_ARB;
4306                 int value;
4307                 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
4308                     cfgs->pbufferDrawable = value;
4309             }
4310
4311             cfgs->numSamples = 0;
4312             /* Check multisample support */
4313             if(GL_SUPPORT(ARB_MULTISAMPLE)) {
4314                 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
4315                 int value[2];
4316                 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
4317                     /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
4318                      * value[1] = number of multi sample buffers*/
4319                     if(value[0])
4320                         cfgs->numSamples = value[1];
4321                 }
4322             }
4323
4324             TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable);
4325             cfgs++;
4326         }
4327
4328         /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
4329          * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
4330          * but just fake it using D24(X8?) which is fine. D3D also allows that.
4331          * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
4332          * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
4333          * driver is allowed to consume more bits EXCEPT for stencil bits.
4334          *
4335          * Mark an adapter with this broken stencil behavior.
4336          */
4337         Adapters[0].brokenStencil = TRUE;
4338         for(i=0, cfgs=Adapters[0].cfgs; i<Adapters[0].nCfgs; i++) {
4339             /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
4340             if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
4341                 Adapters[0].brokenStencil = FALSE;
4342                 break;
4343             }
4344         }
4345
4346         fixup_extensions(&Adapters[0].gl_info);
4347
4348         WineD3D_ReleaseFakeGLContext();
4349
4350         select_shader_mode(&Adapters[0].gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
4351         select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[0].gl_info);
4352         fillGLAttribFuncs(&Adapters[0].gl_info);
4353         init_type_lookup(&Adapters[0].gl_info);
4354         Adapters[0].opengl = TRUE;
4355     }
4356     numAdapters = 1;
4357     TRACE("%d adapters successfully initialized\n", numAdapters);
4358
4359     return TRUE;
4360
4361 nogl_adapter:
4362     /* Initialize an adapter for ddraw-only memory counting */
4363     memset(Adapters, 0, sizeof(Adapters));
4364     Adapters[0].num = 0;
4365     Adapters[0].opengl = FALSE;
4366     Adapters[0].monitorPoint.x = -1;
4367     Adapters[0].monitorPoint.y = -1;
4368
4369     Adapters[0].driver = "Display";
4370     Adapters[0].description = "WineD3D DirectDraw Emulation";
4371     if(wined3d_settings.emulated_textureram) {
4372         Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4373     } else {
4374         Adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
4375     }
4376
4377     numAdapters = 1;
4378     return FALSE;
4379 }
4380 #undef PUSH1
4381 #undef GLINFO_LOCATION
4382
4383 /**********************************************************
4384  * IWineD3D VTbl follows
4385  **********************************************************/
4386
4387 const IWineD3DVtbl IWineD3D_Vtbl =
4388 {
4389     /* IUnknown */
4390     IWineD3DImpl_QueryInterface,
4391     IWineD3DImpl_AddRef,
4392     IWineD3DImpl_Release,
4393     /* IWineD3D */
4394     IWineD3DImpl_GetParent,
4395     IWineD3DImpl_GetAdapterCount,
4396     IWineD3DImpl_RegisterSoftwareDevice,
4397     IWineD3DImpl_GetAdapterMonitor,
4398     IWineD3DImpl_GetAdapterModeCount,
4399     IWineD3DImpl_EnumAdapterModes,
4400     IWineD3DImpl_GetAdapterDisplayMode,
4401     IWineD3DImpl_GetAdapterIdentifier,
4402     IWineD3DImpl_CheckDeviceMultiSampleType,
4403     IWineD3DImpl_CheckDepthStencilMatch,
4404     IWineD3DImpl_CheckDeviceType,
4405     IWineD3DImpl_CheckDeviceFormat,
4406     IWineD3DImpl_CheckDeviceFormatConversion,
4407     IWineD3DImpl_GetDeviceCaps,
4408     IWineD3DImpl_CreateDevice
4409 };