wined3d: Update NVidia pci ids.
[wine] / dlls / wined3d / directx.c
1 /*
2  * IWineD3D implementation
3  *
4  * Copyright 2002-2004 Jason Edmeades
5  * Copyright 2003-2004 Raphael Junqueira
6  * Copyright 2004 Christian Costa
7  * Copyright 2005 Oliver Stieber
8  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
9  *
10  * This library is free software; you can redistribute it and/or
11  * modify it under the terms of the GNU Lesser General Public
12  * License as published by the Free Software Foundation; either
13  * version 2.1 of the License, or (at your option) any later version.
14  *
15  * This library is distributed in the hope that it will be useful,
16  * but WITHOUT ANY WARRANTY; without even the implied warranty of
17  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
18  * Lesser General Public License for more details.
19  *
20  * You should have received a copy of the GNU Lesser General Public
21  * License along with this library; if not, write to the Free Software
22  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23  */
24
25 /* Compile time diagnostics: */
26
27 #ifndef DEBUG_SINGLE_MODE
28 /* Set to 1 to force only a single display mode to be exposed: */
29 #define DEBUG_SINGLE_MODE 0
30 #endif
31
32 #include "config.h"
33 #include <assert.h>
34 #include "wined3d_private.h"
35
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
37 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
38
39 #define GLINFO_LOCATION (*gl_info)
40
41 /* The d3d device ID */
42 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
43
44 /* Extension detection */
45 static const struct {
46     const char *extension_string;
47     GL_SupportedExt extension;
48     DWORD version;
49 } EXTENSION_MAP[] = {
50     /* APPLE */
51     {"GL_APPLE_client_storage",             APPLE_CLIENT_STORAGE,           0                           },
52     {"GL_APPLE_fence",                      APPLE_FENCE,                    0                           },
53     {"GL_APPLE_flush_render",               APPLE_FLUSH_RENDER,             0                           },
54     {"GL_APPLE_ycbcr_422",                  APPLE_YCBCR_422,                0                           },
55     {"GL_APPLE_float_pixels",               APPLE_FLOAT_PIXELS,             0                           },
56
57     /* ATI */
58     {"GL_ATI_separate_stencil",             ATI_SEPARATE_STENCIL,           0                           },
59     {"GL_ATI_texture_env_combine3",         ATI_TEXTURE_ENV_COMBINE3,       0                           },
60     {"GL_ATI_texture_mirror_once",          ATI_TEXTURE_MIRROR_ONCE,        0                           },
61     {"GL_ATI_fragment_shader",              ATI_FRAGMENT_SHADER,            0                           },
62     {"GL_ATI_texture_compression_3dc",      ATI_TEXTURE_COMPRESSION_3DC,    0                           },
63
64     /* ARB */
65     {"GL_ARB_color_buffer_float",           ARB_COLOR_BUFFER_FLOAT,         0                           },
66     {"GL_ARB_draw_buffers",                 ARB_DRAW_BUFFERS,               0                           },
67     {"GL_ARB_fragment_program",             ARB_FRAGMENT_PROGRAM,           0                           },
68     {"GL_ARB_fragment_shader",              ARB_FRAGMENT_SHADER,            0                           },
69     {"GL_ARB_geometry_shader4",             ARB_GEOMETRY_SHADER4,           0                           },
70     {"GL_ARB_half_float_pixel",             ARB_HALF_FLOAT_PIXEL,           0                           },
71     {"GL_ARB_imaging",                      ARB_IMAGING,                    0                           },
72     {"GL_ARB_multisample",                  ARB_MULTISAMPLE,                0                           }, /* needs GLX_ARB_MULTISAMPLE as well */
73     {"GL_ARB_multitexture",                 ARB_MULTITEXTURE,               0                           },
74     {"GL_ARB_occlusion_query",              ARB_OCCLUSION_QUERY,            0                           },
75     {"GL_ARB_pixel_buffer_object",          ARB_PIXEL_BUFFER_OBJECT,        0                           },
76     {"GL_ARB_point_parameters",             ARB_POINT_PARAMETERS,           0                           },
77     {"GL_ARB_point_sprite",                 ARB_POINT_SPRITE,               0                           },
78     {"GL_ARB_texture_border_clamp",         ARB_TEXTURE_BORDER_CLAMP,       0                           },
79     {"GL_ARB_texture_compression",          ARB_TEXTURE_COMPRESSION,        0                           },
80     {"GL_ARB_texture_cube_map",             ARB_TEXTURE_CUBE_MAP,           0                           },
81     {"GL_ARB_texture_env_add",              ARB_TEXTURE_ENV_ADD,            0                           },
82     {"GL_ARB_texture_env_combine",          ARB_TEXTURE_ENV_COMBINE,        0                           },
83     {"GL_ARB_texture_env_dot3",             ARB_TEXTURE_ENV_DOT3,           0                           },
84     {"GL_ARB_texture_float",                ARB_TEXTURE_FLOAT,              0                           },
85     {"GL_ARB_texture_mirrored_repeat",      ARB_TEXTURE_MIRRORED_REPEAT,    0                           },
86     {"GL_ARB_texture_non_power_of_two",     ARB_TEXTURE_NON_POWER_OF_TWO,   MAKEDWORD_VERSION(2, 0)     },
87     {"GL_ARB_texture_rectangle",            ARB_TEXTURE_RECTANGLE,          0                           },
88     {"GL_ARB_texture_rg",                   ARB_TEXTURE_RG,                 0                           },
89     {"GL_ARB_vertex_blend",                 ARB_VERTEX_BLEND,               0                           },
90     {"GL_ARB_vertex_buffer_object",         ARB_VERTEX_BUFFER_OBJECT,       0                           },
91     {"GL_ARB_vertex_program",               ARB_VERTEX_PROGRAM,             0                           },
92     {"GL_ARB_vertex_shader",                ARB_VERTEX_SHADER,              0                           },
93     {"GL_ARB_shader_objects",               ARB_SHADER_OBJECTS,             0                           },
94
95     /* EXT */
96     {"GL_EXT_blend_color",                  EXT_BLEND_COLOR,                0                           },
97     {"GL_EXT_blend_minmax",                 EXT_BLEND_MINMAX,               0                           },
98     {"GL_EXT_blend_equation_separate",      EXT_BLEND_EQUATION_SEPARATE,    0                           },
99     {"GL_EXT_blend_func_separate",          EXT_BLEND_FUNC_SEPARATE,        0                           },
100     {"GL_EXT_fog_coord",                    EXT_FOG_COORD,                  0                           },
101     {"GL_EXT_framebuffer_blit",             EXT_FRAMEBUFFER_BLIT,           0                           },
102     {"GL_EXT_framebuffer_multisample",      EXT_FRAMEBUFFER_MULTISAMPLE,    0                           },
103     {"GL_EXT_framebuffer_object",           EXT_FRAMEBUFFER_OBJECT,         0                           },
104     {"GL_EXT_paletted_texture",             EXT_PALETTED_TEXTURE,           0                           },
105     {"GL_EXT_point_parameters",             EXT_POINT_PARAMETERS,           0                           },
106     {"GL_EXT_secondary_color",              EXT_SECONDARY_COLOR,            0                           },
107     {"GL_EXT_stencil_two_side",             EXT_STENCIL_TWO_SIDE,           0                           },
108     {"GL_EXT_stencil_wrap",                 EXT_STENCIL_WRAP,               0                           },
109     {"GL_EXT_texture3D",                    EXT_TEXTURE3D,                  MAKEDWORD_VERSION(1, 2)     },
110     {"GL_EXT_texture_compression_s3tc",     EXT_TEXTURE_COMPRESSION_S3TC,   0                           },
111     {"GL_EXT_texture_compression_rgtc",     EXT_TEXTURE_COMPRESSION_RGTC,   0                           },
112     {"GL_EXT_texture_env_add",              EXT_TEXTURE_ENV_ADD,            0                           },
113     {"GL_EXT_texture_env_combine",          EXT_TEXTURE_ENV_COMBINE,        0                           },
114     {"GL_EXT_texture_env_dot3",             EXT_TEXTURE_ENV_DOT3,           0                           },
115     {"GL_EXT_texture_sRGB",                 EXT_TEXTURE_SRGB,               0                           },
116     {"GL_EXT_texture_swizzle",              EXT_TEXTURE_SWIZZLE,            0                           },
117     {"GL_EXT_texture_filter_anisotropic",   EXT_TEXTURE_FILTER_ANISOTROPIC, 0                           },
118     {"GL_EXT_texture_lod",                  EXT_TEXTURE_LOD,                0                           },
119     {"GL_EXT_texture_lod_bias",             EXT_TEXTURE_LOD_BIAS,           0                           },
120     {"GL_EXT_vertex_array_bgra",            EXT_VERTEX_ARRAY_BGRA,          0                           },
121     {"GL_EXT_vertex_shader",                EXT_VERTEX_SHADER,              0                           },
122     {"GL_EXT_gpu_program_parameters",       EXT_GPU_PROGRAM_PARAMETERS,     0                           },
123
124     /* NV */
125     {"GL_NV_half_float",                    NV_HALF_FLOAT,                  0                           },
126     {"GL_NV_fence",                         NV_FENCE,                       0                           },
127     {"GL_NV_fog_distance",                  NV_FOG_DISTANCE,                0                           },
128     {"GL_NV_fragment_program",              NV_FRAGMENT_PROGRAM,            0                           },
129     {"GL_NV_fragment_program2",             NV_FRAGMENT_PROGRAM2,           0                           },
130     {"GL_NV_register_combiners",            NV_REGISTER_COMBINERS,          0                           },
131     {"GL_NV_register_combiners2",           NV_REGISTER_COMBINERS2,         0                           },
132     {"GL_NV_texgen_reflection",             NV_TEXGEN_REFLECTION,           0                           },
133     {"GL_NV_texture_env_combine4",          NV_TEXTURE_ENV_COMBINE4,        0                           },
134     {"GL_NV_texture_shader",                NV_TEXTURE_SHADER,              0                           },
135     {"GL_NV_texture_shader2",               NV_TEXTURE_SHADER2,             0                           },
136     {"GL_NV_texture_shader3",               NV_TEXTURE_SHADER3,             0                           },
137     {"GL_NV_occlusion_query",               NV_OCCLUSION_QUERY,             0                           },
138     {"GL_NV_vertex_program",                NV_VERTEX_PROGRAM,              0                           },
139     {"GL_NV_vertex_program1_1",             NV_VERTEX_PROGRAM1_1,           0                           },
140     {"GL_NV_vertex_program2",               NV_VERTEX_PROGRAM2,             0                           },
141     {"GL_NV_vertex_program3",               NV_VERTEX_PROGRAM3,             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 struct min_lookup minMipLookup[WINED3DTEXF_ANISOTROPIC + 1];
173 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] =
174 {
175     {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
176     {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
177     {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
178     {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
179 };
180
181 GLenum magLookup[WINED3DTEXF_ANISOTROPIC + 1];
182 const GLenum magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] =
183 {
184     GL_NEAREST, GL_NEAREST, GL_NEAREST, GL_NEAREST
185 };
186
187 /* drawStridedSlow attributes */
188 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
189 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
190 glAttribFunc specular_func_3ubv;
191 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
192 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
193 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
194
195 /**
196  * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
197  * i.e., there is no GL Context - Get a default rendering context to enable the
198  * function query some info from GL.
199  */
200
201 static int             wined3d_fake_gl_context_ref = 0;
202 static BOOL            wined3d_fake_gl_context_foreign;
203 static BOOL            wined3d_fake_gl_context_available = FALSE;
204 static HDC             wined3d_fake_gl_context_hdc = NULL;
205 static HWND            wined3d_fake_gl_context_hwnd = NULL;
206
207 static CRITICAL_SECTION wined3d_fake_gl_context_cs;
208 static CRITICAL_SECTION_DEBUG wined3d_fake_gl_context_cs_debug =
209 {
210     0, 0, &wined3d_fake_gl_context_cs,
211     { &wined3d_fake_gl_context_cs_debug.ProcessLocksList,
212       &wined3d_fake_gl_context_cs_debug.ProcessLocksList },
213     0, 0, { (DWORD_PTR)(__FILE__ ": wined3d_fake_gl_context_cs") }
214 };
215 static CRITICAL_SECTION wined3d_fake_gl_context_cs = { &wined3d_fake_gl_context_cs_debug, -1, 0, 0, 0, 0 };
216
217 static void WineD3D_ReleaseFakeGLContext(void) {
218     HGLRC glCtx;
219
220     EnterCriticalSection(&wined3d_fake_gl_context_cs);
221
222     if(!wined3d_fake_gl_context_available) {
223         TRACE_(d3d_caps)("context not available\n");
224         LeaveCriticalSection(&wined3d_fake_gl_context_cs);
225         return;
226     }
227
228     glCtx = pwglGetCurrentContext();
229
230     TRACE_(d3d_caps)("decrementing ref from %i\n", wined3d_fake_gl_context_ref);
231     if (0 == (--wined3d_fake_gl_context_ref) ) {
232         if(!wined3d_fake_gl_context_foreign && glCtx) {
233             TRACE_(d3d_caps)("destroying fake GL context\n");
234             pwglMakeCurrent(NULL, NULL);
235             pwglDeleteContext(glCtx);
236         }
237         if(wined3d_fake_gl_context_hdc)
238             ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
239         wined3d_fake_gl_context_hdc = NULL; /* Make sure we don't think that it is still around */
240         if(wined3d_fake_gl_context_hwnd)
241             DestroyWindow(wined3d_fake_gl_context_hwnd);
242         wined3d_fake_gl_context_hwnd = NULL;
243         wined3d_fake_gl_context_available = FALSE;
244     }
245     assert(wined3d_fake_gl_context_ref >= 0);
246
247     LeaveCriticalSection(&wined3d_fake_gl_context_cs);
248 }
249
250 static BOOL WineD3D_CreateFakeGLContext(void) {
251     HGLRC glCtx = NULL;
252
253     EnterCriticalSection(&wined3d_fake_gl_context_cs);
254
255     TRACE("getting context...\n");
256     if(wined3d_fake_gl_context_ref > 0) goto ret;
257     assert(0 == wined3d_fake_gl_context_ref);
258
259     wined3d_fake_gl_context_foreign = TRUE;
260
261     glCtx = pwglGetCurrentContext();
262     if (!glCtx) {
263         PIXELFORMATDESCRIPTOR pfd;
264         int iPixelFormat;
265
266         wined3d_fake_gl_context_foreign = FALSE;
267
268         /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes */
269         wined3d_fake_gl_context_hwnd = CreateWindowA("WineD3D_OpenGL", "WineD3D fake window", WS_OVERLAPPEDWINDOW,        10, 10, 10, 10, NULL, NULL, NULL, NULL);
270         if(!wined3d_fake_gl_context_hwnd) {
271             ERR("HWND creation failed!\n");
272             goto fail;
273         }
274         wined3d_fake_gl_context_hdc = GetDC(wined3d_fake_gl_context_hwnd);
275         if(!wined3d_fake_gl_context_hdc) {
276             ERR("GetDC failed!\n");
277             goto fail;
278         }
279
280         /* PixelFormat selection */
281         ZeroMemory(&pfd, sizeof(pfd));
282         pfd.nSize      = sizeof(pfd);
283         pfd.nVersion   = 1;
284         pfd.dwFlags    = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
285         pfd.iPixelType = PFD_TYPE_RGBA;
286         pfd.cColorBits = 32;
287         pfd.iLayerType = PFD_MAIN_PLANE;
288
289         iPixelFormat = ChoosePixelFormat(wined3d_fake_gl_context_hdc, &pfd);
290         if(!iPixelFormat) {
291             /* If this happens something is very wrong as ChoosePixelFormat barely fails */
292             ERR("Can't find a suitable iPixelFormat\n");
293             goto fail;
294         }
295         DescribePixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, sizeof(pfd), &pfd);
296         SetPixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, &pfd);
297
298         /* Create a GL context */
299         glCtx = pwglCreateContext(wined3d_fake_gl_context_hdc);
300         if (!glCtx) {
301             WARN_(d3d_caps)("Error creating default context for capabilities initialization\n");
302             goto fail;
303         }
304
305         /* Make it the current GL context */
306         if (!pwglMakeCurrent(wined3d_fake_gl_context_hdc, glCtx)) {
307             WARN_(d3d_caps)("Error setting default context as current for capabilities initialization\n");
308             goto fail;
309         }
310     }
311
312   ret:
313     TRACE("incrementing ref from %i\n", wined3d_fake_gl_context_ref);
314     wined3d_fake_gl_context_ref++;
315     wined3d_fake_gl_context_available = TRUE;
316     LeaveCriticalSection(&wined3d_fake_gl_context_cs);
317     return TRUE;
318   fail:
319     if(wined3d_fake_gl_context_hdc)
320         ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
321     wined3d_fake_gl_context_hdc = NULL;
322     if(wined3d_fake_gl_context_hwnd)
323         DestroyWindow(wined3d_fake_gl_context_hwnd);
324     wined3d_fake_gl_context_hwnd = NULL;
325     if(glCtx) pwglDeleteContext(glCtx);
326     LeaveCriticalSection(&wined3d_fake_gl_context_cs);
327     return FALSE;
328 }
329
330 /* Adjust the amount of used texture memory */
331 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram){
332     struct WineD3DAdapter *adapter = D3DDevice->adapter;
333
334     adapter->UsedTextureRam += glram;
335     TRACE("Adjusted gl ram by %ld to %d\n", glram, adapter->UsedTextureRam);
336     return adapter->UsedTextureRam;
337 }
338
339 /**********************************************************
340  * IUnknown parts follows
341  **********************************************************/
342
343 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
344 {
345     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
346
347     TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
348     if (IsEqualGUID(riid, &IID_IUnknown)
349         || IsEqualGUID(riid, &IID_IWineD3DBase)
350         || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
351         IUnknown_AddRef(iface);
352         *ppobj = This;
353         return S_OK;
354     }
355     *ppobj = NULL;
356     return E_NOINTERFACE;
357 }
358
359 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
360     IWineD3DImpl *This = (IWineD3DImpl *)iface;
361     ULONG refCount = InterlockedIncrement(&This->ref);
362
363     TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
364     return refCount;
365 }
366
367 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
368     IWineD3DImpl *This = (IWineD3DImpl *)iface;
369     ULONG ref;
370     TRACE("(%p) : Releasing from %d\n", This, This->ref);
371     ref = InterlockedDecrement(&This->ref);
372     if (ref == 0) {
373         unsigned int i;
374
375         for (i = 0; i < This->adapter_count; ++i)
376         {
377             HeapFree(GetProcessHeap(), 0, This->adapters[i].cfgs);
378         }
379         HeapFree(GetProcessHeap(), 0, This);
380     }
381
382     return ref;
383 }
384
385 /* Set the shader type for this device, depending on the given capabilities,
386  * the device type, and the user preferences in wined3d_settings */
387
388 static void select_shader_mode(const WineD3D_GL_Info *gl_info, WINED3DDEVTYPE DeviceType, int *ps_selected, int *vs_selected)
389 {
390     if (wined3d_settings.vs_mode == VS_NONE) {
391         *vs_selected = SHADER_NONE;
392     } else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) {
393         /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
394          * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
395          * shaders only on this card. */
396         if(gl_info->vs_nv_version && gl_info->vs_nv_version < VS_VERSION_20)
397             *vs_selected = SHADER_ARB;
398         else
399             *vs_selected = SHADER_GLSL;
400     } else if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
401         *vs_selected = SHADER_ARB;
402     } else {
403         *vs_selected = SHADER_NONE;
404     }
405
406     if (wined3d_settings.ps_mode == PS_NONE) {
407         *ps_selected = SHADER_NONE;
408     } else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) {
409         *ps_selected = SHADER_GLSL;
410     } else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
411         *ps_selected = SHADER_ARB;
412     } else if (gl_info->supported[ATI_FRAGMENT_SHADER]) {
413         *ps_selected = SHADER_ATI;
414     } else {
415         *ps_selected = SHADER_NONE;
416     }
417 }
418
419 /** Select the number of report maximum shader constants based on the selected shader modes */
420 static void select_shader_max_constants(
421     int ps_selected_mode,
422     int vs_selected_mode,
423     WineD3D_GL_Info *gl_info) {
424
425     switch (vs_selected_mode) {
426         case SHADER_GLSL:
427             /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix) */
428             gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 1;
429             break;
430         case SHADER_ARB:
431             /* We have to subtract any other PARAMs that we might use in our shader programs.
432              * ATI seems to count 2 implicit PARAMs when we use fog and NVIDIA counts 1,
433              * and we reference one row of the PROJECTION matrix which counts as 1 PARAM. */
434             gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF - 3;
435             break;
436         default:
437             gl_info->max_vshader_constantsF = 0;
438             break;
439     }
440
441     switch (ps_selected_mode) {
442         case SHADER_GLSL:
443             /* Subtract the other potential uniforms from the max available (bools & ints), and 2 states for fog.
444              * In theory the texbem instruction may need one more shader constant too. But lets assume
445              * that a sm <= 1.3 shader does not need all the uniforms provided by a glsl-capable card,
446              * and lets not take away a uniform needlessly from all other shaders.
447              */
448             gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 2;
449             break;
450         case SHADER_ARB:
451             /* The arb shader only loads the bump mapping environment matrix into the shader if it finds
452              * a free constant to do that, so only reduce the number of available constants by 2 for the fog states.
453              */
454             gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF - 2;
455             break;
456         default:
457             gl_info->max_pshader_constantsF = 0;
458             break;
459     }
460 }
461
462 /**********************************************************
463  * IWineD3D parts follows
464  **********************************************************/
465
466 static inline BOOL test_arb_vs_offset_limit(const WineD3D_GL_Info *gl_info)
467 {
468     GLuint prog;
469     BOOL ret = FALSE;
470     const char *testcode =
471         "!!ARBvp1.0\n"
472         "PARAM C[66] = { program.env[0..65] };\n"
473         "ADDRESS A0;"
474         "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
475         "ARL A0.x, zero.x;\n"
476         "MOV result.position, C[A0.x + 65];\n"
477         "END\n";
478
479     while(glGetError());
480     GL_EXTCALL(glGenProgramsARB(1, &prog));
481     if(!prog) {
482         ERR("Failed to create an ARB offset limit test program\n");
483     }
484     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
485     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
486                                   strlen(testcode), testcode));
487     if(glGetError() != 0) {
488         TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
489         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
490         ret = TRUE;
491     } else TRACE("OpenGL implementation allows offsets > 63\n");
492
493     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
494     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
495     checkGLcall("ARB vp offset limit test cleanup\n");
496
497     return ret;
498 }
499
500 static DWORD ver_for_ext(GL_SupportedExt ext)
501 {
502     unsigned int i;
503     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
504         if(EXTENSION_MAP[i].extension == ext) {
505             return EXTENSION_MAP[i].version;
506         }
507     }
508     return 0;
509 }
510
511 static BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
512     const char *GL_Extensions    = NULL;
513     const char *WGL_Extensions   = NULL;
514     const char *gl_string        = NULL;
515     const char *gl_string_cursor = NULL;
516     GLint       gl_max;
517     GLfloat     gl_floatv[2];
518     int         major = 1, minor = 0;
519     BOOL        return_value = TRUE;
520     unsigned    i;
521     HDC         hdc;
522     unsigned int vidmem=0;
523
524     TRACE_(d3d_caps)("(%p)\n", gl_info);
525
526     ENTER_GL();
527
528     gl_string = (const char *) glGetString(GL_RENDERER);
529     if (!gl_string) gl_string = "None";
530     strcpy(gl_info->gl_renderer, gl_string);
531
532     gl_string = (const char *) glGetString(GL_VENDOR);
533     TRACE_(d3d_caps)("Filling vendor string %s\n", gl_string);
534     if (gl_string != NULL) {
535         /* Fill in the GL vendor */
536         if (strstr(gl_string, "NVIDIA")) {
537             gl_info->gl_vendor = VENDOR_NVIDIA;
538         } else if (strstr(gl_string, "ATI")) {
539             gl_info->gl_vendor = VENDOR_ATI;
540         } else if (strstr(gl_string, "Intel(R)") ||
541                    strstr(gl_info->gl_renderer, "Intel(R)") ||
542                    strstr(gl_string, "Intel Inc.")) {
543             gl_info->gl_vendor = VENDOR_INTEL;
544         } else if (strstr(gl_string, "Mesa")) {
545             gl_info->gl_vendor = VENDOR_MESA;
546         } else {
547             gl_info->gl_vendor = VENDOR_WINE;
548         }
549     } else {
550         gl_info->gl_vendor = VENDOR_WINE;
551     }
552
553
554     TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
555
556     /* Parse the GL_VERSION field into major and minor information */
557     gl_string = (const char *) glGetString(GL_VERSION);
558     if (gl_string != NULL) {
559
560         /* First, parse the generic opengl version. This is supposed not to be convoluted with
561          * driver specific information
562          */
563         gl_string_cursor = gl_string;
564         major = atoi(gl_string_cursor);
565         if(major <= 0) {
566             ERR("Invalid opengl major version: %d\n", major);
567         }
568         while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
569             ++gl_string_cursor;
570         }
571         if (*gl_string_cursor++ != '.') {
572             ERR_(d3d_caps)("Invalid opengl version string: %s\n", debugstr_a(gl_string));
573         }
574         minor = atoi(gl_string_cursor);
575         TRACE_(d3d_caps)("Found OpenGL version: %d.%d\n", major, minor);
576         gl_info->gl_version = MAKEDWORD_VERSION(major, minor);
577
578         /* Now parse the driver specific string which we'll report to the app */
579         switch (gl_info->gl_vendor) {
580         case VENDOR_NVIDIA:
581             gl_string_cursor = strstr(gl_string, "NVIDIA");
582             if (!gl_string_cursor) {
583                 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
584                 break;
585             }
586
587             gl_string_cursor = strstr(gl_string_cursor, " ");
588             if (!gl_string_cursor) {
589                 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
590                 break;
591             }
592
593             while (*gl_string_cursor == ' ') {
594                 ++gl_string_cursor;
595             }
596
597             if (!*gl_string_cursor) {
598                 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
599                 break;
600             }
601
602             major = atoi(gl_string_cursor);
603             while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
604                 ++gl_string_cursor;
605             }
606
607             if (*gl_string_cursor++ != '.') {
608                 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
609                 break;
610             }
611
612             minor = atoi(gl_string_cursor);
613             minor = major*100+minor;
614             major = 10;
615
616             break;
617
618         case VENDOR_ATI:
619             major = minor = 0;
620             gl_string_cursor = strchr(gl_string, '-');
621             if (gl_string_cursor) {
622                 int error = 0;
623                 gl_string_cursor++;
624
625                 /* Check if version number is of the form x.y.z */
626                 if (*gl_string_cursor > '9' && *gl_string_cursor < '0')
627                     error = 1;
628                 if (!error && *(gl_string_cursor+2) > '9' && *(gl_string_cursor+2) < '0')
629                     error = 1;
630                 if (!error && *(gl_string_cursor+4) > '9' && *(gl_string_cursor+4) < '0')
631                     error = 1;
632                 if (!error && *(gl_string_cursor+1) != '.' && *(gl_string_cursor+3) != '.')
633                     error = 1;
634
635                 /* Mark version number as malformed */
636                 if (error)
637                     gl_string_cursor = 0;
638             }
639
640             if (!gl_string_cursor)
641                 WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
642             else {
643                 major = *gl_string_cursor - '0';
644                 minor = (*(gl_string_cursor+2) - '0') * 256 + (*(gl_string_cursor+4) - '0');
645             }
646             break;
647
648         case VENDOR_INTEL:
649             /* Apple and Mesa version strings look differently, but both provide intel drivers */
650             if(strstr(gl_string, "APPLE")) {
651                 /* [0-9]+.[0-9]+ APPLE-[0-9]+.[0.9]+.[0.9]+
652                  * We only need the first part, and use the APPLE as identification
653                  * "1.2 APPLE-1.4.56"
654                  */
655                 gl_string_cursor = gl_string;
656                 major = atoi(gl_string_cursor);
657                 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
658                     ++gl_string_cursor;
659                 }
660
661                 if (*gl_string_cursor++ != '.') {
662                     ERR_(d3d_caps)("Invalid MacOS-Intel version string: %s\n", debugstr_a(gl_string));
663                     break;
664                 }
665
666                 minor = atoi(gl_string_cursor);
667                 break;
668             }
669
670         case VENDOR_MESA:
671             gl_string_cursor = strstr(gl_string, "Mesa");
672             gl_string_cursor = strstr(gl_string_cursor, " ");
673             while (*gl_string_cursor && ' ' == *gl_string_cursor) ++gl_string_cursor;
674             if (*gl_string_cursor) {
675                 char tmp[16];
676                 int cursor = 0;
677
678                 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
679                     tmp[cursor++] = *gl_string_cursor;
680                     ++gl_string_cursor;
681                 }
682                 tmp[cursor] = 0;
683                 major = atoi(tmp);
684
685                 if (*gl_string_cursor != '.') WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
686                 ++gl_string_cursor;
687
688                 cursor = 0;
689                 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
690                     tmp[cursor++] = *gl_string_cursor;
691                     ++gl_string_cursor;
692                 }
693                 tmp[cursor] = 0;
694                 minor = atoi(tmp);
695             }
696             break;
697
698         default:
699             major = 0;
700             minor = 9;
701         }
702         gl_info->driver_version = MAKEDWORD_VERSION(major, minor);
703         TRACE_(d3d_caps)("found driver version (%s)->%i.%i->(0x%08x)\n", debugstr_a(gl_string), major, minor, gl_info->driver_version);
704         /* Current Windows drivers have versions like 6.14.... (some older have an earlier version) */
705         gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
706     } else {
707         FIXME("OpenGL driver did not return version information\n");
708         gl_info->driver_version = MAKEDWORD_VERSION(0, 0);
709         gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
710     }
711
712     TRACE_(d3d_caps)("found GL_RENDERER (%s)->(0x%04x)\n", debugstr_a(gl_info->gl_renderer), gl_info->gl_card);
713
714     /*
715      * Initialize openGL extension related variables
716      *  with Default values
717      */
718     memset(gl_info->supported, 0, sizeof(gl_info->supported));
719     gl_info->max_buffers        = 1;
720     gl_info->max_textures       = 1;
721     gl_info->max_texture_stages = 1;
722     gl_info->max_fragment_samplers = 1;
723     gl_info->max_vertex_samplers = 0;
724     gl_info->max_combined_samplers = gl_info->max_fragment_samplers + gl_info->max_vertex_samplers;
725     gl_info->max_sampler_stages = 1;
726     gl_info->ps_arb_version = PS_VERSION_NOT_SUPPORTED;
727     gl_info->ps_arb_max_temps = 0;
728     gl_info->ps_arb_max_instructions = 0;
729     gl_info->vs_arb_version = VS_VERSION_NOT_SUPPORTED;
730     gl_info->vs_arb_max_temps = 0;
731     gl_info->vs_arb_max_instructions = 0;
732     gl_info->vs_nv_version  = VS_VERSION_NOT_SUPPORTED;
733     gl_info->vs_ati_version = VS_VERSION_NOT_SUPPORTED;
734     gl_info->vs_glsl_constantsF = 0;
735     gl_info->ps_glsl_constantsF = 0;
736     gl_info->vs_arb_constantsF = 0;
737     gl_info->ps_arb_constantsF = 0;
738
739     /* Retrieve opengl defaults */
740     glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
741     gl_info->max_clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
742     TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
743
744     glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
745     gl_info->max_lights = gl_max;
746     TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
747
748     glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
749     gl_info->max_texture_size = gl_max;
750     TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
751
752     glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
753     gl_info->max_pointsizemin = gl_floatv[0];
754     gl_info->max_pointsize = gl_floatv[1];
755     TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
756
757     /* Parse the gl supported features, in theory enabling parts of our code appropriately */
758     GL_Extensions = (const char *) glGetString(GL_EXTENSIONS);
759     TRACE_(d3d_caps)("GL_Extensions reported:\n");
760
761     if (NULL == GL_Extensions) {
762         ERR("   GL_Extensions returns NULL\n");
763     } else {
764         while (*GL_Extensions != 0x00) {
765             const char *Start;
766             char        ThisExtn[256];
767             size_t      len;
768
769             while (isspace(*GL_Extensions)) GL_Extensions++;
770             Start = GL_Extensions;
771             while (!isspace(*GL_Extensions) && *GL_Extensions != 0x00) {
772                 GL_Extensions++;
773             }
774
775             len = GL_Extensions - Start;
776             if (len == 0 || len >= sizeof(ThisExtn))
777                 continue;
778
779             memcpy(ThisExtn, Start, len);
780             ThisExtn[len] = '\0';
781             TRACE_(d3d_caps)("- %s\n", ThisExtn);
782
783             for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
784                 if (!strcmp(ThisExtn, EXTENSION_MAP[i].extension_string)) {
785                     TRACE_(d3d_caps)(" FOUND: %s support\n", EXTENSION_MAP[i].extension_string);
786                     gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
787                     break;
788                 }
789             }
790         }
791
792         LEAVE_GL();
793
794         /* Now work out what GL support this card really has */
795 #define USE_GL_FUNC(type, pfn, ext, replace) { \
796             DWORD ver = ver_for_ext(ext); \
797             if(gl_info->supported[ext]) gl_info->pfn = (type) pwglGetProcAddress(#pfn); \
798             else if(ver && ver <= gl_info->gl_version) gl_info->pfn = (type) pwglGetProcAddress(#replace); \
799             else gl_info->pfn = NULL; \
800         }
801         GL_EXT_FUNCS_GEN;
802 #undef USE_GL_FUNC
803
804 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type) pwglGetProcAddress(#pfn);
805         WGL_EXT_FUNCS_GEN;
806 #undef USE_GL_FUNC
807
808         ENTER_GL();
809         /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
810          * loading the functions, otherwise the code above will load the extension entry points instead of the
811          * core functions, which may not work
812          */
813         for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
814             if (gl_info->supported[EXTENSION_MAP[i].extension] == FALSE &&
815                 EXTENSION_MAP[i].version <= gl_info->gl_version && EXTENSION_MAP[i].version) {
816                 TRACE_(d3d_caps)(" GL CORE: %s support\n", EXTENSION_MAP[i].extension_string);
817                 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
818             }
819         }
820
821         if (gl_info->supported[APPLE_FENCE]) {
822             /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
823              * The apple extension interacts with some other apple exts. Disable the NV
824              * extension if the apple one is support to prevent confusion in other parts
825              * of the code
826              */
827             gl_info->supported[NV_FENCE] = FALSE;
828         }
829         if (gl_info->supported[APPLE_FLOAT_PIXELS]) {
830             /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
831              *
832              * The enums are the same:
833              * GL_RGBA16F_ARB     = GL_RGBA_FLOAT16_APPLE = 0x881A
834              * GL_RGB16F_ARB      = GL_RGB_FLOAT16_APPLE  = 0x881B
835              * GL_RGBA32F_ARB     = GL_RGBA_FLOAT32_APPLE = 0x8814
836              * GL_RGB32F_ARB      = GL_RGB_FLOAT32_APPLE  = 0x8815
837              * GL_HALF_FLOAT_ARB  = GL_HALF_APPLE         =  0x140B
838              */
839             if(!gl_info->supported[ARB_TEXTURE_FLOAT]) {
840                 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels\n");
841                 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
842             }
843             if(!gl_info->supported[ARB_HALF_FLOAT_PIXEL]) {
844                 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels\n");
845                 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
846             }
847         }
848         if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) {
849             TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support\n");
850             gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
851         }
852         if (gl_info->supported[NV_TEXTURE_SHADER2]) {
853             if(gl_info->supported[NV_REGISTER_COMBINERS]) {
854                 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
855                  * are supported. The nv extensions provide the same functionality as the
856                  * ATI one, and a bit more(signed pixelformats)
857                  */
858                 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
859             }
860         }
861         if (gl_info->supported[ARB_DRAW_BUFFERS]) {
862             glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
863             gl_info->max_buffers = gl_max;
864             TRACE_(d3d_caps)("Max draw buffers: %u\n", gl_max);
865         }
866         if (gl_info->supported[ARB_MULTITEXTURE]) {
867             glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
868             gl_info->max_textures = min(MAX_TEXTURES, gl_max);
869             TRACE_(d3d_caps)("Max textures: %d\n", gl_info->max_textures);
870
871             if (gl_info->supported[NV_REGISTER_COMBINERS]) {
872                 GLint tmp;
873                 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp);
874                 gl_info->max_texture_stages = min(MAX_TEXTURES, tmp);
875             } else {
876                 gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
877             }
878             TRACE_(d3d_caps)("Max texture stages: %d\n", gl_info->max_texture_stages);
879
880             if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
881                 GLint tmp;
882                 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
883                 gl_info->max_fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
884             } else {
885                 gl_info->max_fragment_samplers = max(gl_info->max_fragment_samplers, gl_max);
886             }
887             TRACE_(d3d_caps)("Max fragment samplers: %d\n", gl_info->max_fragment_samplers);
888
889             if (gl_info->supported[ARB_VERTEX_SHADER]) {
890                 GLint tmp;
891                 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
892                 gl_info->max_vertex_samplers = tmp;
893                 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
894                 gl_info->max_combined_samplers = tmp;
895
896                 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
897                  * is known at shader link time. In a vertex shader + pixel shader combination this isn't
898                  * an issue because then the sampler setup only depends on the two shaders. If a pixel
899                  * shader is used with fixed function vertex processing we're fine too because fixed function
900                  * vertex processing doesn't use any samplers. If fixed function fragment processing is
901                  * used we have to make sure that all vertex sampler setups are valid together with all
902                  * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
903                  * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
904                  * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
905                  * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
906                  * a fixed function pipeline anymore.
907                  *
908                  * So this is just a check to check that our assumption holds true. If not, write a warning
909                  * and reduce the number of vertex samplers or probably disable vertex texture fetch.
910                  */
911                 if(gl_info->max_vertex_samplers &&
912                    MAX_TEXTURES + gl_info->max_vertex_samplers > gl_info->max_combined_samplers) {
913                     FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers\n",
914                           gl_info->max_vertex_samplers, gl_info->max_combined_samplers);
915                     FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers\n");
916                     if( gl_info->max_combined_samplers > MAX_TEXTURES )
917                         gl_info->max_vertex_samplers =
918                             gl_info->max_combined_samplers - MAX_TEXTURES;
919                     else
920                         gl_info->max_vertex_samplers = 0;
921                 }
922             } else {
923                 gl_info->max_combined_samplers = gl_info->max_fragment_samplers;
924             }
925             TRACE_(d3d_caps)("Max vertex samplers: %u\n", gl_info->max_vertex_samplers);
926             TRACE_(d3d_caps)("Max combined samplers: %u\n", gl_info->max_combined_samplers);
927         }
928         if (gl_info->supported[ARB_VERTEX_BLEND]) {
929             glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
930             gl_info->max_blends = gl_max;
931             TRACE_(d3d_caps)("Max blends: %u\n", gl_info->max_blends);
932         }
933         if (gl_info->supported[EXT_TEXTURE3D]) {
934             glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
935             gl_info->max_texture3d_size = gl_max;
936             TRACE_(d3d_caps)("Max texture3D size: %d\n", gl_info->max_texture3d_size);
937         }
938         if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC]) {
939             glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
940             gl_info->max_anisotropy = gl_max;
941             TRACE_(d3d_caps)("Max anisotropy: %d\n", gl_info->max_anisotropy);
942         }
943         if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
944             gl_info->ps_arb_version = PS_VERSION_11;
945             GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
946             gl_info->ps_arb_constantsF = gl_max;
947             TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d\n", gl_info->ps_arb_constantsF);
948             GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
949             gl_info->ps_arb_max_temps = gl_max;
950             TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d\n", gl_info->ps_arb_max_temps);
951             GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
952             gl_info->ps_arb_max_instructions = gl_max;
953             TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d\n", gl_info->ps_arb_max_instructions);
954         }
955         if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
956             gl_info->vs_arb_version = VS_VERSION_11;
957             GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
958             gl_info->vs_arb_constantsF = gl_max;
959             TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d\n", gl_info->vs_arb_constantsF);
960             GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
961             gl_info->vs_arb_max_temps = gl_max;
962             TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d\n", gl_info->vs_arb_max_temps);
963             GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
964             gl_info->vs_arb_max_instructions = gl_max;
965             TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d\n", gl_info->vs_arb_max_instructions);
966
967             gl_info->arb_vs_offset_limit = test_arb_vs_offset_limit(gl_info);
968         }
969         if (gl_info->supported[ARB_VERTEX_SHADER]) {
970             glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
971             gl_info->vs_glsl_constantsF = gl_max / 4;
972             TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u\n", gl_info->vs_glsl_constantsF);
973         }
974         if (gl_info->supported[ARB_FRAGMENT_SHADER]) {
975             glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
976             gl_info->ps_glsl_constantsF = gl_max / 4;
977             TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u\n", gl_info->ps_glsl_constantsF);
978             glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
979             gl_info->max_glsl_varyings = gl_max;
980             TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings)\n", gl_max, gl_max / 4);
981         }
982         if (gl_info->supported[EXT_VERTEX_SHADER]) {
983             gl_info->vs_ati_version = VS_VERSION_11;
984         }
985         if (gl_info->supported[NV_VERTEX_PROGRAM3]) {
986             gl_info->vs_nv_version = VS_VERSION_30;
987         } else if (gl_info->supported[NV_VERTEX_PROGRAM2]) {
988             gl_info->vs_nv_version = VS_VERSION_20;
989         } else if (gl_info->supported[NV_VERTEX_PROGRAM1_1]) {
990             gl_info->vs_nv_version = VS_VERSION_11;
991         } else if (gl_info->supported[NV_VERTEX_PROGRAM]) {
992             gl_info->vs_nv_version = VS_VERSION_10;
993         }
994         if (gl_info->supported[NV_FRAGMENT_PROGRAM2]) {
995             gl_info->ps_nv_version = PS_VERSION_30;
996         } else if (gl_info->supported[NV_FRAGMENT_PROGRAM]) {
997             gl_info->ps_nv_version = PS_VERSION_20;
998         }
999         if (gl_info->supported[NV_LIGHT_MAX_EXPONENT]) {
1000             glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->max_shininess);
1001         } else {
1002             gl_info->max_shininess = 128.0;
1003         }
1004         if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]) {
1005             /* If we have full NP2 texture support, disable GL_ARB_texture_rectangle because we will never use it.
1006              * This saves a few redundant glDisable calls
1007              */
1008             gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
1009         }
1010         if(gl_info->supported[ATI_FRAGMENT_SHADER]) {
1011             /* Disable NV_register_combiners and fragment shader if this is supported.
1012              * generally the NV extensions are preferred over the ATI ones, and this
1013              * extension is disabled if register_combiners and texture_shader2 are both
1014              * supported. So we reach this place only if we have incomplete NV dxlevel 8
1015              * fragment processing support
1016              */
1017             gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
1018             gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
1019             gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
1020             gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
1021             gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
1022         }
1023
1024     }
1025     checkGLcall("extension detection\n");
1026
1027     /* In some cases the number of texture stages can be larger than the number
1028      * of samplers. The GF4 for example can use only 2 samplers (no fragment
1029      * shaders), but 8 texture stages (register combiners). */
1030     gl_info->max_sampler_stages = max(gl_info->max_fragment_samplers, gl_info->max_texture_stages);
1031
1032     /* We can only use ORM_FBO when the hardware supports it. */
1033     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) {
1034         WARN_(d3d_caps)("GL_EXT_framebuffer_object not supported, falling back to PBuffer offscreen rendering mode.\n");
1035         wined3d_settings.offscreen_rendering_mode = ORM_PBUFFER;
1036     }
1037
1038     /* MRTs are currently only supported when FBOs are used. */
1039     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
1040         gl_info->max_buffers = 1;
1041     }
1042
1043     /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of different GPUs with roughly the same
1044      * features. In most cases GPUs from a certain family differ in clockspeeds, the amount of video memory and
1045      * in case of the latest videocards in the number of pixel/vertex pipelines.
1046      *
1047      * A Direct3D device object contains the PCI id (vendor + device) of the videocard which is used for
1048      * rendering. Various games use this information to get a rough estimation of the features of the card
1049      * and some might use it for enabling 3d effects only on certain types of videocards. In some cases
1050      * games might even use it to work around bugs which happen on certain videocards/driver combinations.
1051      * The problem is that OpenGL only exposes a rendering string containing the name of the videocard and
1052      * not the PCI id.
1053      *
1054      * Various games depend on the PCI id, so somehow we need to provide one. A simple option is to parse
1055      * the renderer string and translate this to the right PCI id. This is a lot of work because there are more
1056      * than 200 GPUs just for Nvidia. Various cards share the same renderer string, so the amount of code might
1057      * be 'small' but there are quite a number of exceptions which would make this a pain to maintain.
1058      * Another way would be to query the PCI id from the operating system (assuming this is the videocard which
1059      * is used for rendering which is not always the case). This would work but it is not very portable. Second
1060      * it would not work well in, let's say, a remote X situation in which the amount of 3d features which can be used
1061      * is limited.
1062      *
1063      * As said most games only use the PCI id to get an indication of the capabilities of the card.
1064      * It doesn't really matter if the given id is the correct one if we return the id of a card with
1065      * similar 3d features.
1066      *
1067      * The code below checks the OpenGL capabilities of a videocard and matches that to a certain level of
1068      * Direct3D functionality. Once a card passes the Direct3D9 check, we know that the card (in case of Nvidia)
1069      * is at least a GeforceFX. To give a better estimate we do a basic check on the renderer string but if that
1070      * won't pass we return a default card. This way is better than maintaining a full card database as even
1071      * without a full database we can return a card with similar features. Second the size of the database
1072      * can be made quite small because when you know what type of 3d functionality a card has, you know to which
1073      * GPU family the GPU must belong. Because of this you only have to check a small part of the renderer string
1074      * to distinguishes between different models from that family.
1075      *
1076      * The code also selects a default amount of video memory which we will use for an estimation of the amount
1077      * of free texture memory. In case of real D3D the amount of texture memory includes video memory and system
1078      * memory (to be specific AGP memory or in case of PCIE TurboCache/HyperMemory). We don't know how much
1079      * system memory can be addressed by the system but we can make a reasonable estimation about the amount of
1080      * video memory. If the value is slightly wrong it doesn't matter as we didn't include AGP-like memory which
1081      * makes the amount of addressable memory higher and second OpenGL isn't that critical it moves to system
1082      * memory behind our backs if really needed.
1083      * Note that the amount of video memory can be overruled using a registry setting.
1084      */
1085     switch (gl_info->gl_vendor) {
1086         case VENDOR_NVIDIA:
1087             /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1088              * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1089              */
1090             if(WINE_D3D9_CAPABLE(gl_info) && (gl_info->vs_nv_version == VS_VERSION_30)) {
1091                 /* Geforce 200 - highend */
1092                 if(strstr(gl_info->gl_renderer, "GTX 280") ||
1093                    strstr(gl_info->gl_renderer, "GTX 285") ||
1094                    strstr(gl_info->gl_renderer, "GTX 295"))
1095                 {
1096                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_GTX280;
1097                     vidmem = 1024;
1098                 }
1099                 /* Geforce 200 - midend high */
1100                 if(strstr(gl_info->gl_renderer, "GTX 275")) {
1101                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_GTX275;
1102                     vidmem = 896;
1103                 }
1104                 /* Geforce 200 - midend */
1105                 if(strstr(gl_info->gl_renderer, "GTX 260")) {
1106                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_GTX260;
1107                     vidmem = 1024;
1108                 }
1109                 /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1110                 else if(strstr(gl_info->gl_renderer, "9800") ||
1111                         strstr(gl_info->gl_renderer, "GTS 150") ||
1112                         strstr(gl_info->gl_renderer, "GTS 250"))
1113                 {
1114                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_9800GT;
1115                     vidmem = 512;
1116                 }
1117                 /* Geforce9 - midend */
1118                 else if(strstr(gl_info->gl_renderer, "9600")) {
1119                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_9600GT;
1120                     vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1121                 }
1122                 /* Geforce9 - midend low / Geforce 200 - low*/
1123                 else if(strstr(gl_info->gl_renderer, "9500") ||
1124                         strstr(gl_info->gl_renderer, "GT 120") ||
1125                         strstr(gl_info->gl_renderer, "GT 130"))
1126                 {
1127                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_9500GT;
1128                     vidmem = 256; /* The 9500GT has 256-1024MB */
1129                 }
1130                 /* Geforce9 - lowend */
1131                 else if(strstr(gl_info->gl_renderer, "9400")) {
1132                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_9400GT;
1133                     vidmem = 256; /* The 9400GT has 256-1024MB */
1134                 }
1135                 /* Geforce9 - lowend low */
1136                 else if(strstr(gl_info->gl_renderer, "9100") ||
1137                         strstr(gl_info->gl_renderer, "9200") ||
1138                         strstr(gl_info->gl_renderer, "9300") ||
1139                         strstr(gl_info->gl_renderer, "G 100"))
1140                 {
1141                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_9200;
1142                     vidmem = 256; /* The 9100-9300 cards have 256MB */
1143                 }
1144                 /* Geforce8 - highend */
1145                 else if (strstr(gl_info->gl_renderer, "8800")) {
1146                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_8800GTS;
1147                     vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1148                 }
1149                 /* Geforce8 - midend mobile */
1150                 else if(strstr(gl_info->gl_renderer, "8600 M")) {
1151                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600MGT;
1152                     vidmem = 512;
1153                 }
1154                 /* Geforce8 - midend */
1155                 else if(strstr(gl_info->gl_renderer, "8600") ||
1156                         strstr(gl_info->gl_renderer, "8700"))
1157                 {
1158                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600GT;
1159                     vidmem = 256;
1160                 }
1161                 /* Geforce8 - lowend */
1162                 else if(strstr(gl_info->gl_renderer, "8300") ||
1163                         strstr(gl_info->gl_renderer, "8400") ||
1164                         strstr(gl_info->gl_renderer, "8500"))
1165                 {
1166                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_8300GS;
1167                     vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1168                 }
1169                 /* Geforce7 - highend */
1170                 else if(strstr(gl_info->gl_renderer, "7800") ||
1171                         strstr(gl_info->gl_renderer, "7900") ||
1172                         strstr(gl_info->gl_renderer, "7950") ||
1173                         strstr(gl_info->gl_renderer, "Quadro FX 4") ||
1174                         strstr(gl_info->gl_renderer, "Quadro FX 5"))
1175                 {
1176                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800GT;
1177                     vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1178                 }
1179                 /* Geforce7 midend */
1180                 else if(strstr(gl_info->gl_renderer, "7600") ||
1181                         strstr(gl_info->gl_renderer, "7700")) {
1182                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_7600;
1183                     vidmem = 256; /* The 7600 uses 256-512MB */
1184                 /* Geforce7 lower medium */
1185                 } else if(strstr(gl_info->gl_renderer, "7400")) {
1186                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_7400;
1187                     vidmem = 256; /* The 7400 uses 256-512MB */
1188                 }
1189                 /* Geforce7 lowend */
1190                 else if(strstr(gl_info->gl_renderer, "7300")) {
1191                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_7300;
1192                     vidmem = 256; /* Mac Pros with this card have 256 MB */
1193                 }
1194                 /* Geforce6 highend */
1195                 else if(strstr(gl_info->gl_renderer, "6800"))
1196                 {
1197                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_6800;
1198                     vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1199                 }
1200                 /* Geforce6 - midend */
1201                 else if(strstr(gl_info->gl_renderer, "6600") ||
1202                         strstr(gl_info->gl_renderer, "6610") ||
1203                         strstr(gl_info->gl_renderer, "6700"))
1204                 {
1205                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_6600GT;
1206                     vidmem = 128; /* A 6600GT has 128-256MB */
1207                 }
1208                 /* Geforce6/7 lowend */
1209                 else {
1210                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1211                     vidmem = 64; /* */
1212                 }
1213             } else if(WINE_D3D9_CAPABLE(gl_info)) {
1214                 /* GeforceFX - highend */
1215                 if (strstr(gl_info->gl_renderer, "5800") ||
1216                     strstr(gl_info->gl_renderer, "5900") ||
1217                     strstr(gl_info->gl_renderer, "5950") ||
1218                     strstr(gl_info->gl_renderer, "Quadro FX"))
1219                 {
1220                     gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5800;
1221                     vidmem = 256; /* 5800-5900 cards use 256MB */
1222                 }
1223                 /* GeforceFX - midend */
1224                 else if(strstr(gl_info->gl_renderer, "5600") ||
1225                         strstr(gl_info->gl_renderer, "5650") ||
1226                         strstr(gl_info->gl_renderer, "5700") ||
1227                         strstr(gl_info->gl_renderer, "5750"))
1228                 {
1229                     gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1230                     vidmem = 128; /* A 5600 uses 128-256MB */
1231                 }
1232                 /* GeforceFX - lowend */
1233                 else {
1234                     gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1235                     vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1236                 }
1237             } else if(WINE_D3D8_CAPABLE(gl_info)) {
1238                 if (strstr(gl_info->gl_renderer, "GeForce4 Ti") || strstr(gl_info->gl_renderer, "Quadro4")) {
1239                     gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1240                     vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1241                 }
1242                 else {
1243                     gl_info->gl_card = CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1244                     vidmem = 64; /* Geforce3 cards have 64-128MB */
1245                 }
1246             } else if(WINE_D3D7_CAPABLE(gl_info)) {
1247                 if (strstr(gl_info->gl_renderer, "GeForce4 MX")) {
1248                     gl_info->gl_card = CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1249                     vidmem = 64; /* Most Geforce4MX GPUs have at least 64MB of memory, some early models had 32MB but most have 64MB or even 128MB */
1250                 }
1251                 else if(strstr(gl_info->gl_renderer, "GeForce2 MX") || strstr(gl_info->gl_renderer, "Quadro2 MXR")) {
1252                     gl_info->gl_card = CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1253                     vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1254                 }
1255                 else if(strstr(gl_info->gl_renderer, "GeForce2") || strstr(gl_info->gl_renderer, "Quadro2")) {
1256                     gl_info->gl_card = CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1257                     vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1258                 }
1259                 else {
1260                     gl_info->gl_card = CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1261                     vidmem = 32; /* Most Geforce1 cards have 32MB, there are also some rare 16 and 64MB (Dell) models */
1262                 }
1263             } else {
1264                 if (strstr(gl_info->gl_renderer, "TNT2")) {
1265                     gl_info->gl_card = CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1266                     vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1267                 }
1268                 else {
1269                     gl_info->gl_card = CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1270                     vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1271                 }
1272             }
1273             break;
1274         case VENDOR_ATI:
1275             if(WINE_D3D9_CAPABLE(gl_info)) {
1276                 /* Radeon R6xx HD2900/HD3800 - highend */
1277                 if (strstr(gl_info->gl_renderer, "HD 2900") ||
1278                     strstr(gl_info->gl_renderer, "HD 3870") ||
1279                     strstr(gl_info->gl_renderer, "HD 3850"))
1280                 {
1281                     gl_info->gl_card = CARD_ATI_RADEON_HD2900;
1282                     vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1283                 }
1284                 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1285                 else if (strstr(gl_info->gl_renderer, "HD 2600") ||
1286                          strstr(gl_info->gl_renderer, "HD 3830") ||
1287                          strstr(gl_info->gl_renderer, "HD 3690") ||
1288                          strstr(gl_info->gl_renderer, "HD 3650"))
1289                 {
1290                     gl_info->gl_card = CARD_ATI_RADEON_HD2600;
1291                     vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1292                 }
1293                 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1294                 else if (strstr(gl_info->gl_renderer, "HD 2300") ||
1295                          strstr(gl_info->gl_renderer, "HD 2400") ||
1296                          strstr(gl_info->gl_renderer, "HD 3470") ||
1297                          strstr(gl_info->gl_renderer, "HD 3450") ||
1298                          strstr(gl_info->gl_renderer, "HD 3430"))
1299                 {
1300                     gl_info->gl_card = CARD_ATI_RADEON_HD2300;
1301                     vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1302                 }
1303                 /* Radeon R6xx/R7xx integrated */
1304                 else if (strstr(gl_info->gl_renderer, "HD 3100") ||
1305                          strstr(gl_info->gl_renderer, "HD 3200") ||
1306                          strstr(gl_info->gl_renderer, "HD 3300"))
1307                 {
1308                     gl_info->gl_card = CARD_ATI_RADEON_HD3200;
1309                     vidmem = 128; /* 128MB */
1310                 }
1311                 /* Radeon R5xx */
1312                 else if (strstr(gl_info->gl_renderer, "X1600") ||
1313                          strstr(gl_info->gl_renderer, "X1650") ||
1314                          strstr(gl_info->gl_renderer, "X1800") ||
1315                          strstr(gl_info->gl_renderer, "X1900") ||
1316                          strstr(gl_info->gl_renderer, "X1950"))
1317                 {
1318                     gl_info->gl_card = CARD_ATI_RADEON_X1600;
1319                     vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1320                 }
1321                 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1322                 else if(strstr(gl_info->gl_renderer, "X700") ||
1323                         strstr(gl_info->gl_renderer, "X800") ||
1324                         strstr(gl_info->gl_renderer, "X850") ||
1325                         strstr(gl_info->gl_renderer, "X1300") ||
1326                         strstr(gl_info->gl_renderer, "X1400") ||
1327                         strstr(gl_info->gl_renderer, "X1450") ||
1328                         strstr(gl_info->gl_renderer, "X1550"))
1329                 {
1330                     gl_info->gl_card = CARD_ATI_RADEON_X700;
1331                     vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1332                 }
1333                 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1334                 else if(strstr(gl_info->gl_renderer, "Radeon Xpress"))
1335                 {
1336                     gl_info->gl_card = CARD_ATI_RADEON_XPRESS_200M;
1337                     vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1338                 }
1339                 /* Radeon R3xx */ 
1340                 else {
1341                     gl_info->gl_card = CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1342                     vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1343                 }
1344             } else if(WINE_D3D8_CAPABLE(gl_info)) {
1345                 gl_info->gl_card = CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1346                 vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1347             } else if(WINE_D3D7_CAPABLE(gl_info)) {
1348                 gl_info->gl_card = CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1349                 vidmem = 32; /* There are models with up to 64MB */
1350             } else {
1351                 gl_info->gl_card = CARD_ATI_RAGE_128PRO;
1352                 vidmem = 16; /* There are 16-32MB models */
1353             }
1354             break;
1355         case VENDOR_INTEL:
1356             if (strstr(gl_info->gl_renderer, "GMA 950") ||
1357                 strstr(gl_info->gl_renderer, "945GM")) {
1358                 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1359                 gl_info->gl_card = CARD_INTEL_I945GM;
1360                 vidmem = 64;
1361             } else if (strstr(gl_info->gl_renderer, "915GM")) {
1362                 gl_info->gl_card = CARD_INTEL_I915GM;
1363             } else if (strstr(gl_info->gl_renderer, "915G")) {
1364                 gl_info->gl_card = CARD_INTEL_I915G;
1365             } else if (strstr(gl_info->gl_renderer, "865G")) {
1366                 gl_info->gl_card = CARD_INTEL_I865G;
1367             } else if (strstr(gl_info->gl_renderer, "855G")) {
1368                 gl_info->gl_card = CARD_INTEL_I855G;
1369             } else if (strstr(gl_info->gl_renderer, "830G")) {
1370                 gl_info->gl_card = CARD_INTEL_I830G;
1371             } else {
1372                 gl_info->gl_card = CARD_INTEL_I915G;
1373             }
1374             break;
1375         case VENDOR_MESA:
1376         case VENDOR_WINE:
1377         default:
1378             /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice 
1379              * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1380              * them a good generic choice.
1381              */
1382             gl_info->gl_vendor = VENDOR_NVIDIA;
1383             if(WINE_D3D9_CAPABLE(gl_info))
1384                 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1385             else if(WINE_D3D8_CAPABLE(gl_info))
1386                 gl_info->gl_card = CARD_NVIDIA_GEFORCE3;
1387             else if(WINE_D3D7_CAPABLE(gl_info))
1388                 gl_info->gl_card = CARD_NVIDIA_GEFORCE;
1389             else if(WINE_D3D6_CAPABLE(gl_info))
1390                 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT;
1391             else
1392                 gl_info->gl_card = CARD_NVIDIA_RIVA_128;
1393     }
1394     TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info->gl_vendor, gl_info->gl_card);
1395
1396     /* If we have an estimate use it, else default to 64MB;  */
1397     if(vidmem)
1398         gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
1399     else
1400         gl_info->vidmem = WINE_DEFAULT_VIDMEM;
1401
1402     /* Load all the lookup tables */
1403     for (i = 0; i < MAX_LOOKUPS; i++) {
1404         stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
1405     }
1406
1407     stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_WRAP   - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
1408     stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_CLAMP  - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
1409     stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1410              gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1411     stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1412              gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1413     stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
1414              gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
1415     stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
1416              gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
1417
1418     magLookup[WINED3DTEXF_NONE        - WINED3DTEXF_NONE]  = GL_NEAREST;
1419     magLookup[WINED3DTEXF_POINT       - WINED3DTEXF_NONE] = GL_NEAREST;
1420     magLookup[WINED3DTEXF_LINEAR      - WINED3DTEXF_NONE] = GL_LINEAR;
1421     magLookup[WINED3DTEXF_ANISOTROPIC - WINED3DTEXF_NONE] =
1422              gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR : GL_NEAREST;
1423
1424
1425     minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_NONE]     = GL_LINEAR;
1426     minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_POINT]    = GL_LINEAR;
1427     minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_LINEAR]   = GL_LINEAR;
1428     minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_NONE]    = GL_NEAREST;
1429     minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_POINT]   = GL_NEAREST_MIPMAP_NEAREST;
1430     minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_LINEAR]  = GL_NEAREST_MIPMAP_LINEAR;
1431     minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_NONE]   = GL_LINEAR;
1432     minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_POINT]  = GL_LINEAR_MIPMAP_NEAREST;
1433     minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
1434     minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_NONE]
1435             = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1436     minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_POINT]
1437             = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
1438     minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_LINEAR]
1439             = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1440
1441 /* TODO: config lookups */
1442
1443     /* Make sure there's an active HDC else the WGL extensions will fail */
1444     hdc = pwglGetCurrentDC();
1445     if (hdc) {
1446         /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
1447         if(GL_EXTCALL(wglGetExtensionsStringARB))
1448             WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
1449
1450         if (NULL == WGL_Extensions) {
1451             ERR("   WGL_Extensions returns NULL\n");
1452         } else {
1453             TRACE_(d3d_caps)("WGL_Extensions reported:\n");
1454             while (*WGL_Extensions != 0x00) {
1455                 const char *Start;
1456                 char ThisExtn[256];
1457                 size_t len;
1458
1459                 while (isspace(*WGL_Extensions)) WGL_Extensions++;
1460                 Start = WGL_Extensions;
1461                 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
1462                     WGL_Extensions++;
1463                 }
1464
1465                 len = WGL_Extensions - Start;
1466                 if (len == 0 || len >= sizeof(ThisExtn))
1467                     continue;
1468
1469                 memcpy(ThisExtn, Start, len);
1470                 ThisExtn[len] = '\0';
1471                 TRACE_(d3d_caps)("- %s\n", ThisExtn);
1472
1473                 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
1474                     gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
1475                     TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
1476                 }
1477                 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
1478                     gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
1479                     TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
1480                 }
1481                 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
1482                     gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
1483                     TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
1484                 }
1485             }
1486         }
1487     }
1488     LEAVE_GL();
1489
1490     return return_value;
1491 }
1492
1493 /**********************************************************
1494  * IWineD3D implementation follows
1495  **********************************************************/
1496
1497 static UINT     WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
1498     IWineD3DImpl *This = (IWineD3DImpl *)iface;
1499
1500     TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
1501
1502     return This->adapter_count;
1503 }
1504
1505 static HRESULT  WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
1506     IWineD3DImpl *This = (IWineD3DImpl *)iface;
1507     FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
1508     return WINED3D_OK;
1509 }
1510
1511 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
1512     IWineD3DImpl *This = (IWineD3DImpl *)iface;
1513
1514     TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
1515
1516     if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
1517         return NULL;
1518     }
1519
1520     return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
1521 }
1522
1523 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
1524      of the same bpp but different resolutions                                  */
1525
1526 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1527 static UINT     WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
1528     IWineD3DImpl *This = (IWineD3DImpl *)iface;
1529     TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
1530
1531     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1532         return 0;
1533     }
1534
1535     /* TODO: Store modes per adapter and read it from the adapter structure */
1536     if (Adapter == 0) { /* Display */
1537         int i = 0;
1538         int j = 0;
1539
1540         if (!DEBUG_SINGLE_MODE) {
1541             DEVMODEW DevModeW;
1542
1543             ZeroMemory(&DevModeW, sizeof(DevModeW));
1544             DevModeW.dmSize = sizeof(DevModeW);
1545             while (EnumDisplaySettingsExW(NULL, j, &DevModeW, 0)) {
1546                 j++;
1547                 switch (Format)
1548                 {
1549                     case WINED3DFMT_UNKNOWN:
1550                         /* This is for D3D8, do not enumerate P8 here */
1551                         if (DevModeW.dmBitsPerPel == 32 ||
1552                             DevModeW.dmBitsPerPel == 16) i++;
1553                         break;
1554                     case WINED3DFMT_X8R8G8B8:
1555                         if (DevModeW.dmBitsPerPel == 32) i++;
1556                         break;
1557                     case WINED3DFMT_R5G6B5:
1558                         if (DevModeW.dmBitsPerPel == 16) i++;
1559                         break;
1560                     case WINED3DFMT_P8:
1561                         if (DevModeW.dmBitsPerPel == 8) i++;
1562                         break;
1563                     default:
1564                         /* Skip other modes as they do not match the requested format */
1565                         break;
1566                 }
1567             }
1568         } else {
1569             i = 1;
1570             j = 1;
1571         }
1572
1573         TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
1574         return i;
1575     } else {
1576         FIXME_(d3d_caps)("Adapter not primary display\n");
1577     }
1578     return 0;
1579 }
1580
1581 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1582 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
1583     IWineD3DImpl *This = (IWineD3DImpl *)iface;
1584     TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
1585
1586     /* Validate the parameters as much as possible */
1587     if (NULL == pMode ||
1588         Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
1589         Mode    >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
1590         return WINED3DERR_INVALIDCALL;
1591     }
1592
1593     /* TODO: Store modes per adapter and read it from the adapter structure */
1594     if (Adapter == 0 && !DEBUG_SINGLE_MODE) { /* Display */
1595         DEVMODEW DevModeW;
1596         int ModeIdx = 0;
1597         UINT i = 0;
1598         int j = 0;
1599
1600         ZeroMemory(&DevModeW, sizeof(DevModeW));
1601         DevModeW.dmSize = sizeof(DevModeW);
1602
1603         /* If we are filtering to a specific format (D3D9), then need to skip
1604            all unrelated modes, but if mode is irrelevant (D3D8), then we can
1605            just count through the ones with valid bit depths */
1606         while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) {
1607             switch (Format)
1608             {
1609                 case WINED3DFMT_UNKNOWN:
1610                     /* This is D3D8. Do not enumerate P8 here */
1611                     if (DevModeW.dmBitsPerPel == 32 ||
1612                         DevModeW.dmBitsPerPel == 16) i++;
1613                     break;
1614                 case WINED3DFMT_X8R8G8B8:
1615                     if (DevModeW.dmBitsPerPel == 32) i++;
1616                     break;
1617                 case WINED3DFMT_R5G6B5:
1618                     if (DevModeW.dmBitsPerPel == 16) i++;
1619                     break;
1620                 case WINED3DFMT_P8:
1621                     if (DevModeW.dmBitsPerPel == 8) i++;
1622                     break;
1623                 default:
1624                     /* Modes that don't match what we support can get an early-out */
1625                     TRACE_(d3d_caps)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format));
1626                     return WINED3DERR_INVALIDCALL;
1627             }
1628         }
1629
1630         if (i == 0) {
1631             TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
1632             return WINED3DERR_INVALIDCALL;
1633         }
1634         ModeIdx = j - 1;
1635
1636         /* Now get the display mode via the calculated index */
1637         if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
1638             pMode->Width        = DevModeW.dmPelsWidth;
1639             pMode->Height       = DevModeW.dmPelsHeight;
1640             pMode->RefreshRate  = WINED3DADAPTER_DEFAULT;
1641             if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
1642                 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1643
1644             if (Format == WINED3DFMT_UNKNOWN) {
1645                 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
1646             } else {
1647                 pMode->Format = Format;
1648             }
1649         } else {
1650             TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
1651             return WINED3DERR_INVALIDCALL;
1652         }
1653
1654         TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
1655                 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
1656                 DevModeW.dmBitsPerPel);
1657
1658     } else if (DEBUG_SINGLE_MODE) {
1659         /* Return one setting of the format requested */
1660         if (Mode > 0) return WINED3DERR_INVALIDCALL;
1661         pMode->Width        = 800;
1662         pMode->Height       = 600;
1663         pMode->RefreshRate  = 60;
1664         pMode->Format       = (Format == WINED3DFMT_UNKNOWN) ? WINED3DFMT_X8R8G8B8 : Format;
1665     } else {
1666         FIXME_(d3d_caps)("Adapter not primary display\n");
1667     }
1668
1669     return WINED3D_OK;
1670 }
1671
1672 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
1673     IWineD3DImpl *This = (IWineD3DImpl *)iface;
1674     TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
1675
1676     if (NULL == pMode ||
1677         Adapter >= IWineD3D_GetAdapterCount(iface)) {
1678         return WINED3DERR_INVALIDCALL;
1679     }
1680
1681     if (Adapter == 0) { /* Display */
1682         int bpp = 0;
1683         DEVMODEW DevModeW;
1684
1685         ZeroMemory(&DevModeW, sizeof(DevModeW));
1686         DevModeW.dmSize = sizeof(DevModeW);
1687
1688         EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
1689         pMode->Width        = DevModeW.dmPelsWidth;
1690         pMode->Height       = DevModeW.dmPelsHeight;
1691         bpp                 = DevModeW.dmBitsPerPel;
1692         pMode->RefreshRate  = WINED3DADAPTER_DEFAULT;
1693         if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
1694         {
1695             pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1696         }
1697
1698         pMode->Format = pixelformat_for_depth(bpp);
1699     } else {
1700         FIXME_(d3d_caps)("Adapter not primary display\n");
1701     }
1702
1703     TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
1704           pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
1705     return WINED3D_OK;
1706 }
1707
1708 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
1709    and fields being inserted in the middle, a new structure is used in place    */
1710 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
1711                                                    WINED3DADAPTER_IDENTIFIER* pIdentifier) {
1712     IWineD3DImpl *This = (IWineD3DImpl *)iface;
1713
1714     TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
1715
1716     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1717         return WINED3DERR_INVALIDCALL;
1718     }
1719
1720     /* Return the information requested */
1721     TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
1722     strcpy(pIdentifier->Driver, This->adapters[Adapter].driver);
1723     strcpy(pIdentifier->Description, This->adapters[Adapter].description);
1724
1725     /* Note dx8 doesn't supply a DeviceName */
1726     if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
1727     pIdentifier->DriverVersion->u.HighPart = This->adapters[Adapter].gl_info.driver_version_hipart;
1728     pIdentifier->DriverVersion->u.LowPart = This->adapters[Adapter].gl_info.driver_version;
1729     *(pIdentifier->VendorId) = This->adapters[Adapter].gl_info.gl_vendor;
1730     *(pIdentifier->DeviceId) = This->adapters[Adapter].gl_info.gl_card;
1731     *(pIdentifier->SubSysId) = 0;
1732     *(pIdentifier->Revision) = 0;
1733     *pIdentifier->DeviceIdentifier = IID_D3DDEVICE_D3DUID;
1734
1735     if(wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1736     {
1737         TRACE_(d3d_caps)("Overriding pci device id with: %x\n", wined3d_settings.pci_device_id);
1738         *(pIdentifier->DeviceId) = wined3d_settings.pci_device_id;
1739     }
1740
1741     if(wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1742     {
1743         TRACE_(d3d_caps)("Overriding pci vendor id with: %x\n", wined3d_settings.pci_vendor_id);
1744         *(pIdentifier->VendorId) = wined3d_settings.pci_vendor_id;
1745     }
1746
1747     if (Flags & WINED3DENUM_NO_WHQL_LEVEL) {
1748         *(pIdentifier->WHQLLevel) = 0;
1749     } else {
1750         *(pIdentifier->WHQLLevel) = 1;
1751     }
1752
1753     return WINED3D_OK;
1754 }
1755
1756 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const WineD3D_GL_Info *gl_info,
1757         const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
1758 {
1759     short redSize, greenSize, blueSize, alphaSize, colorBits;
1760
1761     if(!cfg)
1762         return FALSE;
1763
1764     if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
1765         if (!getColorBits(format_desc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
1766         {
1767             ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
1768             return FALSE;
1769         }
1770
1771         if(cfg->redSize < redSize)
1772             return FALSE;
1773
1774         if(cfg->greenSize < greenSize)
1775             return FALSE;
1776
1777         if(cfg->blueSize < blueSize)
1778             return FALSE;
1779
1780         if(cfg->alphaSize < alphaSize)
1781             return FALSE;
1782
1783         return TRUE;
1784     } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
1785         if (format_desc->format == WINED3DFMT_R16_FLOAT)
1786             return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1787         if (format_desc->format == WINED3DFMT_R16G16_FLOAT)
1788             return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1789         if (format_desc->format == WINED3DFMT_R16G16B16A16_FLOAT)
1790             return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
1791         if (format_desc->format == WINED3DFMT_R32_FLOAT)
1792             return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1793         if (format_desc->format == WINED3DFMT_R32G32_FLOAT)
1794             return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1795         if (format_desc->format == WINED3DFMT_R32G32B32A32_FLOAT)
1796             return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
1797     } else {
1798         /* Probably a color index mode */
1799         return FALSE;
1800     }
1801
1802     return FALSE;
1803 }
1804
1805 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const WineD3D_GL_Info *gl_info,
1806         const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
1807 {
1808     short depthSize, stencilSize;
1809     BOOL lockable = FALSE;
1810
1811     if(!cfg)
1812         return FALSE;
1813
1814     if (!getDepthStencilBits(format_desc, &depthSize, &stencilSize))
1815     {
1816         ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
1817         return FALSE;
1818     }
1819
1820     if ((format_desc->format == WINED3DFMT_D16_LOCKABLE) || (format_desc->format == WINED3DFMT_D32F_LOCKABLE))
1821         lockable = TRUE;
1822
1823     /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
1824      * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
1825      * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
1826     if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
1827         return FALSE;
1828
1829     /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
1830      * allow more stencil bits than requested. */
1831     if(cfg->stencilSize < stencilSize)
1832         return FALSE;
1833
1834     return TRUE;
1835 }
1836
1837 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1838                                                    WINED3DFORMAT AdapterFormat,
1839                                                    WINED3DFORMAT RenderTargetFormat,
1840                                                    WINED3DFORMAT DepthStencilFormat) {
1841     IWineD3DImpl *This = (IWineD3DImpl *)iface;
1842     int nCfgs;
1843     const WineD3D_PixelFormat *cfgs;
1844     const struct WineD3DAdapter *adapter;
1845     const struct GlPixelFormatDesc *rt_format_desc;
1846     const struct GlPixelFormatDesc *ds_format_desc;
1847     int it;
1848
1849     WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
1850            This, Adapter,
1851            DeviceType, debug_d3ddevicetype(DeviceType),
1852            AdapterFormat, debug_d3dformat(AdapterFormat),
1853            RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
1854            DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
1855
1856     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1857         TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
1858         return WINED3DERR_INVALIDCALL;
1859     }
1860
1861     adapter = &This->adapters[Adapter];
1862     rt_format_desc = getFormatDescEntry(RenderTargetFormat, &adapter->gl_info);
1863     ds_format_desc = getFormatDescEntry(DepthStencilFormat, &adapter->gl_info);
1864     cfgs = adapter->cfgs;
1865     nCfgs = adapter->nCfgs;
1866     for (it = 0; it < nCfgs; ++it) {
1867         if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format_desc))
1868         {
1869             if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format_desc))
1870             {
1871                 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
1872                 return WINED3D_OK;
1873             }
1874         }
1875     }
1876     WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
1877
1878     return WINED3DERR_NOTAVAILABLE;
1879 }
1880
1881 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, 
1882                                                        WINED3DFORMAT SurfaceFormat,
1883                                                        BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD*   pQualityLevels) {
1884
1885     IWineD3DImpl *This = (IWineD3DImpl *)iface;
1886     const struct GlPixelFormatDesc *glDesc;
1887     const struct WineD3DAdapter *adapter;
1888
1889     TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
1890           This,
1891           Adapter,
1892           DeviceType, debug_d3ddevicetype(DeviceType),
1893           SurfaceFormat, debug_d3dformat(SurfaceFormat),
1894           Windowed,
1895           MultiSampleType,
1896           pQualityLevels);
1897
1898     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1899         return WINED3DERR_INVALIDCALL;
1900     }
1901
1902     /* TODO: handle Windowed, add more quality levels */
1903
1904     if (WINED3DMULTISAMPLE_NONE == MultiSampleType) return WINED3D_OK;
1905
1906     /* By default multisampling is disabled right now as it causes issues
1907      * on some Nvidia driver versions and it doesn't work well in combination
1908      * with FBOs yet. */
1909     if(!wined3d_settings.allow_multisampling)
1910         return WINED3DERR_NOTAVAILABLE;
1911
1912     adapter = &This->adapters[Adapter];
1913     glDesc = getFormatDescEntry(SurfaceFormat, &adapter->gl_info);
1914     if (!glDesc) return WINED3DERR_INVALIDCALL;
1915
1916     if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
1917         int i, nCfgs;
1918         const WineD3D_PixelFormat *cfgs;
1919
1920         cfgs = adapter->cfgs;
1921         nCfgs = adapter->nCfgs;
1922         for(i=0; i<nCfgs; i++) {
1923             if(cfgs[i].numSamples != MultiSampleType)
1924                 continue;
1925
1926             if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], glDesc))
1927                 continue;
1928
1929             TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1930
1931             if(pQualityLevels)
1932                 *pQualityLevels = 1; /* Guess at a value! */
1933             return WINED3D_OK;
1934         }
1935     }
1936     else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
1937         short redSize, greenSize, blueSize, alphaSize, colorBits;
1938         int i, nCfgs;
1939         const WineD3D_PixelFormat *cfgs;
1940
1941         if (!getColorBits(glDesc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
1942         {
1943             ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
1944             return WINED3DERR_NOTAVAILABLE;
1945         }
1946
1947         cfgs = adapter->cfgs;
1948         nCfgs = adapter->nCfgs;
1949         for(i=0; i<nCfgs; i++) {
1950             if(cfgs[i].numSamples != MultiSampleType)
1951                 continue;
1952             if(cfgs[i].redSize != redSize)
1953                 continue;
1954             if(cfgs[i].greenSize != greenSize)
1955                 continue;
1956             if(cfgs[i].blueSize != blueSize)
1957                 continue;
1958             if(cfgs[i].alphaSize != alphaSize)
1959                 continue;
1960
1961             TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1962
1963             if(pQualityLevels)
1964                 *pQualityLevels = 1; /* Guess at a value! */
1965             return WINED3D_OK;
1966         }
1967     }
1968     return WINED3DERR_NOTAVAILABLE;
1969 }
1970
1971 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1972                                             WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
1973
1974     IWineD3DImpl *This = (IWineD3DImpl *)iface;
1975     HRESULT hr = WINED3DERR_NOTAVAILABLE;
1976     UINT nmodes;
1977
1978     TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
1979           This,
1980           Adapter,
1981           DeviceType, debug_d3ddevicetype(DeviceType),
1982           DisplayFormat, debug_d3dformat(DisplayFormat),
1983           BackBufferFormat, debug_d3dformat(BackBufferFormat),
1984           Windowed);
1985
1986     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1987         WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
1988         return WINED3DERR_INVALIDCALL;
1989     }
1990
1991     /* The task of this function is to check whether a certain display / backbuffer format
1992      * combination is available on the given adapter. In fullscreen mode microsoft specified
1993      * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
1994      * and display format should match exactly.
1995      * In windowed mode format conversion can occur and this depends on the driver. When format
1996      * conversion is done, this function should nevertheless fail and applications need to use
1997      * CheckDeviceFormatConversion.
1998      * At the moment we assume that fullscreen and windowed have the same capabilities */
1999
2000     /* There are only 4 display formats */
2001     if(!((DisplayFormat == WINED3DFMT_R5G6B5) ||
2002          (DisplayFormat == WINED3DFMT_X1R5G5B5) ||
2003          (DisplayFormat == WINED3DFMT_X8R8G8B8) ||
2004          (DisplayFormat == WINED3DFMT_A2R10G10B10)))
2005     {
2006         TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
2007         return WINED3DERR_NOTAVAILABLE;
2008     }
2009
2010     /* If the requested DisplayFormat is not available, don't continue */
2011     nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
2012     if(!nmodes) {
2013         TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
2014         return WINED3DERR_NOTAVAILABLE;
2015     }
2016
2017     /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
2018     if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
2019         TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
2020         return WINED3DERR_NOTAVAILABLE;
2021     }
2022
2023     /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
2024     if( (DisplayFormat == WINED3DFMT_R5G6B5) && (BackBufferFormat != WINED3DFMT_R5G6B5) ) {
2025         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2026         return WINED3DERR_NOTAVAILABLE;
2027     }
2028
2029     /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
2030     if( (DisplayFormat == WINED3DFMT_X1R5G5B5) && !((BackBufferFormat == WINED3DFMT_X1R5G5B5) || (BackBufferFormat == WINED3DFMT_A1R5G5B5)) ) {
2031         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2032         return WINED3DERR_NOTAVAILABLE;
2033     }
2034
2035     /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
2036     if( (DisplayFormat == WINED3DFMT_X8R8G8B8) && !((BackBufferFormat == WINED3DFMT_X8R8G8B8) || (BackBufferFormat == WINED3DFMT_A8R8G8B8)) ) {
2037         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2038         return WINED3DERR_NOTAVAILABLE;
2039     }
2040
2041     /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
2042     if( (DisplayFormat == WINED3DFMT_A2R10G10B10) && ((BackBufferFormat != WINED3DFMT_A2R10G10B10) || Windowed)) {
2043         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2044         return WINED3DERR_NOTAVAILABLE;
2045     }
2046
2047     /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
2048     hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
2049     if(FAILED(hr))
2050         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2051
2052     return hr;
2053 }
2054
2055
2056 /* Check if we support bumpmapping for a format */
2057 static BOOL CheckBumpMapCapability(struct WineD3DAdapter *adapter,
2058         WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2059 {
2060     const struct fragment_pipeline *fp;
2061
2062     switch(format_desc->format)
2063     {
2064         case WINED3DFMT_R8G8_SNORM:
2065         case WINED3DFMT_R16G16_SNORM:
2066         case WINED3DFMT_L6V5U5:
2067         case WINED3DFMT_X8L8V8U8:
2068         case WINED3DFMT_R8G8B8A8_SNORM:
2069             /* Ask the fixed function pipeline implementation if it can deal
2070              * with the conversion. If we've got a GL extension giving native
2071              * support this will be an identity conversion. */
2072             fp = select_fragment_implementation(adapter, DeviceType);
2073             if (fp->color_fixup_supported(format_desc->color_fixup))
2074             {
2075                 TRACE_(d3d_caps)("[OK]\n");
2076                 return TRUE;
2077             }
2078             TRACE_(d3d_caps)("[FAILED]\n");
2079             return FALSE;
2080
2081         default:
2082             TRACE_(d3d_caps)("[FAILED]\n");
2083             return FALSE;
2084     }
2085 }
2086
2087 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
2088 static BOOL CheckDepthStencilCapability(struct WineD3DAdapter *adapter,
2089         const struct GlPixelFormatDesc *display_format_desc, const struct GlPixelFormatDesc *ds_format_desc)
2090 {
2091     int it=0;
2092
2093     /* Only allow depth/stencil formats */
2094     if (!(ds_format_desc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))) return FALSE;
2095
2096     /* Walk through all WGL pixel formats to find a match */
2097     for (it = 0; it < adapter->nCfgs; ++it)
2098     {
2099         WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
2100         if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format_desc))
2101         {
2102             if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format_desc))
2103             {
2104                 return TRUE;
2105             }
2106         }
2107     }
2108
2109     return FALSE;
2110 }
2111
2112 static BOOL CheckFilterCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2113 {
2114     /* The flags entry of a format contains the filtering capability */
2115     if (format_desc->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
2116
2117     return FALSE;
2118 }
2119
2120 /* Check the render target capabilities of a format */
2121 static BOOL CheckRenderTargetCapability(struct WineD3DAdapter *adapter,
2122         const struct GlPixelFormatDesc *adapter_format_desc, const struct GlPixelFormatDesc *check_format_desc)
2123 {
2124     /* Filter out non-RT formats */
2125     if (!(check_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
2126
2127     if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
2128         WineD3D_PixelFormat *cfgs = adapter->cfgs;
2129         int it;
2130         short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
2131         short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
2132
2133         getColorBits(adapter_format_desc, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
2134         getColorBits(check_format_desc, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
2135
2136         /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
2137          * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
2138         if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
2139             TRACE_(d3d_caps)("[FAILED]\n");
2140             return FALSE;
2141         }
2142
2143         /* Check if there is a WGL pixel format matching the requirements, the format should also be window
2144          * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
2145         for (it = 0; it < adapter->nCfgs; ++it)
2146         {
2147             if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
2148                     &cfgs[it], check_format_desc))
2149             {
2150                 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
2151                         cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
2152                 return TRUE;
2153             }
2154         }
2155     } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
2156         /* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
2157         WineD3D_PixelFormat *cfgs = adapter->cfgs;
2158         int it;
2159
2160         /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
2161         for (it = 0; it < adapter->nCfgs; ++it)
2162         {
2163             if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
2164                     &cfgs[it], check_format_desc))
2165             {
2166                 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
2167                         cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
2168                 return TRUE;
2169             }
2170         }
2171     } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){
2172         /* For now return TRUE for FBOs until we have some proper checks.
2173          * Note that this function will only be called when the format is around for texturing. */
2174         return TRUE;
2175     }
2176     return FALSE;
2177 }
2178
2179 static BOOL CheckSrgbReadCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2180 {
2181     const WineD3D_GL_Info *gl_info = &adapter->gl_info;
2182
2183     /* Check for supported sRGB formats (Texture loading and framebuffer) */
2184     if(!GL_SUPPORT(EXT_TEXTURE_SRGB)) {
2185         TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
2186         return FALSE;
2187     }
2188
2189     switch (format_desc->format)
2190     {
2191         case WINED3DFMT_A8R8G8B8:
2192         case WINED3DFMT_X8R8G8B8:
2193         case WINED3DFMT_A4R4G4B4:
2194         case WINED3DFMT_L8:
2195         case WINED3DFMT_A8L8:
2196         case WINED3DFMT_DXT1:
2197         case WINED3DFMT_DXT2:
2198         case WINED3DFMT_DXT3:
2199         case WINED3DFMT_DXT4:
2200         case WINED3DFMT_DXT5:
2201             TRACE_(d3d_caps)("[OK]\n");
2202             return TRUE;
2203
2204         default:
2205             TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(format_desc->format));
2206             return FALSE;
2207     }
2208     return FALSE;
2209 }
2210
2211 static BOOL CheckSrgbWriteCapability(struct WineD3DAdapter *adapter,
2212         WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2213 {
2214     /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
2215      * doing the color fixup in shaders.
2216      * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
2217     if ((format_desc->format == WINED3DFMT_X8R8G8B8) || (format_desc->format == WINED3DFMT_A8R8G8B8))
2218     {
2219         int vs_selected_mode;
2220         int ps_selected_mode;
2221         select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
2222
2223         if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
2224             TRACE_(d3d_caps)("[OK]\n");
2225             return TRUE;
2226         }
2227     }
2228
2229     TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(format_desc->format));
2230     return FALSE;
2231 }
2232
2233 /* Check if a format support blending in combination with pixel shaders */
2234 static BOOL CheckPostPixelShaderBlendingCapability(struct WineD3DAdapter *adapter,
2235         const struct GlPixelFormatDesc *format_desc)
2236 {
2237     /* The flags entry of a format contains the post pixel shader blending capability */
2238     if (format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
2239
2240     return FALSE;
2241 }
2242
2243 static BOOL CheckWrapAndMipCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2244 {
2245     /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
2246      * but we have to report mipmapping so we cannot reject this flag. Tests show that
2247      * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
2248      * that wrapping is supported. The lack of filtering will sort out the mipmapping
2249      * capability anyway.
2250      *
2251      * For now lets report this on all formats, but in the future we may want to
2252      * restrict it to some should games need that
2253      */
2254     return TRUE;
2255 }
2256
2257 /* Check if a texture format is supported on the given adapter */
2258 static BOOL CheckTextureCapability(struct WineD3DAdapter *adapter,
2259         WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2260 {
2261     const WineD3D_GL_Info *gl_info = &adapter->gl_info;
2262     const shader_backend_t *shader_backend;
2263     const struct fragment_pipeline *fp;
2264
2265     switch (format_desc->format)
2266     {
2267         /*****
2268          *  supported: RGB(A) formats
2269          */
2270         case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
2271         case WINED3DFMT_A8R8G8B8:
2272         case WINED3DFMT_X8R8G8B8:
2273         case WINED3DFMT_R5G6B5:
2274         case WINED3DFMT_X1R5G5B5:
2275         case WINED3DFMT_A1R5G5B5:
2276         case WINED3DFMT_A4R4G4B4:
2277         case WINED3DFMT_A8_UNORM:
2278         case WINED3DFMT_X4R4G4B4:
2279         case WINED3DFMT_R8G8B8A8_UNORM:
2280         case WINED3DFMT_X8B8G8R8:
2281         case WINED3DFMT_A2R10G10B10:
2282         case WINED3DFMT_R10G10B10A2_UNORM:
2283         case WINED3DFMT_R16G16_UNORM:
2284             TRACE_(d3d_caps)("[OK]\n");
2285             return TRUE;
2286
2287         case WINED3DFMT_R3G3B2:
2288             TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
2289             return FALSE;
2290
2291         /*****
2292          *  supported: Palettized
2293          */
2294         case WINED3DFMT_P8:
2295             TRACE_(d3d_caps)("[OK]\n");
2296             return TRUE;
2297         /* No Windows driver offers A8P8, so don't offer it either */
2298         case WINED3DFMT_A8P8:
2299             return FALSE;
2300
2301         /*****
2302          *  Supported: (Alpha)-Luminance
2303          */
2304         case WINED3DFMT_L8:
2305         case WINED3DFMT_A8L8:
2306         case WINED3DFMT_L16:
2307             TRACE_(d3d_caps)("[OK]\n");
2308             return TRUE;
2309
2310         /* Not supported on Windows, thus disabled */
2311         case WINED3DFMT_A4L4:
2312             TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
2313             return FALSE;
2314
2315         /*****
2316          *  Supported: Depth/Stencil formats
2317          */
2318         case WINED3DFMT_D16_LOCKABLE:
2319         case WINED3DFMT_D16_UNORM:
2320         case WINED3DFMT_D15S1:
2321         case WINED3DFMT_D24X8:
2322         case WINED3DFMT_D24X4S4:
2323         case WINED3DFMT_D24S8:
2324         case WINED3DFMT_D24FS8:
2325         case WINED3DFMT_D32:
2326         case WINED3DFMT_D32F_LOCKABLE:
2327             return TRUE;
2328
2329         /*****
2330          *  Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
2331          *  GL_NV_texture_shader). Emulated by shaders
2332          */
2333         case WINED3DFMT_R8G8_SNORM:
2334         case WINED3DFMT_X8L8V8U8:
2335         case WINED3DFMT_L6V5U5:
2336         case WINED3DFMT_R8G8B8A8_SNORM:
2337         case WINED3DFMT_R16G16_SNORM:
2338             /* Ask the shader backend if it can deal with the conversion. If
2339              * we've got a GL extension giving native support this will be an
2340              * identity conversion. */
2341             shader_backend = select_shader_backend(adapter, DeviceType);
2342             if (shader_backend->shader_color_fixup_supported(format_desc->color_fixup))
2343             {
2344                 TRACE_(d3d_caps)("[OK]\n");
2345                 return TRUE;
2346             }
2347             TRACE_(d3d_caps)("[FAILED]\n");
2348             return FALSE;
2349
2350         case WINED3DFMT_DXT1:
2351         case WINED3DFMT_DXT2:
2352         case WINED3DFMT_DXT3:
2353         case WINED3DFMT_DXT4:
2354         case WINED3DFMT_DXT5:
2355             if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
2356                 TRACE_(d3d_caps)("[OK]\n");
2357                 return TRUE;
2358             }
2359             TRACE_(d3d_caps)("[FAILED]\n");
2360             return FALSE;
2361
2362
2363         /*****
2364          *  Odd formats - not supported
2365          */
2366         case WINED3DFMT_VERTEXDATA:
2367         case WINED3DFMT_R16_UINT:
2368         case WINED3DFMT_R32_UINT:
2369         case WINED3DFMT_R16G16B16A16_SNORM:
2370         case WINED3DFMT_A2W10V10U10:
2371         case WINED3DFMT_W11V11U10:
2372             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2373             return FALSE;
2374
2375         /*****
2376          *  WINED3DFMT_CxV8U8: Not supported right now
2377          */
2378         case WINED3DFMT_CxV8U8:
2379             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2380             return FALSE;
2381
2382         /* YUV formats */
2383         case WINED3DFMT_UYVY:
2384         case WINED3DFMT_YUY2:
2385             if(GL_SUPPORT(APPLE_YCBCR_422)) {
2386                 TRACE_(d3d_caps)("[OK]\n");
2387                 return TRUE;
2388             }
2389             TRACE_(d3d_caps)("[FAILED]\n");
2390             return FALSE;
2391         case WINED3DFMT_YV12:
2392             TRACE_(d3d_caps)("[FAILED]\n");
2393             return FALSE;
2394
2395             /* Not supported */
2396         case WINED3DFMT_R16G16B16A16_UNORM:
2397         case WINED3DFMT_A8R3G3B2:
2398             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2399             return FALSE;
2400
2401             /* Floating point formats */
2402         case WINED3DFMT_R16_FLOAT:
2403         case WINED3DFMT_R16G16B16A16_FLOAT:
2404             if(GL_SUPPORT(ARB_TEXTURE_FLOAT) && GL_SUPPORT(ARB_HALF_FLOAT_PIXEL)) {
2405                 TRACE_(d3d_caps)("[OK]\n");
2406                 return TRUE;
2407             }
2408             TRACE_(d3d_caps)("[FAILED]\n");
2409             return FALSE;
2410
2411         case WINED3DFMT_R32_FLOAT:
2412         case WINED3DFMT_R32G32B32A32_FLOAT:
2413             if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2414                 TRACE_(d3d_caps)("[OK]\n");
2415                 return TRUE;
2416             }
2417             TRACE_(d3d_caps)("[FAILED]\n");
2418             return FALSE;
2419
2420         case WINED3DFMT_R16G16_FLOAT:
2421         case WINED3DFMT_R32G32_FLOAT:
2422             if(GL_SUPPORT(ARB_TEXTURE_RG)) {
2423                 TRACE_(d3d_caps)("[OK]\n");
2424                 return TRUE;
2425             }
2426             TRACE_(d3d_caps)("[FAILED]\n");
2427             return FALSE;
2428
2429         /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
2430          * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
2431          * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
2432          * We can do instancing with all shader versions, but we need vertex shaders.
2433          *
2434          * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
2435          * to enable instancing. WineD3D doesn't need that and just ignores it.
2436          *
2437          * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
2438          */
2439         case WINEMAKEFOURCC('I','N','S','T'):
2440             TRACE("ATI Instancing check hack\n");
2441             if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
2442                 TRACE_(d3d_caps)("[OK]\n");
2443                 return TRUE;
2444             }
2445             TRACE_(d3d_caps)("[FAILED]\n");
2446             return FALSE;
2447
2448         /* Some weird FOURCC formats */
2449         case WINED3DFMT_R8G8_B8G8:
2450         case WINED3DFMT_G8R8_G8B8:
2451         case WINED3DFMT_MULTI2_ARGB8:
2452             TRACE_(d3d_caps)("[FAILED]\n");
2453             return FALSE;
2454
2455         /* Vendor specific formats */
2456         case WINED3DFMT_ATI2N:
2457             if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC) || GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
2458                 shader_backend = select_shader_backend(adapter, DeviceType);
2459                 fp = select_fragment_implementation(adapter, DeviceType);
2460                 if (shader_backend->shader_color_fixup_supported(format_desc->color_fixup)
2461                         && fp->color_fixup_supported(format_desc->color_fixup))
2462                 {
2463                     TRACE_(d3d_caps)("[OK]\n");
2464                     return TRUE;
2465                 }
2466
2467                 TRACE_(d3d_caps)("[OK]\n");
2468                 return TRUE;
2469             }
2470             TRACE_(d3d_caps)("[FAILED]\n");
2471             return FALSE;
2472
2473         case WINED3DFMT_NVHU:
2474         case WINED3DFMT_NVHS:
2475             /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
2476              * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
2477              * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
2478              * ATI refused to support formats which can easilly be emulated with pixel shaders, so
2479              * Applications have to deal with not having NVHS and NVHU.
2480              */
2481             TRACE_(d3d_caps)("[FAILED]\n");
2482             return FALSE;
2483
2484         case WINED3DFMT_UNKNOWN:
2485             return FALSE;
2486
2487         default:
2488             ERR("Unhandled format=%s\n", debug_d3dformat(format_desc->format));
2489             break;
2490     }
2491     return FALSE;
2492 }
2493
2494 static BOOL CheckSurfaceCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *adapter_format_desc,
2495         WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *check_format_desc, WINED3DSURFTYPE SurfaceType)
2496 {
2497     const struct blit_shader *blitter;
2498
2499     if(SurfaceType == SURFACE_GDI) {
2500         switch(check_format_desc->format)
2501         {
2502             case WINED3DFMT_R8G8B8:
2503             case WINED3DFMT_A8R8G8B8:
2504             case WINED3DFMT_X8R8G8B8:
2505             case WINED3DFMT_R5G6B5:
2506             case WINED3DFMT_X1R5G5B5:
2507             case WINED3DFMT_A1R5G5B5:
2508             case WINED3DFMT_A4R4G4B4:
2509             case WINED3DFMT_R3G3B2:
2510             case WINED3DFMT_A8_UNORM:
2511             case WINED3DFMT_A8R3G3B2:
2512             case WINED3DFMT_X4R4G4B4:
2513             case WINED3DFMT_R10G10B10A2_UNORM:
2514             case WINED3DFMT_R8G8B8A8_UNORM:
2515             case WINED3DFMT_X8B8G8R8:
2516             case WINED3DFMT_R16G16_UNORM:
2517             case WINED3DFMT_A2R10G10B10:
2518             case WINED3DFMT_R16G16B16A16_UNORM:
2519             case WINED3DFMT_P8:
2520                 TRACE_(d3d_caps)("[OK]\n");
2521                 return TRUE;
2522             default:
2523                 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
2524                 return FALSE;
2525         }
2526     }
2527
2528     /* All format that are supported for textures are supported for surfaces as well */
2529     if (CheckTextureCapability(adapter, DeviceType, check_format_desc)) return TRUE;
2530     /* All depth stencil formats are supported on surfaces */
2531     if (CheckDepthStencilCapability(adapter, adapter_format_desc, check_format_desc)) return TRUE;
2532
2533     /* If opengl can't process the format natively, the blitter may be able to convert it */
2534     blitter = select_blit_implementation(adapter, DeviceType);
2535     if (blitter->color_fixup_supported(check_format_desc->color_fixup))
2536     {
2537         TRACE_(d3d_caps)("[OK]\n");
2538         return TRUE;
2539     }
2540
2541     /* Reject other formats */
2542     TRACE_(d3d_caps)("[FAILED]\n");
2543     return FALSE;
2544 }
2545
2546 static BOOL CheckVertexTextureCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2547 {
2548     const WineD3D_GL_Info *gl_info = &adapter->gl_info;
2549
2550     if (!GL_LIMITS(vertex_samplers)) {
2551         TRACE_(d3d_caps)("[FAILED]\n");
2552         return FALSE;
2553     }
2554
2555     switch (format_desc->format)
2556     {
2557         case WINED3DFMT_R32G32B32A32_FLOAT:
2558             if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2559                 TRACE_(d3d_caps)("[FAILED]\n");
2560                 return FALSE;
2561             }
2562             TRACE_(d3d_caps)("[OK]\n");
2563             return TRUE;
2564
2565         default:
2566             TRACE_(d3d_caps)("[FAILED]\n");
2567             return FALSE;
2568     }
2569     return FALSE;
2570 }
2571
2572 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, 
2573         WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
2574         WINED3DSURFTYPE SurfaceType) {
2575     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2576     struct WineD3DAdapter *adapter = &This->adapters[Adapter];
2577     const WineD3D_GL_Info *gl_info = &adapter->gl_info;
2578     const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(CheckFormat, gl_info);
2579     const struct GlPixelFormatDesc *adapter_format_desc = getFormatDescEntry(AdapterFormat, gl_info);
2580     DWORD UsageCaps = 0;
2581
2582     TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
2583           This,
2584           Adapter,
2585           DeviceType, debug_d3ddevicetype(DeviceType),
2586           AdapterFormat, debug_d3dformat(AdapterFormat),
2587           Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
2588           RType, debug_d3dresourcetype(RType),
2589           CheckFormat, debug_d3dformat(CheckFormat));
2590
2591     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2592         return WINED3DERR_INVALIDCALL;
2593     }
2594
2595     if(RType == WINED3DRTYPE_CUBETEXTURE) {
2596
2597         if(SurfaceType != SURFACE_OPENGL) {
2598             TRACE("[FAILED]\n");
2599             return WINED3DERR_NOTAVAILABLE;
2600         }
2601
2602         /* Cubetexture allows:
2603          *                    - D3DUSAGE_AUTOGENMIPMAP
2604          *                    - D3DUSAGE_DEPTHSTENCIL
2605          *                    - D3DUSAGE_DYNAMIC
2606          *                    - D3DUSAGE_NONSECURE (d3d9ex)
2607          *                    - D3DUSAGE_RENDERTARGET
2608          *                    - D3DUSAGE_SOFTWAREPROCESSING
2609          *                    - D3DUSAGE_QUERY_WRAPANDMIP
2610          */
2611         if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2612             /* Check if the texture format is around */
2613             if (CheckTextureCapability(adapter, DeviceType, format_desc))
2614             {
2615                 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2616                     /* Check for automatic mipmap generation support */
2617                     if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2618                         UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2619                     } else {
2620                         /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2621                         TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2622                     }
2623                 }
2624
2625                 /* Always report dynamic locking */
2626                 if(Usage & WINED3DUSAGE_DYNAMIC)
2627                     UsageCaps |= WINED3DUSAGE_DYNAMIC;
2628
2629                 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2630                     if(CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
2631                     {
2632                         UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2633                     } else {
2634                         TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2635                         return WINED3DERR_NOTAVAILABLE;
2636                     }
2637                 }
2638
2639                 /* Always report software processing */
2640                 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2641                     UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2642
2643                 /* Check QUERY_FILTER support */
2644                 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2645                     if (CheckFilterCapability(adapter, format_desc))
2646                     {
2647                         UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2648                     } else {
2649                         TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2650                         return WINED3DERR_NOTAVAILABLE;
2651                     }
2652                 }
2653
2654                 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2655                 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2656                     if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
2657                     {
2658                         UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2659                     } else {
2660                         TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2661                         return WINED3DERR_NOTAVAILABLE;
2662                     }
2663                 }
2664
2665                 /* Check QUERY_SRGBREAD support */
2666                 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2667                     if (CheckSrgbReadCapability(adapter, format_desc))
2668                     {
2669                         UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2670                     } else {
2671                         TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2672                         return WINED3DERR_NOTAVAILABLE;
2673                     }
2674                 }
2675
2676                 /* Check QUERY_SRGBWRITE support */
2677                 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2678                     if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
2679                     {
2680                         UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2681                     } else {
2682                         TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2683                         return WINED3DERR_NOTAVAILABLE;
2684                     }
2685                 }
2686
2687                 /* Check QUERY_VERTEXTEXTURE support */
2688                 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2689                     if (CheckVertexTextureCapability(adapter, format_desc))
2690                     {
2691                         UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2692                     } else {
2693                         TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2694                         return WINED3DERR_NOTAVAILABLE;
2695                     }
2696                 }
2697
2698                 /* Check QUERY_WRAPANDMIP support */
2699                 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2700                     if (CheckWrapAndMipCapability(adapter, format_desc))
2701                     {
2702                         UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2703                     } else {
2704                         TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2705                         return WINED3DERR_NOTAVAILABLE;
2706                     }
2707                 }
2708             } else {
2709                 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
2710                 return WINED3DERR_NOTAVAILABLE;
2711             }
2712         } else {
2713             TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
2714             return WINED3DERR_NOTAVAILABLE;
2715         }
2716     } else if(RType == WINED3DRTYPE_SURFACE) {
2717         /* Surface allows:
2718          *                - D3DUSAGE_DEPTHSTENCIL
2719          *                - D3DUSAGE_NONSECURE (d3d9ex)
2720          *                - D3DUSAGE_RENDERTARGET
2721          */
2722
2723         if (CheckSurfaceCapability(adapter, adapter_format_desc, DeviceType, format_desc, SurfaceType))
2724         {
2725             if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2726                 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
2727                 {
2728                     UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2729                 } else {
2730                     TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
2731                     return WINED3DERR_NOTAVAILABLE;
2732                 }
2733             }
2734
2735             if(Usage & WINED3DUSAGE_RENDERTARGET) {
2736                 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
2737                 {
2738                     UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2739                 } else {
2740                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2741                     return WINED3DERR_NOTAVAILABLE;
2742                 }
2743             }
2744
2745             /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2746             if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2747                 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
2748                 {
2749                     UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2750                 } else {
2751                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2752                     return WINED3DERR_NOTAVAILABLE;
2753                 }
2754             }
2755         } else {
2756             TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
2757             return WINED3DERR_NOTAVAILABLE;
2758         }
2759
2760     } else if(RType == WINED3DRTYPE_TEXTURE) {
2761         /* Texture allows:
2762          *                - D3DUSAGE_AUTOGENMIPMAP
2763          *                - D3DUSAGE_DEPTHSTENCIL
2764          *                - D3DUSAGE_DMAP
2765          *                - D3DUSAGE_DYNAMIC
2766          *                - D3DUSAGE_NONSECURE (d3d9ex)
2767          *                - D3DUSAGE_RENDERTARGET
2768          *                - D3DUSAGE_SOFTWAREPROCESSING
2769          *                - D3DUSAGE_TEXTAPI (d3d9ex)
2770          *                - D3DUSAGE_QUERY_WRAPANDMIP
2771          */
2772
2773         if(SurfaceType != SURFACE_OPENGL) {
2774             TRACE("[FAILED]\n");
2775             return WINED3DERR_NOTAVAILABLE;
2776         }
2777
2778         /* Check if the texture format is around */
2779         if (CheckTextureCapability(adapter, DeviceType, format_desc))
2780         {
2781             if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2782                 /* Check for automatic mipmap generation support */
2783                 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2784                     UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2785                 } else {
2786                     /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2787                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2788                 }
2789             }
2790
2791             /* Always report dynamic locking */
2792             if(Usage & WINED3DUSAGE_DYNAMIC)
2793                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2794
2795             if(Usage & WINED3DUSAGE_RENDERTARGET) {
2796                 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
2797                 {
2798                     UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2799                 } else {
2800                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2801                      return WINED3DERR_NOTAVAILABLE;
2802                  }
2803             }
2804
2805             /* Always report software processing */
2806             if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2807                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2808
2809             /* Check QUERY_FILTER support */
2810             if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2811                 if (CheckFilterCapability(adapter, format_desc))
2812                 {
2813                     UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2814                 } else {
2815                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2816                     return WINED3DERR_NOTAVAILABLE;
2817                 }
2818             }
2819
2820             /* Check QUERY_LEGACYBUMPMAP support */
2821             if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
2822                 if (CheckBumpMapCapability(adapter, DeviceType, format_desc))
2823                 {
2824                     UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
2825                 } else {
2826                     TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
2827                     return WINED3DERR_NOTAVAILABLE;
2828                 }
2829             }
2830
2831             /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2832             if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2833                 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
2834                 {
2835                     UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2836                 } else {
2837                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2838                     return WINED3DERR_NOTAVAILABLE;
2839                 }
2840             }
2841
2842             /* Check QUERY_SRGBREAD support */
2843             if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2844                 if (CheckSrgbReadCapability(adapter, format_desc))
2845                 {
2846                     UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2847                 } else {
2848                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2849                     return WINED3DERR_NOTAVAILABLE;
2850                 }
2851             }
2852
2853             /* Check QUERY_SRGBWRITE support */
2854             if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2855                 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
2856                 {
2857                     UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2858                 } else {
2859                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2860                     return WINED3DERR_NOTAVAILABLE;
2861                 }
2862             }
2863
2864             /* Check QUERY_VERTEXTEXTURE support */
2865             if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2866                 if (CheckVertexTextureCapability(adapter, format_desc))
2867                 {
2868                     UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2869                 } else {
2870                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2871                     return WINED3DERR_NOTAVAILABLE;
2872                 }
2873             }
2874
2875             /* Check QUERY_WRAPANDMIP support */
2876             if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2877                 if (CheckWrapAndMipCapability(adapter, format_desc))
2878                 {
2879                     UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2880                 } else {
2881                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2882                     return WINED3DERR_NOTAVAILABLE;
2883                 }
2884             }
2885
2886             if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2887                 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
2888                 {
2889                     UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2890                 } else {
2891                     TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
2892                     return WINED3DERR_NOTAVAILABLE;
2893                 }
2894             }
2895         } else {
2896             TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
2897             return WINED3DERR_NOTAVAILABLE;
2898         }
2899     } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
2900         /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
2901          * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
2902          *
2903          * Volumetexture allows:
2904          *                      - D3DUSAGE_DYNAMIC
2905          *                      - D3DUSAGE_NONSECURE (d3d9ex)
2906          *                      - D3DUSAGE_SOFTWAREPROCESSING
2907          *                      - D3DUSAGE_QUERY_WRAPANDMIP
2908          */
2909
2910         if(SurfaceType != SURFACE_OPENGL) {
2911             TRACE("[FAILED]\n");
2912             return WINED3DERR_NOTAVAILABLE;
2913         }
2914
2915         /* Check volume texture and volume usage caps */
2916         if(GL_SUPPORT(EXT_TEXTURE3D)) {
2917             if (!CheckTextureCapability(adapter, DeviceType, format_desc))
2918             {
2919                 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
2920                 return WINED3DERR_NOTAVAILABLE;
2921             }
2922
2923             /* Always report dynamic locking */
2924             if(Usage & WINED3DUSAGE_DYNAMIC)
2925                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2926
2927             /* Always report software processing */
2928             if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2929                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2930
2931             /* Check QUERY_FILTER support */
2932             if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2933                 if (CheckFilterCapability(adapter, format_desc))
2934                 {
2935                     UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2936                 } else {
2937                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2938                     return WINED3DERR_NOTAVAILABLE;
2939                 }
2940             }
2941
2942             /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2943             if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2944                 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
2945                 {
2946                     UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2947                 } else {
2948                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2949                     return WINED3DERR_NOTAVAILABLE;
2950                 }
2951             }
2952
2953             /* Check QUERY_SRGBREAD support */
2954             if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2955                 if (CheckSrgbReadCapability(adapter, format_desc))
2956                 {
2957                     UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2958                 } else {
2959                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2960                     return WINED3DERR_NOTAVAILABLE;
2961                 }
2962             }
2963
2964             /* Check QUERY_SRGBWRITE support */
2965             if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2966                 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
2967                 {
2968                     UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2969                 } else {
2970                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2971                     return WINED3DERR_NOTAVAILABLE;
2972                 }
2973             }
2974
2975             /* Check QUERY_VERTEXTEXTURE support */
2976             if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2977                 if (CheckVertexTextureCapability(adapter, format_desc))
2978                 {
2979                     UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2980                 } else {
2981                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2982                     return WINED3DERR_NOTAVAILABLE;
2983                 }
2984             }
2985
2986             /* Check QUERY_WRAPANDMIP support */
2987             if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2988                 if (CheckWrapAndMipCapability(adapter, format_desc))
2989                 {
2990                     UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2991                 } else {
2992                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2993                     return WINED3DERR_NOTAVAILABLE;
2994                 }
2995             }
2996         } else {
2997             TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
2998             return WINED3DERR_NOTAVAILABLE;
2999         }
3000
3001         /* Filter formats that need conversion; For one part, this conversion is unimplemented,
3002          * and volume textures are huge, so it would be a big performance hit. Unless we hit an
3003          * app needing one of those formats, don't advertize them to avoid leading apps into
3004          * temptation. The windows drivers don't support most of those formats on volumes anyway,
3005          * except of R32F.
3006          */
3007         switch(CheckFormat) {
3008             case WINED3DFMT_P8:
3009             case WINED3DFMT_A4L4:
3010             case WINED3DFMT_R32_FLOAT:
3011             case WINED3DFMT_R16_FLOAT:
3012             case WINED3DFMT_X8L8V8U8:
3013             case WINED3DFMT_L6V5U5:
3014             case WINED3DFMT_R16G16_UNORM:
3015                 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3016                 return WINED3DERR_NOTAVAILABLE;
3017
3018             case WINED3DFMT_R8G8B8A8_SNORM:
3019             case WINED3DFMT_R16G16_SNORM:
3020             if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
3021                 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3022                 return WINED3DERR_NOTAVAILABLE;
3023             }
3024             break;
3025
3026             case WINED3DFMT_R8G8_SNORM:
3027             if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
3028                 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3029                 return WINED3DERR_NOTAVAILABLE;
3030             }
3031             break;
3032
3033             case WINED3DFMT_DXT1:
3034             case WINED3DFMT_DXT2:
3035             case WINED3DFMT_DXT3:
3036             case WINED3DFMT_DXT4:
3037             case WINED3DFMT_DXT5:
3038                 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
3039                  * compressed texture results in an error. While the D3D refrast does
3040                  * support s3tc volumes, at least the nvidia windows driver does not, so
3041                  * we're free not to support this format.
3042                  */
3043                 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
3044                 return WINED3DERR_NOTAVAILABLE;
3045
3046             default:
3047                 /* Do nothing, continue with checking the format below */
3048                 break;
3049         }
3050     } else if((RType == WINED3DRTYPE_INDEXBUFFER) || (RType == WINED3DRTYPE_VERTEXBUFFER)){
3051         /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
3052         TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
3053         return WINED3DERR_NOTAVAILABLE;
3054     }
3055
3056     /* This format is nothing special and it is supported perfectly.
3057      * However, ati and nvidia driver on windows do not mark this format as
3058      * supported (tested with the dxCapsViewer) and pretending to
3059      * support this format uncovers a bug in Battlefield 1942 (fonts are missing)
3060      * So do the same as Windows drivers and pretend not to support it on dx8 and 9
3061      * Enable it on dx7. It will need additional checking on dx10 when we support it.
3062      */
3063     if(This->dxVersion > 7 && CheckFormat == WINED3DFMT_R8G8B8) {
3064         TRACE_(d3d_caps)("[FAILED]\n");
3065         return WINED3DERR_NOTAVAILABLE;
3066     }
3067
3068     /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
3069      * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
3070      * usage flags match. */
3071     if(UsageCaps == Usage) {
3072         return WINED3D_OK;
3073     } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
3074         return WINED3DOK_NOAUTOGEN;
3075     } else {
3076         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);
3077         return WINED3DERR_NOTAVAILABLE;
3078     }
3079 }
3080
3081 static HRESULT  WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3082                                                           WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
3083     IWineD3DImpl *This = (IWineD3DImpl *)iface;
3084
3085     FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
3086           This,
3087           Adapter,
3088           DeviceType, debug_d3ddevicetype(DeviceType),
3089           SourceFormat, debug_d3dformat(SourceFormat),
3090           TargetFormat, debug_d3dformat(TargetFormat));
3091     return WINED3D_OK;
3092 }
3093
3094 static const shader_backend_t *select_shader_backend(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType)
3095 {
3096     const shader_backend_t *ret;
3097     int vs_selected_mode;
3098     int ps_selected_mode;
3099
3100     select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3101     if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) {
3102         ret = &glsl_shader_backend;
3103     } else if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) {
3104         ret = &arb_program_shader_backend;
3105     } else {
3106         ret = &none_shader_backend;
3107     }
3108     return ret;
3109 }
3110
3111 static const struct fragment_pipeline *select_fragment_implementation(struct WineD3DAdapter *adapter,
3112         WINED3DDEVTYPE DeviceType)
3113 {
3114     const WineD3D_GL_Info *gl_info = &adapter->gl_info;
3115     int vs_selected_mode;
3116     int ps_selected_mode;
3117
3118     select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3119     if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3120         return &arbfp_fragment_pipeline;
3121     } else if(ps_selected_mode == SHADER_ATI) {
3122         return &atifs_fragment_pipeline;
3123     } else if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
3124         return &nvts_fragment_pipeline;
3125     } else if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3126         return &nvrc_fragment_pipeline;
3127     } else {
3128         return &ffp_fragment_pipeline;
3129     }
3130 }
3131
3132 static const struct blit_shader *select_blit_implementation(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType)
3133 {
3134     const WineD3D_GL_Info *gl_info = &adapter->gl_info;
3135     int vs_selected_mode;
3136     int ps_selected_mode;
3137
3138     select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3139     if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3140         return &arbfp_blit;
3141     } else {
3142         return &ffp_blit;
3143     }
3144 }
3145
3146 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
3147       subset of a D3DCAPS9 structure. However, it has to come via a void *
3148       as the d3d8 interface cannot import the d3d9 header                  */
3149 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
3150
3151     IWineD3DImpl    *This = (IWineD3DImpl *)iface;
3152     struct WineD3DAdapter *adapter = &This->adapters[Adapter];
3153     const WineD3D_GL_Info *gl_info = &adapter->gl_info;
3154     int vs_selected_mode;
3155     int ps_selected_mode;
3156     struct shader_caps shader_caps;
3157     struct fragment_caps fragment_caps;
3158     const shader_backend_t *shader_backend;
3159     const struct fragment_pipeline *frag_pipeline = NULL;
3160     DWORD ckey_caps, blit_caps, fx_caps;
3161
3162     TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
3163
3164     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3165         return WINED3DERR_INVALIDCALL;
3166     }
3167
3168     select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3169
3170     /* This function should *not* be modifying GL caps
3171      * TODO: move the functionality where it belongs */
3172     select_shader_max_constants(ps_selected_mode, vs_selected_mode, &adapter->gl_info);
3173
3174     /* ------------------------------------------------
3175        The following fields apply to both d3d8 and d3d9
3176        ------------------------------------------------ */
3177     pCaps->DeviceType              = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF;  /* Not quite true, but use h/w supported by opengl I suppose */
3178     pCaps->AdapterOrdinal          = Adapter;
3179
3180     pCaps->Caps                    = 0;
3181     pCaps->Caps2                   = WINED3DCAPS2_CANRENDERWINDOWED |
3182                                      WINED3DCAPS2_FULLSCREENGAMMA |
3183                                      WINED3DCAPS2_DYNAMICTEXTURES;
3184     if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
3185         pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
3186     }
3187
3188     pCaps->Caps3                   = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
3189                                      WINED3DCAPS3_COPY_TO_VIDMEM                   |
3190                                      WINED3DCAPS3_COPY_TO_SYSTEMMEM;
3191
3192     pCaps->PresentationIntervals   = WINED3DPRESENT_INTERVAL_IMMEDIATE  |
3193                                      WINED3DPRESENT_INTERVAL_ONE;
3194
3195     pCaps->CursorCaps              = WINED3DCURSORCAPS_COLOR            |
3196                                      WINED3DCURSORCAPS_LOWRES;
3197
3198     pCaps->DevCaps                 = WINED3DDEVCAPS_FLOATTLVERTEX       |
3199                                      WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
3200                                      WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
3201                                      WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
3202                                      WINED3DDEVCAPS_DRAWPRIMTLVERTEX    |
3203                                      WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
3204                                      WINED3DDEVCAPS_EXECUTEVIDEOMEMORY  |
3205                                      WINED3DDEVCAPS_PUREDEVICE          |
3206                                      WINED3DDEVCAPS_HWRASTERIZATION     |
3207                                      WINED3DDEVCAPS_TEXTUREVIDEOMEMORY  |
3208                                      WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
3209                                      WINED3DDEVCAPS_CANRENDERAFTERFLIP  |
3210                                      WINED3DDEVCAPS_DRAWPRIMITIVES2     |
3211                                      WINED3DDEVCAPS_DRAWPRIMITIVES2EX   |
3212                                      WINED3DDEVCAPS_RTPATCHES;
3213
3214     pCaps->PrimitiveMiscCaps       = WINED3DPMISCCAPS_CULLNONE              |
3215                                      WINED3DPMISCCAPS_CULLCCW               |
3216                                      WINED3DPMISCCAPS_CULLCW                |
3217                                      WINED3DPMISCCAPS_COLORWRITEENABLE      |
3218                                      WINED3DPMISCCAPS_CLIPTLVERTS           |
3219                                      WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
3220                                      WINED3DPMISCCAPS_MASKZ                 |
3221                                      WINED3DPMISCCAPS_BLENDOP               |
3222                                      WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
3223                                     /* TODO:
3224                                         WINED3DPMISCCAPS_NULLREFERENCE
3225                                         WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
3226                                         WINED3DPMISCCAPS_FOGANDSPECULARALPHA
3227                                         WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
3228                                         WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
3229
3230     if(GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE) && GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE))
3231         pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
3232
3233     pCaps->RasterCaps              = WINED3DPRASTERCAPS_DITHER    |
3234                                      WINED3DPRASTERCAPS_PAT       |
3235                                      WINED3DPRASTERCAPS_WFOG      |
3236                                      WINED3DPRASTERCAPS_ZFOG      |
3237                                      WINED3DPRASTERCAPS_FOGVERTEX |
3238                                      WINED3DPRASTERCAPS_FOGTABLE  |
3239                                      WINED3DPRASTERCAPS_STIPPLE   |
3240                                      WINED3DPRASTERCAPS_SUBPIXEL  |
3241                                      WINED3DPRASTERCAPS_ZTEST     |
3242                                      WINED3DPRASTERCAPS_SCISSORTEST   |
3243                                      WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
3244                                      WINED3DPRASTERCAPS_DEPTHBIAS;
3245
3246     if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3247         pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY    |
3248                              WINED3DPRASTERCAPS_ZBIAS         |
3249                              WINED3DPRASTERCAPS_MIPMAPLODBIAS;
3250     }
3251     if(GL_SUPPORT(NV_FOG_DISTANCE)) {
3252         pCaps->RasterCaps         |= WINED3DPRASTERCAPS_FOGRANGE;
3253     }
3254                         /* FIXME Add:
3255                            WINED3DPRASTERCAPS_COLORPERSPECTIVE
3256                            WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
3257                            WINED3DPRASTERCAPS_ANTIALIASEDGES
3258                            WINED3DPRASTERCAPS_ZBUFFERLESSHSR
3259                            WINED3DPRASTERCAPS_WBUFFER */
3260
3261     pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS       |
3262                       WINED3DPCMPCAPS_EQUAL        |
3263                       WINED3DPCMPCAPS_GREATER      |
3264                       WINED3DPCMPCAPS_GREATEREQUAL |
3265                       WINED3DPCMPCAPS_LESS         |
3266                       WINED3DPCMPCAPS_LESSEQUAL    |
3267                       WINED3DPCMPCAPS_NEVER        |
3268                       WINED3DPCMPCAPS_NOTEQUAL;
3269
3270     pCaps->SrcBlendCaps  = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
3271                            WINED3DPBLENDCAPS_BOTHSRCALPHA    |
3272                            WINED3DPBLENDCAPS_DESTALPHA       |
3273                            WINED3DPBLENDCAPS_DESTCOLOR       |
3274                            WINED3DPBLENDCAPS_INVDESTALPHA    |
3275                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
3276                            WINED3DPBLENDCAPS_INVSRCALPHA     |
3277                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
3278                            WINED3DPBLENDCAPS_ONE             |
3279                            WINED3DPBLENDCAPS_SRCALPHA        |
3280                            WINED3DPBLENDCAPS_SRCALPHASAT     |
3281                            WINED3DPBLENDCAPS_SRCCOLOR        |
3282                            WINED3DPBLENDCAPS_ZERO;
3283
3284     pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA       |
3285                            WINED3DPBLENDCAPS_DESTCOLOR       |
3286                            WINED3DPBLENDCAPS_INVDESTALPHA    |
3287                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
3288                            WINED3DPBLENDCAPS_INVSRCALPHA     |
3289                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
3290                            WINED3DPBLENDCAPS_ONE             |
3291                            WINED3DPBLENDCAPS_SRCALPHA        |
3292                            WINED3DPBLENDCAPS_SRCCOLOR        |
3293                            WINED3DPBLENDCAPS_ZERO;
3294     /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
3295      * according to the glBlendFunc manpage
3296      *
3297      * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
3298      * legacy settings for srcblend only
3299      */
3300
3301     if( GL_SUPPORT(EXT_BLEND_COLOR)) {
3302         pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3303         pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3304     }
3305
3306
3307     pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS       |
3308                           WINED3DPCMPCAPS_EQUAL        |
3309                           WINED3DPCMPCAPS_GREATER      |
3310                           WINED3DPCMPCAPS_GREATEREQUAL |
3311                           WINED3DPCMPCAPS_LESS         |
3312                           WINED3DPCMPCAPS_LESSEQUAL    |
3313                           WINED3DPCMPCAPS_NEVER        |
3314                           WINED3DPCMPCAPS_NOTEQUAL;
3315
3316     pCaps->ShadeCaps     = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
3317                            WINED3DPSHADECAPS_COLORGOURAUDRGB    |
3318                            WINED3DPSHADECAPS_ALPHAFLATBLEND     |
3319                            WINED3DPSHADECAPS_ALPHAGOURAUDBLEND  |
3320                            WINED3DPSHADECAPS_COLORFLATRGB       |
3321                            WINED3DPSHADECAPS_FOGFLAT            |
3322                            WINED3DPSHADECAPS_FOGGOURAUD         |
3323                            WINED3DPSHADECAPS_SPECULARFLATRGB;
3324
3325     pCaps->TextureCaps =  WINED3DPTEXTURECAPS_ALPHA              |
3326                           WINED3DPTEXTURECAPS_ALPHAPALETTE       |
3327                           WINED3DPTEXTURECAPS_TRANSPARENCY       |
3328                           WINED3DPTEXTURECAPS_BORDER             |
3329                           WINED3DPTEXTURECAPS_MIPMAP             |
3330                           WINED3DPTEXTURECAPS_PROJECTED          |
3331                           WINED3DPTEXTURECAPS_PERSPECTIVE;
3332
3333     if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
3334         pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
3335                               WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
3336     }
3337
3338     if( GL_SUPPORT(EXT_TEXTURE3D)) {
3339         pCaps->TextureCaps |=  WINED3DPTEXTURECAPS_VOLUMEMAP      |
3340                                WINED3DPTEXTURECAPS_MIPVOLUMEMAP   |
3341                                WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
3342     }
3343
3344     if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3345         pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP     |
3346                               WINED3DPTEXTURECAPS_MIPCUBEMAP    |
3347                               WINED3DPTEXTURECAPS_CUBEMAP_POW2;
3348
3349     }
3350
3351     pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
3352                                WINED3DPTFILTERCAPS_MAGFPOINT        |
3353                                WINED3DPTFILTERCAPS_MINFLINEAR       |
3354                                WINED3DPTFILTERCAPS_MINFPOINT        |
3355                                WINED3DPTFILTERCAPS_MIPFLINEAR       |
3356                                WINED3DPTFILTERCAPS_MIPFPOINT        |
3357                                WINED3DPTFILTERCAPS_LINEAR           |
3358                                WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
3359                                WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3360                                WINED3DPTFILTERCAPS_MIPLINEAR        |
3361                                WINED3DPTFILTERCAPS_MIPNEAREST       |
3362                                WINED3DPTFILTERCAPS_NEAREST;
3363
3364     if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3365         pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3366                                     WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3367     }
3368
3369     if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3370         pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
3371                                        WINED3DPTFILTERCAPS_MAGFPOINT        |
3372                                        WINED3DPTFILTERCAPS_MINFLINEAR       |
3373                                        WINED3DPTFILTERCAPS_MINFPOINT        |
3374                                        WINED3DPTFILTERCAPS_MIPFLINEAR       |
3375                                        WINED3DPTFILTERCAPS_MIPFPOINT        |
3376                                        WINED3DPTFILTERCAPS_LINEAR           |
3377                                        WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
3378                                        WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3379                                        WINED3DPTFILTERCAPS_MIPLINEAR        |
3380                                        WINED3DPTFILTERCAPS_MIPNEAREST       |
3381                                        WINED3DPTFILTERCAPS_NEAREST;
3382
3383         if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3384             pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3385                                             WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3386         }
3387     } else
3388         pCaps->CubeTextureFilterCaps = 0;
3389
3390     if (GL_SUPPORT(EXT_TEXTURE3D)) {
3391         pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
3392                                          WINED3DPTFILTERCAPS_MAGFPOINT        |
3393                                          WINED3DPTFILTERCAPS_MINFLINEAR       |
3394                                          WINED3DPTFILTERCAPS_MINFPOINT        |
3395                                          WINED3DPTFILTERCAPS_MIPFLINEAR       |
3396                                          WINED3DPTFILTERCAPS_MIPFPOINT        |
3397                                          WINED3DPTFILTERCAPS_LINEAR           |
3398                                          WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
3399                                          WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3400                                          WINED3DPTFILTERCAPS_MIPLINEAR        |
3401                                          WINED3DPTFILTERCAPS_MIPNEAREST       |
3402                                          WINED3DPTFILTERCAPS_NEAREST;
3403     } else
3404         pCaps->VolumeTextureFilterCaps = 0;
3405
3406     pCaps->TextureAddressCaps =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3407                                  WINED3DPTADDRESSCAPS_CLAMP  |
3408                                  WINED3DPTADDRESSCAPS_WRAP;
3409
3410     if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3411         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3412     }
3413     if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3414         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3415     }
3416     if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3417         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3418     }
3419
3420     if (GL_SUPPORT(EXT_TEXTURE3D)) {
3421         pCaps->VolumeTextureAddressCaps =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3422                                            WINED3DPTADDRESSCAPS_CLAMP  |
3423                                            WINED3DPTADDRESSCAPS_WRAP;
3424         if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3425             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3426         }
3427         if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3428             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3429         }
3430         if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3431             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3432         }
3433     } else
3434         pCaps->VolumeTextureAddressCaps = 0;
3435
3436     pCaps->LineCaps = WINED3DLINECAPS_TEXTURE       |
3437                       WINED3DLINECAPS_ZTEST         |
3438                       WINED3DLINECAPS_BLEND         |
3439                       WINED3DLINECAPS_ALPHACMP      |
3440                       WINED3DLINECAPS_FOG;
3441     /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
3442      * idea how generating the smoothing alpha values works; the result is different
3443      */
3444
3445     pCaps->MaxTextureWidth  = GL_LIMITS(texture_size);
3446     pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
3447
3448     if(GL_SUPPORT(EXT_TEXTURE3D))
3449         pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
3450     else
3451         pCaps->MaxVolumeExtent = 0;
3452
3453     pCaps->MaxTextureRepeat = 32768;
3454     pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
3455     pCaps->MaxVertexW = 1.0;
3456
3457     pCaps->GuardBandLeft = 0;
3458     pCaps->GuardBandTop = 0;
3459     pCaps->GuardBandRight = 0;
3460     pCaps->GuardBandBottom = 0;
3461
3462     pCaps->ExtentsAdjust = 0;
3463
3464     pCaps->StencilCaps =  WINED3DSTENCILCAPS_DECRSAT |
3465                           WINED3DSTENCILCAPS_INCRSAT |
3466                           WINED3DSTENCILCAPS_INVERT  |
3467                           WINED3DSTENCILCAPS_KEEP    |
3468                           WINED3DSTENCILCAPS_REPLACE |
3469                           WINED3DSTENCILCAPS_ZERO;
3470     if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
3471         pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR  |
3472                               WINED3DSTENCILCAPS_INCR;
3473     }
3474     if ( This->dxVersion > 8 &&
3475         ( GL_SUPPORT(EXT_STENCIL_TWO_SIDE) ||
3476             GL_SUPPORT(ATI_SEPARATE_STENCIL) ) ) {
3477         pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
3478     }
3479
3480     pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
3481
3482     pCaps->MaxUserClipPlanes       = GL_LIMITS(clipplanes);
3483     pCaps->MaxActiveLights         = GL_LIMITS(lights);
3484
3485     pCaps->MaxVertexBlendMatrices      = GL_LIMITS(blends);
3486     pCaps->MaxVertexBlendMatrixIndex   = 0;
3487
3488     pCaps->MaxAnisotropy   = GL_LIMITS(anisotropy);
3489     pCaps->MaxPointSize    = GL_LIMITS(pointsize);
3490
3491
3492     pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
3493                                   WINED3DVTXPCAPS_MATERIALSOURCE7   |
3494                                   WINED3DVTXPCAPS_POSITIONALLIGHTS  |
3495                                   WINED3DVTXPCAPS_LOCALVIEWER       |
3496                                   WINED3DVTXPCAPS_VERTEXFOG         |
3497                                   WINED3DVTXPCAPS_TEXGEN;
3498                                   /* FIXME: Add 
3499                                      D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
3500
3501     pCaps->MaxPrimitiveCount   = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
3502     pCaps->MaxVertexIndex      = 0xFFFFF;
3503     pCaps->MaxStreams          = MAX_STREAMS;
3504     pCaps->MaxStreamStride     = 1024;
3505
3506     /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
3507     pCaps->DevCaps2                          = WINED3DDEVCAPS2_STREAMOFFSET |
3508                                                WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
3509     pCaps->MaxNpatchTessellationLevel        = 0;
3510     pCaps->MasterAdapterOrdinal              = 0;
3511     pCaps->AdapterOrdinalInGroup             = 0;
3512     pCaps->NumberOfAdaptersInGroup           = 1;
3513
3514     pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
3515
3516     pCaps->StretchRectFilterCaps             = WINED3DPTFILTERCAPS_MINFPOINT  |
3517                                                 WINED3DPTFILTERCAPS_MAGFPOINT  |
3518                                                 WINED3DPTFILTERCAPS_MINFLINEAR |
3519                                                 WINED3DPTFILTERCAPS_MAGFLINEAR;
3520     pCaps->VertexTextureFilterCaps           = 0;
3521
3522     memset(&shader_caps, 0, sizeof(shader_caps));
3523     shader_backend = select_shader_backend(adapter, DeviceType);
3524     shader_backend->shader_get_caps(DeviceType, &adapter->gl_info, &shader_caps);
3525
3526     memset(&fragment_caps, 0, sizeof(fragment_caps));
3527     frag_pipeline = select_fragment_implementation(adapter, DeviceType);
3528     frag_pipeline->get_caps(DeviceType, &adapter->gl_info, &fragment_caps);
3529
3530     /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
3531     pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
3532
3533     /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
3534      * Ignore shader model capabilities if disabled in config
3535      */
3536     if(vs_selected_mode == SHADER_NONE) {
3537         TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
3538         pCaps->VertexShaderVersion          = WINED3DVS_VERSION(0,0);
3539         pCaps->MaxVertexShaderConst         = 0;
3540     } else {
3541         pCaps->VertexShaderVersion          = shader_caps.VertexShaderVersion;
3542         pCaps->MaxVertexShaderConst         = shader_caps.MaxVertexShaderConst;
3543     }
3544
3545     if(ps_selected_mode == SHADER_NONE) {
3546         TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
3547         pCaps->PixelShaderVersion           = WINED3DPS_VERSION(0,0);
3548         pCaps->PixelShader1xMaxValue        = 0.0;
3549     } else {
3550         pCaps->PixelShaderVersion           = shader_caps.PixelShaderVersion;
3551         pCaps->PixelShader1xMaxValue        = shader_caps.PixelShader1xMaxValue;
3552     }
3553
3554     pCaps->TextureOpCaps                    = fragment_caps.TextureOpCaps;
3555     pCaps->MaxTextureBlendStages            = fragment_caps.MaxTextureBlendStages;
3556     pCaps->MaxSimultaneousTextures          = fragment_caps.MaxSimultaneousTextures;
3557
3558     pCaps->VS20Caps                         = shader_caps.VS20Caps;
3559     pCaps->MaxVShaderInstructionsExecuted   = shader_caps.MaxVShaderInstructionsExecuted;
3560     pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
3561     pCaps->PS20Caps                         = shader_caps.PS20Caps;
3562     pCaps->MaxPShaderInstructionsExecuted   = shader_caps.MaxPShaderInstructionsExecuted;
3563     pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
3564
3565     /* The following caps are shader specific, but they are things we cannot detect, or which
3566      * are the same among all shader models. So to avoid code duplication set the shader version
3567      * specific, but otherwise constant caps here
3568      */
3569     if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
3570         /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3571         use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
3572         pCaps->VS20Caps.Caps                     = WINED3DVS20CAPS_PREDICATION;
3573         pCaps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3574         pCaps->VS20Caps.NumTemps                 = max(32, adapter->gl_info.vs_arb_max_temps);
3575         pCaps->VS20Caps.StaticFlowControlDepth   = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
3576
3577         pCaps->MaxVShaderInstructionsExecuted    = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
3578         pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.vs_arb_max_instructions);
3579     } else if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
3580         pCaps->VS20Caps.Caps                     = 0;
3581         pCaps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
3582         pCaps->VS20Caps.NumTemps                 = max(12, adapter->gl_info.vs_arb_max_temps);
3583         pCaps->VS20Caps.StaticFlowControlDepth   = 1;
3584
3585         pCaps->MaxVShaderInstructionsExecuted    = 65535;
3586         pCaps->MaxVertexShader30InstructionSlots = 0;
3587     } else { /* VS 1.x */
3588         pCaps->VS20Caps.Caps                     = 0;
3589         pCaps->VS20Caps.DynamicFlowControlDepth  = 0;
3590         pCaps->VS20Caps.NumTemps                 = 0;
3591         pCaps->VS20Caps.StaticFlowControlDepth   = 0;
3592
3593         pCaps->MaxVShaderInstructionsExecuted    = 0;
3594         pCaps->MaxVertexShader30InstructionSlots = 0;
3595     }
3596
3597     if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
3598         /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3599         use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
3600
3601         /* 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 */
3602         pCaps->PS20Caps.Caps                     = WINED3DPS20CAPS_ARBITRARYSWIZZLE     |
3603                 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
3604                 WINED3DPS20CAPS_PREDICATION          |
3605                 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
3606                 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
3607         pCaps->PS20Caps.DynamicFlowControlDepth  = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3608         pCaps->PS20Caps.NumTemps                 = max(32, adapter->gl_info.ps_arb_max_temps);
3609         pCaps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
3610         pCaps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
3611
3612         pCaps->MaxPShaderInstructionsExecuted    = 65535;
3613         pCaps->MaxPixelShader30InstructionSlots  = max(WINED3DMIN30SHADERINSTRUCTIONS, adapter->gl_info.ps_arb_max_instructions);
3614     } else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
3615         /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
3616         pCaps->PS20Caps.Caps                     = 0;
3617         pCaps->PS20Caps.DynamicFlowControlDepth  = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
3618         pCaps->PS20Caps.NumTemps                 = max(12, adapter->gl_info.ps_arb_max_temps);
3619         pCaps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
3620         pCaps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
3621
3622         pCaps->MaxPShaderInstructionsExecuted    = 512; /* Minimum value, a GeforceFX uses 1024 */
3623         pCaps->MaxPixelShader30InstructionSlots  = 0;
3624     } else { /* PS 1.x */
3625         pCaps->PS20Caps.Caps                     = 0;
3626         pCaps->PS20Caps.DynamicFlowControlDepth  = 0;
3627         pCaps->PS20Caps.NumTemps                 = 0;
3628         pCaps->PS20Caps.StaticFlowControlDepth   = 0;
3629         pCaps->PS20Caps.NumInstructionSlots      = 0;
3630
3631         pCaps->MaxPShaderInstructionsExecuted    = 0;
3632         pCaps->MaxPixelShader30InstructionSlots  = 0;
3633     }
3634
3635     if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
3636         /* OpenGL supports all the formats below, perhaps not always
3637          * without conversion, but it supports them.
3638          * Further GLSL doesn't seem to have an official unsigned type so
3639          * don't advertise it yet as I'm not sure how we handle it.
3640          * We might need to add some clamping in the shader engine to
3641          * support it.
3642          * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
3643         pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4    |
3644                            WINED3DDTCAPS_UBYTE4N   |
3645                            WINED3DDTCAPS_SHORT2N   |
3646                            WINED3DDTCAPS_SHORT4N;
3647         if (GL_SUPPORT(NV_HALF_FLOAT)) {
3648             pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
3649                                 WINED3DDTCAPS_FLOAT16_4;
3650         }
3651     } else
3652         pCaps->DeclTypes                         = 0;
3653
3654     /* Set DirectDraw helper Caps */
3655     ckey_caps =                         WINEDDCKEYCAPS_DESTBLT              |
3656                                         WINEDDCKEYCAPS_SRCBLT;
3657     fx_caps =                           WINEDDFXCAPS_BLTALPHA               |
3658                                         WINEDDFXCAPS_BLTMIRRORLEFTRIGHT     |
3659                                         WINEDDFXCAPS_BLTMIRRORUPDOWN        |
3660                                         WINEDDFXCAPS_BLTROTATION90          |
3661                                         WINEDDFXCAPS_BLTSHRINKX             |
3662                                         WINEDDFXCAPS_BLTSHRINKXN            |
3663                                         WINEDDFXCAPS_BLTSHRINKY             |
3664                                         WINEDDFXCAPS_BLTSHRINKXN            |
3665                                         WINEDDFXCAPS_BLTSTRETCHX            |
3666                                         WINEDDFXCAPS_BLTSTRETCHXN           |
3667                                         WINEDDFXCAPS_BLTSTRETCHY            |
3668                                         WINEDDFXCAPS_BLTSTRETCHYN;
3669     blit_caps =                         WINEDDCAPS_BLT                      |
3670                                         WINEDDCAPS_BLTCOLORFILL             |
3671                                         WINEDDCAPS_BLTDEPTHFILL             |
3672                                         WINEDDCAPS_BLTSTRETCH               |
3673                                         WINEDDCAPS_CANBLTSYSMEM             |
3674                                         WINEDDCAPS_CANCLIP                  |
3675                                         WINEDDCAPS_CANCLIPSTRETCHED         |
3676                                         WINEDDCAPS_COLORKEY                 |
3677                                         WINEDDCAPS_COLORKEYHWASSIST         |
3678                                         WINEDDCAPS_ALIGNBOUNDARYSRC;
3679
3680     /* Fill the ddraw caps structure */
3681     pCaps->DirectDrawCaps.Caps =        WINEDDCAPS_GDI                      |
3682                                         WINEDDCAPS_PALETTE                  |
3683                                         blit_caps;
3684     pCaps->DirectDrawCaps.Caps2 =       WINEDDCAPS2_CERTIFIED                |
3685                                         WINEDDCAPS2_NOPAGELOCKREQUIRED       |
3686                                         WINEDDCAPS2_PRIMARYGAMMA             |
3687                                         WINEDDCAPS2_WIDESURFACES             |
3688                                         WINEDDCAPS2_CANRENDERWINDOWED;
3689     pCaps->DirectDrawCaps.SVBCaps =     blit_caps;
3690     pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
3691     pCaps->DirectDrawCaps.SVBFXCaps =   fx_caps;
3692     pCaps->DirectDrawCaps.VSBCaps =     blit_caps;
3693     pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
3694     pCaps->DirectDrawCaps.VSBFXCaps =   fx_caps;
3695     pCaps->DirectDrawCaps.SSBCaps =     blit_caps;
3696     pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
3697     pCaps->DirectDrawCaps.SSBFXCaps =   fx_caps;
3698
3699     pCaps->DirectDrawCaps.ddsCaps =     WINEDDSCAPS_ALPHA                   |
3700                                         WINEDDSCAPS_BACKBUFFER              |
3701                                         WINEDDSCAPS_FLIP                    |
3702                                         WINEDDSCAPS_FRONTBUFFER             |
3703                                         WINEDDSCAPS_OFFSCREENPLAIN          |
3704                                         WINEDDSCAPS_PALETTE                 |
3705                                         WINEDDSCAPS_PRIMARYSURFACE          |
3706                                         WINEDDSCAPS_SYSTEMMEMORY            |
3707                                         WINEDDSCAPS_VIDEOMEMORY             |
3708                                         WINEDDSCAPS_VISIBLE;
3709     pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
3710
3711     /* Set D3D caps if OpenGL is available. */
3712     if (adapter->opengl)
3713     {
3714         pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE                |
3715                                         WINEDDSCAPS_MIPMAP                  |
3716                                         WINEDDSCAPS_TEXTURE                 |
3717                                         WINEDDSCAPS_ZBUFFER;
3718         pCaps->DirectDrawCaps.Caps |=   WINEDDCAPS_3D;
3719     }
3720
3721     return WINED3D_OK;
3722 }
3723
3724 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
3725    and fields being inserted in the middle, a new structure is used in place    */
3726 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
3727         WINED3DDEVTYPE DeviceType, HWND hFocusWindow, DWORD BehaviourFlags, IUnknown *parent,
3728         IWineD3DDeviceParent *device_parent, IWineD3DDevice **ppReturnedDeviceInterface)
3729 {
3730     IWineD3DDeviceImpl *object  = NULL;
3731     IWineD3DImpl       *This    = (IWineD3DImpl *)iface;
3732     struct WineD3DAdapter *adapter = &This->adapters[Adapter];
3733     WINED3DDISPLAYMODE  mode;
3734     const struct fragment_pipeline *frag_pipeline = NULL;
3735     int i;
3736     struct fragment_caps ffp_caps;
3737     HRESULT hr;
3738
3739     /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
3740      * number and create a device without a 3D adapter for 2D only operation.
3741      */
3742     if (IWineD3D_GetAdapterCount(iface) && Adapter >= IWineD3D_GetAdapterCount(iface)) {
3743         return WINED3DERR_INVALIDCALL;
3744     }
3745
3746     /* Create a WineD3DDevice object */
3747     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
3748     *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
3749     TRACE("Created WineD3DDevice object @ %p\n", object);
3750     if (NULL == object) {
3751       return WINED3DERR_OUTOFVIDEOMEMORY;
3752     }
3753
3754     /* Set up initial COM information */
3755     object->lpVtbl  = &IWineD3DDevice_Vtbl;
3756     object->ref     = 1;
3757     object->wineD3D = iface;
3758     object->adapter = This->adapter_count ? adapter : NULL;
3759     IWineD3D_AddRef(object->wineD3D);
3760     object->parent  = parent;
3761     object->device_parent = device_parent;
3762     list_init(&object->resources);
3763     list_init(&object->shaders);
3764
3765     if(This->dxVersion == 7) {
3766         object->surface_alignment = DDRAW_PITCH_ALIGNMENT;
3767     } else {
3768         object->surface_alignment = D3D8_PITCH_ALIGNMENT;
3769     }
3770     object->posFixup[0] = 1.0; /* This is needed to get the x coord unmodified through a MAD */
3771
3772     /* Set the state up as invalid until the device is fully created */
3773     object->state   = WINED3DERR_DRIVERINTERNALERROR;
3774
3775     TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType,
3776           hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
3777
3778     /* Save the creation parameters */
3779     object->createParms.AdapterOrdinal = Adapter;
3780     object->createParms.DeviceType     = DeviceType;
3781     object->createParms.hFocusWindow   = hFocusWindow;
3782     object->createParms.BehaviorFlags  = BehaviourFlags;
3783
3784     /* Initialize other useful values */
3785     object->adapterNo                    = Adapter;
3786     object->devType                      = DeviceType;
3787
3788     select_shader_mode(&adapter->gl_info, DeviceType,
3789             &object->ps_selected_mode, &object->vs_selected_mode);
3790     object->shader_backend = select_shader_backend(adapter, DeviceType);
3791
3792     memset(&ffp_caps, 0, sizeof(ffp_caps));
3793     frag_pipeline = select_fragment_implementation(adapter, DeviceType);
3794     object->frag_pipe = frag_pipeline;
3795     frag_pipeline->get_caps(DeviceType, &adapter->gl_info, &ffp_caps);
3796     object->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
3797     object->max_ffp_texture_stages = ffp_caps.MaxTextureBlendStages;
3798     hr = compile_state_table(object->StateTable, object->multistate_funcs, &adapter->gl_info,
3799                         ffp_vertexstate_template, frag_pipeline, misc_state_template);
3800
3801     if (FAILED(hr)) {
3802         IWineD3D_Release(object->wineD3D);
3803         HeapFree(GetProcessHeap(), 0, object);
3804
3805         return hr;
3806     }
3807
3808     object->blitter = select_blit_implementation(adapter, DeviceType);
3809
3810     /* set the state of the device to valid */
3811     object->state = WINED3D_OK;
3812
3813     /* Get the initial screen setup for ddraw */
3814     IWineD3DImpl_GetAdapterDisplayMode(iface, Adapter, &mode);
3815
3816     object->ddraw_width = mode.Width;
3817     object->ddraw_height = mode.Height;
3818     object->ddraw_format = mode.Format;
3819
3820     for(i = 0; i < PATCHMAP_SIZE; i++) {
3821         list_init(&object->patches[i]);
3822     }
3823
3824     IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *ppReturnedDeviceInterface);
3825
3826     return WINED3D_OK;
3827 }
3828
3829 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
3830     IWineD3DImpl *This = (IWineD3DImpl *)iface;
3831     IUnknown_AddRef(This->parent);
3832     *pParent = This->parent;
3833     return WINED3D_OK;
3834 }
3835
3836 ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface) {
3837     IUnknown* surfaceParent;
3838     TRACE("(%p) call back\n", pSurface);
3839
3840     /* Now, release the parent, which will take care of cleaning up the surface for us */
3841     IWineD3DSurface_GetParent(pSurface, &surfaceParent);
3842     IUnknown_Release(surfaceParent);
3843     return IUnknown_Release(surfaceParent);
3844 }
3845
3846 ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
3847     IUnknown* volumeParent;
3848     TRACE("(%p) call back\n", pVolume);
3849
3850     /* Now, release the parent, which will take care of cleaning up the volume for us */
3851     IWineD3DVolume_GetParent(pVolume, &volumeParent);
3852     IUnknown_Release(volumeParent);
3853     return IUnknown_Release(volumeParent);
3854 }
3855
3856 static BOOL implementation_is_apple(const WineD3D_GL_Info *gl_info)
3857 {
3858     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
3859      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
3860      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
3861      *
3862      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
3863      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
3864      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
3865      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
3866      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
3867      * the chance that other implementations support them is rather small since Win32 QuickTime uses
3868      * DirectDraw, not OpenGL.
3869      */
3870     if(gl_info->supported[APPLE_FENCE] &&
3871        gl_info->supported[APPLE_CLIENT_STORAGE] &&
3872        gl_info->supported[APPLE_FLUSH_RENDER] &&
3873        gl_info->supported[APPLE_YCBCR_422]) {
3874         TRACE_(d3d_caps)("GL_APPLE_fence, GL_APPLE_client_storage, GL_APPLE_flush_render and GL_ycbcr_422 are supported\n");
3875         TRACE_(d3d_caps)("Activating MacOS fixups\n");
3876         return TRUE;
3877     } else {
3878         TRACE_(d3d_caps)("Apple extensions are not supported\n");
3879         TRACE_(d3d_caps)("Not activating MacOS fixups\n");
3880         return FALSE;
3881     }
3882 }
3883
3884 static void test_pbo_functionality(WineD3D_GL_Info *gl_info) {
3885     /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
3886      * but glTexSubImage from a PBO fails miserably, with the first line repeated over
3887      * all the texture. This function detects this bug by its symptom and disables PBOs
3888      * if the test fails.
3889      *
3890      * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
3891      * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
3892      * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
3893      * read back is compared to the original. If they are equal PBOs are assumed to work,
3894      * otherwise the PBO extension is disabled.
3895      */
3896     GLuint texture, pbo;
3897     static const unsigned int pattern[] = {
3898         0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
3899         0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
3900         0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
3901         0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
3902     };
3903     unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
3904
3905     if(!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) {
3906         /* No PBO -> No point in testing them */
3907         return;
3908     }
3909
3910     while(glGetError());
3911     glGenTextures(1, &texture);
3912     glBindTexture(GL_TEXTURE_2D, texture);
3913     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
3914     checkGLcall("Specifying the PBO test texture\n");
3915
3916     GL_EXTCALL(glGenBuffersARB(1, &pbo));
3917     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
3918     GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
3919     checkGLcall("Specifying the PBO test pbo\n");
3920
3921     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
3922     checkGLcall("Loading the PBO test texture\n");
3923
3924     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
3925     glFinish(); /* just to be sure */
3926
3927     memset(check, 0, sizeof(check));
3928     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
3929     checkGLcall("Reading back the PBO test texture\n");
3930
3931     glDeleteTextures(1, &texture);
3932     GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
3933     checkGLcall("PBO test cleanup\n");
3934
3935     if(memcmp(check, pattern, sizeof(check)) != 0) {
3936         WARN_(d3d_caps)("PBO test failed, read back data doesn't match original\n");
3937         WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance\n");
3938         gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
3939     } else {
3940         TRACE_(d3d_caps)("PBO test successful\n");
3941     }
3942 }
3943
3944 /* Certain applications(Steam) complain if we report an outdated driver version. In general,
3945  * reporting a driver version is moot because we are not the Windows driver, and we have different
3946  * bugs, features, etc.
3947  *
3948  * If a card is not found in this table, the gl driver version is reported
3949  */
3950 struct driver_version_information {
3951     WORD vendor;                        /* reported PCI card vendor ID  */
3952     WORD card;                          /* reported PCI card device ID  */
3953     WORD hipart_hi, hipart_lo;          /* driver hiword to report      */
3954     WORD lopart_hi, lopart_lo;          /* driver loword to report      */
3955 };
3956
3957 static const struct driver_version_information driver_version_table[] = {
3958     /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (177.x)*/
3959     /* GeforceFX support is up to 173.x, Geforce2MX/3/4 up to 96.x, TNT/Geforce1/2 up to 71.x */
3960     /* Note that version numbers >100 lets say 123.45 use >= x.y.11.2345 and not x.y.10.12345 */
3961     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5200,     7,  15, 11, 7341   },
3962     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5600,     7,  15, 11, 7341   },
3963     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5800,     7,  15, 11, 7341   },
3964     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6200,       7,  15, 11, 7341   },
3965     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6600GT,     7,  15, 11, 7341   },
3966     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6800,       7,  15, 11, 7341   },
3967     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7400,       7,  15, 11, 7341   },
3968     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7300,       7,  15, 11, 7341   },
3969     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7600,       7,  15, 11, 7341   },
3970     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7800GT,     7,  15, 11, 7341   },
3971     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8300GS,     7,  15, 11, 7341   },
3972     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600GT,     7,  15, 11, 7341   },
3973     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600MGT,    7,  15, 11, 7341   },
3974     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTS,    7,  15, 11, 7341   },
3975     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9600GT,     7,  15, 11, 7341    },
3976     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9800GT,     7,  15, 11, 7341    },
3977     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX280,     7,  15, 11, 7341    },
3978
3979     /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode */
3980     {VENDOR_ATI,        CARD_ATI_RADEON_9500,           6,  14, 10, 6764    },
3981     {VENDOR_ATI,        CARD_ATI_RADEON_X700,           6,  14, 10, 6764    },
3982     {VENDOR_ATI,        CARD_ATI_RADEON_X1600,          6,  14, 10, 6764    },
3983     {VENDOR_ATI,        CARD_ATI_RADEON_HD2300,         6,  14, 10, 6764    },
3984     {VENDOR_ATI,        CARD_ATI_RADEON_HD2600,         6,  14, 10, 6764    },
3985     {VENDOR_ATI,        CARD_ATI_RADEON_HD2900,         6,  14, 10, 6764    },
3986
3987     /* TODO: Add information about legacy nvidia and ATI hardware, Intel and other cards */
3988 };
3989
3990 static void fixup_extensions(WineD3D_GL_Info *gl_info) {
3991     unsigned int i;
3992     BOOL apple = implementation_is_apple(gl_info);
3993
3994     if(apple) {
3995         /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
3996          * used it falls back to software. While the compiler can detect if the shader uses all declared
3997          * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
3998          * using relative addressing falls back to software.
3999          *
4000          * ARB vp gives the correct amount of uniforms, so use it instead of GLSL
4001          */
4002         if(gl_info->vs_glsl_constantsF <= gl_info->vs_arb_constantsF) {
4003             FIXME("GLSL doesn't advertise more vertex shader uniforms than ARB. Driver fixup outdated?\n");
4004         } else {
4005             TRACE("Driver claims %u GLSL vs uniforms, replacing with %u ARB vp uniforms\n",
4006                   gl_info->vs_glsl_constantsF, gl_info->vs_arb_constantsF);
4007             gl_info->vs_glsl_constantsF = gl_info->vs_arb_constantsF;
4008         }
4009
4010         /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
4011          * with fixed function fragment processing. Ideally this flag should be detected with a test shader
4012          * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
4013          * do not like vertex shaders in feedback mode and return an error, even though it should be valid
4014          * according to the spec.
4015          *
4016          * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
4017          * makes the shader slower and eats instruction slots which should be available to the d3d app.
4018          *
4019          * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
4020          * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
4021          * this workaround is activated on cards that do not need it, it won't break things, just affect
4022          * performance negatively.
4023          */
4024         if(gl_info->gl_vendor == VENDOR_INTEL ||
4025            (gl_info->gl_vendor == VENDOR_ATI && gl_info->gl_card != CARD_ATI_RADEON_X1600)) {
4026             TRACE("Enabling vertex texture coord fixes in vertex shaders\n");
4027             gl_info->set_texcoord_w = TRUE;
4028         }
4029     }
4030
4031     /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
4032      * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
4033      * If real NP2 textures are used, the driver falls back to software. We could just remove the
4034      * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
4035      * due to the non-normalized texture coordinates. Thus set an internal extension flag,
4036      * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
4037      * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
4038      *
4039      * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
4040      * has this extension promoted to core. The extension loading code sets this extension supported
4041      * due to that, so this code works on fglrx as well.
4042      */
4043     if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_ATI) {
4044         if(gl_info->gl_card == CARD_ATI_RADEON_X700 || gl_info->gl_card == CARD_ATI_RADEON_X1600 ||
4045             gl_info->gl_card == CARD_ATI_RADEON_9500 || gl_info->gl_card == CARD_ATI_RADEON_8500  ||
4046             gl_info->gl_card == CARD_ATI_RADEON_7200 || gl_info->gl_card == CARD_ATI_RAGE_128PRO) {
4047             TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing\n");
4048             gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
4049             gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
4050         }
4051     }
4052
4053     /*  The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
4054      *  doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
4055      *  This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
4056      *  within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
4057      *  FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
4058      *  We therefore completely remove ARB_tex_npot from the list of supported extensions.
4059      *
4060      *  Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
4061      *  triggering the software fallback. There is not much we can do here apart from disabling the
4062      *  software-emulated extension and reenable ARB_tex_rect (which was previously disabled
4063      *  in IWineD3DImpl_FillGLCaps).
4064      *  This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
4065      *  post-processing effects in the game "Max Payne 2").
4066      *  The behaviour can be verified through a simple test app attached in bugreport #14724.
4067      */
4068     if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_NVIDIA) {
4069         if(gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5800 || gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5600) {
4070             TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing\n");
4071             gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
4072             gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
4073         }
4074     }
4075
4076     /* Find out if PBOs work as they are supposed to */
4077     test_pbo_functionality(gl_info);
4078
4079     /* Fixup the driver version */
4080     for(i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++) {
4081         if(gl_info->gl_vendor == driver_version_table[i].vendor &&
4082            gl_info->gl_card   == driver_version_table[i].card) {
4083             TRACE_(d3d_caps)("Found card 0x%04x, 0x%04x in driver version DB\n", gl_info->gl_vendor, gl_info->gl_card);
4084
4085             gl_info->driver_version        = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
4086                                                                driver_version_table[i].lopart_lo);
4087             gl_info->driver_version_hipart = MAKEDWORD_VERSION(driver_version_table[i].hipart_hi,
4088                                                                driver_version_table[i].hipart_lo);
4089             break;
4090         }
4091     }
4092 }
4093
4094 static void WINE_GLAPI invalid_func(const void *data)
4095 {
4096     ERR("Invalid vertex attribute function called\n");
4097     DebugBreak();
4098 }
4099
4100 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4101 {
4102     ERR("Invalid texcoord function called\n");
4103     DebugBreak();
4104 }
4105
4106 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4107  * the extension detection and are used in drawStridedSlow
4108  */
4109 static void WINE_GLAPI position_d3dcolor(const void *data)
4110 {
4111     DWORD pos = *((const DWORD *)data);
4112
4113     FIXME("Add a test for fixed function position from d3dcolor type\n");
4114     glVertex4s(D3DCOLOR_B_R(pos),
4115                D3DCOLOR_B_G(pos),
4116                D3DCOLOR_B_B(pos),
4117                D3DCOLOR_B_A(pos));
4118 }
4119
4120 static void WINE_GLAPI position_float4(const void *data)
4121 {
4122     const GLfloat *pos = data;
4123
4124     if (pos[3] < eps && pos[3] > -eps)
4125         glVertex3fv(pos);
4126     else {
4127         float w = 1.0 / pos[3];
4128
4129         glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4130     }
4131 }
4132
4133 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4134 {
4135     DWORD diffuseColor = *((const DWORD *)data);
4136
4137     glColor4ub(D3DCOLOR_B_R(diffuseColor),
4138                D3DCOLOR_B_G(diffuseColor),
4139                D3DCOLOR_B_B(diffuseColor),
4140                D3DCOLOR_B_A(diffuseColor));
4141 }
4142
4143 static void WINE_GLAPI specular_d3dcolor(const void *data)
4144 {
4145     DWORD specularColor = *((const DWORD *)data);
4146     GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4147             D3DCOLOR_B_G(specularColor),
4148             D3DCOLOR_B_B(specularColor)};
4149
4150     specular_func_3ubv(d);
4151 }
4152
4153 static void WINE_GLAPI warn_no_specular_func(const void *data)
4154 {
4155     WARN("GL_EXT_secondary_color not supported\n");
4156 }
4157
4158 static void fillGLAttribFuncs(const WineD3D_GL_Info *gl_info)
4159 {
4160     position_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
4161     position_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
4162     position_funcs[WINED3D_FFP_EMIT_FLOAT3]      = (glAttribFunc)glVertex3fv;
4163     position_funcs[WINED3D_FFP_EMIT_FLOAT4]      = position_float4;
4164     position_funcs[WINED3D_FFP_EMIT_D3DCOLOR]    = position_d3dcolor;
4165     position_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
4166     position_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
4167     position_funcs[WINED3D_FFP_EMIT_SHORT4]      = (glAttribFunc)glVertex2sv;
4168     position_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
4169     position_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
4170     position_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
4171     position_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
4172     position_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
4173     position_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
4174     position_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
4175     position_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
4176     position_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
4177
4178     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1]       = invalid_func;
4179     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2]       = invalid_func;
4180     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3]       = (glAttribFunc)glColor3fv;
4181     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4]       = (glAttribFunc)glColor4fv;
4182     diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR]     = diffuse_d3dcolor;
4183     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4]       = invalid_func;
4184     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2]       = invalid_func;
4185     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4]       = invalid_func;
4186     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N]      = (glAttribFunc)glColor4ubv;
4187     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N]      = invalid_func;
4188     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N]      = (glAttribFunc)glColor4sv;
4189     diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N]     = invalid_func;
4190     diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N]     = (glAttribFunc)glColor4usv;
4191     diffuse_funcs[WINED3D_FFP_EMIT_UDEC3]        = invalid_func;
4192     diffuse_funcs[WINED3D_FFP_EMIT_DEC3N]        = invalid_func;
4193     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2]    = invalid_func;
4194     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4]    = invalid_func;
4195
4196     /* No 4 component entry points here */
4197     specular_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
4198     specular_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
4199     if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4200         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4201     } else {
4202         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = warn_no_specular_func;
4203     }
4204     specular_funcs[WINED3D_FFP_EMIT_FLOAT4]      = invalid_func;
4205     if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4206         specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4207         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4208     } else {
4209         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4210     }
4211     specular_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
4212     specular_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
4213     specular_funcs[WINED3D_FFP_EMIT_SHORT4]      = invalid_func;
4214     specular_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
4215     specular_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
4216     specular_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
4217     specular_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
4218     specular_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
4219     specular_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
4220     specular_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
4221     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
4222     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
4223
4224     /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4225      * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4226      */
4227     normal_funcs[WINED3D_FFP_EMIT_FLOAT1]         = invalid_func;
4228     normal_funcs[WINED3D_FFP_EMIT_FLOAT2]         = invalid_func;
4229     normal_funcs[WINED3D_FFP_EMIT_FLOAT3]         = (glAttribFunc)glNormal3fv;
4230     normal_funcs[WINED3D_FFP_EMIT_FLOAT4]         = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4231     normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR]       = invalid_func;
4232     normal_funcs[WINED3D_FFP_EMIT_UBYTE4]         = invalid_func;
4233     normal_funcs[WINED3D_FFP_EMIT_SHORT2]         = invalid_func;
4234     normal_funcs[WINED3D_FFP_EMIT_SHORT4]         = invalid_func;
4235     normal_funcs[WINED3D_FFP_EMIT_UBYTE4N]        = invalid_func;
4236     normal_funcs[WINED3D_FFP_EMIT_SHORT2N]        = invalid_func;
4237     normal_funcs[WINED3D_FFP_EMIT_SHORT4N]        = invalid_func;
4238     normal_funcs[WINED3D_FFP_EMIT_USHORT2N]       = invalid_func;
4239     normal_funcs[WINED3D_FFP_EMIT_USHORT4N]       = invalid_func;
4240     normal_funcs[WINED3D_FFP_EMIT_UDEC3]          = invalid_func;
4241     normal_funcs[WINED3D_FFP_EMIT_DEC3N]          = invalid_func;
4242     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2]      = invalid_func;
4243     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4]      = invalid_func;
4244
4245     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4246     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
4247     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
4248     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
4249     multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR]  = invalid_texcoord_func;
4250     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4]    = invalid_texcoord_func;
4251     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
4252     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
4253     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N]   = invalid_texcoord_func;
4254     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N]   = invalid_texcoord_func;
4255     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N]   = invalid_texcoord_func;
4256     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N]  = invalid_texcoord_func;
4257     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N]  = invalid_texcoord_func;
4258     multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3]     = invalid_texcoord_func;
4259     multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N]     = invalid_texcoord_func;
4260     if (GL_SUPPORT(NV_HALF_FLOAT))
4261     {
4262         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
4263         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
4264     } else {
4265         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
4266         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
4267     }
4268 }
4269
4270 BOOL InitAdapters(IWineD3DImpl *This)
4271 {
4272     static HMODULE mod_gl;
4273     BOOL ret;
4274     int ps_selected_mode, vs_selected_mode;
4275
4276     /* No need to hold any lock. The calling library makes sure only one thread calls
4277      * wined3d simultaneously
4278      */
4279
4280     TRACE("Initializing adapters\n");
4281
4282     if(!mod_gl) {
4283 #ifdef USE_WIN32_OPENGL
4284 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4285         mod_gl = LoadLibraryA("opengl32.dll");
4286         if(!mod_gl) {
4287             ERR("Can't load opengl32.dll!\n");
4288             goto nogl_adapter;
4289         }
4290 #else
4291 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4292         /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4293         mod_gl = GetModuleHandleA("gdi32.dll");
4294 #endif
4295     }
4296
4297 /* Load WGL core functions from opengl32.dll */
4298 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
4299     WGL_FUNCS_GEN;
4300 #undef USE_WGL_FUNC
4301
4302     if(!pwglGetProcAddress) {
4303         ERR("Unable to load wglGetProcAddress!\n");
4304         goto nogl_adapter;
4305     }
4306
4307 /* Dynamically load all GL core functions */
4308     GL_FUNCS_GEN;
4309 #undef USE_GL_FUNC
4310
4311     /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
4312      * otherwise because we have to use winex11.drv's override
4313      */
4314 #ifdef USE_WIN32_OPENGL
4315     glFinish = (void*)GetProcAddress(mod_gl, "glFinish");
4316     glFlush = (void*)GetProcAddress(mod_gl, "glFlush");
4317 #else
4318     glFinish = (void*)pwglGetProcAddress("wglFinish");
4319     glFlush = (void*)pwglGetProcAddress("wglFlush");
4320 #endif
4321
4322     glEnableWINE = glEnable;
4323     glDisableWINE = glDisable;
4324
4325     /* For now only one default adapter */
4326     {
4327         struct WineD3DAdapter *adapter = &This->adapters[0];
4328         const WineD3D_GL_Info *gl_info = &adapter->gl_info;
4329         int iPixelFormat;
4330         int res;
4331         int i;
4332         WineD3D_PixelFormat *cfgs;
4333         DISPLAY_DEVICEW DisplayDevice;
4334         HDC hdc;
4335
4336         TRACE("Initializing default adapter\n");
4337         adapter->num = 0;
4338         adapter->monitorPoint.x = -1;
4339         adapter->monitorPoint.y = -1;
4340
4341         if (!WineD3D_CreateFakeGLContext()) {
4342             ERR("Failed to get a gl context for default adapter\n");
4343             WineD3D_ReleaseFakeGLContext();
4344             goto nogl_adapter;
4345         }
4346
4347         ret = IWineD3DImpl_FillGLCaps(&adapter->gl_info);
4348         if(!ret) {
4349             ERR("Failed to initialize gl caps for default adapter\n");
4350             WineD3D_ReleaseFakeGLContext();
4351             goto nogl_adapter;
4352         }
4353         ret = initPixelFormats(&adapter->gl_info);
4354         if(!ret) {
4355             ERR("Failed to init gl formats\n");
4356             WineD3D_ReleaseFakeGLContext();
4357             goto nogl_adapter;
4358         }
4359
4360         hdc = pwglGetCurrentDC();
4361         if(!hdc) {
4362             ERR("Failed to get gl HDC\n");
4363             WineD3D_ReleaseFakeGLContext();
4364             goto nogl_adapter;
4365         }
4366
4367         adapter->driver = "Display";
4368         adapter->description = "Direct3D HAL";
4369
4370         /* Use the VideoRamSize registry setting when set */
4371         if(wined3d_settings.emulated_textureram)
4372             adapter->TextureRam = wined3d_settings.emulated_textureram;
4373         else
4374             adapter->TextureRam = adapter->gl_info.vidmem;
4375         adapter->UsedTextureRam = 0;
4376         TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
4377
4378         /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
4379         DisplayDevice.cb = sizeof(DisplayDevice);
4380         EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
4381         TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
4382         strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
4383
4384         if(GL_SUPPORT(WGL_ARB_PIXEL_FORMAT))
4385         {
4386             int attribute;
4387             int attribs[10];
4388             int values[10];
4389             int nAttribs = 0;
4390
4391             attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
4392             GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
4393
4394             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
4395             cfgs = adapter->cfgs;
4396             attribs[nAttribs++] = WGL_RED_BITS_ARB;
4397             attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
4398             attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
4399             attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
4400             attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
4401             attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
4402             attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
4403             attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
4404             attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
4405             attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
4406
4407             for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
4408             {
4409                 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
4410
4411                 if(!res)
4412                     continue;
4413
4414                 /* Cache the pixel format */
4415                 cfgs->iPixelFormat = iPixelFormat;
4416                 cfgs->redSize = values[0];
4417                 cfgs->greenSize = values[1];
4418                 cfgs->blueSize = values[2];
4419                 cfgs->alphaSize = values[3];
4420                 cfgs->depthSize = values[4];
4421                 cfgs->stencilSize = values[5];
4422                 cfgs->windowDrawable = values[6];
4423                 cfgs->iPixelType = values[7];
4424                 cfgs->doubleBuffer = values[8];
4425                 cfgs->auxBuffers = values[9];
4426
4427                 cfgs->pbufferDrawable = FALSE;
4428                 /* Check for pbuffer support when it is around as wglGetPixelFormatAttribiv fails for unknown attributes. */
4429                 if(GL_SUPPORT(WGL_ARB_PBUFFER)) {
4430                     int attrib = WGL_DRAW_TO_PBUFFER_ARB;
4431                     int value;
4432                     if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
4433                         cfgs->pbufferDrawable = value;
4434                 }
4435
4436                 cfgs->numSamples = 0;
4437                 /* Check multisample support */
4438                 if(GL_SUPPORT(ARB_MULTISAMPLE)) {
4439                     int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
4440                     int value[2];
4441                     if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
4442                         /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
4443                         * value[1] = number of multi sample buffers*/
4444                         if(value[0])
4445                             cfgs->numSamples = value[1];
4446                     }
4447                 }
4448
4449                 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);
4450                 cfgs++;
4451             }
4452         }
4453         else
4454         {
4455             int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
4456             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
4457             adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
4458
4459             cfgs = adapter->cfgs;
4460             for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
4461             {
4462                 PIXELFORMATDESCRIPTOR ppfd;
4463
4464                 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
4465                 if(!res)
4466                     continue;
4467
4468                 /* We only want HW acceleration using an OpenGL ICD driver.
4469                  * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
4470                  * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
4471                  */
4472                 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
4473                 {
4474                     TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
4475                     continue;
4476                 }
4477
4478                 cfgs->iPixelFormat = iPixelFormat;
4479                 cfgs->redSize = ppfd.cRedBits;
4480                 cfgs->greenSize = ppfd.cGreenBits;
4481                 cfgs->blueSize = ppfd.cBlueBits;
4482                 cfgs->alphaSize = ppfd.cAlphaBits;
4483                 cfgs->depthSize = ppfd.cDepthBits;
4484                 cfgs->stencilSize = ppfd.cStencilBits;
4485                 cfgs->pbufferDrawable = 0;
4486                 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
4487                 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
4488                 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
4489                 cfgs->auxBuffers = ppfd.cAuxBuffers;
4490                 cfgs->numSamples = 0;
4491
4492                 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);
4493                 cfgs++;
4494                 adapter->nCfgs++;
4495             }
4496
4497             /* 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 */
4498             if(!adapter->nCfgs)
4499             {
4500                 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
4501
4502                 WineD3D_ReleaseFakeGLContext();
4503                 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
4504                 goto nogl_adapter;
4505             }
4506         }
4507
4508         /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
4509          * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
4510          * but just fake it using D24(X8?) which is fine. D3D also allows that.
4511          * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
4512          * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
4513          * driver is allowed to consume more bits EXCEPT for stencil bits.
4514          *
4515          * Mark an adapter with this broken stencil behavior.
4516          */
4517         adapter->brokenStencil = TRUE;
4518         for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
4519         {
4520             /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
4521             if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
4522                 adapter->brokenStencil = FALSE;
4523                 break;
4524             }
4525         }
4526
4527         fixup_extensions(&adapter->gl_info);
4528         add_gl_compat_wrappers(&adapter->gl_info);
4529
4530         WineD3D_ReleaseFakeGLContext();
4531
4532         select_shader_mode(&adapter->gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
4533         select_shader_max_constants(ps_selected_mode, vs_selected_mode, &adapter->gl_info);
4534         fillGLAttribFuncs(&adapter->gl_info);
4535         adapter->opengl = TRUE;
4536     }
4537     This->adapter_count = 1;
4538     TRACE("%u adapters successfully initialized\n", This->adapter_count);
4539
4540     return TRUE;
4541
4542 nogl_adapter:
4543     /* Initialize an adapter for ddraw-only memory counting */
4544     memset(This->adapters, 0, sizeof(This->adapters));
4545     This->adapters[0].num = 0;
4546     This->adapters[0].opengl = FALSE;
4547     This->adapters[0].monitorPoint.x = -1;
4548     This->adapters[0].monitorPoint.y = -1;
4549
4550     This->adapters[0].driver = "Display";
4551     This->adapters[0].description = "WineD3D DirectDraw Emulation";
4552     if(wined3d_settings.emulated_textureram) {
4553         This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4554     } else {
4555         This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
4556     }
4557
4558     initPixelFormatsNoGL(&This->adapters[0].gl_info);
4559
4560     This->adapter_count = 1;
4561     return FALSE;
4562 }
4563
4564 /**********************************************************
4565  * IWineD3D VTbl follows
4566  **********************************************************/
4567
4568 const IWineD3DVtbl IWineD3D_Vtbl =
4569 {
4570     /* IUnknown */
4571     IWineD3DImpl_QueryInterface,
4572     IWineD3DImpl_AddRef,
4573     IWineD3DImpl_Release,
4574     /* IWineD3D */
4575     IWineD3DImpl_GetParent,
4576     IWineD3DImpl_GetAdapterCount,
4577     IWineD3DImpl_RegisterSoftwareDevice,
4578     IWineD3DImpl_GetAdapterMonitor,
4579     IWineD3DImpl_GetAdapterModeCount,
4580     IWineD3DImpl_EnumAdapterModes,
4581     IWineD3DImpl_GetAdapterDisplayMode,
4582     IWineD3DImpl_GetAdapterIdentifier,
4583     IWineD3DImpl_CheckDeviceMultiSampleType,
4584     IWineD3DImpl_CheckDepthStencilMatch,
4585     IWineD3DImpl_CheckDeviceType,
4586     IWineD3DImpl_CheckDeviceFormat,
4587     IWineD3DImpl_CheckDeviceFormatConversion,
4588     IWineD3DImpl_GetDeviceCaps,
4589     IWineD3DImpl_CreateDevice
4590 };