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[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 #include "config.h"
26 #include "wined3d_private.h"
27
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
29 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
30
31 #define GLINFO_LOCATION (*gl_info)
32
33 /* The d3d device ID */
34 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
35
36 /* Extension detection */
37 static const struct {
38     const char *extension_string;
39     GL_SupportedExt extension;
40     DWORD version;
41 } EXTENSION_MAP[] = {
42     /* APPLE */
43     {"GL_APPLE_client_storage",             APPLE_CLIENT_STORAGE,           0                           },
44     {"GL_APPLE_fence",                      APPLE_FENCE,                    0                           },
45     {"GL_APPLE_flush_render",               APPLE_FLUSH_RENDER,             0                           },
46     {"GL_APPLE_ycbcr_422",                  APPLE_YCBCR_422,                0                           },
47     {"GL_APPLE_float_pixels",               APPLE_FLOAT_PIXELS,             0                           },
48
49     /* ATI */
50     {"GL_ATI_separate_stencil",             ATI_SEPARATE_STENCIL,           0                           },
51     {"GL_ATI_texture_env_combine3",         ATI_TEXTURE_ENV_COMBINE3,       0                           },
52     {"GL_ATI_texture_mirror_once",          ATI_TEXTURE_MIRROR_ONCE,        0                           },
53     {"GL_ATI_fragment_shader",              ATI_FRAGMENT_SHADER,            0                           },
54     {"GL_ATI_texture_compression_3dc",      ATI_TEXTURE_COMPRESSION_3DC,    0                           },
55
56     /* ARB */
57     {"GL_ARB_color_buffer_float",           ARB_COLOR_BUFFER_FLOAT,         0                           },
58     {"GL_ARB_depth_buffer_float",           ARB_DEPTH_BUFFER_FLOAT,         0                           },
59     {"GL_ARB_depth_texture",                ARB_DEPTH_TEXTURE,              0                           },
60     {"GL_ARB_draw_buffers",                 ARB_DRAW_BUFFERS,               0                           },
61     {"GL_ARB_fragment_program",             ARB_FRAGMENT_PROGRAM,           0                           },
62     {"GL_ARB_fragment_shader",              ARB_FRAGMENT_SHADER,            0                           },
63     {"GL_ARB_geometry_shader4",             ARB_GEOMETRY_SHADER4,           0                           },
64     {"GL_ARB_half_float_pixel",             ARB_HALF_FLOAT_PIXEL,           0                           },
65     {"GL_ARB_imaging",                      ARB_IMAGING,                    0                           },
66     {"GL_ARB_multisample",                  ARB_MULTISAMPLE,                0                           }, /* needs GLX_ARB_MULTISAMPLE as well */
67     {"GL_ARB_multitexture",                 ARB_MULTITEXTURE,               0                           },
68     {"GL_ARB_occlusion_query",              ARB_OCCLUSION_QUERY,            0                           },
69     {"GL_ARB_pixel_buffer_object",          ARB_PIXEL_BUFFER_OBJECT,        0                           },
70     {"GL_ARB_point_parameters",             ARB_POINT_PARAMETERS,           0                           },
71     {"GL_ARB_point_sprite",                 ARB_POINT_SPRITE,               0                           },
72     {"GL_ARB_texture_border_clamp",         ARB_TEXTURE_BORDER_CLAMP,       0                           },
73     {"GL_ARB_texture_compression",          ARB_TEXTURE_COMPRESSION,        0                           },
74     {"GL_ARB_texture_cube_map",             ARB_TEXTURE_CUBE_MAP,           0                           },
75     {"GL_ARB_texture_env_add",              ARB_TEXTURE_ENV_ADD,            0                           },
76     {"GL_ARB_texture_env_combine",          ARB_TEXTURE_ENV_COMBINE,        0                           },
77     {"GL_ARB_texture_env_dot3",             ARB_TEXTURE_ENV_DOT3,           0                           },
78     {"GL_ARB_texture_float",                ARB_TEXTURE_FLOAT,              0                           },
79     {"GL_ARB_texture_mirrored_repeat",      ARB_TEXTURE_MIRRORED_REPEAT,    0                           },
80     {"GL_ARB_texture_non_power_of_two",     ARB_TEXTURE_NON_POWER_OF_TWO,   MAKEDWORD_VERSION(2, 0)     },
81     {"GL_ARB_texture_rectangle",            ARB_TEXTURE_RECTANGLE,          0                           },
82     {"GL_ARB_texture_rg",                   ARB_TEXTURE_RG,                 0                           },
83     {"GL_ARB_vertex_blend",                 ARB_VERTEX_BLEND,               0                           },
84     {"GL_ARB_vertex_buffer_object",         ARB_VERTEX_BUFFER_OBJECT,       0                           },
85     {"GL_ARB_vertex_program",               ARB_VERTEX_PROGRAM,             0                           },
86     {"GL_ARB_vertex_shader",                ARB_VERTEX_SHADER,              0                           },
87     {"GL_ARB_shader_objects",               ARB_SHADER_OBJECTS,             0                           },
88     {"GL_ARB_shader_texture_lod",           ARB_SHADER_TEXTURE_LOD,         0                           },
89     {"GL_ARB_half_float_vertex",            ARB_HALF_FLOAT_VERTEX,          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_packed_depth_stencil",         EXT_PACKED_DEPTH_STENCIL,       0                           },
101     {"GL_EXT_paletted_texture",             EXT_PALETTED_TEXTURE,           0                           },
102     {"GL_EXT_point_parameters",             EXT_POINT_PARAMETERS,           0                           },
103     {"GL_EXT_provoking_vertex",             EXT_PROVOKING_VERTEX,           0                           },
104     {"GL_EXT_secondary_color",              EXT_SECONDARY_COLOR,            0                           },
105     {"GL_EXT_stencil_two_side",             EXT_STENCIL_TWO_SIDE,           0                           },
106     {"GL_EXT_stencil_wrap",                 EXT_STENCIL_WRAP,               0                           },
107     {"GL_EXT_texture3D",                    EXT_TEXTURE3D,                  MAKEDWORD_VERSION(1, 2)     },
108     {"GL_EXT_texture_compression_s3tc",     EXT_TEXTURE_COMPRESSION_S3TC,   0                           },
109     {"GL_EXT_texture_compression_rgtc",     EXT_TEXTURE_COMPRESSION_RGTC,   0                           },
110     {"GL_EXT_texture_env_add",              EXT_TEXTURE_ENV_ADD,            0                           },
111     {"GL_EXT_texture_env_combine",          EXT_TEXTURE_ENV_COMBINE,        0                           },
112     {"GL_EXT_texture_env_dot3",             EXT_TEXTURE_ENV_DOT3,           0                           },
113     {"GL_EXT_texture_sRGB",                 EXT_TEXTURE_SRGB,               0                           },
114     {"GL_EXT_texture_swizzle",              EXT_TEXTURE_SWIZZLE,            0                           },
115     {"GL_EXT_texture_filter_anisotropic",   EXT_TEXTURE_FILTER_ANISOTROPIC, 0                           },
116     {"GL_EXT_texture_lod",                  EXT_TEXTURE_LOD,                0                           },
117     {"GL_EXT_texture_lod_bias",             EXT_TEXTURE_LOD_BIAS,           0                           },
118     {"GL_EXT_vertex_array_bgra",            EXT_VERTEX_ARRAY_BGRA,          0                           },
119     {"GL_EXT_vertex_shader",                EXT_VERTEX_SHADER,              0                           },
120     {"GL_EXT_gpu_program_parameters",       EXT_GPU_PROGRAM_PARAMETERS,     0                           },
121
122     /* NV */
123     {"GL_NV_half_float",                    NV_HALF_FLOAT,                  0                           },
124     {"GL_NV_fence",                         NV_FENCE,                       0                           },
125     {"GL_NV_fog_distance",                  NV_FOG_DISTANCE,                0                           },
126     {"GL_NV_fragment_program",              NV_FRAGMENT_PROGRAM,            0                           },
127     {"GL_NV_fragment_program2",             NV_FRAGMENT_PROGRAM2,           0                           },
128     {"GL_NV_register_combiners",            NV_REGISTER_COMBINERS,          0                           },
129     {"GL_NV_register_combiners2",           NV_REGISTER_COMBINERS2,         0                           },
130     {"GL_NV_texgen_reflection",             NV_TEXGEN_REFLECTION,           0                           },
131     {"GL_NV_texture_env_combine4",          NV_TEXTURE_ENV_COMBINE4,        0                           },
132     {"GL_NV_texture_shader",                NV_TEXTURE_SHADER,              0                           },
133     {"GL_NV_texture_shader2",               NV_TEXTURE_SHADER2,             0                           },
134     {"GL_NV_texture_shader3",               NV_TEXTURE_SHADER3,             0                           },
135     {"GL_NV_occlusion_query",               NV_OCCLUSION_QUERY,             0                           },
136     {"GL_NV_vertex_program",                NV_VERTEX_PROGRAM,              0                           },
137     {"GL_NV_vertex_program1_1",             NV_VERTEX_PROGRAM1_1,           0                           },
138     {"GL_NV_vertex_program2",               NV_VERTEX_PROGRAM2,             0                           },
139     {"GL_NV_vertex_program2_option",        NV_VERTEX_PROGRAM2_OPTION,      0                           },
140     {"GL_NV_vertex_program3",               NV_VERTEX_PROGRAM3,             0                           },
141     {"GL_NV_fragment_program_option",       NV_FRAGMENT_PROGRAM_OPTION,     0                           },
142     {"GL_NV_depth_clamp",                   NV_DEPTH_CLAMP,                 0                           },
143     {"GL_NV_light_max_exponent",            NV_LIGHT_MAX_EXPONENT,          0                           },
144
145     /* SGI */
146     {"GL_SGIS_generate_mipmap",             SGIS_GENERATE_MIPMAP,           0                           },
147 };
148
149 /**********************************************************
150  * Utility functions follow
151  **********************************************************/
152
153 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType);
154 static const struct fragment_pipeline *select_fragment_implementation(struct WineD3DAdapter *adapter,
155         WINED3DDEVTYPE DeviceType);
156 static const shader_backend_t *select_shader_backend(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType);
157 static const struct blit_shader *select_blit_implementation(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType);
158
159 /* lookup tables */
160 const int minLookup[MAX_LOOKUPS] =
161 {
162     WINED3DTADDRESS_WRAP, /* WINELOOKUP_WARPPARAM */
163 };
164
165 const int maxLookup[MAX_LOOKUPS] =
166 {
167     WINED3DTADDRESS_MIRRORONCE, /* WINELOOKUP_WARPPARAM */
168 };
169
170 DWORD *stateLookup[MAX_LOOKUPS];
171
172 const struct min_lookup minMipLookup[] =
173 {
174     /* NONE         POINT                       LINEAR */
175     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
176     {{GL_NEAREST,   GL_NEAREST_MIPMAP_NEAREST,  GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
177     {{GL_LINEAR,    GL_LINEAR_MIPMAP_NEAREST,   GL_LINEAR_MIPMAP_LINEAR}},  /* LINEAR */
178 };
179
180 const struct min_lookup minMipLookup_noFilter[] =
181 {
182     /* NONE         POINT                       LINEAR */
183     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
184     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
185     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* LINEAR */
186 };
187
188 const GLenum magLookup[] =
189 {
190     /* NONE     POINT       LINEAR */
191     GL_NEAREST, GL_NEAREST, GL_LINEAR,
192 };
193
194 const GLenum magLookup_noFilter[] =
195 {
196     /* NONE     POINT       LINEAR */
197     GL_NEAREST, GL_NEAREST, GL_NEAREST,
198 };
199
200 /* drawStridedSlow attributes */
201 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
202 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
203 glAttribFunc specular_func_3ubv;
204 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
205 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
206 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
207
208 /**
209  * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
210  * i.e., there is no GL Context - Get a default rendering context to enable the
211  * function query some info from GL.
212  */
213
214 struct wined3d_fake_gl_ctx
215 {
216     HDC dc;
217     HWND wnd;
218     HGLRC gl_ctx;
219 };
220
221 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
222 {
223     TRACE_(d3d_caps)("Destroying fake GL context.\n");
224
225     if (!pwglMakeCurrent(NULL, NULL))
226     {
227         ERR_(d3d_caps)("Failed to disable fake GL context.\n");
228     }
229
230     if (!pwglDeleteContext(ctx->gl_ctx))
231     {
232         DWORD err = GetLastError();
233         ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
234     }
235
236     ReleaseDC(ctx->wnd, ctx->dc);
237     DestroyWindow(ctx->wnd);
238 }
239
240 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
241 {
242     PIXELFORMATDESCRIPTOR pfd;
243     int iPixelFormat;
244
245     TRACE("getting context...\n");
246
247     /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
248     ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
249             WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
250     if (!ctx->wnd)
251     {
252         ERR_(d3d_caps)("Failed to create a window.\n");
253         goto fail;
254     }
255
256     ctx->dc = GetDC(ctx->wnd);
257     if (!ctx->dc)
258     {
259         ERR_(d3d_caps)("Failed to get a DC.\n");
260         goto fail;
261     }
262
263     /* PixelFormat selection */
264     ZeroMemory(&pfd, sizeof(pfd));
265     pfd.nSize = sizeof(pfd);
266     pfd.nVersion = 1;
267     pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
268     pfd.iPixelType = PFD_TYPE_RGBA;
269     pfd.cColorBits = 32;
270     pfd.iLayerType = PFD_MAIN_PLANE;
271
272     iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
273     if (!iPixelFormat)
274     {
275         /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
276         ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
277         goto fail;
278     }
279     DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
280     SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
281
282     /* Create a GL context. */
283     ctx->gl_ctx = pwglCreateContext(ctx->dc);
284     if (!ctx->gl_ctx)
285     {
286         WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
287         goto fail;
288     }
289
290     /* Make it the current GL context. */
291     if (!context_set_current(NULL))
292     {
293         ERR_(d3d_caps)("Failed to clear current D3D context.\n");
294     }
295
296     if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
297     {
298         ERR_(d3d_caps)("Failed to make fake GL context current.\n");
299         goto fail;
300     }
301
302     return TRUE;
303
304 fail:
305     if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
306     ctx->gl_ctx = NULL;
307     if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
308     ctx->dc = NULL;
309     if (ctx->wnd) DestroyWindow(ctx->wnd);
310     ctx->wnd = NULL;
311
312     return FALSE;
313 }
314
315 /* Adjust the amount of used texture memory */
316 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram){
317     struct WineD3DAdapter *adapter = D3DDevice->adapter;
318
319     adapter->UsedTextureRam += glram;
320     TRACE("Adjusted gl ram by %ld to %d\n", glram, adapter->UsedTextureRam);
321     return adapter->UsedTextureRam;
322 }
323
324 /**********************************************************
325  * IUnknown parts follows
326  **********************************************************/
327
328 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
329 {
330     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
331
332     TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
333     if (IsEqualGUID(riid, &IID_IUnknown)
334         || IsEqualGUID(riid, &IID_IWineD3DBase)
335         || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
336         IUnknown_AddRef(iface);
337         *ppobj = This;
338         return S_OK;
339     }
340     *ppobj = NULL;
341     return E_NOINTERFACE;
342 }
343
344 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
345     IWineD3DImpl *This = (IWineD3DImpl *)iface;
346     ULONG refCount = InterlockedIncrement(&This->ref);
347
348     TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
349     return refCount;
350 }
351
352 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
353     IWineD3DImpl *This = (IWineD3DImpl *)iface;
354     ULONG ref;
355     TRACE("(%p) : Releasing from %d\n", This, This->ref);
356     ref = InterlockedDecrement(&This->ref);
357     if (ref == 0) {
358         unsigned int i;
359
360         for (i = 0; i < This->adapter_count; ++i)
361         {
362             HeapFree(GetProcessHeap(), 0, This->adapters[i].cfgs);
363         }
364         HeapFree(GetProcessHeap(), 0, This);
365     }
366
367     return ref;
368 }
369
370 /* Set the shader type for this device, depending on the given capabilities,
371  * the device type, and the user preferences in wined3d_settings */
372
373 static void select_shader_mode(const struct wined3d_gl_info *gl_info,
374         WINED3DDEVTYPE DeviceType, int *ps_selected, int *vs_selected)
375 {
376     if (wined3d_settings.vs_mode == VS_NONE) {
377         *vs_selected = SHADER_NONE;
378     } else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) {
379         /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
380          * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
381          * shaders only on this card. */
382         if (gl_info->supported[NV_VERTEX_PROGRAM] && !gl_info->supported[NV_VERTEX_PROGRAM2])
383             *vs_selected = SHADER_ARB;
384         else
385             *vs_selected = SHADER_GLSL;
386     } else if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
387         *vs_selected = SHADER_ARB;
388     } else {
389         *vs_selected = SHADER_NONE;
390     }
391
392     if (wined3d_settings.ps_mode == PS_NONE) {
393         *ps_selected = SHADER_NONE;
394     } else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) {
395         *ps_selected = SHADER_GLSL;
396     } else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
397         *ps_selected = SHADER_ARB;
398     } else if (gl_info->supported[ATI_FRAGMENT_SHADER]) {
399         *ps_selected = SHADER_ATI;
400     } else {
401         *ps_selected = SHADER_NONE;
402     }
403 }
404
405 /** Select the number of report maximum shader constants based on the selected shader modes */
406 static void select_shader_max_constants(int ps_selected_mode, int vs_selected_mode, struct wined3d_gl_info *gl_info)
407 {
408     switch (vs_selected_mode) {
409         case SHADER_GLSL:
410             gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF;
411             break;
412         case SHADER_ARB:
413             gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF;
414             break;
415         default:
416             gl_info->max_vshader_constantsF = 0;
417             break;
418     }
419
420     switch (ps_selected_mode) {
421         case SHADER_GLSL:
422             gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF;
423             break;
424         case SHADER_ARB:
425             gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF;
426             break;
427         default:
428             gl_info->max_pshader_constantsF = 0;
429             break;
430     }
431 }
432
433 /**********************************************************
434  * IWineD3D parts follows
435  **********************************************************/
436
437 /* GL locking is done by the caller */
438 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
439 {
440     GLuint prog;
441     BOOL ret = FALSE;
442     const char *testcode =
443         "!!ARBvp1.0\n"
444         "PARAM C[66] = { program.env[0..65] };\n"
445         "ADDRESS A0;"
446         "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
447         "ARL A0.x, zero.x;\n"
448         "MOV result.position, C[A0.x + 65];\n"
449         "END\n";
450
451     while(glGetError());
452     GL_EXTCALL(glGenProgramsARB(1, &prog));
453     if(!prog) {
454         ERR("Failed to create an ARB offset limit test program\n");
455     }
456     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
457     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
458                                   strlen(testcode), testcode));
459     if(glGetError() != 0) {
460         TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
461         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
462         ret = TRUE;
463     } else TRACE("OpenGL implementation allows offsets > 63\n");
464
465     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
466     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
467     checkGLcall("ARB vp offset limit test cleanup");
468
469     return ret;
470 }
471
472 static DWORD ver_for_ext(GL_SupportedExt ext)
473 {
474     unsigned int i;
475     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
476         if(EXTENSION_MAP[i].extension == ext) {
477             return EXTENSION_MAP[i].version;
478         }
479     }
480     return 0;
481 }
482
483 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer)
484 {
485     if (gl_info->gl_vendor != VENDOR_ATI) return FALSE;
486     if (gl_info->gl_card == CARD_ATI_RADEON_9500) return TRUE;
487     if (gl_info->gl_card == CARD_ATI_RADEON_X700) return TRUE;
488     if (gl_info->gl_card == CARD_ATI_RADEON_X1600) return TRUE;
489     return FALSE;
490 }
491
492 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer)
493 {
494     if (gl_info->gl_vendor == VENDOR_NVIDIA)
495     {
496         if (gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5800 || gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5600)
497         {
498             return TRUE;
499         }
500     }
501     return FALSE;
502 }
503
504 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer)
505 {
506     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
507      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
508      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
509      *
510      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
511      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
512      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
513      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
514      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
515      * the chance that other implementations support them is rather small since Win32 QuickTime uses
516      * DirectDraw, not OpenGL. */
517     if (gl_info->supported[APPLE_FENCE]
518             && gl_info->supported[APPLE_CLIENT_STORAGE]
519             && gl_info->supported[APPLE_FLUSH_RENDER]
520             && gl_info->supported[APPLE_YCBCR_422])
521     {
522         TRACE_(d3d_caps)("GL_APPLE_fence, GL_APPLE_client_storage, GL_APPLE_flush_render and GL_ycbcr_422 are supported.\n");
523         TRACE_(d3d_caps)("Activating MacOS fixups.\n");
524         return TRUE;
525     }
526     else
527     {
528         TRACE_(d3d_caps)("Apple extensions are not supported.\n");
529         TRACE_(d3d_caps)("Not activating MacOS fixups.\n");
530         return FALSE;
531     }
532 }
533
534 /* Context activation is done by the caller. */
535 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
536 {
537     /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
538      * but glTexSubImage from a PBO fails miserably, with the first line repeated over
539      * all the texture. This function detects this bug by its symptom and disables PBOs
540      * if the test fails.
541      *
542      * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
543      * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
544      * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
545      * read back is compared to the original. If they are equal PBOs are assumed to work,
546      * otherwise the PBO extension is disabled. */
547     GLuint texture, pbo;
548     static const unsigned int pattern[] =
549     {
550         0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
551         0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
552         0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
553         0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
554     };
555     unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
556
557     /* No PBO -> No point in testing them. */
558     if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
559
560     ENTER_GL();
561
562     while (glGetError());
563     glGenTextures(1, &texture);
564     glBindTexture(GL_TEXTURE_2D, texture);
565
566     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
567     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
568     checkGLcall("Specifying the PBO test texture");
569
570     GL_EXTCALL(glGenBuffersARB(1, &pbo));
571     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
572     GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
573     checkGLcall("Specifying the PBO test pbo");
574
575     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
576     checkGLcall("Loading the PBO test texture");
577
578     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
579     glFinish(); /* just to be sure */
580
581     memset(check, 0, sizeof(check));
582     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
583     checkGLcall("Reading back the PBO test texture");
584
585     glDeleteTextures(1, &texture);
586     GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
587     checkGLcall("PBO test cleanup");
588
589     LEAVE_GL();
590
591     if (memcmp(check, pattern, sizeof(check)))
592     {
593         WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
594         WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
595         gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
596     }
597     else
598     {
599         TRACE_(d3d_caps)("PBO test successful.\n");
600     }
601 }
602
603 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer)
604 {
605     return gl_info->gl_vendor == VENDOR_INTEL && match_apple(gl_info, gl_renderer);
606 }
607
608 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer)
609 {
610     if (!match_apple(gl_info, gl_renderer)) return FALSE;
611     if (gl_info->gl_vendor != VENDOR_ATI) return FALSE;
612     if (gl_info->gl_card == CARD_ATI_RADEON_X1600) return FALSE;
613     return TRUE;
614 }
615
616 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer)
617 {
618     if (gl_info->gl_vendor != VENDOR_ATI) return FALSE;
619     if (match_apple(gl_info, gl_renderer)) return FALSE;
620     if (strstr(gl_renderer, "DRI")) return FALSE; /* Filter out Mesa DRI drivers. */
621     return TRUE;
622 }
623
624 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer)
625 {
626     /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
627      * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
628      * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
629      * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
630      * hardcoded
631      *
632      * dx10 cards usually have 64 varyings */
633     return gl_info->max_glsl_varyings > 44;
634 }
635
636 /* A GL context is provided by the caller */
637 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer)
638 {
639     GLenum error;
640     DWORD data[16];
641
642     if(!GL_SUPPORT(EXT_SECONDARY_COLOR)) return FALSE;
643
644     ENTER_GL();
645     while(glGetError());
646     GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
647     error = glGetError();
648     LEAVE_GL();
649
650     if(error == GL_NO_ERROR)
651     {
652         TRACE("GL Implementation accepts 4 component specular color pointers\n");
653         return TRUE;
654     }
655     else
656     {
657         TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
658               debug_glerror(error));
659         return FALSE;
660     }
661 }
662
663 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
664 {
665     TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->vs_arb_constantsF);
666     gl_info->vs_glsl_constantsF = gl_info->vs_arb_constantsF;
667     TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->ps_arb_constantsF);
668     gl_info->ps_glsl_constantsF = gl_info->ps_arb_constantsF;
669 }
670
671 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
672 {
673     quirk_arb_constants(gl_info);
674     /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
675      * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
676      * allow 48 different offsets or other helper immediate values. */
677     TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
678     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
679 }
680
681 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
682  * on more than one texture unit. This means that the d3d9 visual point size test will cause a
683  * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
684  * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
685  * most games, but avoids the crash
686  *
687  * A more sophisticated way would be to find all units that need texture coordinates and enable
688  * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
689  * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
690  *
691  * Note that disabling the extension entirely does not gain predictability because there is no point
692  * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
693 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
694 {
695     if (gl_info->supported[ARB_POINT_SPRITE])
696     {
697         TRACE("Limiting point sprites to one texture unit.\n");
698         gl_info->max_point_sprite_units = 1;
699     }
700 }
701
702 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
703 {
704     quirk_arb_constants(gl_info);
705
706     /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
707      * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
708      * If real NP2 textures are used, the driver falls back to software. We could just remove the
709      * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
710      * due to the non-normalized texture coordinates. Thus set an internal extension flag,
711      * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
712      * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
713      *
714      * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
715      * has this extension promoted to core. The extension loading code sets this extension supported
716      * due to that, so this code works on fglrx as well. */
717     if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
718     {
719         TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
720         gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
721         gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
722     }
723
724     /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
725      * it is generally more efficient. Reserve just 8 constants. */
726     TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
727     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
728 }
729
730 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
731 {
732     /*  The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
733      *  doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
734      *  This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
735      *  within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
736      *  FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
737      *  We therefore completely remove ARB_tex_npot from the list of supported extensions.
738      *
739      *  Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
740      *  triggering the software fallback. There is not much we can do here apart from disabling the
741      *  software-emulated extension and reenable ARB_tex_rect (which was previously disabled
742      *  in IWineD3DImpl_FillGLCaps).
743      *  This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
744      *  post-processing effects in the game "Max Payne 2").
745      *  The behaviour can be verified through a simple test app attached in bugreport #14724. */
746     TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
747     gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
748     gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
749 }
750
751 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
752 {
753     /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
754      * with fixed function fragment processing. Ideally this flag should be detected with a test shader
755      * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
756      * do not like vertex shaders in feedback mode and return an error, even though it should be valid
757      * according to the spec.
758      *
759      * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
760      * makes the shader slower and eats instruction slots which should be available to the d3d app.
761      *
762      * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
763      * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
764      * this workaround is activated on cards that do not need it, it won't break things, just affect
765      * performance negatively. */
766     TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
767     gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
768 }
769
770 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
771 {
772     gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
773 }
774
775 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
776 {
777     gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
778 }
779
780 struct driver_quirk
781 {
782     BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer);
783     void (*apply)(struct wined3d_gl_info *gl_info);
784     const char *description;
785 };
786
787 struct driver_quirk quirk_table[] =
788 {
789     {
790         match_ati_r300_to_500,
791         quirk_ati_dx9,
792         "ATI GLSL constant and normalized texrect quirk"
793     },
794     /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
795      * used it falls back to software. While the compiler can detect if the shader uses all declared
796      * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
797      * using relative addressing falls back to software.
798      *
799      * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
800     {
801         match_apple,
802         quirk_apple_glsl_constants,
803         "Apple GLSL uniform override"
804     },
805     {
806         match_geforce5,
807         quirk_no_np2,
808         "Geforce 5 NP2 disable"
809     },
810     {
811         match_apple_intel,
812         quirk_texcoord_w,
813         "Init texcoord .w for Apple Intel GPU driver"
814     },
815     {
816         match_apple_nonr500ati,
817         quirk_texcoord_w,
818         "Init texcoord .w for Apple ATI >= r600 GPU driver"
819     },
820     {
821         match_fglrx,
822         quirk_one_point_sprite,
823         "Fglrx point sprite crash workaround"
824     },
825     {
826         match_dx10_capable,
827         quirk_clip_varying,
828         "Reserved varying for gl_ClipPos"
829     },
830     {
831         /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
832          * GL implementations accept it. The Mac GL is the only implementation known to
833          * reject it.
834          *
835          * If we can pass 4 component specular colors, do it, because (a) we don't have
836          * to screw around with the data, and (b) the D3D fixed function vertex pipeline
837          * passes specular alpha to the pixel shader if any is used. Otherwise the
838          * specular alpha is used to pass the fog coordinate, which we pass to opengl
839          * via GL_EXT_fog_coord.
840          */
841         match_allows_spec_alpha,
842         quirk_allows_specular_alpha,
843         "Allow specular alpha quirk"
844     }
845 };
846
847 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
848  * reporting a driver version is moot because we are not the Windows driver, and we have different
849  * bugs, features, etc.
850  *
851  * If a card is not found in this table, the GL driver version is reported. */
852 struct driver_version_information
853 {
854     WORD vendor;                    /* reported PCI card vendor ID  */
855     WORD card;                      /* reported PCI card device ID  */
856     const char *description;        /* Description of the card e.g. NVIDIA RIVA TNT */
857     WORD hipart_hi, hipart_lo;      /* driver hiword to report      */
858     WORD lopart_hi, lopart_lo;      /* driver loword to report      */
859 };
860
861 static const struct driver_version_information driver_version_table[] =
862 {
863     /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (180.x)
864      * GeforceFX support is up to 173.x, - driver uses numbering x.y.11.7341 for 173.41 where x is the windows revision (6=2000/xp, 7=vista), y is unknown
865      * Geforce2MX/3/4 up to 96.x - driver uses numbering 9.6.8.9 for 96.89
866      * TNT/Geforce1/2 up to 71.x - driver uses numbering 7.1.8.6 for 71.86
867      *
868      * All version numbers used below are from the Linux nvidia drivers. */
869     {VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT,           "NVIDIA RIVA TNT",                  7,  1,  8,  6      },
870     {VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT2,          "NVIDIA RIVA TNT2/TNT2 Pro",        7,  1,  8,  6      },
871     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE,            "NVIDIA GeForce 256",               7,  1,  8,  6      },
872     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2_MX,        "NVIDIA GeForce2 MX/MX 400",        9,  6,  4,  3      },
873     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2,           "NVIDIA GeForce2 GTS/GeForce2 Pro", 7,  1,  8,  6      },
874     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE3,           "NVIDIA GeForce3",                  9,  6,  10, 9371   },
875     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_MX,        "NVIDIA GeForce4 MX 460",           9,  6,  10, 9371   },
876     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_TI4200,    "NVIDIA GeForce4 Ti 4200",          9,  6,  10, 9371   },
877     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5200,     "NVIDIA GeForce FX 5200",           7,  15, 11, 7516   },
878     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5600,     "NVIDIA GeForce FX 5600",           7,  15, 11, 7516   },
879     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5800,     "NVIDIA GeForce FX 5800",           7,  15, 11, 7516   },
880     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6200,       "NVIDIA GeForce 6200",              7,  15, 11, 8618   },
881     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6600GT,     "NVIDIA GeForce 6600 GT",           7,  15, 11, 8618   },
882     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6800,       "NVIDIA GeForce 6800",              7,  15, 11, 8618   },
883     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7300,       "NVIDIA GeForce Go 7300",           7,  15, 11, 8585   },
884     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7400,       "NVIDIA GeForce Go 7400",           7,  15, 11, 8585   },
885     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7600,       "NVIDIA GeForce 7600 GT",           7,  15, 11, 8618   },
886     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7800GT,     "NVIDIA GeForce 7800 GT",           7,  15, 11, 8618   },
887     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8300GS,     "NVIDIA GeForce 8300 GS",           7,  15, 11, 8618   },
888     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600GT,     "NVIDIA GeForce 8600 GT",           7,  15, 11, 8618   },
889     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600MGT,    "NVIDIA GeForce 8600M GT",          7,  15, 11, 8585   },
890     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTS,    "NVIDIA GeForce 8800 GTS",          7,  15, 11, 8618   },
891     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9200,       "NVIDIA GeForce 9200",              7,  15, 11, 8618   },
892     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9400GT,     "NVIDIA GeForce 9400 GT",           7,  15, 11, 8618   },
893     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9500GT,     "NVIDIA GeForce 9500 GT",           7,  15, 11, 8618   },
894     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9600GT,     "NVIDIA GeForce 9600 GT",           7,  15, 11, 8618   },
895     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9800GT,     "NVIDIA GeForce 9800 GT",           7,  15, 11, 8618   },
896     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX260,     "NVIDIA GeForce GTX 260",           7,  15, 11, 8618   },
897     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX275,     "NVIDIA GeForce GTX 275",           7,  15, 11, 8618   },
898     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX280,     "NVIDIA GeForce GTX 280",           7,  15, 11, 8618   },
899
900     /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode. */
901     {VENDOR_ATI,        CARD_ATI_RADEON_9500,           "ATI Radeon 9500",                  6,  14, 10, 6764    },
902     {VENDOR_ATI,        CARD_ATI_RADEON_X700,           "ATI Radeon X700 SE",               6,  14, 10, 6764    },
903     {VENDOR_ATI,        CARD_ATI_RADEON_X1600,          "ATI Radeon X1600 Series",          6,  14, 10, 6764    },
904     {VENDOR_ATI,        CARD_ATI_RADEON_HD2300,         "ATI Mobility Radeon HD 2300",      6,  14, 10, 6764    },
905     {VENDOR_ATI,        CARD_ATI_RADEON_HD2600,         "ATI Mobility Radeon HD 2600",      6,  14, 10, 6764    },
906     {VENDOR_ATI,        CARD_ATI_RADEON_HD2900,         "ATI Radeon HD 2900 XT",            6,  14, 10, 6764    },
907     {VENDOR_ATI,        CARD_ATI_RADEON_HD4350,         "ATI Radeon HD 4350",               6,  14, 10, 6764    },
908     {VENDOR_ATI,        CARD_ATI_RADEON_HD4600,         "ATI Radeon HD 4600 Series",        6,  14, 10, 6764    },
909     {VENDOR_ATI,        CARD_ATI_RADEON_HD4700,         "ATI Radeon HD 4700 Series",        6,  14, 10, 6764    },
910     {VENDOR_ATI,        CARD_ATI_RADEON_HD4800,         "ATI Radeon HD 4800 Series",        6,  14, 10, 6764    },
911
912     /* TODO: Add information about legacy ATI hardware, Intel and other cards. */
913 };
914
915 /* Context activation is done by the caller. */
916 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer)
917 {
918     unsigned int i;
919
920     for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
921     {
922         if (!quirk_table[i].match(gl_info, gl_renderer)) continue;
923         TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
924         quirk_table[i].apply(gl_info);
925     }
926
927     /* Find out if PBOs work as they are supposed to. */
928     test_pbo_functionality(gl_info);
929
930     /* Fixup the driver version */
931     for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); ++i)
932     {
933         if (gl_info->gl_vendor == driver_version_table[i].vendor
934                 && gl_info->gl_card == driver_version_table[i].card)
935         {
936             TRACE_(d3d_caps)("Found card 0x%04x, 0x%04x in driver version DB.\n",
937                     gl_info->gl_vendor, gl_info->gl_card);
938
939             gl_info->driver_version = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
940                     driver_version_table[i].lopart_lo);
941             gl_info->driver_version_hipart = MAKEDWORD_VERSION(driver_version_table[i].hipart_hi,
942                     driver_version_table[i].hipart_lo);
943             gl_info->driver_description = driver_version_table[i].description;
944             break;
945         }
946     }
947 }
948
949 static DWORD wined3d_parse_gl_version(const char *gl_version)
950 {
951     const char *ptr = gl_version;
952     int major, minor;
953
954     major = atoi(ptr);
955     if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
956
957     while (isdigit(*ptr)) ++ptr;
958     if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
959
960     minor = atoi(ptr);
961
962     TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
963
964     return MAKEDWORD_VERSION(major, minor);
965 }
966
967 static DWORD wined3d_guess_driver_version(const char *gl_version, GL_Vendors vendor)
968 {
969     int major, minor;
970     const char *ptr;
971     DWORD ret;
972
973     /* Now parse the driver specific string which we'll report to the app. */
974     switch (vendor)
975     {
976         case VENDOR_NVIDIA:
977             ptr = strstr(gl_version, "NVIDIA");
978             if (!ptr) return 0;
979
980             ptr = strstr(ptr, " ");
981             if (!ptr) return 0;
982
983             while (isspace(*ptr)) ++ptr;
984             if (!*ptr) return 0;
985
986             major = atoi(ptr);
987             while (isdigit(*ptr)) ++ptr;
988
989             if (*ptr++ != '.') return 0;
990
991             minor = atoi(ptr);
992             minor = major * 100 + minor;
993             major = 10;
994             break;
995
996         case VENDOR_ATI:
997             major = minor = 0;
998
999             ptr = strchr(gl_version, '-');
1000             if (!ptr) return 0;
1001
1002             ++ptr;
1003
1004             /* Check if version number is of the form x.y.z. */
1005             if (strlen(ptr) < 5
1006                     || !isdigit(ptr[0]) || ptr[1] != '.'
1007                     || !isdigit(ptr[2]) || ptr[3] != '.'
1008                     || !isdigit(ptr[4]))
1009             {
1010                 return 0;
1011             }
1012
1013             major = ptr[0] - '0';
1014             minor = ((ptr[2] - '0') << 8) | (ptr[4] - '0');
1015             break;
1016
1017         case VENDOR_INTEL:
1018             /* Apple and Mesa version strings look differently, but both provide intel drivers. */
1019             if (strstr(gl_version, "APPLE"))
1020             {
1021                 /* [0-9]+.[0-9]+ APPLE-[0-9]+.[0.9]+.[0.9]+
1022                  * We only need the first part, and use the APPLE as identification
1023                  * "1.2 APPLE-1.4.56". */
1024                 ptr = gl_version;
1025
1026                 major = atoi(ptr);
1027                 while (isdigit(*ptr)) ++ptr;
1028
1029                 if (*ptr++ != '.') return 0;
1030
1031                 minor = atoi(ptr);
1032                 break;
1033             }
1034             /* Fallthrough */
1035
1036         case VENDOR_MESA:
1037             ptr = strstr(gl_version, "Mesa");
1038             if (!ptr) return 0;
1039
1040             ptr = strstr(ptr, " ");
1041             if (!ptr) return 0;
1042
1043             while (isspace(*ptr)) ++ptr;
1044             if (!*ptr) return 0;
1045
1046             major = atoi(ptr);
1047             while (isdigit(*ptr)) ++ptr;
1048
1049             if (*ptr++ != '.') return 0;
1050
1051             minor = atoi(ptr);
1052             break;
1053
1054         default:
1055             FIXME("Unhandled vendor %#x.\n", vendor);
1056             return 0;
1057     }
1058
1059     ret = MAKEDWORD_VERSION(major, minor);
1060     TRACE_(d3d_caps)("Found driver version %s -> %d.%d -> 0x%08x.\n",
1061             debugstr_a(gl_version), major, minor, ret);
1062
1063     return ret;
1064 }
1065
1066 static GL_Vendors wined3d_guess_vendor(const char *gl_vendor, const char *gl_renderer)
1067 {
1068     if (strstr(gl_vendor, "NVIDIA"))
1069         return VENDOR_NVIDIA;
1070
1071     if (strstr(gl_vendor, "ATI"))
1072         return VENDOR_ATI;
1073
1074     if (strstr(gl_vendor, "Intel(R)")
1075             || strstr(gl_renderer, "Intel(R)")
1076             || strstr(gl_vendor, "Intel Inc."))
1077         return VENDOR_INTEL;
1078
1079     if (strstr(gl_vendor, "Mesa")
1080             || strstr(gl_vendor, "Tungsten Graphics, Inc."))
1081         return VENDOR_MESA;
1082
1083     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning VENDOR_WINE.\n", debugstr_a(gl_vendor));
1084
1085     return VENDOR_WINE;
1086 }
1087
1088 static GL_Cards wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1089         GL_Vendors *vendor, unsigned int *vidmem)
1090 {
1091     /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of
1092      * different GPUs with roughly the same features. In most cases GPUs from a
1093      * certain family differ in clockspeeds, the amount of video memory and the
1094      * number of shader pipelines.
1095      *
1096      * A Direct3D device object contains the PCI id (vendor + device) of the
1097      * videocard which is used for rendering. Various applications use this
1098      * information to get a rough estimation of the features of the card and
1099      * some might use it for enabling 3d effects only on certain types of
1100      * videocards. In some cases games might even use it to work around bugs
1101      * which happen on certain videocards/driver combinations. The problem is
1102      * that OpenGL only exposes a rendering string containing the name of the
1103      * videocard and not the PCI id.
1104      *
1105      * Various games depend on the PCI id, so somehow we need to provide one.
1106      * A simple option is to parse the renderer string and translate this to
1107      * the right PCI id. This is a lot of work because there are more than 200
1108      * GPUs just for Nvidia. Various cards share the same renderer string, so
1109      * the amount of code might be 'small' but there are quite a number of
1110      * exceptions which would make this a pain to maintain. Another way would
1111      * be to query the PCI id from the operating system (assuming this is the
1112      * videocard which is used for rendering which is not always the case).
1113      * This would work but it is not very portable. Second it would not work
1114      * well in, let's say, a remote X situation in which the amount of 3d
1115      * features which can be used is limited.
1116      *
1117      * As said most games only use the PCI id to get an indication of the
1118      * capabilities of the card. It doesn't really matter if the given id is
1119      * the correct one if we return the id of a card with similar 3d features.
1120      *
1121      * The code below checks the OpenGL capabilities of a videocard and matches
1122      * that to a certain level of Direct3D functionality. Once a card passes
1123      * the Direct3D9 check, we know that the card (in case of Nvidia) is at
1124      * least a GeforceFX. To give a better estimate we do a basic check on the
1125      * renderer string but if that won't pass we return a default card. This
1126      * way is better than maintaining a full card database as even without a
1127      * full database we can return a card with similar features. Second the
1128      * size of the database can be made quite small because when you know what
1129      * type of 3d functionality a card has, you know to which GPU family the
1130      * GPU must belong. Because of this you only have to check a small part of
1131      * the renderer string to distinguishes between different models from that
1132      * family.
1133      *
1134      * The code also selects a default amount of video memory which we will
1135      * use for an estimation of the amount of free texture memory. In case of
1136      * real D3D the amount of texture memory includes video memory and system
1137      * memory (to be specific AGP memory or in case of PCIE TurboCache /
1138      * HyperMemory). We don't know how much system memory can be addressed by
1139      * the system but we can make a reasonable estimation about the amount of
1140      * video memory. If the value is slightly wrong it doesn't matter as we
1141      * didn't include AGP-like memory which makes the amount of addressable
1142      * memory higher and second OpenGL isn't that critical it moves to system
1143      * memory behind our backs if really needed. Note that the amount of video
1144      * memory can be overruled using a registry setting. */
1145
1146     switch (*vendor)
1147     {
1148         case VENDOR_NVIDIA:
1149             /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1150              * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1151              */
1152             if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1153             {
1154                 /* Geforce 200 - highend */
1155                 if (strstr(gl_renderer, "GTX 280")
1156                         || strstr(gl_renderer, "GTX 285")
1157                         || strstr(gl_renderer, "GTX 295"))
1158                 {
1159                     *vidmem = 1024;
1160                     return CARD_NVIDIA_GEFORCE_GTX280;
1161                 }
1162
1163                 /* Geforce 200 - midend high */
1164                 if (strstr(gl_renderer, "GTX 275"))
1165                 {
1166                     *vidmem = 896;
1167                     return CARD_NVIDIA_GEFORCE_GTX275;
1168                 }
1169
1170                 /* Geforce 200 - midend */
1171                 if (strstr(gl_renderer, "GTX 260"))
1172                 {
1173                     *vidmem = 1024;
1174                     return CARD_NVIDIA_GEFORCE_GTX260;
1175                 }
1176
1177                 /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1178                 if (strstr(gl_renderer, "9800")
1179                         || strstr(gl_renderer, "GTS 150")
1180                         || strstr(gl_renderer, "GTS 250"))
1181                 {
1182                     *vidmem = 512;
1183                     return CARD_NVIDIA_GEFORCE_9800GT;
1184                 }
1185
1186                 /* Geforce9 - midend */
1187                 if (strstr(gl_renderer, "9600"))
1188                 {
1189                     *vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1190                     return CARD_NVIDIA_GEFORCE_9600GT;
1191                 }
1192
1193                 /* Geforce9 - midend low / Geforce 200 - low */
1194                 if (strstr(gl_renderer, "9500")
1195                         || strstr(gl_renderer, "GT 120")
1196                         || strstr(gl_renderer, "GT 130"))
1197                 {
1198                     *vidmem = 256; /* The 9500GT has 256-1024MB */
1199                     return CARD_NVIDIA_GEFORCE_9500GT;
1200                 }
1201
1202                 /* Geforce9 - lowend */
1203                 if (strstr(gl_renderer, "9400"))
1204                 {
1205                     *vidmem = 256; /* The 9400GT has 256-1024MB */
1206                     return CARD_NVIDIA_GEFORCE_9400GT;
1207                 }
1208
1209                 /* Geforce9 - lowend low */
1210                 if (strstr(gl_renderer, "9100")
1211                         || strstr(gl_renderer, "9200")
1212                         || strstr(gl_renderer, "9300")
1213                         || strstr(gl_renderer, "G 100"))
1214                 {
1215                     *vidmem = 256; /* The 9100-9300 cards have 256MB */
1216                     return CARD_NVIDIA_GEFORCE_9200;
1217                 }
1218
1219                 /* Geforce8 - highend */
1220                 if (strstr(gl_renderer, "8800"))
1221                 {
1222                     *vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1223                     return CARD_NVIDIA_GEFORCE_8800GTS;
1224                 }
1225
1226                 /* Geforce8 - midend mobile */
1227                 if (strstr(gl_renderer, "8600 M"))
1228                 {
1229                     *vidmem = 512;
1230                     return CARD_NVIDIA_GEFORCE_8600MGT;
1231                 }
1232
1233                 /* Geforce8 - midend */
1234                 if (strstr(gl_renderer, "8600")
1235                         || strstr(gl_renderer, "8700"))
1236                 {
1237                     *vidmem = 256;
1238                     return CARD_NVIDIA_GEFORCE_8600GT;
1239                 }
1240
1241                 /* Geforce8 - lowend */
1242                 if (strstr(gl_renderer, "8300")
1243                         || strstr(gl_renderer, "8400")
1244                         || strstr(gl_renderer, "8500"))
1245                 {
1246                     *vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1247                     return CARD_NVIDIA_GEFORCE_8300GS;
1248                 }
1249
1250                 /* Geforce7 - highend */
1251                 if (strstr(gl_renderer, "7800")
1252                         || strstr(gl_renderer, "7900")
1253                         || strstr(gl_renderer, "7950")
1254                         || strstr(gl_renderer, "Quadro FX 4")
1255                         || strstr(gl_renderer, "Quadro FX 5"))
1256                 {
1257                     *vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1258                     return CARD_NVIDIA_GEFORCE_7800GT;
1259                 }
1260
1261                 /* Geforce7 midend */
1262                 if (strstr(gl_renderer, "7600")
1263                         || strstr(gl_renderer, "7700"))
1264                 {
1265                     *vidmem = 256; /* The 7600 uses 256-512MB */
1266                     return CARD_NVIDIA_GEFORCE_7600;
1267                 }
1268
1269                 /* Geforce7 lower medium */
1270                 if (strstr(gl_renderer, "7400"))
1271                 {
1272                     *vidmem = 256; /* The 7400 uses 256-512MB */
1273                     return CARD_NVIDIA_GEFORCE_7400;
1274                 }
1275
1276                 /* Geforce7 lowend */
1277                 if (strstr(gl_renderer, "7300"))
1278                 {
1279                     *vidmem = 256; /* Mac Pros with this card have 256 MB */
1280                     return CARD_NVIDIA_GEFORCE_7300;
1281                 }
1282
1283                 /* Geforce6 highend */
1284                 if (strstr(gl_renderer, "6800"))
1285                 {
1286                     *vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1287                     return CARD_NVIDIA_GEFORCE_6800;
1288                 }
1289
1290                 /* Geforce6 - midend */
1291                 if (strstr(gl_renderer, "6600")
1292                         || strstr(gl_renderer, "6610")
1293                         || strstr(gl_renderer, "6700"))
1294                 {
1295                     *vidmem = 128; /* A 6600GT has 128-256MB */
1296                     return CARD_NVIDIA_GEFORCE_6600GT;
1297                 }
1298
1299                 /* Geforce6/7 lowend */
1300                 *vidmem = 64; /* */
1301                 return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1302             }
1303
1304             if (WINE_D3D9_CAPABLE(gl_info))
1305             {
1306                 /* GeforceFX - highend */
1307                 if (strstr(gl_renderer, "5800")
1308                         || strstr(gl_renderer, "5900")
1309                         || strstr(gl_renderer, "5950")
1310                         || strstr(gl_renderer, "Quadro FX"))
1311                 {
1312                     *vidmem = 256; /* 5800-5900 cards use 256MB */
1313                     return CARD_NVIDIA_GEFORCEFX_5800;
1314                 }
1315
1316                 /* GeforceFX - midend */
1317                 if (strstr(gl_renderer, "5600")
1318                         || strstr(gl_renderer, "5650")
1319                         || strstr(gl_renderer, "5700")
1320                         || strstr(gl_renderer, "5750"))
1321                 {
1322                     *vidmem = 128; /* A 5600 uses 128-256MB */
1323                     return CARD_NVIDIA_GEFORCEFX_5600;
1324                 }
1325
1326                 /* GeforceFX - lowend */
1327                 *vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1328                 return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1329             }
1330
1331             if (WINE_D3D8_CAPABLE(gl_info))
1332             {
1333                 if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1334                 {
1335                     *vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1336                     return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1337                 }
1338
1339                 *vidmem = 64; /* Geforce3 cards have 64-128MB */
1340                 return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1341             }
1342
1343             if (WINE_D3D7_CAPABLE(gl_info))
1344             {
1345                 if (strstr(gl_renderer, "GeForce4 MX"))
1346                 {
1347                     /* Most Geforce4MX GPUs have at least 64MB of memory, some
1348                      * early models had 32MB but most have 64MB or even 128MB. */
1349                     *vidmem = 64;
1350                     return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1351                 }
1352
1353                 if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1354                 {
1355                     *vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1356                     return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1357                 }
1358
1359                 if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1360                 {
1361                     *vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1362                     return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1363                 }
1364
1365                 /* Most Geforce1 cards have 32MB, there are also some rare 16
1366                  * and 64MB (Dell) models. */
1367                 *vidmem = 32;
1368                 return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1369             }
1370
1371             if (strstr(gl_renderer, "TNT2"))
1372             {
1373                 *vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1374                 return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1375             }
1376
1377             *vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1378             return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1379
1380         case VENDOR_ATI:
1381             /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1382              *
1383              * Beware: renderer string do not match exact card model,
1384              * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1385             if (WINE_D3D9_CAPABLE(gl_info))
1386             {
1387                 /* Radeon R7xx HD4800 - highend */
1388                 if (strstr(gl_renderer, "HD 4800")          /* Radeon RV7xx HD48xx generic renderer string */
1389                         || strstr(gl_renderer, "HD 4830")   /* Radeon RV770 */
1390                         || strstr(gl_renderer, "HD 4850")   /* Radeon RV770 */
1391                         || strstr(gl_renderer, "HD 4870")   /* Radeon RV770 */
1392                         || strstr(gl_renderer, "HD 4890"))  /* Radeon RV790 */
1393                 {
1394                     *vidmem = 512; /* note: HD4890 cards use 1024MB */
1395                     return CARD_ATI_RADEON_HD4800;
1396                 }
1397
1398                 /* Radeon R740 HD4700 - midend */
1399                 if (strstr(gl_renderer, "HD 4700")          /* Radeon RV770 */
1400                         || strstr(gl_renderer, "HD 4770"))  /* Radeon RV740 */
1401                 {
1402                     *vidmem = 512;
1403                     return CARD_ATI_RADEON_HD4700;
1404                 }
1405
1406                 /* Radeon R730 HD4600 - midend */
1407                 if (strstr(gl_renderer, "HD 4600")          /* Radeon RV730 */
1408                         || strstr(gl_renderer, "HD 4650")   /* Radeon RV730 */
1409                         || strstr(gl_renderer, "HD 4670"))  /* Radeon RV730 */
1410                 {
1411                     *vidmem = 512;
1412                     return CARD_ATI_RADEON_HD4600;
1413                 }
1414
1415                 /* Radeon R710 HD4500/HD4350 - lowend */
1416                 if (strstr(gl_renderer, "HD 4350")          /* Radeon RV710 */
1417                         || strstr(gl_renderer, "HD 4550"))  /* Radeon RV710 */
1418                 {
1419                     *vidmem = 256;
1420                     return CARD_ATI_RADEON_HD4350;
1421                 }
1422
1423                 /* Radeon R6xx HD2900/HD3800 - highend */
1424                 if (strstr(gl_renderer, "HD 2900")
1425                         || strstr(gl_renderer, "HD 3870")
1426                         || strstr(gl_renderer, "HD 3850"))
1427                 {
1428                     *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1429                     return CARD_ATI_RADEON_HD2900;
1430                 }
1431
1432                 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1433                 if (strstr(gl_renderer, "HD 2600")
1434                         || strstr(gl_renderer, "HD 3830")
1435                         || strstr(gl_renderer, "HD 3690")
1436                         || strstr(gl_renderer, "HD 3650"))
1437                 {
1438                     *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1439                     return CARD_ATI_RADEON_HD2600;
1440                 }
1441
1442                 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1443                 if (strstr(gl_renderer, "HD 2300")
1444                         || strstr(gl_renderer, "HD 2400")
1445                         || strstr(gl_renderer, "HD 3470")
1446                         || strstr(gl_renderer, "HD 3450")
1447                         || strstr(gl_renderer, "HD 3430")
1448                         || strstr(gl_renderer, "HD 3400"))
1449                 {
1450                     *vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1451                     return CARD_ATI_RADEON_HD2300;
1452                 }
1453
1454                 /* Radeon R6xx/R7xx integrated */
1455                 if (strstr(gl_renderer, "HD 3100")
1456                         || strstr(gl_renderer, "HD 3200")
1457                         || strstr(gl_renderer, "HD 3300"))
1458                 {
1459                     *vidmem = 128; /* 128MB */
1460                     return CARD_ATI_RADEON_HD3200;
1461                 }
1462
1463                 /* Radeon R5xx */
1464                 if (strstr(gl_renderer, "X1600")
1465                         || strstr(gl_renderer, "X1650")
1466                         || strstr(gl_renderer, "X1800")
1467                         || strstr(gl_renderer, "X1900")
1468                         || strstr(gl_renderer, "X1950"))
1469                 {
1470                     *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1471                     return CARD_ATI_RADEON_X1600;
1472                 }
1473
1474                 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1475                 if (strstr(gl_renderer, "X700")
1476                         || strstr(gl_renderer, "X800")
1477                         || strstr(gl_renderer, "X850")
1478                         || strstr(gl_renderer, "X1300")
1479                         || strstr(gl_renderer, "X1400")
1480                         || strstr(gl_renderer, "X1450")
1481                         || strstr(gl_renderer, "X1550"))
1482                 {
1483                     *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1484                     return CARD_ATI_RADEON_X700;
1485                 }
1486
1487                 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1488                 if (strstr(gl_renderer, "Radeon Xpress"))
1489                 {
1490                     *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1491                     return CARD_ATI_RADEON_XPRESS_200M;
1492                 }
1493
1494                 /* Radeon R3xx */
1495                 *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1496                 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1497             }
1498
1499             if (WINE_D3D8_CAPABLE(gl_info))
1500             {
1501                 *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1502                 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1503             }
1504
1505             if (WINE_D3D7_CAPABLE(gl_info))
1506             {
1507                 *vidmem = 32; /* There are models with up to 64MB */
1508                 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1509             }
1510
1511             *vidmem = 16; /* There are 16-32MB models */
1512             return CARD_ATI_RAGE_128PRO;
1513
1514         case VENDOR_INTEL:
1515             if (strstr(gl_renderer, "X3100"))
1516             {
1517                 /* MacOS calls the card GMA X3100, Google findings also suggest the name GM965 */
1518                 *vidmem = 128;
1519                 return CARD_INTEL_X3100;
1520             }
1521
1522             if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1523             {
1524                 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1525                 *vidmem = 64;
1526                 return CARD_INTEL_I945GM;
1527             }
1528
1529             if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1530             if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1531             if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1532             if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1533             if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1534             return CARD_INTEL_I915G;
1535
1536         case VENDOR_MESA:
1537         case VENDOR_WINE:
1538         default:
1539             /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1540              * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1541              * them a good generic choice. */
1542             *vendor = VENDOR_NVIDIA;
1543             if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1544             if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1545             if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1546             if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1547             return CARD_NVIDIA_RIVA_128;
1548     }
1549 }
1550
1551 /* Context activation is done by the caller. */
1552 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_gl_info *gl_info)
1553 {
1554     const char *GL_Extensions    = NULL;
1555     const char *WGL_Extensions   = NULL;
1556     const char *gl_string        = NULL;
1557     GLint       gl_max;
1558     GLfloat     gl_floatv[2];
1559     unsigned    i;
1560     HDC         hdc;
1561     unsigned int vidmem=0;
1562     char *gl_renderer;
1563     DWORD gl_version;
1564     size_t len;
1565
1566     TRACE_(d3d_caps)("(%p)\n", gl_info);
1567
1568     ENTER_GL();
1569
1570     gl_string = (const char *)glGetString(GL_RENDERER);
1571     TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_string));
1572     if (!gl_string)
1573     {
1574         ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
1575         return FALSE;
1576     }
1577
1578     len = strlen(gl_string) + 1;
1579     gl_renderer = HeapAlloc(GetProcessHeap(), 0, len);
1580     if (!gl_renderer)
1581     {
1582         ERR_(d3d_caps)("Failed to allocate gl_renderer memory.\n");
1583         return FALSE;
1584     }
1585     memcpy(gl_renderer, gl_string, len);
1586
1587     gl_string = (const char *)glGetString(GL_VENDOR);
1588     TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_string));
1589     if (!gl_string)
1590     {
1591         ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
1592         HeapFree(GetProcessHeap(), 0, gl_renderer);
1593         return FALSE;
1594     }
1595     gl_info->gl_vendor = wined3d_guess_vendor(gl_string, gl_renderer);
1596     TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
1597
1598     /* Parse the GL_VERSION field into major and minor information */
1599     gl_string = (const char *)glGetString(GL_VERSION);
1600     TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_string));
1601     if (!gl_string)
1602     {
1603         ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
1604         HeapFree(GetProcessHeap(), 0, gl_renderer);
1605         return FALSE;
1606     }
1607     gl_version = wined3d_parse_gl_version(gl_string);
1608     gl_info->driver_version = wined3d_guess_driver_version(gl_string, gl_info->gl_vendor);
1609     if (!gl_info->driver_version) FIXME_(d3d_caps)("Unrecognized GL_VERSION %s.\n", debugstr_a(gl_string));
1610     /* Current Windows drivers have versions like 6.14.... (some older have an earlier version). */
1611     gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
1612
1613     /*
1614      * Initialize openGL extension related variables
1615      *  with Default values
1616      */
1617     memset(gl_info->supported, 0, sizeof(gl_info->supported));
1618     gl_info->max_buffers        = 1;
1619     gl_info->max_textures       = 1;
1620     gl_info->max_texture_stages = 1;
1621     gl_info->max_fragment_samplers = 1;
1622     gl_info->max_vertex_samplers = 0;
1623     gl_info->max_combined_samplers = gl_info->max_fragment_samplers + gl_info->max_vertex_samplers;
1624     gl_info->max_sampler_stages = 1;
1625     gl_info->ps_arb_max_temps = 0;
1626     gl_info->ps_arb_max_instructions = 0;
1627     gl_info->vs_arb_max_temps = 0;
1628     gl_info->vs_arb_max_instructions = 0;
1629     gl_info->vs_glsl_constantsF = 0;
1630     gl_info->ps_glsl_constantsF = 0;
1631     gl_info->vs_arb_constantsF = 0;
1632     gl_info->ps_arb_constantsF = 0;
1633     gl_info->ps_arb_max_local_constants = 0;
1634
1635     /* Retrieve opengl defaults */
1636     glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
1637     gl_info->max_clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
1638     TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
1639
1640     glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
1641     gl_info->max_lights = gl_max;
1642     TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
1643
1644     glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
1645     gl_info->max_texture_size = gl_max;
1646     TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
1647
1648     glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
1649     gl_info->max_pointsizemin = gl_floatv[0];
1650     gl_info->max_pointsize = gl_floatv[1];
1651     TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
1652
1653     /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
1654     GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
1655     if (!GL_Extensions)
1656     {
1657         ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
1658         HeapFree(GetProcessHeap(), 0, gl_renderer);
1659         return FALSE;
1660     }
1661
1662     TRACE_(d3d_caps)("GL_Extensions reported:\n");
1663
1664     gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
1665
1666     while (*GL_Extensions)
1667     {
1668         const char *start;
1669         char current_ext[256];
1670
1671         while (isspace(*GL_Extensions)) ++GL_Extensions;
1672         start = GL_Extensions;
1673         while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
1674
1675         len = GL_Extensions - start;
1676         if (!len || len >= sizeof(current_ext)) continue;
1677
1678         memcpy(current_ext, start, len);
1679         current_ext[len] = '\0';
1680         TRACE_(d3d_caps)("- %s\n", debugstr_a(current_ext));
1681
1682         for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
1683         {
1684             if (!strcmp(current_ext, EXTENSION_MAP[i].extension_string))
1685             {
1686                 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
1687                 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
1688                 break;
1689             }
1690         }
1691     }
1692
1693     LEAVE_GL();
1694
1695     /* Now work out what GL support this card really has */
1696 #define USE_GL_FUNC(type, pfn, ext, replace) \
1697 { \
1698     DWORD ver = ver_for_ext(ext); \
1699     if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
1700     else if (ver && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
1701     else gl_info->pfn = NULL; \
1702 }
1703     GL_EXT_FUNCS_GEN;
1704 #undef USE_GL_FUNC
1705
1706 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
1707     WGL_EXT_FUNCS_GEN;
1708 #undef USE_GL_FUNC
1709
1710     ENTER_GL();
1711
1712     /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
1713      * loading the functions, otherwise the code above will load the extension entry points instead of the
1714      * core functions, which may not work. */
1715     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
1716     {
1717         if (!gl_info->supported[EXTENSION_MAP[i].extension]
1718                 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
1719         {
1720             TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
1721             gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
1722         }
1723     }
1724
1725     if (gl_info->supported[APPLE_FENCE])
1726     {
1727         /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
1728          * The apple extension interacts with some other apple exts. Disable the NV
1729          * extension if the apple one is support to prevent confusion in other parts
1730          * of the code. */
1731         gl_info->supported[NV_FENCE] = FALSE;
1732     }
1733     if (gl_info->supported[APPLE_FLOAT_PIXELS])
1734     {
1735         /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
1736          *
1737          * The enums are the same:
1738          * GL_RGBA16F_ARB     = GL_RGBA_FLOAT16_APPLE = 0x881A
1739          * GL_RGB16F_ARB      = GL_RGB_FLOAT16_APPLE  = 0x881B
1740          * GL_RGBA32F_ARB     = GL_RGBA_FLOAT32_APPLE = 0x8814
1741          * GL_RGB32F_ARB      = GL_RGB_FLOAT32_APPLE  = 0x8815
1742          * GL_HALF_FLOAT_ARB  = GL_HALF_APPLE         = 0x140B
1743          */
1744         if (!gl_info->supported[ARB_TEXTURE_FLOAT])
1745         {
1746             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
1747             gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
1748         }
1749         if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
1750         {
1751             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
1752             gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
1753         }
1754     }
1755     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1756     {
1757         TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
1758         gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
1759     }
1760     if (gl_info->supported[NV_TEXTURE_SHADER2])
1761     {
1762         if (gl_info->supported[NV_REGISTER_COMBINERS])
1763         {
1764             /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
1765              * are supported. The nv extensions provide the same functionality as the
1766              * ATI one, and a bit more(signed pixelformats). */
1767             gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
1768         }
1769     }
1770     if (gl_info->supported[ARB_DRAW_BUFFERS])
1771     {
1772         glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
1773         gl_info->max_buffers = gl_max;
1774         TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
1775     }
1776     if (gl_info->supported[ARB_MULTITEXTURE])
1777     {
1778         glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
1779         gl_info->max_textures = min(MAX_TEXTURES, gl_max);
1780         TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->max_textures);
1781
1782         if (gl_info->supported[NV_REGISTER_COMBINERS])
1783         {
1784             GLint tmp;
1785             glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp);
1786             gl_info->max_texture_stages = min(MAX_TEXTURES, tmp);
1787         }
1788         else
1789         {
1790             gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
1791         }
1792         TRACE_(d3d_caps)("Max texture stages: %d.\n", gl_info->max_texture_stages);
1793
1794         if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
1795         {
1796             GLint tmp;
1797             glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
1798             gl_info->max_fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
1799         }
1800         else
1801         {
1802             gl_info->max_fragment_samplers = max(gl_info->max_fragment_samplers, gl_max);
1803         }
1804         TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->max_fragment_samplers);
1805
1806         if (gl_info->supported[ARB_VERTEX_SHADER])
1807         {
1808             GLint tmp;
1809             glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
1810             gl_info->max_vertex_samplers = tmp;
1811             glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
1812             gl_info->max_combined_samplers = tmp;
1813
1814             /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
1815              * is known at shader link time. In a vertex shader + pixel shader combination this isn't
1816              * an issue because then the sampler setup only depends on the two shaders. If a pixel
1817              * shader is used with fixed function vertex processing we're fine too because fixed function
1818              * vertex processing doesn't use any samplers. If fixed function fragment processing is
1819              * used we have to make sure that all vertex sampler setups are valid together with all
1820              * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
1821              * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
1822              * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
1823              * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
1824              * a fixed function pipeline anymore.
1825              *
1826              * So this is just a check to check that our assumption holds true. If not, write a warning
1827              * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
1828             if (gl_info->max_vertex_samplers && gl_info->max_combined_samplers < 12
1829                     && MAX_TEXTURES + gl_info->max_vertex_samplers > gl_info->max_combined_samplers)
1830             {
1831                 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
1832                         gl_info->max_vertex_samplers, gl_info->max_combined_samplers);
1833                 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
1834                 if (gl_info->max_combined_samplers > MAX_TEXTURES)
1835                     gl_info->max_vertex_samplers = gl_info->max_combined_samplers - MAX_TEXTURES;
1836                 else
1837                     gl_info->max_vertex_samplers = 0;
1838             }
1839         }
1840         else
1841         {
1842             gl_info->max_combined_samplers = gl_info->max_fragment_samplers;
1843         }
1844         TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->max_vertex_samplers);
1845         TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->max_combined_samplers);
1846     }
1847     if (gl_info->supported[ARB_VERTEX_BLEND])
1848     {
1849         glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
1850         gl_info->max_blends = gl_max;
1851         TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->max_blends);
1852     }
1853     if (gl_info->supported[EXT_TEXTURE3D])
1854     {
1855         glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
1856         gl_info->max_texture3d_size = gl_max;
1857         TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->max_texture3d_size);
1858     }
1859     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
1860     {
1861         glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
1862         gl_info->max_anisotropy = gl_max;
1863         TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->max_anisotropy);
1864     }
1865     if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
1866     {
1867         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
1868         gl_info->ps_arb_constantsF = gl_max;
1869         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->ps_arb_constantsF);
1870         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
1871         gl_info->ps_arb_max_temps = gl_max;
1872         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->ps_arb_max_temps);
1873         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
1874         gl_info->ps_arb_max_instructions = gl_max;
1875         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->ps_arb_max_instructions);
1876     }
1877     if (gl_info->supported[ARB_VERTEX_PROGRAM])
1878     {
1879         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
1880         gl_info->vs_arb_constantsF = gl_max;
1881         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->vs_arb_constantsF);
1882         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
1883         gl_info->vs_arb_max_temps = gl_max;
1884         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->vs_arb_max_temps);
1885         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
1886         gl_info->vs_arb_max_instructions = gl_max;
1887         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->vs_arb_max_instructions);
1888
1889         if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
1890     }
1891     if (gl_info->supported[ARB_VERTEX_SHADER])
1892     {
1893         glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
1894         gl_info->vs_glsl_constantsF = gl_max / 4;
1895         TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->vs_glsl_constantsF);
1896     }
1897     if (gl_info->supported[ARB_FRAGMENT_SHADER])
1898     {
1899         glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
1900         gl_info->ps_glsl_constantsF = gl_max / 4;
1901         TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->ps_glsl_constantsF);
1902         glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
1903         gl_info->max_glsl_varyings = gl_max;
1904         TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
1905     }
1906     if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
1907     {
1908         glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->max_shininess);
1909     }
1910     else
1911     {
1912         gl_info->max_shininess = 128.0f;
1913     }
1914     if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
1915     {
1916         /* If we have full NP2 texture support, disable
1917          * GL_ARB_texture_rectangle because we will never use it.
1918          * This saves a few redundant glDisable calls. */
1919         gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
1920     }
1921     if (gl_info->supported[ATI_FRAGMENT_SHADER])
1922     {
1923         /* Disable NV_register_combiners and fragment shader if this is supported.
1924          * generally the NV extensions are preferred over the ATI ones, and this
1925          * extension is disabled if register_combiners and texture_shader2 are both
1926          * supported. So we reach this place only if we have incomplete NV dxlevel 8
1927          * fragment processing support. */
1928         gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
1929         gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
1930         gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
1931         gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
1932         gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
1933     }
1934     if (gl_info->supported[NV_HALF_FLOAT])
1935     {
1936         /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
1937         gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
1938     }
1939     if (gl_info->supported[ARB_POINT_SPRITE])
1940     {
1941         gl_info->max_point_sprite_units = gl_info->max_textures;
1942     }
1943     else
1944     {
1945         gl_info->max_point_sprite_units = 0;
1946     }
1947     checkGLcall("extension detection");
1948
1949     LEAVE_GL();
1950
1951     /* In some cases the number of texture stages can be larger than the number
1952      * of samplers. The GF4 for example can use only 2 samplers (no fragment
1953      * shaders), but 8 texture stages (register combiners). */
1954     gl_info->max_sampler_stages = max(gl_info->max_fragment_samplers, gl_info->max_texture_stages);
1955
1956     /* We can only use ORM_FBO when the hardware supports it. */
1957     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) {
1958         WARN_(d3d_caps)("GL_EXT_framebuffer_object not supported, falling back to backbuffer offscreen rendering mode.\n");
1959         wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
1960     }
1961
1962     /* MRTs are currently only supported when FBOs are used. */
1963     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
1964         gl_info->max_buffers = 1;
1965     }
1966
1967     gl_info->gl_card = wined3d_guess_card(gl_info, gl_renderer, &gl_info->gl_vendor, &vidmem);
1968     TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info->gl_vendor, gl_info->gl_card);
1969
1970     /* If we have an estimate use it, else default to 64MB;  */
1971     if(vidmem)
1972         gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
1973     else
1974         gl_info->vidmem = WINE_DEFAULT_VIDMEM;
1975
1976     /* Load all the lookup tables */
1977     for (i = 0; i < MAX_LOOKUPS; i++) {
1978         stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
1979     }
1980
1981     stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_WRAP   - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
1982     stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_CLAMP  - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
1983     stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1984              gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1985     stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1986              gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1987     stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
1988              gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
1989     stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
1990              gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
1991
1992     /* Make sure there's an active HDC else the WGL extensions will fail */
1993     hdc = pwglGetCurrentDC();
1994     if (hdc) {
1995         /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
1996         if(GL_EXTCALL(wglGetExtensionsStringARB))
1997             WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
1998
1999         if (NULL == WGL_Extensions) {
2000             ERR("   WGL_Extensions returns NULL\n");
2001         } else {
2002             TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2003             while (*WGL_Extensions != 0x00) {
2004                 const char *Start;
2005                 char ThisExtn[256];
2006
2007                 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2008                 Start = WGL_Extensions;
2009                 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
2010                     WGL_Extensions++;
2011                 }
2012
2013                 len = WGL_Extensions - Start;
2014                 if (len == 0 || len >= sizeof(ThisExtn))
2015                     continue;
2016
2017                 memcpy(ThisExtn, Start, len);
2018                 ThisExtn[len] = '\0';
2019                 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2020
2021                 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
2022                     gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
2023                     TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
2024                 }
2025                 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2026                     gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2027                     TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2028                 }
2029                 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2030                     gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2031                     TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2032                 }
2033             }
2034         }
2035     }
2036
2037     fixup_extensions(gl_info, gl_renderer);
2038     add_gl_compat_wrappers(gl_info);
2039
2040     HeapFree(GetProcessHeap(), 0, gl_renderer);
2041     return TRUE;
2042 }
2043
2044 /**********************************************************
2045  * IWineD3D implementation follows
2046  **********************************************************/
2047
2048 static UINT     WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2049     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2050
2051     TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2052
2053     return This->adapter_count;
2054 }
2055
2056 static HRESULT  WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
2057     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2058     FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
2059     return WINED3D_OK;
2060 }
2061
2062 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2063     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2064
2065     TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2066
2067     if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2068         return NULL;
2069     }
2070
2071     return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2072 }
2073
2074 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2075      of the same bpp but different resolutions                                  */
2076
2077 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2078 static UINT     WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
2079     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2080     TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
2081
2082     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2083         return 0;
2084     }
2085
2086     /* TODO: Store modes per adapter and read it from the adapter structure */
2087     if (Adapter == 0) { /* Display */
2088         unsigned int i = 0;
2089         unsigned int j = 0;
2090         DEVMODEW mode;
2091
2092         memset(&mode, 0, sizeof(mode));
2093         mode.dmSize = sizeof(mode);
2094
2095         while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2096         {
2097             ++j;
2098             switch (Format)
2099             {
2100                 case WINED3DFMT_UNKNOWN:
2101                     /* This is for D3D8, do not enumerate P8 here */
2102                     if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2103                     break;
2104
2105                 case WINED3DFMT_X8R8G8B8:
2106                     if (mode.dmBitsPerPel == 32) ++i;
2107                     break;
2108
2109                 case WINED3DFMT_R5G6B5:
2110                     if (mode.dmBitsPerPel == 16) ++i;
2111                     break;
2112
2113                 case WINED3DFMT_P8:
2114                     if (mode.dmBitsPerPel == 8) ++i;
2115                     break;
2116
2117                 default:
2118                     /* Skip other modes as they do not match the requested format */
2119                     break;
2120             }
2121         }
2122
2123         TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2124         return i;
2125     } else {
2126         FIXME_(d3d_caps)("Adapter not primary display\n");
2127     }
2128     return 0;
2129 }
2130
2131 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2132 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
2133     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2134     TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
2135
2136     /* Validate the parameters as much as possible */
2137     if (NULL == pMode ||
2138         Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
2139         Mode    >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
2140         return WINED3DERR_INVALIDCALL;
2141     }
2142
2143     /* TODO: Store modes per adapter and read it from the adapter structure */
2144     if (Adapter == 0)
2145     {
2146         DEVMODEW DevModeW;
2147         int ModeIdx = 0;
2148         UINT i = 0;
2149         int j = 0;
2150
2151         ZeroMemory(&DevModeW, sizeof(DevModeW));
2152         DevModeW.dmSize = sizeof(DevModeW);
2153
2154         /* If we are filtering to a specific format (D3D9), then need to skip
2155            all unrelated modes, but if mode is irrelevant (D3D8), then we can
2156            just count through the ones with valid bit depths */
2157         while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) {
2158             switch (Format)
2159             {
2160                 case WINED3DFMT_UNKNOWN:
2161                     /* This is D3D8. Do not enumerate P8 here */
2162                     if (DevModeW.dmBitsPerPel == 32 ||
2163                         DevModeW.dmBitsPerPel == 16) i++;
2164                     break;
2165                 case WINED3DFMT_X8R8G8B8:
2166                     if (DevModeW.dmBitsPerPel == 32) i++;
2167                     break;
2168                 case WINED3DFMT_R5G6B5:
2169                     if (DevModeW.dmBitsPerPel == 16) i++;
2170                     break;
2171                 case WINED3DFMT_P8:
2172                     if (DevModeW.dmBitsPerPel == 8) i++;
2173                     break;
2174                 default:
2175                     /* Modes that don't match what we support can get an early-out */
2176                     TRACE_(d3d_caps)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format));
2177                     return WINED3DERR_INVALIDCALL;
2178             }
2179         }
2180
2181         if (i == 0) {
2182             TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
2183             return WINED3DERR_INVALIDCALL;
2184         }
2185         ModeIdx = j - 1;
2186
2187         /* Now get the display mode via the calculated index */
2188         if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2189             pMode->Width        = DevModeW.dmPelsWidth;
2190             pMode->Height       = DevModeW.dmPelsHeight;
2191             pMode->RefreshRate  = WINED3DADAPTER_DEFAULT;
2192             if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2193                 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2194
2195             if (Format == WINED3DFMT_UNKNOWN) {
2196                 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2197             } else {
2198                 pMode->Format = Format;
2199             }
2200         } else {
2201             TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2202             return WINED3DERR_INVALIDCALL;
2203         }
2204
2205         TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2206                 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2207                 DevModeW.dmBitsPerPel);
2208
2209     }
2210     else
2211     {
2212         FIXME_(d3d_caps)("Adapter not primary display\n");
2213     }
2214
2215     return WINED3D_OK;
2216 }
2217
2218 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
2219     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2220     TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
2221
2222     if (NULL == pMode ||
2223         Adapter >= IWineD3D_GetAdapterCount(iface)) {
2224         return WINED3DERR_INVALIDCALL;
2225     }
2226
2227     if (Adapter == 0) { /* Display */
2228         int bpp = 0;
2229         DEVMODEW DevModeW;
2230
2231         ZeroMemory(&DevModeW, sizeof(DevModeW));
2232         DevModeW.dmSize = sizeof(DevModeW);
2233
2234         EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2235         pMode->Width        = DevModeW.dmPelsWidth;
2236         pMode->Height       = DevModeW.dmPelsHeight;
2237         bpp                 = DevModeW.dmBitsPerPel;
2238         pMode->RefreshRate  = WINED3DADAPTER_DEFAULT;
2239         if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2240         {
2241             pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2242         }
2243
2244         pMode->Format = pixelformat_for_depth(bpp);
2245     } else {
2246         FIXME_(d3d_caps)("Adapter not primary display\n");
2247     }
2248
2249     TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2250           pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2251     return WINED3D_OK;
2252 }
2253
2254 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2255    and fields being inserted in the middle, a new structure is used in place    */
2256 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
2257                                                    WINED3DADAPTER_IDENTIFIER* pIdentifier) {
2258     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2259     size_t len;
2260
2261     TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
2262
2263     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2264         return WINED3DERR_INVALIDCALL;
2265     }
2266
2267     /* Return the information requested */
2268     TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2269
2270     if (pIdentifier->driver_size)
2271     {
2272         len = min(strlen(This->adapters[Adapter].driver), pIdentifier->driver_size - 1);
2273         memcpy(pIdentifier->driver, This->adapters[Adapter].driver, len);
2274         pIdentifier->driver[len] = '\0';
2275     }
2276
2277     if (pIdentifier->description_size)
2278     {
2279         const char *description;
2280
2281         if (This->adapters[Adapter].gl_info.driver_description)
2282             description = This->adapters[Adapter].gl_info.driver_description;
2283         else
2284             description = This->adapters[Adapter].description;
2285
2286         len = min(strlen(description), pIdentifier->description_size - 1);
2287         memcpy(pIdentifier->description, description, len);
2288         pIdentifier->description[len] = '\0';
2289     }
2290
2291     /* Note that d3d8 doesn't supply a device name. */
2292     if (pIdentifier->device_name_size)
2293     {
2294         static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2295
2296         len = strlen(device_name);
2297         if (len >= pIdentifier->device_name_size)
2298         {
2299             ERR("Device name size too small.\n");
2300             return WINED3DERR_INVALIDCALL;
2301         }
2302
2303         memcpy(pIdentifier->device_name, device_name, len);
2304         pIdentifier->device_name[len] = '\0';
2305     }
2306
2307     pIdentifier->driver_version.u.HighPart = This->adapters[Adapter].gl_info.driver_version_hipart;
2308     pIdentifier->driver_version.u.LowPart = This->adapters[Adapter].gl_info.driver_version;
2309     pIdentifier->vendor_id = This->adapters[Adapter].gl_info.gl_vendor;
2310     pIdentifier->device_id = This->adapters[Adapter].gl_info.gl_card;
2311     pIdentifier->subsystem_id = 0;
2312     pIdentifier->revision = 0;
2313     memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
2314
2315     if(wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
2316     {
2317         TRACE_(d3d_caps)("Overriding pci device id with: %x\n", wined3d_settings.pci_device_id);
2318         pIdentifier->device_id = wined3d_settings.pci_device_id;
2319     }
2320
2321     if(wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
2322     {
2323         TRACE_(d3d_caps)("Overriding pci vendor id with: %x\n", wined3d_settings.pci_vendor_id);
2324         pIdentifier->vendor_id = wined3d_settings.pci_vendor_id;
2325     }
2326
2327     pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2328
2329     return WINED3D_OK;
2330 }
2331
2332 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
2333         const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
2334 {
2335     short redSize, greenSize, blueSize, alphaSize, colorBits;
2336
2337     if(!cfg)
2338         return FALSE;
2339
2340     if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
2341         if (!getColorBits(format_desc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2342         {
2343             ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2344             return FALSE;
2345         }
2346
2347         if(cfg->redSize < redSize)
2348             return FALSE;
2349
2350         if(cfg->greenSize < greenSize)
2351             return FALSE;
2352
2353         if(cfg->blueSize < blueSize)
2354             return FALSE;
2355
2356         if(cfg->alphaSize < alphaSize)
2357             return FALSE;
2358
2359         return TRUE;
2360     } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
2361         if (format_desc->format == WINED3DFMT_R16_FLOAT)
2362             return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2363         if (format_desc->format == WINED3DFMT_R16G16_FLOAT)
2364             return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2365         if (format_desc->format == WINED3DFMT_R16G16B16A16_FLOAT)
2366             return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
2367         if (format_desc->format == WINED3DFMT_R32_FLOAT)
2368             return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2369         if (format_desc->format == WINED3DFMT_R32G32_FLOAT)
2370             return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2371         if (format_desc->format == WINED3DFMT_R32G32B32A32_FLOAT)
2372             return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
2373     } else {
2374         /* Probably a color index mode */
2375         return FALSE;
2376     }
2377
2378     return FALSE;
2379 }
2380
2381 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
2382         const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
2383 {
2384     short depthSize, stencilSize;
2385     BOOL lockable = FALSE;
2386
2387     if(!cfg)
2388         return FALSE;
2389
2390     if (!getDepthStencilBits(format_desc, &depthSize, &stencilSize))
2391     {
2392         ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2393         return FALSE;
2394     }
2395
2396     if ((format_desc->format == WINED3DFMT_D16_LOCKABLE) || (format_desc->format == WINED3DFMT_D32F_LOCKABLE))
2397         lockable = TRUE;
2398
2399     /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
2400      * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
2401      * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
2402     if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
2403         return FALSE;
2404
2405     /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
2406      * allow more stencil bits than requested. */
2407     if(cfg->stencilSize < stencilSize)
2408         return FALSE;
2409
2410     return TRUE;
2411 }
2412
2413 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2414                                                    WINED3DFORMAT AdapterFormat,
2415                                                    WINED3DFORMAT RenderTargetFormat,
2416                                                    WINED3DFORMAT DepthStencilFormat) {
2417     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2418     int nCfgs;
2419     const WineD3D_PixelFormat *cfgs;
2420     const struct WineD3DAdapter *adapter;
2421     const struct GlPixelFormatDesc *rt_format_desc;
2422     const struct GlPixelFormatDesc *ds_format_desc;
2423     int it;
2424
2425     WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
2426            This, Adapter,
2427            DeviceType, debug_d3ddevicetype(DeviceType),
2428            AdapterFormat, debug_d3dformat(AdapterFormat),
2429            RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
2430            DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
2431
2432     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2433         TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
2434         return WINED3DERR_INVALIDCALL;
2435     }
2436
2437     adapter = &This->adapters[Adapter];
2438     rt_format_desc = getFormatDescEntry(RenderTargetFormat, &adapter->gl_info);
2439     ds_format_desc = getFormatDescEntry(DepthStencilFormat, &adapter->gl_info);
2440     cfgs = adapter->cfgs;
2441     nCfgs = adapter->nCfgs;
2442     for (it = 0; it < nCfgs; ++it) {
2443         if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format_desc))
2444         {
2445             if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format_desc))
2446             {
2447                 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
2448                 return WINED3D_OK;
2449             }
2450         }
2451     }
2452     WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
2453
2454     return WINED3DERR_NOTAVAILABLE;
2455 }
2456
2457 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, 
2458                                                        WINED3DFORMAT SurfaceFormat,
2459                                                        BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD*   pQualityLevels) {
2460
2461     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2462     const struct GlPixelFormatDesc *glDesc;
2463     const struct WineD3DAdapter *adapter;
2464
2465     TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
2466           This,
2467           Adapter,
2468           DeviceType, debug_d3ddevicetype(DeviceType),
2469           SurfaceFormat, debug_d3dformat(SurfaceFormat),
2470           Windowed,
2471           MultiSampleType,
2472           pQualityLevels);
2473
2474     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2475         return WINED3DERR_INVALIDCALL;
2476     }
2477
2478     /* TODO: handle Windowed, add more quality levels */
2479
2480     if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
2481         if(pQualityLevels) *pQualityLevels = 1;
2482         return WINED3D_OK;
2483     }
2484
2485     /* By default multisampling is disabled right now as it causes issues
2486      * on some Nvidia driver versions and it doesn't work well in combination
2487      * with FBOs yet. */
2488     if(!wined3d_settings.allow_multisampling)
2489         return WINED3DERR_NOTAVAILABLE;
2490
2491     adapter = &This->adapters[Adapter];
2492     glDesc = getFormatDescEntry(SurfaceFormat, &adapter->gl_info);
2493     if (!glDesc) return WINED3DERR_INVALIDCALL;
2494
2495     if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
2496         int i, nCfgs;
2497         const WineD3D_PixelFormat *cfgs;
2498
2499         cfgs = adapter->cfgs;
2500         nCfgs = adapter->nCfgs;
2501         for(i=0; i<nCfgs; i++) {
2502             if(cfgs[i].numSamples != MultiSampleType)
2503                 continue;
2504
2505             if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], glDesc))
2506                 continue;
2507
2508             TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
2509
2510             if(pQualityLevels)
2511                 *pQualityLevels = 1; /* Guess at a value! */
2512             return WINED3D_OK;
2513         }
2514     }
2515     else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
2516         short redSize, greenSize, blueSize, alphaSize, colorBits;
2517         int i, nCfgs;
2518         const WineD3D_PixelFormat *cfgs;
2519
2520         if (!getColorBits(glDesc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2521         {
2522             ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
2523             return WINED3DERR_NOTAVAILABLE;
2524         }
2525
2526         cfgs = adapter->cfgs;
2527         nCfgs = adapter->nCfgs;
2528         for(i=0; i<nCfgs; i++) {
2529             if(cfgs[i].numSamples != MultiSampleType)
2530                 continue;
2531             if(cfgs[i].redSize != redSize)
2532                 continue;
2533             if(cfgs[i].greenSize != greenSize)
2534                 continue;
2535             if(cfgs[i].blueSize != blueSize)
2536                 continue;
2537             if(cfgs[i].alphaSize != alphaSize)
2538                 continue;
2539
2540             TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
2541
2542             if(pQualityLevels)
2543                 *pQualityLevels = 1; /* Guess at a value! */
2544             return WINED3D_OK;
2545         }
2546     }
2547     return WINED3DERR_NOTAVAILABLE;
2548 }
2549
2550 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2551                                             WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
2552
2553     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2554     HRESULT hr = WINED3DERR_NOTAVAILABLE;
2555     UINT nmodes;
2556
2557     TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
2558           This,
2559           Adapter,
2560           DeviceType, debug_d3ddevicetype(DeviceType),
2561           DisplayFormat, debug_d3dformat(DisplayFormat),
2562           BackBufferFormat, debug_d3dformat(BackBufferFormat),
2563           Windowed);
2564
2565     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2566         WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
2567         return WINED3DERR_INVALIDCALL;
2568     }
2569
2570     /* The task of this function is to check whether a certain display / backbuffer format
2571      * combination is available on the given adapter. In fullscreen mode microsoft specified
2572      * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
2573      * and display format should match exactly.
2574      * In windowed mode format conversion can occur and this depends on the driver. When format
2575      * conversion is done, this function should nevertheless fail and applications need to use
2576      * CheckDeviceFormatConversion.
2577      * At the moment we assume that fullscreen and windowed have the same capabilities */
2578
2579     /* There are only 4 display formats */
2580     if(!((DisplayFormat == WINED3DFMT_R5G6B5) ||
2581          (DisplayFormat == WINED3DFMT_X1R5G5B5) ||
2582          (DisplayFormat == WINED3DFMT_X8R8G8B8) ||
2583          (DisplayFormat == WINED3DFMT_A2R10G10B10)))
2584     {
2585         TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
2586         return WINED3DERR_NOTAVAILABLE;
2587     }
2588
2589     /* If the requested DisplayFormat is not available, don't continue */
2590     nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
2591     if(!nmodes) {
2592         TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
2593         return WINED3DERR_NOTAVAILABLE;
2594     }
2595
2596     /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
2597     if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
2598         TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
2599         return WINED3DERR_NOTAVAILABLE;
2600     }
2601
2602     /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
2603     if( (DisplayFormat == WINED3DFMT_R5G6B5) && (BackBufferFormat != WINED3DFMT_R5G6B5) ) {
2604         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2605         return WINED3DERR_NOTAVAILABLE;
2606     }
2607
2608     /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
2609     if( (DisplayFormat == WINED3DFMT_X1R5G5B5) && !((BackBufferFormat == WINED3DFMT_X1R5G5B5) || (BackBufferFormat == WINED3DFMT_A1R5G5B5)) ) {
2610         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2611         return WINED3DERR_NOTAVAILABLE;
2612     }
2613
2614     /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
2615     if( (DisplayFormat == WINED3DFMT_X8R8G8B8) && !((BackBufferFormat == WINED3DFMT_X8R8G8B8) || (BackBufferFormat == WINED3DFMT_A8R8G8B8)) ) {
2616         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2617         return WINED3DERR_NOTAVAILABLE;
2618     }
2619
2620     /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
2621     if( (DisplayFormat == WINED3DFMT_A2R10G10B10) && ((BackBufferFormat != WINED3DFMT_A2R10G10B10) || Windowed)) {
2622         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2623         return WINED3DERR_NOTAVAILABLE;
2624     }
2625
2626     /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
2627     hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
2628     if(FAILED(hr))
2629         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2630
2631     return hr;
2632 }
2633
2634
2635 /* Check if we support bumpmapping for a format */
2636 static BOOL CheckBumpMapCapability(struct WineD3DAdapter *adapter,
2637         WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2638 {
2639     const struct fragment_pipeline *fp;
2640
2641     switch(format_desc->format)
2642     {
2643         case WINED3DFMT_R8G8_SNORM:
2644         case WINED3DFMT_R16G16_SNORM:
2645         case WINED3DFMT_L6V5U5:
2646         case WINED3DFMT_X8L8V8U8:
2647         case WINED3DFMT_R8G8B8A8_SNORM:
2648             /* Ask the fixed function pipeline implementation if it can deal
2649              * with the conversion. If we've got a GL extension giving native
2650              * support this will be an identity conversion. */
2651             fp = select_fragment_implementation(adapter, DeviceType);
2652             if (fp->color_fixup_supported(format_desc->color_fixup))
2653             {
2654                 TRACE_(d3d_caps)("[OK]\n");
2655                 return TRUE;
2656             }
2657             TRACE_(d3d_caps)("[FAILED]\n");
2658             return FALSE;
2659
2660         default:
2661             TRACE_(d3d_caps)("[FAILED]\n");
2662             return FALSE;
2663     }
2664 }
2665
2666 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
2667 static BOOL CheckDepthStencilCapability(struct WineD3DAdapter *adapter,
2668         const struct GlPixelFormatDesc *display_format_desc, const struct GlPixelFormatDesc *ds_format_desc)
2669 {
2670     int it=0;
2671
2672     /* Only allow depth/stencil formats */
2673     if (!(ds_format_desc->depth_size || ds_format_desc->stencil_size)) return FALSE;
2674
2675     /* Walk through all WGL pixel formats to find a match */
2676     for (it = 0; it < adapter->nCfgs; ++it)
2677     {
2678         WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
2679         if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format_desc))
2680         {
2681             if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format_desc))
2682             {
2683                 return TRUE;
2684             }
2685         }
2686     }
2687
2688     return FALSE;
2689 }
2690
2691 static BOOL CheckFilterCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2692 {
2693     /* The flags entry of a format contains the filtering capability */
2694     if (format_desc->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
2695
2696     return FALSE;
2697 }
2698
2699 /* Check the render target capabilities of a format */
2700 static BOOL CheckRenderTargetCapability(struct WineD3DAdapter *adapter,
2701         const struct GlPixelFormatDesc *adapter_format_desc, const struct GlPixelFormatDesc *check_format_desc)
2702 {
2703     /* Filter out non-RT formats */
2704     if (!(check_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
2705
2706     if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
2707         WineD3D_PixelFormat *cfgs = adapter->cfgs;
2708         int it;
2709         short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
2710         short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
2711
2712         getColorBits(adapter_format_desc, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
2713         getColorBits(check_format_desc, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
2714
2715         /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
2716          * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
2717         if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
2718             TRACE_(d3d_caps)("[FAILED]\n");
2719             return FALSE;
2720         }
2721
2722         /* Check if there is a WGL pixel format matching the requirements, the format should also be window
2723          * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
2724         for (it = 0; it < adapter->nCfgs; ++it)
2725         {
2726             if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
2727                     &cfgs[it], check_format_desc))
2728             {
2729                 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
2730                         cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
2731                 return TRUE;
2732             }
2733         }
2734     } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
2735         /* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
2736         WineD3D_PixelFormat *cfgs = adapter->cfgs;
2737         int it;
2738
2739         /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
2740         for (it = 0; it < adapter->nCfgs; ++it)
2741         {
2742             if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
2743                     &cfgs[it], check_format_desc))
2744             {
2745                 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
2746                         cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
2747                 return TRUE;
2748             }
2749         }
2750     } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){
2751         /* For now return TRUE for FBOs until we have some proper checks.
2752          * Note that this function will only be called when the format is around for texturing. */
2753         return TRUE;
2754     }
2755     return FALSE;
2756 }
2757
2758 static BOOL CheckSrgbReadCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2759 {
2760     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2761
2762     /* Check for supported sRGB formats (Texture loading and framebuffer) */
2763     if(!GL_SUPPORT(EXT_TEXTURE_SRGB)) {
2764         TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
2765         return FALSE;
2766     }
2767
2768     switch (format_desc->format)
2769     {
2770         case WINED3DFMT_A8R8G8B8:
2771         case WINED3DFMT_X8R8G8B8:
2772         case WINED3DFMT_A4R4G4B4:
2773         case WINED3DFMT_L8:
2774         case WINED3DFMT_A8L8:
2775         case WINED3DFMT_DXT1:
2776         case WINED3DFMT_DXT2:
2777         case WINED3DFMT_DXT3:
2778         case WINED3DFMT_DXT4:
2779         case WINED3DFMT_DXT5:
2780             TRACE_(d3d_caps)("[OK]\n");
2781             return TRUE;
2782
2783         default:
2784             TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(format_desc->format));
2785             return FALSE;
2786     }
2787     return FALSE;
2788 }
2789
2790 static BOOL CheckSrgbWriteCapability(struct WineD3DAdapter *adapter,
2791         WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2792 {
2793     /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
2794      * doing the color fixup in shaders.
2795      * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
2796     if ((format_desc->format == WINED3DFMT_X8R8G8B8) || (format_desc->format == WINED3DFMT_A8R8G8B8))
2797     {
2798         int vs_selected_mode;
2799         int ps_selected_mode;
2800         select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
2801
2802         if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
2803             TRACE_(d3d_caps)("[OK]\n");
2804             return TRUE;
2805         }
2806     }
2807
2808     TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(format_desc->format));
2809     return FALSE;
2810 }
2811
2812 /* Check if a format support blending in combination with pixel shaders */
2813 static BOOL CheckPostPixelShaderBlendingCapability(struct WineD3DAdapter *adapter,
2814         const struct GlPixelFormatDesc *format_desc)
2815 {
2816     /* The flags entry of a format contains the post pixel shader blending capability */
2817     if (format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
2818
2819     return FALSE;
2820 }
2821
2822 static BOOL CheckWrapAndMipCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2823 {
2824     /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
2825      * but we have to report mipmapping so we cannot reject this flag. Tests show that
2826      * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
2827      * that wrapping is supported. The lack of filtering will sort out the mipmapping
2828      * capability anyway.
2829      *
2830      * For now lets report this on all formats, but in the future we may want to
2831      * restrict it to some should games need that
2832      */
2833     return TRUE;
2834 }
2835
2836 /* Check if a texture format is supported on the given adapter */
2837 static BOOL CheckTextureCapability(struct WineD3DAdapter *adapter,
2838         WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2839 {
2840     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2841     const shader_backend_t *shader_backend;
2842     const struct fragment_pipeline *fp;
2843
2844     switch (format_desc->format)
2845     {
2846         /*****
2847          *  supported: RGB(A) formats
2848          */
2849         case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
2850         case WINED3DFMT_A8R8G8B8:
2851         case WINED3DFMT_X8R8G8B8:
2852         case WINED3DFMT_R5G6B5:
2853         case WINED3DFMT_X1R5G5B5:
2854         case WINED3DFMT_A1R5G5B5:
2855         case WINED3DFMT_A4R4G4B4:
2856         case WINED3DFMT_A8_UNORM:
2857         case WINED3DFMT_X4R4G4B4:
2858         case WINED3DFMT_R8G8B8A8_UNORM:
2859         case WINED3DFMT_X8B8G8R8:
2860         case WINED3DFMT_A2R10G10B10:
2861         case WINED3DFMT_R10G10B10A2_UNORM:
2862         case WINED3DFMT_R16G16_UNORM:
2863         case WINED3DFMT_R16G16B16A16_UNORM:
2864             TRACE_(d3d_caps)("[OK]\n");
2865             return TRUE;
2866
2867         case WINED3DFMT_R3G3B2:
2868             TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
2869             return FALSE;
2870
2871         /*****
2872          *  supported: Palettized
2873          */
2874         case WINED3DFMT_P8:
2875             TRACE_(d3d_caps)("[OK]\n");
2876             return TRUE;
2877         /* No Windows driver offers A8P8, so don't offer it either */
2878         case WINED3DFMT_A8P8:
2879             return FALSE;
2880
2881         /*****
2882          *  Supported: (Alpha)-Luminance
2883          */
2884         case WINED3DFMT_L8:
2885         case WINED3DFMT_A8L8:
2886         case WINED3DFMT_L16:
2887             TRACE_(d3d_caps)("[OK]\n");
2888             return TRUE;
2889
2890         /* Not supported on Windows, thus disabled */
2891         case WINED3DFMT_A4L4:
2892             TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
2893             return FALSE;
2894
2895         /*****
2896          *  Supported: Depth/Stencil formats
2897          */
2898         case WINED3DFMT_D16_LOCKABLE:
2899         case WINED3DFMT_D16_UNORM:
2900         case WINED3DFMT_D15S1:
2901         case WINED3DFMT_D24X8:
2902         case WINED3DFMT_D24X4S4:
2903         case WINED3DFMT_D24S8:
2904         case WINED3DFMT_D24FS8:
2905         case WINED3DFMT_D32:
2906         case WINED3DFMT_D32F_LOCKABLE:
2907             return TRUE;
2908
2909         /*****
2910          *  Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
2911          *  GL_NV_texture_shader). Emulated by shaders
2912          */
2913         case WINED3DFMT_R8G8_SNORM:
2914         case WINED3DFMT_X8L8V8U8:
2915         case WINED3DFMT_L6V5U5:
2916         case WINED3DFMT_R8G8B8A8_SNORM:
2917         case WINED3DFMT_R16G16_SNORM:
2918             /* Ask the shader backend if it can deal with the conversion. If
2919              * we've got a GL extension giving native support this will be an
2920              * identity conversion. */
2921             shader_backend = select_shader_backend(adapter, DeviceType);
2922             if (shader_backend->shader_color_fixup_supported(format_desc->color_fixup))
2923             {
2924                 TRACE_(d3d_caps)("[OK]\n");
2925                 return TRUE;
2926             }
2927             TRACE_(d3d_caps)("[FAILED]\n");
2928             return FALSE;
2929
2930         case WINED3DFMT_DXT1:
2931         case WINED3DFMT_DXT2:
2932         case WINED3DFMT_DXT3:
2933         case WINED3DFMT_DXT4:
2934         case WINED3DFMT_DXT5:
2935             if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
2936                 TRACE_(d3d_caps)("[OK]\n");
2937                 return TRUE;
2938             }
2939             TRACE_(d3d_caps)("[FAILED]\n");
2940             return FALSE;
2941
2942
2943         /*****
2944          *  Odd formats - not supported
2945          */
2946         case WINED3DFMT_VERTEXDATA:
2947         case WINED3DFMT_R16_UINT:
2948         case WINED3DFMT_R32_UINT:
2949         case WINED3DFMT_R16G16B16A16_SNORM:
2950         case WINED3DFMT_A2W10V10U10:
2951         case WINED3DFMT_W11V11U10:
2952             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2953             return FALSE;
2954
2955         /*****
2956          *  WINED3DFMT_CxV8U8: Not supported right now
2957          */
2958         case WINED3DFMT_CxV8U8:
2959             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2960             return FALSE;
2961
2962         /* YUV formats */
2963         case WINED3DFMT_UYVY:
2964         case WINED3DFMT_YUY2:
2965             if(GL_SUPPORT(APPLE_YCBCR_422)) {
2966                 TRACE_(d3d_caps)("[OK]\n");
2967                 return TRUE;
2968             }
2969             TRACE_(d3d_caps)("[FAILED]\n");
2970             return FALSE;
2971         case WINED3DFMT_YV12:
2972             TRACE_(d3d_caps)("[FAILED]\n");
2973             return FALSE;
2974
2975             /* Not supported */
2976         case WINED3DFMT_A8R3G3B2:
2977             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2978             return FALSE;
2979
2980             /* Floating point formats */
2981         case WINED3DFMT_R16_FLOAT:
2982         case WINED3DFMT_R16G16_FLOAT:
2983         case WINED3DFMT_R16G16B16A16_FLOAT:
2984             if(GL_SUPPORT(ARB_TEXTURE_FLOAT) && GL_SUPPORT(ARB_HALF_FLOAT_PIXEL)) {
2985                 TRACE_(d3d_caps)("[OK]\n");
2986                 return TRUE;
2987             }
2988             TRACE_(d3d_caps)("[FAILED]\n");
2989             return FALSE;
2990
2991         case WINED3DFMT_R32_FLOAT:
2992         case WINED3DFMT_R32G32_FLOAT:
2993         case WINED3DFMT_R32G32B32A32_FLOAT:
2994             if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2995                 TRACE_(d3d_caps)("[OK]\n");
2996                 return TRUE;
2997             }
2998             TRACE_(d3d_caps)("[FAILED]\n");
2999             return FALSE;
3000
3001         /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3002          * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3003          * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3004          * We can do instancing with all shader versions, but we need vertex shaders.
3005          *
3006          * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3007          * to enable instancing. WineD3D doesn't need that and just ignores it.
3008          *
3009          * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3010          */
3011         case WINEMAKEFOURCC('I','N','S','T'):
3012             TRACE("ATI Instancing check hack\n");
3013             if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
3014                 TRACE_(d3d_caps)("[OK]\n");
3015                 return TRUE;
3016             }
3017             TRACE_(d3d_caps)("[FAILED]\n");
3018             return FALSE;
3019
3020         /* Some weird FOURCC formats */
3021         case WINED3DFMT_R8G8_B8G8:
3022         case WINED3DFMT_G8R8_G8B8:
3023         case WINED3DFMT_MULTI2_ARGB8:
3024             TRACE_(d3d_caps)("[FAILED]\n");
3025             return FALSE;
3026
3027         /* Vendor specific formats */
3028         case WINED3DFMT_ATI2N:
3029             if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC) || GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
3030                 shader_backend = select_shader_backend(adapter, DeviceType);
3031                 fp = select_fragment_implementation(adapter, DeviceType);
3032                 if (shader_backend->shader_color_fixup_supported(format_desc->color_fixup)
3033                         && fp->color_fixup_supported(format_desc->color_fixup))
3034                 {
3035                     TRACE_(d3d_caps)("[OK]\n");
3036                     return TRUE;
3037                 }
3038
3039                 TRACE_(d3d_caps)("[OK]\n");
3040                 return TRUE;
3041             }
3042             TRACE_(d3d_caps)("[FAILED]\n");
3043             return FALSE;
3044
3045         case WINED3DFMT_NVHU:
3046         case WINED3DFMT_NVHS:
3047             /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3048              * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3049              * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3050              * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3051              * Applications have to deal with not having NVHS and NVHU.
3052              */
3053             TRACE_(d3d_caps)("[FAILED]\n");
3054             return FALSE;
3055
3056         case WINED3DFMT_UNKNOWN:
3057             return FALSE;
3058
3059         default:
3060             ERR("Unhandled format=%s\n", debug_d3dformat(format_desc->format));
3061             break;
3062     }
3063     return FALSE;
3064 }
3065
3066 static BOOL CheckSurfaceCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *adapter_format_desc,
3067         WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *check_format_desc, WINED3DSURFTYPE SurfaceType)
3068 {
3069     const struct blit_shader *blitter;
3070
3071     if(SurfaceType == SURFACE_GDI) {
3072         switch(check_format_desc->format)
3073         {
3074             case WINED3DFMT_R8G8B8:
3075             case WINED3DFMT_A8R8G8B8:
3076             case WINED3DFMT_X8R8G8B8:
3077             case WINED3DFMT_R5G6B5:
3078             case WINED3DFMT_X1R5G5B5:
3079             case WINED3DFMT_A1R5G5B5:
3080             case WINED3DFMT_A4R4G4B4:
3081             case WINED3DFMT_R3G3B2:
3082             case WINED3DFMT_A8_UNORM:
3083             case WINED3DFMT_A8R3G3B2:
3084             case WINED3DFMT_X4R4G4B4:
3085             case WINED3DFMT_R10G10B10A2_UNORM:
3086             case WINED3DFMT_R8G8B8A8_UNORM:
3087             case WINED3DFMT_X8B8G8R8:
3088             case WINED3DFMT_R16G16_UNORM:
3089             case WINED3DFMT_A2R10G10B10:
3090             case WINED3DFMT_R16G16B16A16_UNORM:
3091             case WINED3DFMT_P8:
3092                 TRACE_(d3d_caps)("[OK]\n");
3093                 return TRUE;
3094             default:
3095                 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3096                 return FALSE;
3097         }
3098     }
3099
3100     /* All format that are supported for textures are supported for surfaces as well */
3101     if (CheckTextureCapability(adapter, DeviceType, check_format_desc)) return TRUE;
3102     /* All depth stencil formats are supported on surfaces */
3103     if (CheckDepthStencilCapability(adapter, adapter_format_desc, check_format_desc)) return TRUE;
3104
3105     /* If opengl can't process the format natively, the blitter may be able to convert it */
3106     blitter = select_blit_implementation(adapter, DeviceType);
3107     if (blitter->color_fixup_supported(check_format_desc->color_fixup))
3108     {
3109         TRACE_(d3d_caps)("[OK]\n");
3110         return TRUE;
3111     }
3112
3113     /* Reject other formats */
3114     TRACE_(d3d_caps)("[FAILED]\n");
3115     return FALSE;
3116 }
3117
3118 static BOOL CheckVertexTextureCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
3119 {
3120     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3121
3122     if (!GL_LIMITS(vertex_samplers)) {
3123         TRACE_(d3d_caps)("[FAILED]\n");
3124         return FALSE;
3125     }
3126
3127     switch (format_desc->format)
3128     {
3129         case WINED3DFMT_R32G32B32A32_FLOAT:
3130             if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
3131                 TRACE_(d3d_caps)("[FAILED]\n");
3132                 return FALSE;
3133             }
3134             TRACE_(d3d_caps)("[OK]\n");
3135             return TRUE;
3136
3137         default:
3138             TRACE_(d3d_caps)("[FAILED]\n");
3139             return FALSE;
3140     }
3141     return FALSE;
3142 }
3143
3144 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, 
3145         WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
3146         WINED3DSURFTYPE SurfaceType) {
3147     IWineD3DImpl *This = (IWineD3DImpl *)iface;
3148     struct WineD3DAdapter *adapter = &This->adapters[Adapter];
3149     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3150     const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(CheckFormat, gl_info);
3151     const struct GlPixelFormatDesc *adapter_format_desc = getFormatDescEntry(AdapterFormat, gl_info);
3152     DWORD UsageCaps = 0;
3153
3154     TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3155           This,
3156           Adapter,
3157           DeviceType, debug_d3ddevicetype(DeviceType),
3158           AdapterFormat, debug_d3dformat(AdapterFormat),
3159           Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3160           RType, debug_d3dresourcetype(RType),
3161           CheckFormat, debug_d3dformat(CheckFormat));
3162
3163     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3164         return WINED3DERR_INVALIDCALL;
3165     }
3166
3167     if(RType == WINED3DRTYPE_CUBETEXTURE) {
3168
3169         if(SurfaceType != SURFACE_OPENGL) {
3170             TRACE("[FAILED]\n");
3171             return WINED3DERR_NOTAVAILABLE;
3172         }
3173
3174         /* Cubetexture allows:
3175          *                    - D3DUSAGE_AUTOGENMIPMAP
3176          *                    - D3DUSAGE_DEPTHSTENCIL
3177          *                    - D3DUSAGE_DYNAMIC
3178          *                    - D3DUSAGE_NONSECURE (d3d9ex)
3179          *                    - D3DUSAGE_RENDERTARGET
3180          *                    - D3DUSAGE_SOFTWAREPROCESSING
3181          *                    - D3DUSAGE_QUERY_WRAPANDMIP
3182          */
3183         if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3184             /* Check if the texture format is around */
3185             if (CheckTextureCapability(adapter, DeviceType, format_desc))
3186             {
3187                 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
3188                     /* Check for automatic mipmap generation support */
3189                     if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
3190                         UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3191                     } else {
3192                         /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
3193                         TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3194                     }
3195                 }
3196
3197                 /* Always report dynamic locking */
3198                 if(Usage & WINED3DUSAGE_DYNAMIC)
3199                     UsageCaps |= WINED3DUSAGE_DYNAMIC;
3200
3201                 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3202                     if(CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3203                     {
3204                         UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3205                     } else {
3206                         TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3207                         return WINED3DERR_NOTAVAILABLE;
3208                     }
3209                 }
3210
3211                 /* Always report software processing */
3212                 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3213                     UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3214
3215                 /* Check QUERY_FILTER support */
3216                 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3217                     if (CheckFilterCapability(adapter, format_desc))
3218                     {
3219                         UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3220                     } else {
3221                         TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3222                         return WINED3DERR_NOTAVAILABLE;
3223                     }
3224                 }
3225
3226                 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3227                 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3228                     if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3229                     {
3230                         UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3231                     } else {
3232                         TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3233                         return WINED3DERR_NOTAVAILABLE;
3234                     }
3235                 }
3236
3237                 /* Check QUERY_SRGBREAD support */
3238                 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3239                     if (CheckSrgbReadCapability(adapter, format_desc))
3240                     {
3241                         UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3242                     } else {
3243                         TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3244                         return WINED3DERR_NOTAVAILABLE;
3245                     }
3246                 }
3247
3248                 /* Check QUERY_SRGBWRITE support */
3249                 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3250                     if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3251                     {
3252                         UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3253                     } else {
3254                         TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3255                         return WINED3DERR_NOTAVAILABLE;
3256                     }
3257                 }
3258
3259                 /* Check QUERY_VERTEXTEXTURE support */
3260                 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3261                     if (CheckVertexTextureCapability(adapter, format_desc))
3262                     {
3263                         UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3264                     } else {
3265                         TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3266                         return WINED3DERR_NOTAVAILABLE;
3267                     }
3268                 }
3269
3270                 /* Check QUERY_WRAPANDMIP support */
3271                 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3272                     if (CheckWrapAndMipCapability(adapter, format_desc))
3273                     {
3274                         UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3275                     } else {
3276                         TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3277                         return WINED3DERR_NOTAVAILABLE;
3278                     }
3279                 }
3280             } else {
3281                 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3282                 return WINED3DERR_NOTAVAILABLE;
3283             }
3284         } else {
3285             TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3286             return WINED3DERR_NOTAVAILABLE;
3287         }
3288     } else if(RType == WINED3DRTYPE_SURFACE) {
3289         /* Surface allows:
3290          *                - D3DUSAGE_DEPTHSTENCIL
3291          *                - D3DUSAGE_NONSECURE (d3d9ex)
3292          *                - D3DUSAGE_RENDERTARGET
3293          */
3294
3295         if (CheckSurfaceCapability(adapter, adapter_format_desc, DeviceType, format_desc, SurfaceType))
3296         {
3297             if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
3298                 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3299                 {
3300                     UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3301                 } else {
3302                     TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3303                     return WINED3DERR_NOTAVAILABLE;
3304                 }
3305             }
3306
3307             if(Usage & WINED3DUSAGE_RENDERTARGET) {
3308                 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3309                 {
3310                     UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3311                 } else {
3312                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3313                     return WINED3DERR_NOTAVAILABLE;
3314                 }
3315             }
3316
3317             /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3318             if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3319                 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3320                 {
3321                     UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3322                 } else {
3323                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3324                     return WINED3DERR_NOTAVAILABLE;
3325                 }
3326             }
3327         } else {
3328             TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3329             return WINED3DERR_NOTAVAILABLE;
3330         }
3331
3332     } else if(RType == WINED3DRTYPE_TEXTURE) {
3333         /* Texture allows:
3334          *                - D3DUSAGE_AUTOGENMIPMAP
3335          *                - D3DUSAGE_DEPTHSTENCIL
3336          *                - D3DUSAGE_DMAP
3337          *                - D3DUSAGE_DYNAMIC
3338          *                - D3DUSAGE_NONSECURE (d3d9ex)
3339          *                - D3DUSAGE_RENDERTARGET
3340          *                - D3DUSAGE_SOFTWAREPROCESSING
3341          *                - D3DUSAGE_TEXTAPI (d3d9ex)
3342          *                - D3DUSAGE_QUERY_WRAPANDMIP
3343          */
3344
3345         if(SurfaceType != SURFACE_OPENGL) {
3346             TRACE("[FAILED]\n");
3347             return WINED3DERR_NOTAVAILABLE;
3348         }
3349
3350         /* Check if the texture format is around */
3351         if (CheckTextureCapability(adapter, DeviceType, format_desc))
3352         {
3353             if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
3354                 /* Check for automatic mipmap generation support */
3355                 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
3356                     UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3357                 } else {
3358                     /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
3359                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3360                 }
3361             }
3362
3363             /* Always report dynamic locking */
3364             if(Usage & WINED3DUSAGE_DYNAMIC)
3365                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3366
3367             if(Usage & WINED3DUSAGE_RENDERTARGET) {
3368                 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3369                 {
3370                     UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3371                 } else {
3372                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3373                      return WINED3DERR_NOTAVAILABLE;
3374                  }
3375             }
3376
3377             /* Always report software processing */
3378             if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3379                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3380
3381             /* Check QUERY_FILTER support */
3382             if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3383                 if (CheckFilterCapability(adapter, format_desc))
3384                 {
3385                     UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3386                 } else {
3387                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3388                     return WINED3DERR_NOTAVAILABLE;
3389                 }
3390             }
3391
3392             /* Check QUERY_LEGACYBUMPMAP support */
3393             if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
3394                 if (CheckBumpMapCapability(adapter, DeviceType, format_desc))
3395                 {
3396                     UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3397                 } else {
3398                     TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3399                     return WINED3DERR_NOTAVAILABLE;
3400                 }
3401             }
3402
3403             /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3404             if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3405                 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3406                 {
3407                     UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3408                 } else {
3409                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3410                     return WINED3DERR_NOTAVAILABLE;
3411                 }
3412             }
3413
3414             /* Check QUERY_SRGBREAD support */
3415             if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3416                 if (CheckSrgbReadCapability(adapter, format_desc))
3417                 {
3418                     UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3419                 } else {
3420                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3421                     return WINED3DERR_NOTAVAILABLE;
3422                 }
3423             }
3424
3425             /* Check QUERY_SRGBWRITE support */
3426             if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3427                 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3428                 {
3429                     UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3430                 } else {
3431                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3432                     return WINED3DERR_NOTAVAILABLE;
3433                 }
3434             }
3435
3436             /* Check QUERY_VERTEXTEXTURE support */
3437             if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3438                 if (CheckVertexTextureCapability(adapter, format_desc))
3439                 {
3440                     UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3441                 } else {
3442                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3443                     return WINED3DERR_NOTAVAILABLE;
3444                 }
3445             }
3446
3447             /* Check QUERY_WRAPANDMIP support */
3448             if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3449                 if (CheckWrapAndMipCapability(adapter, format_desc))
3450                 {
3451                     UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3452                 } else {
3453                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3454                     return WINED3DERR_NOTAVAILABLE;
3455                 }
3456             }
3457
3458             if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
3459                 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3460                 {
3461                     UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3462                 } else {
3463                     TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
3464                     return WINED3DERR_NOTAVAILABLE;
3465                 }
3466             }
3467         } else {
3468             TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3469             return WINED3DERR_NOTAVAILABLE;
3470         }
3471     } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
3472         /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
3473          * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
3474          *
3475          * Volumetexture allows:
3476          *                      - D3DUSAGE_DYNAMIC
3477          *                      - D3DUSAGE_NONSECURE (d3d9ex)
3478          *                      - D3DUSAGE_SOFTWAREPROCESSING
3479          *                      - D3DUSAGE_QUERY_WRAPANDMIP
3480          */
3481
3482         if(SurfaceType != SURFACE_OPENGL) {
3483             TRACE("[FAILED]\n");
3484             return WINED3DERR_NOTAVAILABLE;
3485         }
3486
3487         /* Check volume texture and volume usage caps */
3488         if(GL_SUPPORT(EXT_TEXTURE3D)) {
3489             if (!CheckTextureCapability(adapter, DeviceType, format_desc))
3490             {
3491                 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
3492                 return WINED3DERR_NOTAVAILABLE;
3493             }
3494
3495             /* Always report dynamic locking */
3496             if(Usage & WINED3DUSAGE_DYNAMIC)
3497                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3498
3499             /* Always report software processing */
3500             if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3501                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3502
3503             /* Check QUERY_FILTER support */
3504             if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3505                 if (CheckFilterCapability(adapter, format_desc))
3506                 {
3507                     UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3508                 } else {
3509                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3510                     return WINED3DERR_NOTAVAILABLE;
3511                 }
3512             }
3513
3514             /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3515             if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3516                 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3517                 {
3518                     UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3519                 } else {
3520                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3521                     return WINED3DERR_NOTAVAILABLE;
3522                 }
3523             }
3524
3525             /* Check QUERY_SRGBREAD support */
3526             if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3527                 if (CheckSrgbReadCapability(adapter, format_desc))
3528                 {
3529                     UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3530                 } else {
3531                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3532                     return WINED3DERR_NOTAVAILABLE;
3533                 }
3534             }
3535
3536             /* Check QUERY_SRGBWRITE support */
3537             if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3538                 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3539                 {
3540                     UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3541                 } else {
3542                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3543                     return WINED3DERR_NOTAVAILABLE;
3544                 }
3545             }
3546
3547             /* Check QUERY_VERTEXTEXTURE support */
3548             if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3549                 if (CheckVertexTextureCapability(adapter, format_desc))
3550                 {
3551                     UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3552                 } else {
3553                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3554                     return WINED3DERR_NOTAVAILABLE;
3555                 }
3556             }
3557
3558             /* Check QUERY_WRAPANDMIP support */
3559             if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3560                 if (CheckWrapAndMipCapability(adapter, format_desc))
3561                 {
3562                     UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3563                 } else {
3564                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3565                     return WINED3DERR_NOTAVAILABLE;
3566                 }
3567             }
3568         } else {
3569             TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
3570             return WINED3DERR_NOTAVAILABLE;
3571         }
3572
3573         /* Filter formats that need conversion; For one part, this conversion is unimplemented,
3574          * and volume textures are huge, so it would be a big performance hit. Unless we hit an
3575          * app needing one of those formats, don't advertize them to avoid leading apps into
3576          * temptation. The windows drivers don't support most of those formats on volumes anyway,
3577          * except of R32F.
3578          */
3579         switch(CheckFormat) {
3580             case WINED3DFMT_P8:
3581             case WINED3DFMT_A4L4:
3582             case WINED3DFMT_R32_FLOAT:
3583             case WINED3DFMT_R16_FLOAT:
3584             case WINED3DFMT_X8L8V8U8:
3585             case WINED3DFMT_L6V5U5:
3586             case WINED3DFMT_R16G16_UNORM:
3587                 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3588                 return WINED3DERR_NOTAVAILABLE;
3589
3590             case WINED3DFMT_R8G8B8A8_SNORM:
3591             case WINED3DFMT_R16G16_SNORM:
3592             if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
3593                 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3594                 return WINED3DERR_NOTAVAILABLE;
3595             }
3596             break;
3597
3598             case WINED3DFMT_R8G8_SNORM:
3599             if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
3600                 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3601                 return WINED3DERR_NOTAVAILABLE;
3602             }
3603             break;
3604
3605             case WINED3DFMT_DXT1:
3606             case WINED3DFMT_DXT2:
3607             case WINED3DFMT_DXT3:
3608             case WINED3DFMT_DXT4:
3609             case WINED3DFMT_DXT5:
3610                 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
3611                  * compressed texture results in an error. While the D3D refrast does
3612                  * support s3tc volumes, at least the nvidia windows driver does not, so
3613                  * we're free not to support this format.
3614                  */
3615                 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
3616                 return WINED3DERR_NOTAVAILABLE;
3617
3618             default:
3619                 /* Do nothing, continue with checking the format below */
3620                 break;
3621         }
3622     } else if(RType == WINED3DRTYPE_BUFFER){
3623         /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
3624         TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
3625         return WINED3DERR_NOTAVAILABLE;
3626     }
3627
3628     /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
3629      * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
3630      * usage flags match. */
3631     if(UsageCaps == Usage) {
3632         return WINED3D_OK;
3633     } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
3634         return WINED3DOK_NOAUTOGEN;
3635     } else {
3636         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);
3637         return WINED3DERR_NOTAVAILABLE;
3638     }
3639 }
3640
3641 static HRESULT  WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3642                                                           WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
3643     IWineD3DImpl *This = (IWineD3DImpl *)iface;
3644
3645     FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
3646           This,
3647           Adapter,
3648           DeviceType, debug_d3ddevicetype(DeviceType),
3649           SourceFormat, debug_d3dformat(SourceFormat),
3650           TargetFormat, debug_d3dformat(TargetFormat));
3651     return WINED3D_OK;
3652 }
3653
3654 static const shader_backend_t *select_shader_backend(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType)
3655 {
3656     const shader_backend_t *ret;
3657     int vs_selected_mode;
3658     int ps_selected_mode;
3659
3660     select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3661     if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) {
3662         ret = &glsl_shader_backend;
3663     } else if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) {
3664         ret = &arb_program_shader_backend;
3665     } else {
3666         ret = &none_shader_backend;
3667     }
3668     return ret;
3669 }
3670
3671 static const struct fragment_pipeline *select_fragment_implementation(struct WineD3DAdapter *adapter,
3672         WINED3DDEVTYPE DeviceType)
3673 {
3674     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3675     int vs_selected_mode;
3676     int ps_selected_mode;
3677
3678     select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3679     if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3680         return &arbfp_fragment_pipeline;
3681     } else if(ps_selected_mode == SHADER_ATI) {
3682         return &atifs_fragment_pipeline;
3683     } else if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
3684         return &nvts_fragment_pipeline;
3685     } else if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3686         return &nvrc_fragment_pipeline;
3687     } else {
3688         return &ffp_fragment_pipeline;
3689     }
3690 }
3691
3692 static const struct blit_shader *select_blit_implementation(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType)
3693 {
3694     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3695     int vs_selected_mode;
3696     int ps_selected_mode;
3697
3698     select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3699     if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3700         return &arbfp_blit;
3701     } else {
3702         return &ffp_blit;
3703     }
3704 }
3705
3706 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
3707       subset of a D3DCAPS9 structure. However, it has to come via a void *
3708       as the d3d8 interface cannot import the d3d9 header                  */
3709 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
3710
3711     IWineD3DImpl    *This = (IWineD3DImpl *)iface;
3712     struct WineD3DAdapter *adapter = &This->adapters[Adapter];
3713     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3714     int vs_selected_mode;
3715     int ps_selected_mode;
3716     struct shader_caps shader_caps;
3717     struct fragment_caps fragment_caps;
3718     const shader_backend_t *shader_backend;
3719     const struct fragment_pipeline *frag_pipeline = NULL;
3720     DWORD ckey_caps, blit_caps, fx_caps;
3721
3722     TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
3723
3724     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3725         return WINED3DERR_INVALIDCALL;
3726     }
3727
3728     select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3729
3730     /* This function should *not* be modifying GL caps
3731      * TODO: move the functionality where it belongs */
3732     select_shader_max_constants(ps_selected_mode, vs_selected_mode, &adapter->gl_info);
3733
3734     /* ------------------------------------------------
3735        The following fields apply to both d3d8 and d3d9
3736        ------------------------------------------------ */
3737     pCaps->DeviceType              = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF;  /* Not quite true, but use h/w supported by opengl I suppose */
3738     pCaps->AdapterOrdinal          = Adapter;
3739
3740     pCaps->Caps                    = 0;
3741     pCaps->Caps2                   = WINED3DCAPS2_CANRENDERWINDOWED |
3742                                      WINED3DCAPS2_FULLSCREENGAMMA |
3743                                      WINED3DCAPS2_DYNAMICTEXTURES;
3744     if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
3745         pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
3746     }
3747
3748     pCaps->Caps3                   = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
3749                                      WINED3DCAPS3_COPY_TO_VIDMEM                   |
3750                                      WINED3DCAPS3_COPY_TO_SYSTEMMEM;
3751
3752     pCaps->PresentationIntervals   = WINED3DPRESENT_INTERVAL_IMMEDIATE  |
3753                                      WINED3DPRESENT_INTERVAL_ONE;
3754
3755     pCaps->CursorCaps              = WINED3DCURSORCAPS_COLOR            |
3756                                      WINED3DCURSORCAPS_LOWRES;
3757
3758     pCaps->DevCaps                 = WINED3DDEVCAPS_FLOATTLVERTEX       |
3759                                      WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
3760                                      WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
3761                                      WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
3762                                      WINED3DDEVCAPS_DRAWPRIMTLVERTEX    |
3763                                      WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
3764                                      WINED3DDEVCAPS_EXECUTEVIDEOMEMORY  |
3765                                      WINED3DDEVCAPS_PUREDEVICE          |
3766                                      WINED3DDEVCAPS_HWRASTERIZATION     |
3767                                      WINED3DDEVCAPS_TEXTUREVIDEOMEMORY  |
3768                                      WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
3769                                      WINED3DDEVCAPS_CANRENDERAFTERFLIP  |
3770                                      WINED3DDEVCAPS_DRAWPRIMITIVES2     |
3771                                      WINED3DDEVCAPS_DRAWPRIMITIVES2EX   |
3772                                      WINED3DDEVCAPS_RTPATCHES;
3773
3774     pCaps->PrimitiveMiscCaps       = WINED3DPMISCCAPS_CULLNONE              |
3775                                      WINED3DPMISCCAPS_CULLCCW               |
3776                                      WINED3DPMISCCAPS_CULLCW                |
3777                                      WINED3DPMISCCAPS_COLORWRITEENABLE      |
3778                                      WINED3DPMISCCAPS_CLIPTLVERTS           |
3779                                      WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
3780                                      WINED3DPMISCCAPS_MASKZ                 |
3781                                      WINED3DPMISCCAPS_BLENDOP               |
3782                                      WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
3783                                     /* TODO:
3784                                         WINED3DPMISCCAPS_NULLREFERENCE
3785                                         WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
3786                                         WINED3DPMISCCAPS_FOGANDSPECULARALPHA
3787                                         WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
3788                                         WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
3789
3790     if(GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE) && GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE))
3791         pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
3792
3793     pCaps->RasterCaps              = WINED3DPRASTERCAPS_DITHER    |
3794                                      WINED3DPRASTERCAPS_PAT       |
3795                                      WINED3DPRASTERCAPS_WFOG      |
3796                                      WINED3DPRASTERCAPS_ZFOG      |
3797                                      WINED3DPRASTERCAPS_FOGVERTEX |
3798                                      WINED3DPRASTERCAPS_FOGTABLE  |
3799                                      WINED3DPRASTERCAPS_STIPPLE   |
3800                                      WINED3DPRASTERCAPS_SUBPIXEL  |
3801                                      WINED3DPRASTERCAPS_ZTEST     |
3802                                      WINED3DPRASTERCAPS_SCISSORTEST   |
3803                                      WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
3804                                      WINED3DPRASTERCAPS_DEPTHBIAS;
3805
3806     if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3807         pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY    |
3808                              WINED3DPRASTERCAPS_ZBIAS         |
3809                              WINED3DPRASTERCAPS_MIPMAPLODBIAS;
3810     }
3811     if(GL_SUPPORT(NV_FOG_DISTANCE)) {
3812         pCaps->RasterCaps         |= WINED3DPRASTERCAPS_FOGRANGE;
3813     }
3814                         /* FIXME Add:
3815                            WINED3DPRASTERCAPS_COLORPERSPECTIVE
3816                            WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
3817                            WINED3DPRASTERCAPS_ANTIALIASEDGES
3818                            WINED3DPRASTERCAPS_ZBUFFERLESSHSR
3819                            WINED3DPRASTERCAPS_WBUFFER */
3820
3821     pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS       |
3822                       WINED3DPCMPCAPS_EQUAL        |
3823                       WINED3DPCMPCAPS_GREATER      |
3824                       WINED3DPCMPCAPS_GREATEREQUAL |
3825                       WINED3DPCMPCAPS_LESS         |
3826                       WINED3DPCMPCAPS_LESSEQUAL    |
3827                       WINED3DPCMPCAPS_NEVER        |
3828                       WINED3DPCMPCAPS_NOTEQUAL;
3829
3830     pCaps->SrcBlendCaps  = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
3831                            WINED3DPBLENDCAPS_BOTHSRCALPHA    |
3832                            WINED3DPBLENDCAPS_DESTALPHA       |
3833                            WINED3DPBLENDCAPS_DESTCOLOR       |
3834                            WINED3DPBLENDCAPS_INVDESTALPHA    |
3835                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
3836                            WINED3DPBLENDCAPS_INVSRCALPHA     |
3837                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
3838                            WINED3DPBLENDCAPS_ONE             |
3839                            WINED3DPBLENDCAPS_SRCALPHA        |
3840                            WINED3DPBLENDCAPS_SRCALPHASAT     |
3841                            WINED3DPBLENDCAPS_SRCCOLOR        |
3842                            WINED3DPBLENDCAPS_ZERO;
3843
3844     pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA       |
3845                            WINED3DPBLENDCAPS_DESTCOLOR       |
3846                            WINED3DPBLENDCAPS_INVDESTALPHA    |
3847                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
3848                            WINED3DPBLENDCAPS_INVSRCALPHA     |
3849                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
3850                            WINED3DPBLENDCAPS_ONE             |
3851                            WINED3DPBLENDCAPS_SRCALPHA        |
3852                            WINED3DPBLENDCAPS_SRCCOLOR        |
3853                            WINED3DPBLENDCAPS_ZERO;
3854     /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
3855      * according to the glBlendFunc manpage
3856      *
3857      * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
3858      * legacy settings for srcblend only
3859      */
3860
3861     if( GL_SUPPORT(EXT_BLEND_COLOR)) {
3862         pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3863         pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3864     }
3865
3866
3867     pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS       |
3868                           WINED3DPCMPCAPS_EQUAL        |
3869                           WINED3DPCMPCAPS_GREATER      |
3870                           WINED3DPCMPCAPS_GREATEREQUAL |
3871                           WINED3DPCMPCAPS_LESS         |
3872                           WINED3DPCMPCAPS_LESSEQUAL    |
3873                           WINED3DPCMPCAPS_NEVER        |
3874                           WINED3DPCMPCAPS_NOTEQUAL;
3875
3876     pCaps->ShadeCaps     = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
3877                            WINED3DPSHADECAPS_COLORGOURAUDRGB    |
3878                            WINED3DPSHADECAPS_ALPHAFLATBLEND     |
3879                            WINED3DPSHADECAPS_ALPHAGOURAUDBLEND  |
3880                            WINED3DPSHADECAPS_COLORFLATRGB       |
3881                            WINED3DPSHADECAPS_FOGFLAT            |
3882                            WINED3DPSHADECAPS_FOGGOURAUD         |
3883                            WINED3DPSHADECAPS_SPECULARFLATRGB;
3884
3885     pCaps->TextureCaps =  WINED3DPTEXTURECAPS_ALPHA              |
3886                           WINED3DPTEXTURECAPS_ALPHAPALETTE       |
3887                           WINED3DPTEXTURECAPS_TRANSPARENCY       |
3888                           WINED3DPTEXTURECAPS_BORDER             |
3889                           WINED3DPTEXTURECAPS_MIPMAP             |
3890                           WINED3DPTEXTURECAPS_PROJECTED          |
3891                           WINED3DPTEXTURECAPS_PERSPECTIVE;
3892
3893     if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
3894         pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
3895                               WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
3896     }
3897
3898     if( GL_SUPPORT(EXT_TEXTURE3D)) {
3899         pCaps->TextureCaps |=  WINED3DPTEXTURECAPS_VOLUMEMAP      |
3900                                WINED3DPTEXTURECAPS_MIPVOLUMEMAP   |
3901                                WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
3902     }
3903
3904     if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3905         pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP     |
3906                               WINED3DPTEXTURECAPS_MIPCUBEMAP    |
3907                               WINED3DPTEXTURECAPS_CUBEMAP_POW2;
3908
3909     }
3910
3911     pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
3912                                WINED3DPTFILTERCAPS_MAGFPOINT        |
3913                                WINED3DPTFILTERCAPS_MINFLINEAR       |
3914                                WINED3DPTFILTERCAPS_MINFPOINT        |
3915                                WINED3DPTFILTERCAPS_MIPFLINEAR       |
3916                                WINED3DPTFILTERCAPS_MIPFPOINT        |
3917                                WINED3DPTFILTERCAPS_LINEAR           |
3918                                WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
3919                                WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3920                                WINED3DPTFILTERCAPS_MIPLINEAR        |
3921                                WINED3DPTFILTERCAPS_MIPNEAREST       |
3922                                WINED3DPTFILTERCAPS_NEAREST;
3923
3924     if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3925         pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3926                                     WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3927     }
3928
3929     if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3930         pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
3931                                        WINED3DPTFILTERCAPS_MAGFPOINT        |
3932                                        WINED3DPTFILTERCAPS_MINFLINEAR       |
3933                                        WINED3DPTFILTERCAPS_MINFPOINT        |
3934                                        WINED3DPTFILTERCAPS_MIPFLINEAR       |
3935                                        WINED3DPTFILTERCAPS_MIPFPOINT        |
3936                                        WINED3DPTFILTERCAPS_LINEAR           |
3937                                        WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
3938                                        WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3939                                        WINED3DPTFILTERCAPS_MIPLINEAR        |
3940                                        WINED3DPTFILTERCAPS_MIPNEAREST       |
3941                                        WINED3DPTFILTERCAPS_NEAREST;
3942
3943         if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3944             pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3945                                             WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3946         }
3947     } else
3948         pCaps->CubeTextureFilterCaps = 0;
3949
3950     if (GL_SUPPORT(EXT_TEXTURE3D)) {
3951         pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
3952                                          WINED3DPTFILTERCAPS_MAGFPOINT        |
3953                                          WINED3DPTFILTERCAPS_MINFLINEAR       |
3954                                          WINED3DPTFILTERCAPS_MINFPOINT        |
3955                                          WINED3DPTFILTERCAPS_MIPFLINEAR       |
3956                                          WINED3DPTFILTERCAPS_MIPFPOINT        |
3957                                          WINED3DPTFILTERCAPS_LINEAR           |
3958                                          WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
3959                                          WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3960                                          WINED3DPTFILTERCAPS_MIPLINEAR        |
3961                                          WINED3DPTFILTERCAPS_MIPNEAREST       |
3962                                          WINED3DPTFILTERCAPS_NEAREST;
3963     } else
3964         pCaps->VolumeTextureFilterCaps = 0;
3965
3966     pCaps->TextureAddressCaps =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3967                                  WINED3DPTADDRESSCAPS_CLAMP  |
3968                                  WINED3DPTADDRESSCAPS_WRAP;
3969
3970     if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3971         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3972     }
3973     if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3974         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3975     }
3976     if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3977         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3978     }
3979
3980     if (GL_SUPPORT(EXT_TEXTURE3D)) {
3981         pCaps->VolumeTextureAddressCaps =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3982                                            WINED3DPTADDRESSCAPS_CLAMP  |
3983                                            WINED3DPTADDRESSCAPS_WRAP;
3984         if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3985             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3986         }
3987         if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3988             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3989         }
3990         if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3991             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3992         }
3993     } else
3994         pCaps->VolumeTextureAddressCaps = 0;
3995
3996     pCaps->LineCaps = WINED3DLINECAPS_TEXTURE       |
3997                       WINED3DLINECAPS_ZTEST         |
3998                       WINED3DLINECAPS_BLEND         |
3999                       WINED3DLINECAPS_ALPHACMP      |
4000                       WINED3DLINECAPS_FOG;
4001     /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4002      * idea how generating the smoothing alpha values works; the result is different
4003      */
4004
4005     pCaps->MaxTextureWidth  = GL_LIMITS(texture_size);
4006     pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
4007
4008     if(GL_SUPPORT(EXT_TEXTURE3D))
4009         pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
4010     else
4011         pCaps->MaxVolumeExtent = 0;
4012
4013     pCaps->MaxTextureRepeat = 32768;
4014     pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
4015     pCaps->MaxVertexW = 1.0f;
4016
4017     pCaps->GuardBandLeft = 0.0f;
4018     pCaps->GuardBandTop = 0.0f;
4019     pCaps->GuardBandRight = 0.0f;
4020     pCaps->GuardBandBottom = 0.0f;
4021
4022     pCaps->ExtentsAdjust = 0.0f;
4023
4024     pCaps->StencilCaps =  WINED3DSTENCILCAPS_DECRSAT |
4025                           WINED3DSTENCILCAPS_INCRSAT |
4026                           WINED3DSTENCILCAPS_INVERT  |
4027                           WINED3DSTENCILCAPS_KEEP    |
4028                           WINED3DSTENCILCAPS_REPLACE |
4029                           WINED3DSTENCILCAPS_ZERO;
4030     if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
4031         pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR  |
4032                               WINED3DSTENCILCAPS_INCR;
4033     }
4034     if (GL_SUPPORT(EXT_STENCIL_TWO_SIDE) || GL_SUPPORT(ATI_SEPARATE_STENCIL)) {
4035         pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4036     }
4037
4038     pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4039
4040     pCaps->MaxUserClipPlanes       = GL_LIMITS(clipplanes);
4041     pCaps->MaxActiveLights         = GL_LIMITS(lights);
4042
4043     pCaps->MaxVertexBlendMatrices      = GL_LIMITS(blends);
4044     pCaps->MaxVertexBlendMatrixIndex   = 0;
4045
4046     pCaps->MaxAnisotropy   = GL_LIMITS(anisotropy);
4047     pCaps->MaxPointSize    = GL_LIMITS(pointsize);
4048
4049
4050     pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4051                                   WINED3DVTXPCAPS_MATERIALSOURCE7   |
4052                                   WINED3DVTXPCAPS_POSITIONALLIGHTS  |
4053                                   WINED3DVTXPCAPS_LOCALVIEWER       |
4054                                   WINED3DVTXPCAPS_VERTEXFOG         |
4055                                   WINED3DVTXPCAPS_TEXGEN;
4056                                   /* FIXME: Add 
4057                                      D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4058
4059     pCaps->MaxPrimitiveCount   = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4060     pCaps->MaxVertexIndex      = 0xFFFFF;
4061     pCaps->MaxStreams          = MAX_STREAMS;
4062     pCaps->MaxStreamStride     = 1024;
4063
4064     /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4065     pCaps->DevCaps2                          = WINED3DDEVCAPS2_STREAMOFFSET |
4066                                                WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4067     pCaps->MaxNpatchTessellationLevel        = 0;
4068     pCaps->MasterAdapterOrdinal              = 0;
4069     pCaps->AdapterOrdinalInGroup             = 0;
4070     pCaps->NumberOfAdaptersInGroup           = 1;
4071
4072     pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
4073
4074     pCaps->StretchRectFilterCaps             = WINED3DPTFILTERCAPS_MINFPOINT  |
4075                                                 WINED3DPTFILTERCAPS_MAGFPOINT  |
4076                                                 WINED3DPTFILTERCAPS_MINFLINEAR |
4077                                                 WINED3DPTFILTERCAPS_MAGFLINEAR;
4078     pCaps->VertexTextureFilterCaps           = 0;
4079
4080     memset(&shader_caps, 0, sizeof(shader_caps));
4081     shader_backend = select_shader_backend(adapter, DeviceType);
4082     shader_backend->shader_get_caps(DeviceType, &adapter->gl_info, &shader_caps);
4083
4084     memset(&fragment_caps, 0, sizeof(fragment_caps));
4085     frag_pipeline = select_fragment_implementation(adapter, DeviceType);
4086     frag_pipeline->get_caps(DeviceType, &adapter->gl_info, &fragment_caps);
4087
4088     /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4089     pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4090
4091     /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4092      * Ignore shader model capabilities if disabled in config
4093      */
4094     if(vs_selected_mode == SHADER_NONE) {
4095         TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4096         pCaps->VertexShaderVersion          = WINED3DVS_VERSION(0,0);
4097         pCaps->MaxVertexShaderConst         = 0;
4098     } else {
4099         pCaps->VertexShaderVersion          = shader_caps.VertexShaderVersion;
4100         pCaps->MaxVertexShaderConst         = shader_caps.MaxVertexShaderConst;
4101     }
4102
4103     if(ps_selected_mode == SHADER_NONE) {
4104         TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4105         pCaps->PixelShaderVersion           = WINED3DPS_VERSION(0,0);
4106         pCaps->PixelShader1xMaxValue        = 0.0f;
4107     } else {
4108         pCaps->PixelShaderVersion           = shader_caps.PixelShaderVersion;
4109         pCaps->PixelShader1xMaxValue        = shader_caps.PixelShader1xMaxValue;
4110     }
4111
4112     pCaps->TextureOpCaps                    = fragment_caps.TextureOpCaps;
4113     pCaps->MaxTextureBlendStages            = fragment_caps.MaxTextureBlendStages;
4114     pCaps->MaxSimultaneousTextures          = fragment_caps.MaxSimultaneousTextures;
4115
4116     pCaps->VS20Caps                         = shader_caps.VS20Caps;
4117     pCaps->MaxVShaderInstructionsExecuted   = shader_caps.MaxVShaderInstructionsExecuted;
4118     pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
4119     pCaps->PS20Caps                         = shader_caps.PS20Caps;
4120     pCaps->MaxPShaderInstructionsExecuted   = shader_caps.MaxPShaderInstructionsExecuted;
4121     pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
4122
4123     /* The following caps are shader specific, but they are things we cannot detect, or which
4124      * are the same among all shader models. So to avoid code duplication set the shader version
4125      * specific, but otherwise constant caps here
4126      */
4127     if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4128         /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4129         use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4130         pCaps->VS20Caps.Caps                     = WINED3DVS20CAPS_PREDICATION;
4131         pCaps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4132         pCaps->VS20Caps.NumTemps                 = max(32, adapter->gl_info.vs_arb_max_temps);
4133         pCaps->VS20Caps.StaticFlowControlDepth   = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4134
4135         pCaps->MaxVShaderInstructionsExecuted    = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4136         pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.vs_arb_max_instructions);
4137     } else if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
4138         pCaps->VS20Caps.Caps                     = 0;
4139         pCaps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4140         pCaps->VS20Caps.NumTemps                 = max(12, adapter->gl_info.vs_arb_max_temps);
4141         pCaps->VS20Caps.StaticFlowControlDepth   = 1;
4142
4143         pCaps->MaxVShaderInstructionsExecuted    = 65535;
4144         pCaps->MaxVertexShader30InstructionSlots = 0;
4145     } else { /* VS 1.x */
4146         pCaps->VS20Caps.Caps                     = 0;
4147         pCaps->VS20Caps.DynamicFlowControlDepth  = 0;
4148         pCaps->VS20Caps.NumTemps                 = 0;
4149         pCaps->VS20Caps.StaticFlowControlDepth   = 0;
4150
4151         pCaps->MaxVShaderInstructionsExecuted    = 0;
4152         pCaps->MaxVertexShader30InstructionSlots = 0;
4153     }
4154
4155     if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4156         /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4157         use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4158
4159         /* 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 */
4160         pCaps->PS20Caps.Caps                     = WINED3DPS20CAPS_ARBITRARYSWIZZLE     |
4161                 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4162                 WINED3DPS20CAPS_PREDICATION          |
4163                 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4164                 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4165         pCaps->PS20Caps.DynamicFlowControlDepth  = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4166         pCaps->PS20Caps.NumTemps                 = max(32, adapter->gl_info.ps_arb_max_temps);
4167         pCaps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4168         pCaps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4169
4170         pCaps->MaxPShaderInstructionsExecuted    = 65535;
4171         pCaps->MaxPixelShader30InstructionSlots  = max(WINED3DMIN30SHADERINSTRUCTIONS, adapter->gl_info.ps_arb_max_instructions);
4172     } else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
4173         /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4174         pCaps->PS20Caps.Caps                     = 0;
4175         pCaps->PS20Caps.DynamicFlowControlDepth  = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4176         pCaps->PS20Caps.NumTemps                 = max(12, adapter->gl_info.ps_arb_max_temps);
4177         pCaps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4178         pCaps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4179
4180         pCaps->MaxPShaderInstructionsExecuted    = 512; /* Minimum value, a GeforceFX uses 1024 */
4181         pCaps->MaxPixelShader30InstructionSlots  = 0;
4182     } else { /* PS 1.x */
4183         pCaps->PS20Caps.Caps                     = 0;
4184         pCaps->PS20Caps.DynamicFlowControlDepth  = 0;
4185         pCaps->PS20Caps.NumTemps                 = 0;
4186         pCaps->PS20Caps.StaticFlowControlDepth   = 0;
4187         pCaps->PS20Caps.NumInstructionSlots      = 0;
4188
4189         pCaps->MaxPShaderInstructionsExecuted    = 0;
4190         pCaps->MaxPixelShader30InstructionSlots  = 0;
4191     }
4192
4193     if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4194         /* OpenGL supports all the formats below, perhaps not always
4195          * without conversion, but it supports them.
4196          * Further GLSL doesn't seem to have an official unsigned type so
4197          * don't advertise it yet as I'm not sure how we handle it.
4198          * We might need to add some clamping in the shader engine to
4199          * support it.
4200          * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4201         pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4    |
4202                            WINED3DDTCAPS_UBYTE4N   |
4203                            WINED3DDTCAPS_SHORT2N   |
4204                            WINED3DDTCAPS_SHORT4N;
4205         if (GL_SUPPORT(ARB_HALF_FLOAT_VERTEX)) {
4206             pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4207                                 WINED3DDTCAPS_FLOAT16_4;
4208         }
4209     } else
4210         pCaps->DeclTypes                         = 0;
4211
4212     /* Set DirectDraw helper Caps */
4213     ckey_caps =                         WINEDDCKEYCAPS_DESTBLT              |
4214                                         WINEDDCKEYCAPS_SRCBLT;
4215     fx_caps =                           WINEDDFXCAPS_BLTALPHA               |
4216                                         WINEDDFXCAPS_BLTMIRRORLEFTRIGHT     |
4217                                         WINEDDFXCAPS_BLTMIRRORUPDOWN        |
4218                                         WINEDDFXCAPS_BLTROTATION90          |
4219                                         WINEDDFXCAPS_BLTSHRINKX             |
4220                                         WINEDDFXCAPS_BLTSHRINKXN            |
4221                                         WINEDDFXCAPS_BLTSHRINKY             |
4222                                         WINEDDFXCAPS_BLTSHRINKXN            |
4223                                         WINEDDFXCAPS_BLTSTRETCHX            |
4224                                         WINEDDFXCAPS_BLTSTRETCHXN           |
4225                                         WINEDDFXCAPS_BLTSTRETCHY            |
4226                                         WINEDDFXCAPS_BLTSTRETCHYN;
4227     blit_caps =                         WINEDDCAPS_BLT                      |
4228                                         WINEDDCAPS_BLTCOLORFILL             |
4229                                         WINEDDCAPS_BLTDEPTHFILL             |
4230                                         WINEDDCAPS_BLTSTRETCH               |
4231                                         WINEDDCAPS_CANBLTSYSMEM             |
4232                                         WINEDDCAPS_CANCLIP                  |
4233                                         WINEDDCAPS_CANCLIPSTRETCHED         |
4234                                         WINEDDCAPS_COLORKEY                 |
4235                                         WINEDDCAPS_COLORKEYHWASSIST         |
4236                                         WINEDDCAPS_ALIGNBOUNDARYSRC;
4237
4238     /* Fill the ddraw caps structure */
4239     pCaps->DirectDrawCaps.Caps =        WINEDDCAPS_GDI                      |
4240                                         WINEDDCAPS_PALETTE                  |
4241                                         blit_caps;
4242     pCaps->DirectDrawCaps.Caps2 =       WINEDDCAPS2_CERTIFIED                |
4243                                         WINEDDCAPS2_NOPAGELOCKREQUIRED       |
4244                                         WINEDDCAPS2_PRIMARYGAMMA             |
4245                                         WINEDDCAPS2_WIDESURFACES             |
4246                                         WINEDDCAPS2_CANRENDERWINDOWED;
4247     pCaps->DirectDrawCaps.SVBCaps =     blit_caps;
4248     pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4249     pCaps->DirectDrawCaps.SVBFXCaps =   fx_caps;
4250     pCaps->DirectDrawCaps.VSBCaps =     blit_caps;
4251     pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4252     pCaps->DirectDrawCaps.VSBFXCaps =   fx_caps;
4253     pCaps->DirectDrawCaps.SSBCaps =     blit_caps;
4254     pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4255     pCaps->DirectDrawCaps.SSBFXCaps =   fx_caps;
4256
4257     pCaps->DirectDrawCaps.ddsCaps =     WINEDDSCAPS_ALPHA                   |
4258                                         WINEDDSCAPS_BACKBUFFER              |
4259                                         WINEDDSCAPS_FLIP                    |
4260                                         WINEDDSCAPS_FRONTBUFFER             |
4261                                         WINEDDSCAPS_OFFSCREENPLAIN          |
4262                                         WINEDDSCAPS_PALETTE                 |
4263                                         WINEDDSCAPS_PRIMARYSURFACE          |
4264                                         WINEDDSCAPS_SYSTEMMEMORY            |
4265                                         WINEDDSCAPS_VIDEOMEMORY             |
4266                                         WINEDDSCAPS_VISIBLE;
4267     pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4268
4269     /* Set D3D caps if OpenGL is available. */
4270     if (adapter->opengl)
4271     {
4272         pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE                |
4273                                         WINEDDSCAPS_MIPMAP                  |
4274                                         WINEDDSCAPS_TEXTURE                 |
4275                                         WINEDDSCAPS_ZBUFFER;
4276         pCaps->DirectDrawCaps.Caps |=   WINEDDCAPS_3D;
4277     }
4278
4279     return WINED3D_OK;
4280 }
4281
4282 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
4283    and fields being inserted in the middle, a new structure is used in place    */
4284 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
4285         WINED3DDEVTYPE DeviceType, HWND hFocusWindow, DWORD BehaviourFlags, IUnknown *parent,
4286         IWineD3DDeviceParent *device_parent, IWineD3DDevice **ppReturnedDeviceInterface)
4287 {
4288     IWineD3DDeviceImpl *object  = NULL;
4289     IWineD3DImpl       *This    = (IWineD3DImpl *)iface;
4290     struct WineD3DAdapter *adapter = &This->adapters[Adapter];
4291     WINED3DDISPLAYMODE  mode;
4292     const struct fragment_pipeline *frag_pipeline = NULL;
4293     int i;
4294     struct fragment_caps ffp_caps;
4295     struct shader_caps shader_caps;
4296     HRESULT hr;
4297
4298     /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4299      * number and create a device without a 3D adapter for 2D only operation.
4300      */
4301     if (IWineD3D_GetAdapterCount(iface) && Adapter >= IWineD3D_GetAdapterCount(iface)) {
4302         return WINED3DERR_INVALIDCALL;
4303     }
4304
4305     /* Create a WineD3DDevice object */
4306     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
4307     *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
4308     TRACE("Created WineD3DDevice object @ %p\n", object);
4309     if (NULL == object) {
4310       return WINED3DERR_OUTOFVIDEOMEMORY;
4311     }
4312
4313     /* Set up initial COM information */
4314     object->lpVtbl  = &IWineD3DDevice_Vtbl;
4315     object->ref     = 1;
4316     object->wineD3D = iface;
4317     object->adapter = This->adapter_count ? adapter : NULL;
4318     IWineD3D_AddRef(object->wineD3D);
4319     object->parent  = parent;
4320     object->device_parent = device_parent;
4321     list_init(&object->resources);
4322     list_init(&object->shaders);
4323
4324     if(This->dxVersion == 7) {
4325         object->surface_alignment = DDRAW_PITCH_ALIGNMENT;
4326     } else {
4327         object->surface_alignment = D3D8_PITCH_ALIGNMENT;
4328     }
4329     object->posFixup[0] = 1.0f; /* This is needed to get the x coord unmodified through a MAD. */
4330
4331     /* Set the state up as invalid until the device is fully created */
4332     object->state   = WINED3DERR_DRIVERINTERNALERROR;
4333
4334     TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType,
4335           hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
4336
4337     /* Save the creation parameters */
4338     object->createParms.AdapterOrdinal = Adapter;
4339     object->createParms.DeviceType     = DeviceType;
4340     object->createParms.hFocusWindow   = hFocusWindow;
4341     object->createParms.BehaviorFlags  = BehaviourFlags;
4342
4343     /* Initialize other useful values */
4344     object->adapterNo                    = Adapter;
4345     object->devType                      = DeviceType;
4346
4347     select_shader_mode(&adapter->gl_info, DeviceType,
4348             &object->ps_selected_mode, &object->vs_selected_mode);
4349     object->shader_backend = select_shader_backend(adapter, DeviceType);
4350
4351     memset(&shader_caps, 0, sizeof(shader_caps));
4352     object->shader_backend->shader_get_caps(DeviceType, &adapter->gl_info, &shader_caps);
4353     object->d3d_vshader_constantF = shader_caps.MaxVertexShaderConst;
4354     object->d3d_pshader_constantF = shader_caps.MaxPixelShaderConst;
4355     object->vs_clipping = shader_caps.VSClipping;
4356
4357     memset(&ffp_caps, 0, sizeof(ffp_caps));
4358     frag_pipeline = select_fragment_implementation(adapter, DeviceType);
4359     object->frag_pipe = frag_pipeline;
4360     frag_pipeline->get_caps(DeviceType, &adapter->gl_info, &ffp_caps);
4361     object->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
4362     object->max_ffp_texture_stages = ffp_caps.MaxTextureBlendStages;
4363     hr = compile_state_table(object->StateTable, object->multistate_funcs, &adapter->gl_info,
4364                         ffp_vertexstate_template, frag_pipeline, misc_state_template);
4365
4366     if (FAILED(hr)) {
4367         IWineD3D_Release(object->wineD3D);
4368         HeapFree(GetProcessHeap(), 0, object);
4369
4370         return hr;
4371     }
4372
4373     object->blitter = select_blit_implementation(adapter, DeviceType);
4374
4375     /* set the state of the device to valid */
4376     object->state = WINED3D_OK;
4377
4378     /* Get the initial screen setup for ddraw */
4379     IWineD3DImpl_GetAdapterDisplayMode(iface, Adapter, &mode);
4380
4381     object->ddraw_width = mode.Width;
4382     object->ddraw_height = mode.Height;
4383     object->ddraw_format = mode.Format;
4384
4385     for(i = 0; i < PATCHMAP_SIZE; i++) {
4386         list_init(&object->patches[i]);
4387     }
4388
4389     IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *ppReturnedDeviceInterface);
4390
4391     return WINED3D_OK;
4392 }
4393
4394 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
4395     IWineD3DImpl *This = (IWineD3DImpl *)iface;
4396     IUnknown_AddRef(This->parent);
4397     *pParent = This->parent;
4398     return WINED3D_OK;
4399 }
4400
4401 ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface) {
4402     IUnknown* surfaceParent;
4403     TRACE("(%p) call back\n", pSurface);
4404
4405     /* Now, release the parent, which will take care of cleaning up the surface for us */
4406     IWineD3DSurface_GetParent(pSurface, &surfaceParent);
4407     IUnknown_Release(surfaceParent);
4408     return IUnknown_Release(surfaceParent);
4409 }
4410
4411 ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
4412     IUnknown* volumeParent;
4413     TRACE("(%p) call back\n", pVolume);
4414
4415     /* Now, release the parent, which will take care of cleaning up the volume for us */
4416     IWineD3DVolume_GetParent(pVolume, &volumeParent);
4417     IUnknown_Release(volumeParent);
4418     return IUnknown_Release(volumeParent);
4419 }
4420
4421 static void WINE_GLAPI invalid_func(const void *data)
4422 {
4423     ERR("Invalid vertex attribute function called\n");
4424     DebugBreak();
4425 }
4426
4427 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4428 {
4429     ERR("Invalid texcoord function called\n");
4430     DebugBreak();
4431 }
4432
4433 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4434  * the extension detection and are used in drawStridedSlow
4435  */
4436 static void WINE_GLAPI position_d3dcolor(const void *data)
4437 {
4438     DWORD pos = *((const DWORD *)data);
4439
4440     FIXME("Add a test for fixed function position from d3dcolor type\n");
4441     glVertex4s(D3DCOLOR_B_R(pos),
4442                D3DCOLOR_B_G(pos),
4443                D3DCOLOR_B_B(pos),
4444                D3DCOLOR_B_A(pos));
4445 }
4446
4447 static void WINE_GLAPI position_float4(const void *data)
4448 {
4449     const GLfloat *pos = data;
4450
4451     if (pos[3] != 0.0f && pos[3] != 1.0f)
4452     {
4453         float w = 1.0f / pos[3];
4454
4455         glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4456     }
4457     else
4458     {
4459         glVertex3fv(pos);
4460     }
4461 }
4462
4463 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4464 {
4465     DWORD diffuseColor = *((const DWORD *)data);
4466
4467     glColor4ub(D3DCOLOR_B_R(diffuseColor),
4468                D3DCOLOR_B_G(diffuseColor),
4469                D3DCOLOR_B_B(diffuseColor),
4470                D3DCOLOR_B_A(diffuseColor));
4471 }
4472
4473 static void WINE_GLAPI specular_d3dcolor(const void *data)
4474 {
4475     DWORD specularColor = *((const DWORD *)data);
4476     GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4477             D3DCOLOR_B_G(specularColor),
4478             D3DCOLOR_B_B(specularColor)};
4479
4480     specular_func_3ubv(d);
4481 }
4482
4483 static void WINE_GLAPI warn_no_specular_func(const void *data)
4484 {
4485     WARN("GL_EXT_secondary_color not supported\n");
4486 }
4487
4488 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
4489 {
4490     position_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
4491     position_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
4492     position_funcs[WINED3D_FFP_EMIT_FLOAT3]      = (glAttribFunc)glVertex3fv;
4493     position_funcs[WINED3D_FFP_EMIT_FLOAT4]      = position_float4;
4494     position_funcs[WINED3D_FFP_EMIT_D3DCOLOR]    = position_d3dcolor;
4495     position_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
4496     position_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
4497     position_funcs[WINED3D_FFP_EMIT_SHORT4]      = (glAttribFunc)glVertex2sv;
4498     position_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
4499     position_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
4500     position_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
4501     position_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
4502     position_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
4503     position_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
4504     position_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
4505     position_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
4506     position_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
4507
4508     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1]       = invalid_func;
4509     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2]       = invalid_func;
4510     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3]       = (glAttribFunc)glColor3fv;
4511     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4]       = (glAttribFunc)glColor4fv;
4512     diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR]     = diffuse_d3dcolor;
4513     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4]       = invalid_func;
4514     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2]       = invalid_func;
4515     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4]       = invalid_func;
4516     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N]      = (glAttribFunc)glColor4ubv;
4517     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N]      = invalid_func;
4518     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N]      = (glAttribFunc)glColor4sv;
4519     diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N]     = invalid_func;
4520     diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N]     = (glAttribFunc)glColor4usv;
4521     diffuse_funcs[WINED3D_FFP_EMIT_UDEC3]        = invalid_func;
4522     diffuse_funcs[WINED3D_FFP_EMIT_DEC3N]        = invalid_func;
4523     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2]    = invalid_func;
4524     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4]    = invalid_func;
4525
4526     /* No 4 component entry points here */
4527     specular_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
4528     specular_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
4529     if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4530         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4531     } else {
4532         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = warn_no_specular_func;
4533     }
4534     specular_funcs[WINED3D_FFP_EMIT_FLOAT4]      = invalid_func;
4535     if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4536         specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4537         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4538     } else {
4539         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4540     }
4541     specular_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
4542     specular_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
4543     specular_funcs[WINED3D_FFP_EMIT_SHORT4]      = invalid_func;
4544     specular_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
4545     specular_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
4546     specular_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
4547     specular_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
4548     specular_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
4549     specular_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
4550     specular_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
4551     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
4552     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
4553
4554     /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4555      * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4556      */
4557     normal_funcs[WINED3D_FFP_EMIT_FLOAT1]         = invalid_func;
4558     normal_funcs[WINED3D_FFP_EMIT_FLOAT2]         = invalid_func;
4559     normal_funcs[WINED3D_FFP_EMIT_FLOAT3]         = (glAttribFunc)glNormal3fv;
4560     normal_funcs[WINED3D_FFP_EMIT_FLOAT4]         = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4561     normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR]       = invalid_func;
4562     normal_funcs[WINED3D_FFP_EMIT_UBYTE4]         = invalid_func;
4563     normal_funcs[WINED3D_FFP_EMIT_SHORT2]         = invalid_func;
4564     normal_funcs[WINED3D_FFP_EMIT_SHORT4]         = invalid_func;
4565     normal_funcs[WINED3D_FFP_EMIT_UBYTE4N]        = invalid_func;
4566     normal_funcs[WINED3D_FFP_EMIT_SHORT2N]        = invalid_func;
4567     normal_funcs[WINED3D_FFP_EMIT_SHORT4N]        = invalid_func;
4568     normal_funcs[WINED3D_FFP_EMIT_USHORT2N]       = invalid_func;
4569     normal_funcs[WINED3D_FFP_EMIT_USHORT4N]       = invalid_func;
4570     normal_funcs[WINED3D_FFP_EMIT_UDEC3]          = invalid_func;
4571     normal_funcs[WINED3D_FFP_EMIT_DEC3N]          = invalid_func;
4572     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2]      = invalid_func;
4573     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4]      = invalid_func;
4574
4575     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4576     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
4577     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
4578     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
4579     multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR]  = invalid_texcoord_func;
4580     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4]    = invalid_texcoord_func;
4581     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
4582     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
4583     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N]   = invalid_texcoord_func;
4584     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N]   = invalid_texcoord_func;
4585     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N]   = invalid_texcoord_func;
4586     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N]  = invalid_texcoord_func;
4587     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N]  = invalid_texcoord_func;
4588     multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3]     = invalid_texcoord_func;
4589     multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N]     = invalid_texcoord_func;
4590     if (GL_SUPPORT(NV_HALF_FLOAT))
4591     {
4592         /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
4593         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
4594         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
4595     } else {
4596         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
4597         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
4598     }
4599 }
4600
4601 BOOL InitAdapters(IWineD3DImpl *This)
4602 {
4603     static HMODULE mod_gl;
4604     BOOL ret;
4605     int ps_selected_mode, vs_selected_mode;
4606
4607     /* No need to hold any lock. The calling library makes sure only one thread calls
4608      * wined3d simultaneously
4609      */
4610
4611     TRACE("Initializing adapters\n");
4612
4613     if(!mod_gl) {
4614 #ifdef USE_WIN32_OPENGL
4615 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4616         mod_gl = LoadLibraryA("opengl32.dll");
4617         if(!mod_gl) {
4618             ERR("Can't load opengl32.dll!\n");
4619             goto nogl_adapter;
4620         }
4621 #else
4622 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4623         /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4624         mod_gl = GetModuleHandleA("gdi32.dll");
4625 #endif
4626     }
4627
4628 /* Load WGL core functions from opengl32.dll */
4629 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
4630     WGL_FUNCS_GEN;
4631 #undef USE_WGL_FUNC
4632
4633     if(!pwglGetProcAddress) {
4634         ERR("Unable to load wglGetProcAddress!\n");
4635         goto nogl_adapter;
4636     }
4637
4638 /* Dynamically load all GL core functions */
4639     GL_FUNCS_GEN;
4640 #undef USE_GL_FUNC
4641
4642     /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
4643      * otherwise because we have to use winex11.drv's override
4644      */
4645 #ifdef USE_WIN32_OPENGL
4646     glFinish = (void*)GetProcAddress(mod_gl, "glFinish");
4647     glFlush = (void*)GetProcAddress(mod_gl, "glFlush");
4648 #else
4649     glFinish = (void*)pwglGetProcAddress("wglFinish");
4650     glFlush = (void*)pwglGetProcAddress("wglFlush");
4651 #endif
4652
4653     glEnableWINE = glEnable;
4654     glDisableWINE = glDisable;
4655
4656     /* For now only one default adapter */
4657     {
4658         struct WineD3DAdapter *adapter = &This->adapters[0];
4659         const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4660         struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
4661         int iPixelFormat;
4662         int res;
4663         int i;
4664         WineD3D_PixelFormat *cfgs;
4665         DISPLAY_DEVICEW DisplayDevice;
4666         HDC hdc;
4667
4668         TRACE("Initializing default adapter\n");
4669         adapter->num = 0;
4670         adapter->monitorPoint.x = -1;
4671         adapter->monitorPoint.y = -1;
4672
4673         if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
4674         {
4675             ERR("Failed to get a gl context for default adapter\n");
4676             goto nogl_adapter;
4677         }
4678
4679         ret = IWineD3DImpl_FillGLCaps(&adapter->gl_info);
4680         if(!ret) {
4681             ERR("Failed to initialize gl caps for default adapter\n");
4682             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4683             goto nogl_adapter;
4684         }
4685         ret = initPixelFormats(&adapter->gl_info);
4686         if(!ret) {
4687             ERR("Failed to init gl formats\n");
4688             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4689             goto nogl_adapter;
4690         }
4691
4692         hdc = fake_gl_ctx.dc;
4693
4694         adapter->driver = "Display";
4695         adapter->description = "Direct3D HAL";
4696
4697         /* Use the VideoRamSize registry setting when set */
4698         if(wined3d_settings.emulated_textureram)
4699             adapter->TextureRam = wined3d_settings.emulated_textureram;
4700         else
4701             adapter->TextureRam = adapter->gl_info.vidmem;
4702         adapter->UsedTextureRam = 0;
4703         TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
4704
4705         /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
4706         DisplayDevice.cb = sizeof(DisplayDevice);
4707         EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
4708         TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
4709         strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
4710
4711         if(GL_SUPPORT(WGL_ARB_PIXEL_FORMAT))
4712         {
4713             int attribute;
4714             int attribs[10];
4715             int values[10];
4716             int nAttribs = 0;
4717
4718             attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
4719             GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
4720
4721             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
4722             cfgs = adapter->cfgs;
4723             attribs[nAttribs++] = WGL_RED_BITS_ARB;
4724             attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
4725             attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
4726             attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
4727             attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
4728             attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
4729             attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
4730             attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
4731             attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
4732             attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
4733
4734             for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
4735             {
4736                 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
4737
4738                 if(!res)
4739                     continue;
4740
4741                 /* Cache the pixel format */
4742                 cfgs->iPixelFormat = iPixelFormat;
4743                 cfgs->redSize = values[0];
4744                 cfgs->greenSize = values[1];
4745                 cfgs->blueSize = values[2];
4746                 cfgs->alphaSize = values[3];
4747                 cfgs->depthSize = values[4];
4748                 cfgs->stencilSize = values[5];
4749                 cfgs->windowDrawable = values[6];
4750                 cfgs->iPixelType = values[7];
4751                 cfgs->doubleBuffer = values[8];
4752                 cfgs->auxBuffers = values[9];
4753
4754                 cfgs->pbufferDrawable = FALSE;
4755                 /* Check for pbuffer support when it is around as wglGetPixelFormatAttribiv fails for unknown attributes. */
4756                 if(GL_SUPPORT(WGL_ARB_PBUFFER)) {
4757                     int attrib = WGL_DRAW_TO_PBUFFER_ARB;
4758                     int value;
4759                     if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
4760                         cfgs->pbufferDrawable = value;
4761                 }
4762
4763                 cfgs->numSamples = 0;
4764                 /* Check multisample support */
4765                 if(GL_SUPPORT(ARB_MULTISAMPLE)) {
4766                     int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
4767                     int value[2];
4768                     if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
4769                         /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
4770                         * value[1] = number of multi sample buffers*/
4771                         if(value[0])
4772                             cfgs->numSamples = value[1];
4773                     }
4774                 }
4775
4776                 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);
4777                 cfgs++;
4778             }
4779         }
4780         else
4781         {
4782             int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
4783             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
4784             adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
4785
4786             cfgs = adapter->cfgs;
4787             for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
4788             {
4789                 PIXELFORMATDESCRIPTOR ppfd;
4790
4791                 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
4792                 if(!res)
4793                     continue;
4794
4795                 /* We only want HW acceleration using an OpenGL ICD driver.
4796                  * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
4797                  * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
4798                  */
4799                 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
4800                 {
4801                     TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
4802                     continue;
4803                 }
4804
4805                 cfgs->iPixelFormat = iPixelFormat;
4806                 cfgs->redSize = ppfd.cRedBits;
4807                 cfgs->greenSize = ppfd.cGreenBits;
4808                 cfgs->blueSize = ppfd.cBlueBits;
4809                 cfgs->alphaSize = ppfd.cAlphaBits;
4810                 cfgs->depthSize = ppfd.cDepthBits;
4811                 cfgs->stencilSize = ppfd.cStencilBits;
4812                 cfgs->pbufferDrawable = 0;
4813                 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
4814                 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
4815                 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
4816                 cfgs->auxBuffers = ppfd.cAuxBuffers;
4817                 cfgs->numSamples = 0;
4818
4819                 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);
4820                 cfgs++;
4821                 adapter->nCfgs++;
4822             }
4823
4824             /* Yikes we haven't found any suitable formats. This should only happen in case of GDI software rendering which we can't use anyway as its 3D functionality is very, very limited */
4825             if(!adapter->nCfgs)
4826             {
4827                 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
4828
4829                 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4830                 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
4831                 goto nogl_adapter;
4832             }
4833         }
4834
4835         /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
4836          * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
4837          * but just fake it using D24(X8?) which is fine. D3D also allows that.
4838          * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
4839          * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
4840          * driver is allowed to consume more bits EXCEPT for stencil bits.
4841          *
4842          * Mark an adapter with this broken stencil behavior.
4843          */
4844         adapter->brokenStencil = TRUE;
4845         for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
4846         {
4847             /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
4848             if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
4849                 adapter->brokenStencil = FALSE;
4850                 break;
4851             }
4852         }
4853
4854         WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4855
4856         select_shader_mode(&adapter->gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
4857         select_shader_max_constants(ps_selected_mode, vs_selected_mode, &adapter->gl_info);
4858         fillGLAttribFuncs(&adapter->gl_info);
4859         adapter->opengl = TRUE;
4860     }
4861     This->adapter_count = 1;
4862     TRACE("%u adapters successfully initialized\n", This->adapter_count);
4863
4864     return TRUE;
4865
4866 nogl_adapter:
4867     /* Initialize an adapter for ddraw-only memory counting */
4868     memset(This->adapters, 0, sizeof(This->adapters));
4869     This->adapters[0].num = 0;
4870     This->adapters[0].opengl = FALSE;
4871     This->adapters[0].monitorPoint.x = -1;
4872     This->adapters[0].monitorPoint.y = -1;
4873
4874     This->adapters[0].driver = "Display";
4875     This->adapters[0].description = "WineD3D DirectDraw Emulation";
4876     if(wined3d_settings.emulated_textureram) {
4877         This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4878     } else {
4879         This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
4880     }
4881
4882     initPixelFormatsNoGL(&This->adapters[0].gl_info);
4883
4884     This->adapter_count = 1;
4885     return FALSE;
4886 }
4887
4888 /**********************************************************
4889  * IWineD3D VTbl follows
4890  **********************************************************/
4891
4892 const IWineD3DVtbl IWineD3D_Vtbl =
4893 {
4894     /* IUnknown */
4895     IWineD3DImpl_QueryInterface,
4896     IWineD3DImpl_AddRef,
4897     IWineD3DImpl_Release,
4898     /* IWineD3D */
4899     IWineD3DImpl_GetParent,
4900     IWineD3DImpl_GetAdapterCount,
4901     IWineD3DImpl_RegisterSoftwareDevice,
4902     IWineD3DImpl_GetAdapterMonitor,
4903     IWineD3DImpl_GetAdapterModeCount,
4904     IWineD3DImpl_EnumAdapterModes,
4905     IWineD3DImpl_GetAdapterDisplayMode,
4906     IWineD3DImpl_GetAdapterIdentifier,
4907     IWineD3DImpl_CheckDeviceMultiSampleType,
4908     IWineD3DImpl_CheckDepthStencilMatch,
4909     IWineD3DImpl_CheckDeviceType,
4910     IWineD3DImpl_CheckDeviceFormat,
4911     IWineD3DImpl_CheckDeviceFormatConversion,
4912     IWineD3DImpl_GetDeviceCaps,
4913     IWineD3DImpl_CreateDevice
4914 };