wined3d: Add support for EXT_texture_sRGB_decode.
[wine] / dlls / wined3d / directx.c
1 /*
2  * IWineD3D implementation
3  *
4  * Copyright 2002-2004 Jason Edmeades
5  * Copyright 2003-2004 Raphael Junqueira
6  * Copyright 2004 Christian Costa
7  * Copyright 2005 Oliver Stieber
8  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
9  * Copyright 2009-2010 Henri Verbeet for CodeWeavers
10  *
11  * This library is free software; you can redistribute it and/or
12  * modify it under the terms of the GNU Lesser General Public
13  * License as published by the Free Software Foundation; either
14  * version 2.1 of the License, or (at your option) any later version.
15  *
16  * This library is distributed in the hope that it will be useful,
17  * but WITHOUT ANY WARRANTY; without even the implied warranty of
18  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
19  * Lesser General Public License for more details.
20  *
21  * You should have received a copy of the GNU Lesser General Public
22  * License along with this library; if not, write to the Free Software
23  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24  */
25
26 #include "config.h"
27 #include <stdio.h>
28 #include "wined3d_private.h"
29
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
32
33 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
34
35 /* The d3d device ID */
36 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
37
38 /* Extension detection */
39 static const struct {
40     const char *extension_string;
41     GL_SupportedExt extension;
42     DWORD version;
43 } EXTENSION_MAP[] = {
44     /* APPLE */
45     {"GL_APPLE_client_storage",             APPLE_CLIENT_STORAGE,           0                           },
46     {"GL_APPLE_fence",                      APPLE_FENCE,                    0                           },
47     {"GL_APPLE_float_pixels",               APPLE_FLOAT_PIXELS,             0                           },
48     {"GL_APPLE_flush_buffer_range",         APPLE_FLUSH_BUFFER_RANGE,       0                           },
49     {"GL_APPLE_flush_render",               APPLE_FLUSH_RENDER,             0                           },
50     {"GL_APPLE_ycbcr_422",                  APPLE_YCBCR_422,                0                           },
51
52     /* ARB */
53     {"GL_ARB_color_buffer_float",           ARB_COLOR_BUFFER_FLOAT,         0                           },
54     {"GL_ARB_depth_buffer_float",           ARB_DEPTH_BUFFER_FLOAT,         0                           },
55     {"GL_ARB_depth_clamp",                  ARB_DEPTH_CLAMP,                0                           },
56     {"GL_ARB_depth_texture",                ARB_DEPTH_TEXTURE,              0                           },
57     {"GL_ARB_draw_buffers",                 ARB_DRAW_BUFFERS,               0                           },
58     {"GL_ARB_fragment_program",             ARB_FRAGMENT_PROGRAM,           0                           },
59     {"GL_ARB_fragment_shader",              ARB_FRAGMENT_SHADER,            0                           },
60     {"GL_ARB_framebuffer_object",           ARB_FRAMEBUFFER_OBJECT,         0                           },
61     {"GL_ARB_geometry_shader4",             ARB_GEOMETRY_SHADER4,           0                           },
62     {"GL_ARB_half_float_pixel",             ARB_HALF_FLOAT_PIXEL,           0                           },
63     {"GL_ARB_half_float_vertex",            ARB_HALF_FLOAT_VERTEX,          0                           },
64     {"GL_ARB_imaging",                      ARB_IMAGING,                    0                           },
65     {"GL_ARB_map_buffer_range",             ARB_MAP_BUFFER_RANGE,           0                           },
66     {"GL_ARB_multisample",                  ARB_MULTISAMPLE,                0                           }, /* needs GLX_ARB_MULTISAMPLE as well */
67     {"GL_ARB_multitexture",                 ARB_MULTITEXTURE,               0                           },
68     {"GL_ARB_occlusion_query",              ARB_OCCLUSION_QUERY,            0                           },
69     {"GL_ARB_pixel_buffer_object",          ARB_PIXEL_BUFFER_OBJECT,        0                           },
70     {"GL_ARB_point_parameters",             ARB_POINT_PARAMETERS,           0                           },
71     {"GL_ARB_point_sprite",                 ARB_POINT_SPRITE,               0                           },
72     {"GL_ARB_provoking_vertex",             ARB_PROVOKING_VERTEX,           0                           },
73     {"GL_ARB_shader_objects",               ARB_SHADER_OBJECTS,             0                           },
74     {"GL_ARB_shader_texture_lod",           ARB_SHADER_TEXTURE_LOD,         0                           },
75     {"GL_ARB_shading_language_100",         ARB_SHADING_LANGUAGE_100,       0                           },
76     {"GL_ARB_shadow",                       ARB_SHADOW,                     0                           },
77     {"GL_ARB_sync",                         ARB_SYNC,                       0                           },
78     {"GL_ARB_texture_border_clamp",         ARB_TEXTURE_BORDER_CLAMP,       0                           },
79     {"GL_ARB_texture_compression",          ARB_TEXTURE_COMPRESSION,        0                           },
80     {"GL_ARB_texture_compression_rgtc",     ARB_TEXTURE_COMPRESSION_RGTC,   0                           },
81     {"GL_ARB_texture_cube_map",             ARB_TEXTURE_CUBE_MAP,           0                           },
82     {"GL_ARB_texture_env_add",              ARB_TEXTURE_ENV_ADD,            0                           },
83     {"GL_ARB_texture_env_combine",          ARB_TEXTURE_ENV_COMBINE,        0                           },
84     {"GL_ARB_texture_env_dot3",             ARB_TEXTURE_ENV_DOT3,           0                           },
85     {"GL_ARB_texture_float",                ARB_TEXTURE_FLOAT,              0                           },
86     {"GL_ARB_texture_mirrored_repeat",      ARB_TEXTURE_MIRRORED_REPEAT,    0                           },
87     {"GL_ARB_texture_non_power_of_two",     ARB_TEXTURE_NON_POWER_OF_TWO,   MAKEDWORD_VERSION(2, 0)     },
88     {"GL_ARB_texture_rectangle",            ARB_TEXTURE_RECTANGLE,          0                           },
89     {"GL_ARB_texture_rg",                   ARB_TEXTURE_RG,                 0                           },
90     {"GL_ARB_vertex_array_bgra",            ARB_VERTEX_ARRAY_BGRA,          0                           },
91     {"GL_ARB_vertex_blend",                 ARB_VERTEX_BLEND,               0                           },
92     {"GL_ARB_vertex_buffer_object",         ARB_VERTEX_BUFFER_OBJECT,       0                           },
93     {"GL_ARB_vertex_program",               ARB_VERTEX_PROGRAM,             0                           },
94     {"GL_ARB_vertex_shader",                ARB_VERTEX_SHADER,              0                           },
95
96     /* ATI */
97     {"GL_ATI_fragment_shader",              ATI_FRAGMENT_SHADER,            0                           },
98     {"GL_ATI_separate_stencil",             ATI_SEPARATE_STENCIL,           0                           },
99     {"GL_ATI_texture_compression_3dc",      ATI_TEXTURE_COMPRESSION_3DC,    0                           },
100     {"GL_ATI_texture_env_combine3",         ATI_TEXTURE_ENV_COMBINE3,       0                           },
101     {"GL_ATI_texture_mirror_once",          ATI_TEXTURE_MIRROR_ONCE,        0                           },
102
103     /* EXT */
104     {"GL_EXT_blend_color",                  EXT_BLEND_COLOR,                0                           },
105     {"GL_EXT_blend_equation_separate",      EXT_BLEND_EQUATION_SEPARATE,    0                           },
106     {"GL_EXT_blend_func_separate",          EXT_BLEND_FUNC_SEPARATE,        0                           },
107     {"GL_EXT_blend_minmax",                 EXT_BLEND_MINMAX,               0                           },
108     {"GL_EXT_depth_bounds_test",            EXT_DEPTH_BOUNDS_TEST,          0                           },
109     {"GL_EXT_draw_buffers2",                EXT_DRAW_BUFFERS2,              0                           },
110     {"GL_EXT_fog_coord",                    EXT_FOG_COORD,                  0                           },
111     {"GL_EXT_framebuffer_blit",             EXT_FRAMEBUFFER_BLIT,           0                           },
112     {"GL_EXT_framebuffer_multisample",      EXT_FRAMEBUFFER_MULTISAMPLE,    0                           },
113     {"GL_EXT_framebuffer_object",           EXT_FRAMEBUFFER_OBJECT,         0                           },
114     {"GL_EXT_gpu_program_parameters",       EXT_GPU_PROGRAM_PARAMETERS,     0                           },
115     {"GL_EXT_gpu_shader4",                  EXT_GPU_SHADER4,                0                           },
116     {"GL_EXT_packed_depth_stencil",         EXT_PACKED_DEPTH_STENCIL,       0                           },
117     {"GL_EXT_paletted_texture",             EXT_PALETTED_TEXTURE,           0                           },
118     {"GL_EXT_point_parameters",             EXT_POINT_PARAMETERS,           0                           },
119     {"GL_EXT_provoking_vertex",             EXT_PROVOKING_VERTEX,           0                           },
120     {"GL_EXT_secondary_color",              EXT_SECONDARY_COLOR,            0                           },
121     {"GL_EXT_stencil_two_side",             EXT_STENCIL_TWO_SIDE,           0                           },
122     {"GL_EXT_stencil_wrap",                 EXT_STENCIL_WRAP,               0                           },
123     {"GL_EXT_texture3D",                    EXT_TEXTURE3D,                  MAKEDWORD_VERSION(1, 2)     },
124     {"GL_EXT_texture_compression_rgtc",     EXT_TEXTURE_COMPRESSION_RGTC,   0                           },
125     {"GL_EXT_texture_compression_s3tc",     EXT_TEXTURE_COMPRESSION_S3TC,   0                           },
126     {"GL_EXT_texture_env_add",              EXT_TEXTURE_ENV_ADD,            0                           },
127     {"GL_EXT_texture_env_combine",          EXT_TEXTURE_ENV_COMBINE,        0                           },
128     {"GL_EXT_texture_env_dot3",             EXT_TEXTURE_ENV_DOT3,           0                           },
129     {"GL_EXT_texture_filter_anisotropic",   EXT_TEXTURE_FILTER_ANISOTROPIC, 0                           },
130     {"GL_EXT_texture_lod_bias",             EXT_TEXTURE_LOD_BIAS,           0                           },
131     {"GL_EXT_texture_sRGB",                 EXT_TEXTURE_SRGB,               0                           },
132     {"GL_EXT_texture_sRGB_decode",          EXT_TEXTURE_SRGB_DECODE,        0                           },
133     {"GL_EXT_vertex_array_bgra",            EXT_VERTEX_ARRAY_BGRA,          0                           },
134
135     /* NV */
136     {"GL_NV_depth_clamp",                   NV_DEPTH_CLAMP,                 0                           },
137     {"GL_NV_fence",                         NV_FENCE,                       0                           },
138     {"GL_NV_fog_distance",                  NV_FOG_DISTANCE,                0                           },
139     {"GL_NV_fragment_program",              NV_FRAGMENT_PROGRAM,            0                           },
140     {"GL_NV_fragment_program2",             NV_FRAGMENT_PROGRAM2,           0                           },
141     {"GL_NV_fragment_program_option",       NV_FRAGMENT_PROGRAM_OPTION,     0                           },
142     {"GL_NV_half_float",                    NV_HALF_FLOAT,                  0                           },
143     {"GL_NV_light_max_exponent",            NV_LIGHT_MAX_EXPONENT,          0                           },
144     {"GL_NV_point_sprite",                  NV_POINT_SPRITE,                0                           },
145     {"GL_NV_register_combiners",            NV_REGISTER_COMBINERS,          0                           },
146     {"GL_NV_register_combiners2",           NV_REGISTER_COMBINERS2,         0                           },
147     {"GL_NV_texgen_reflection",             NV_TEXGEN_REFLECTION,           0                           },
148     {"GL_NV_texture_env_combine4",          NV_TEXTURE_ENV_COMBINE4,        0                           },
149     {"GL_NV_texture_shader",                NV_TEXTURE_SHADER,              0                           },
150     {"GL_NV_texture_shader2",               NV_TEXTURE_SHADER2,             0                           },
151     {"GL_NV_vertex_program",                NV_VERTEX_PROGRAM,              0                           },
152     {"GL_NV_vertex_program1_1",             NV_VERTEX_PROGRAM1_1,           0                           },
153     {"GL_NV_vertex_program2",               NV_VERTEX_PROGRAM2,             0                           },
154     {"GL_NV_vertex_program2_option",        NV_VERTEX_PROGRAM2_OPTION,      0                           },
155     {"GL_NV_vertex_program3",               NV_VERTEX_PROGRAM3,             0                           },
156
157     /* SGI */
158     {"GL_SGIS_generate_mipmap",             SGIS_GENERATE_MIPMAP,           0                           },
159 };
160
161 /**********************************************************
162  * Utility functions follow
163  **********************************************************/
164
165 const struct min_lookup minMipLookup[] =
166 {
167     /* NONE         POINT                       LINEAR */
168     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
169     {{GL_NEAREST,   GL_NEAREST_MIPMAP_NEAREST,  GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
170     {{GL_LINEAR,    GL_LINEAR_MIPMAP_NEAREST,   GL_LINEAR_MIPMAP_LINEAR}},  /* LINEAR */
171 };
172
173 const struct min_lookup minMipLookup_noFilter[] =
174 {
175     /* NONE         POINT                       LINEAR */
176     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
177     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
178     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* LINEAR */
179 };
180
181 const struct min_lookup minMipLookup_noMip[] =
182 {
183     /* NONE         POINT                       LINEAR */
184     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
185     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
186     {{GL_LINEAR,    GL_LINEAR,                  GL_LINEAR }},               /* LINEAR */
187 };
188
189 const GLenum magLookup[] =
190 {
191     /* NONE     POINT       LINEAR */
192     GL_NEAREST, GL_NEAREST, GL_LINEAR,
193 };
194
195 const GLenum magLookup_noFilter[] =
196 {
197     /* NONE     POINT       LINEAR */
198     GL_NEAREST, GL_NEAREST, GL_NEAREST,
199 };
200
201 /* drawStridedSlow attributes */
202 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
203 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
204 glAttribFunc specular_func_3ubv;
205 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
206 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
207 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
208
209 /**
210  * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
211  * i.e., there is no GL Context - Get a default rendering context to enable the
212  * function query some info from GL.
213  */
214
215 struct wined3d_fake_gl_ctx
216 {
217     HDC dc;
218     HWND wnd;
219     HGLRC gl_ctx;
220     HDC restore_dc;
221     HGLRC restore_gl_ctx;
222 };
223
224 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
225 {
226     TRACE_(d3d_caps)("Destroying fake GL context.\n");
227
228     if (!pwglMakeCurrent(NULL, NULL))
229     {
230         ERR_(d3d_caps)("Failed to disable fake GL context.\n");
231     }
232
233     if (!pwglDeleteContext(ctx->gl_ctx))
234     {
235         DWORD err = GetLastError();
236         ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
237     }
238
239     ReleaseDC(ctx->wnd, ctx->dc);
240     DestroyWindow(ctx->wnd);
241
242     if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
243     {
244         ERR_(d3d_caps)("Failed to restore previous GL context.\n");
245     }
246 }
247
248 /* Do not call while under the GL lock. */
249 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
250 {
251     PIXELFORMATDESCRIPTOR pfd;
252     int iPixelFormat;
253
254     TRACE("getting context...\n");
255
256     ctx->restore_dc = pwglGetCurrentDC();
257     ctx->restore_gl_ctx = pwglGetCurrentContext();
258
259     /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
260     ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
261             WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
262     if (!ctx->wnd)
263     {
264         ERR_(d3d_caps)("Failed to create a window.\n");
265         goto fail;
266     }
267
268     ctx->dc = GetDC(ctx->wnd);
269     if (!ctx->dc)
270     {
271         ERR_(d3d_caps)("Failed to get a DC.\n");
272         goto fail;
273     }
274
275     /* PixelFormat selection */
276     ZeroMemory(&pfd, sizeof(pfd));
277     pfd.nSize = sizeof(pfd);
278     pfd.nVersion = 1;
279     pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
280     pfd.iPixelType = PFD_TYPE_RGBA;
281     pfd.cColorBits = 32;
282     pfd.iLayerType = PFD_MAIN_PLANE;
283
284     iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
285     if (!iPixelFormat)
286     {
287         /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
288         ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
289         goto fail;
290     }
291     DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
292     SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
293
294     /* Create a GL context. */
295     ctx->gl_ctx = pwglCreateContext(ctx->dc);
296     if (!ctx->gl_ctx)
297     {
298         WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
299         goto fail;
300     }
301
302     /* Make it the current GL context. */
303     if (!context_set_current(NULL))
304     {
305         ERR_(d3d_caps)("Failed to clear current D3D context.\n");
306     }
307
308     if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
309     {
310         ERR_(d3d_caps)("Failed to make fake GL context current.\n");
311         goto fail;
312     }
313
314     return TRUE;
315
316 fail:
317     if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
318     ctx->gl_ctx = NULL;
319     if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
320     ctx->dc = NULL;
321     if (ctx->wnd) DestroyWindow(ctx->wnd);
322     ctx->wnd = NULL;
323     if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
324     {
325         ERR_(d3d_caps)("Failed to restore previous GL context.\n");
326     }
327
328     return FALSE;
329 }
330
331 /* Adjust the amount of used texture memory */
332 unsigned int WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *device, unsigned int glram)
333 {
334     struct wined3d_adapter *adapter = device->adapter;
335
336     adapter->UsedTextureRam += glram;
337     TRACE("Adjusted gl ram by %d to %d\n", glram, adapter->UsedTextureRam);
338     return adapter->UsedTextureRam;
339 }
340
341 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
342 {
343     HeapFree(GetProcessHeap(), 0, adapter->gl_info.formats);
344     HeapFree(GetProcessHeap(), 0, adapter->cfgs);
345 }
346
347 ULONG CDECL wined3d_incref(struct wined3d *wined3d)
348 {
349     ULONG refcount = InterlockedIncrement(&wined3d->ref);
350
351     TRACE("%p increasing refcount to %u.\n", wined3d, refcount);
352
353     return refcount;
354 }
355
356 ULONG CDECL wined3d_decref(struct wined3d *wined3d)
357 {
358     ULONG refcount = InterlockedDecrement(&wined3d->ref);
359
360     TRACE("%p decreasing refcount to %u.\n", wined3d, refcount);
361
362     if (!refcount)
363     {
364         unsigned int i;
365
366         for (i = 0; i < wined3d->adapter_count; ++i)
367         {
368             wined3d_adapter_cleanup(&wined3d->adapters[i]);
369         }
370         HeapFree(GetProcessHeap(), 0, wined3d);
371     }
372
373     return refcount;
374 }
375
376 /**********************************************************
377  * IWineD3D parts follows
378  **********************************************************/
379
380 /* GL locking is done by the caller */
381 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
382 {
383     GLuint prog;
384     BOOL ret = FALSE;
385     const char *testcode =
386         "!!ARBvp1.0\n"
387         "PARAM C[66] = { program.env[0..65] };\n"
388         "ADDRESS A0;"
389         "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
390         "ARL A0.x, zero.x;\n"
391         "MOV result.position, C[A0.x + 65];\n"
392         "END\n";
393
394     while(glGetError());
395     GL_EXTCALL(glGenProgramsARB(1, &prog));
396     if(!prog) {
397         ERR("Failed to create an ARB offset limit test program\n");
398     }
399     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
400     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
401                                   strlen(testcode), testcode));
402     if (glGetError())
403     {
404         TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
405         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
406         ret = TRUE;
407     } else TRACE("OpenGL implementation allows offsets > 63\n");
408
409     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
410     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
411     checkGLcall("ARB vp offset limit test cleanup");
412
413     return ret;
414 }
415
416 static DWORD ver_for_ext(GL_SupportedExt ext)
417 {
418     unsigned int i;
419     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
420         if(EXTENSION_MAP[i].extension == ext) {
421             return EXTENSION_MAP[i].version;
422         }
423     }
424     return 0;
425 }
426
427 static BOOL match_amd_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
428         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
429 {
430     if (card_vendor != HW_VENDOR_AMD) return FALSE;
431     if (device == CARD_AMD_RADEON_9500) return TRUE;
432     if (device == CARD_AMD_RADEON_X700) return TRUE;
433     if (device == CARD_AMD_RADEON_X1600) return TRUE;
434     return FALSE;
435 }
436
437 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
438         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
439 {
440     if (card_vendor == HW_VENDOR_NVIDIA)
441     {
442         if (device == CARD_NVIDIA_GEFORCEFX_5200 ||
443             device == CARD_NVIDIA_GEFORCEFX_5600 ||
444             device == CARD_NVIDIA_GEFORCEFX_5800)
445         {
446             return TRUE;
447         }
448     }
449     return FALSE;
450 }
451
452 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
453         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
454 {
455     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
456      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
457      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
458      *
459      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
460      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
461      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
462      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
463      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
464      * the chance that other implementations support them is rather small since Win32 QuickTime uses
465      * DirectDraw, not OpenGL.
466      *
467      * This test has been moved into wined3d_guess_gl_vendor()
468      */
469     if (gl_vendor == GL_VENDOR_APPLE)
470     {
471         return TRUE;
472     }
473     return FALSE;
474 }
475
476 /* Context activation is done by the caller. */
477 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
478 {
479     /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
480      * but glTexSubImage from a PBO fails miserably, with the first line repeated over
481      * all the texture. This function detects this bug by its symptom and disables PBOs
482      * if the test fails.
483      *
484      * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
485      * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
486      * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
487      * read back is compared to the original. If they are equal PBOs are assumed to work,
488      * otherwise the PBO extension is disabled. */
489     GLuint texture, pbo;
490     static const unsigned int pattern[] =
491     {
492         0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
493         0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
494         0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
495         0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
496     };
497     unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
498
499     /* No PBO -> No point in testing them. */
500     if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
501
502     ENTER_GL();
503
504     while (glGetError());
505     glGenTextures(1, &texture);
506     glBindTexture(GL_TEXTURE_2D, texture);
507
508     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
509     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
510     checkGLcall("Specifying the PBO test texture");
511
512     GL_EXTCALL(glGenBuffersARB(1, &pbo));
513     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
514     GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
515     checkGLcall("Specifying the PBO test pbo");
516
517     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
518     checkGLcall("Loading the PBO test texture");
519
520     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
521     LEAVE_GL();
522
523     wglFinish(); /* just to be sure */
524
525     memset(check, 0, sizeof(check));
526     ENTER_GL();
527     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
528     checkGLcall("Reading back the PBO test texture");
529
530     glDeleteTextures(1, &texture);
531     GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
532     checkGLcall("PBO test cleanup");
533
534     LEAVE_GL();
535
536     if (memcmp(check, pattern, sizeof(check)))
537     {
538         WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
539         WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
540         gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
541     }
542     else
543     {
544         TRACE_(d3d_caps)("PBO test successful.\n");
545     }
546 }
547
548 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
549         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
550 {
551     return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
552 }
553
554 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
555         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
556 {
557     if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
558     if (card_vendor != HW_VENDOR_AMD) return FALSE;
559     if (device == CARD_AMD_RADEON_X1600) return FALSE;
560     return TRUE;
561 }
562
563 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
564         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
565 {
566     return gl_vendor == GL_VENDOR_FGLRX;
567
568 }
569
570 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
571         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
572 {
573     /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
574      * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
575      * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
576      * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
577      * hardcoded
578      *
579      * dx10 cards usually have 64 varyings */
580     return gl_info->limits.glsl_varyings > 44;
581 }
582
583 /* A GL context is provided by the caller */
584 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
585         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
586 {
587     GLenum error;
588     DWORD data[16];
589
590     if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
591
592     ENTER_GL();
593     while(glGetError());
594     GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
595     error = glGetError();
596     LEAVE_GL();
597
598     if(error == GL_NO_ERROR)
599     {
600         TRACE("GL Implementation accepts 4 component specular color pointers\n");
601         return TRUE;
602     }
603     else
604     {
605         TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
606               debug_glerror(error));
607         return FALSE;
608     }
609 }
610
611 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
612         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
613 {
614     if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
615     return gl_info->supported[NV_TEXTURE_SHADER];
616 }
617
618 /* A GL context is provided by the caller */
619 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
620         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
621 {
622     GLuint prog;
623     BOOL ret = FALSE;
624     GLint pos;
625     const char *testcode =
626         "!!ARBvp1.0\n"
627         "OPTION NV_vertex_program2;\n"
628         "MOV result.clip[0], 0.0;\n"
629         "MOV result.position, 0.0;\n"
630         "END\n";
631
632     if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
633
634     ENTER_GL();
635     while(glGetError());
636
637     GL_EXTCALL(glGenProgramsARB(1, &prog));
638     if(!prog)
639     {
640         ERR("Failed to create the NVvp clip test program\n");
641         LEAVE_GL();
642         return FALSE;
643     }
644     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
645     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
646                                   strlen(testcode), testcode));
647     glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
648     if(pos != -1)
649     {
650         WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
651         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
652         ret = TRUE;
653         while(glGetError());
654     }
655     else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
656
657     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
658     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
659     checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
660
661     LEAVE_GL();
662     return ret;
663 }
664
665 /* Context activation is done by the caller. */
666 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
667         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
668 {
669     char data[4 * 4 * 4];
670     GLuint tex, fbo;
671     GLenum status;
672
673     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
674
675     memset(data, 0xcc, sizeof(data));
676
677     ENTER_GL();
678
679     glGenTextures(1, &tex);
680     glBindTexture(GL_TEXTURE_2D, tex);
681     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
682     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
683     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
684     checkGLcall("glTexImage2D");
685
686     gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
687     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
688     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
689     checkGLcall("glFramebufferTexture2D");
690
691     status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
692     if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
693     checkGLcall("glCheckFramebufferStatus");
694
695     memset(data, 0x11, sizeof(data));
696     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
697     checkGLcall("glTexSubImage2D");
698
699     glClearColor(0.996f, 0.729f, 0.745f, 0.792f);
700     glClear(GL_COLOR_BUFFER_BIT);
701     checkGLcall("glClear");
702
703     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
704     checkGLcall("glGetTexImage");
705
706     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
707     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
708     glBindTexture(GL_TEXTURE_2D, 0);
709     checkGLcall("glBindTexture");
710
711     gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
712     glDeleteTextures(1, &tex);
713     checkGLcall("glDeleteTextures");
714
715     LEAVE_GL();
716
717     return *(DWORD *)data == 0x11111111;
718 }
719
720 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
721 {
722     TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
723     gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
724     TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
725     gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
726 }
727
728 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
729 {
730     quirk_arb_constants(gl_info);
731     /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
732      * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
733      * allow 48 different offsets or other helper immediate values. */
734     TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
735     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
736 }
737
738 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
739  * on more than one texture unit. This means that the d3d9 visual point size test will cause a
740  * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
741  * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
742  * most games, but avoids the crash
743  *
744  * A more sophisticated way would be to find all units that need texture coordinates and enable
745  * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
746  * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
747  *
748  * Note that disabling the extension entirely does not gain predictability because there is no point
749  * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
750 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
751 {
752     if (gl_info->supported[ARB_POINT_SPRITE])
753     {
754         TRACE("Limiting point sprites to one texture unit.\n");
755         gl_info->limits.point_sprite_units = 1;
756     }
757 }
758
759 static void quirk_amd_dx9(struct wined3d_gl_info *gl_info)
760 {
761     quirk_arb_constants(gl_info);
762
763     /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
764      * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
765      * If real NP2 textures are used, the driver falls back to software. We could just remove the
766      * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
767      * due to the non-normalized texture coordinates. Thus set an internal extension flag,
768      * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
769      * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
770      *
771      * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
772      * has this extension promoted to core. The extension loading code sets this extension supported
773      * due to that, so this code works on fglrx as well. */
774     if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
775     {
776         TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
777         gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
778         gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] = TRUE;
779     }
780
781     /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
782      * it is generally more efficient. Reserve just 8 constants. */
783     TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
784     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
785 }
786
787 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
788 {
789     /*  The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
790      *  doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
791      *  This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
792      *  within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
793      *  FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
794      *  We therefore completely remove ARB_tex_npot from the list of supported extensions.
795      *
796      *  Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
797      *  triggering the software fallback. There is not much we can do here apart from disabling the
798      *  software-emulated extension and reenable ARB_tex_rect (which was previously disabled
799      *  in IWineD3DImpl_FillGLCaps).
800      *  This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
801      *  post-processing effects in the game "Max Payne 2").
802      *  The behaviour can be verified through a simple test app attached in bugreport #14724. */
803     TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
804     gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
805     gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
806 }
807
808 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
809 {
810     /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
811      * with fixed function fragment processing. Ideally this flag should be detected with a test shader
812      * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
813      * do not like vertex shaders in feedback mode and return an error, even though it should be valid
814      * according to the spec.
815      *
816      * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
817      * makes the shader slower and eats instruction slots which should be available to the d3d app.
818      *
819      * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
820      * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
821      * this workaround is activated on cards that do not need it, it won't break things, just affect
822      * performance negatively. */
823     TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
824     gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
825 }
826
827 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
828 {
829     gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
830 }
831
832 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
833 {
834     gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
835 }
836
837 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
838 {
839     gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
840     gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
841 }
842
843 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
844 {
845     gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
846 }
847
848 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
849 {
850     gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
851 }
852
853 struct driver_quirk
854 {
855     BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
856             enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
857     void (*apply)(struct wined3d_gl_info *gl_info);
858     const char *description;
859 };
860
861 static const struct driver_quirk quirk_table[] =
862 {
863     {
864         match_amd_r300_to_500,
865         quirk_amd_dx9,
866         "AMD GLSL constant and normalized texrect quirk"
867     },
868     /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
869      * used it falls back to software. While the compiler can detect if the shader uses all declared
870      * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
871      * using relative addressing falls back to software.
872      *
873      * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
874     {
875         match_apple,
876         quirk_apple_glsl_constants,
877         "Apple GLSL uniform override"
878     },
879     {
880         match_geforce5,
881         quirk_no_np2,
882         "Geforce 5 NP2 disable"
883     },
884     {
885         match_apple_intel,
886         quirk_texcoord_w,
887         "Init texcoord .w for Apple Intel GPU driver"
888     },
889     {
890         match_apple_nonr500ati,
891         quirk_texcoord_w,
892         "Init texcoord .w for Apple ATI >= r600 GPU driver"
893     },
894     {
895         match_fglrx,
896         quirk_one_point_sprite,
897         "Fglrx point sprite crash workaround"
898     },
899     {
900         match_dx10_capable,
901         quirk_clip_varying,
902         "Reserved varying for gl_ClipPos"
903     },
904     {
905         /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
906          * GL implementations accept it. The Mac GL is the only implementation known to
907          * reject it.
908          *
909          * If we can pass 4 component specular colors, do it, because (a) we don't have
910          * to screw around with the data, and (b) the D3D fixed function vertex pipeline
911          * passes specular alpha to the pixel shader if any is used. Otherwise the
912          * specular alpha is used to pass the fog coordinate, which we pass to opengl
913          * via GL_EXT_fog_coord.
914          */
915         match_allows_spec_alpha,
916         quirk_allows_specular_alpha,
917         "Allow specular alpha quirk"
918     },
919     {
920         /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
921          * (rdar://5682521).
922          */
923         match_apple_nvts,
924         quirk_apple_nvts,
925         "Apple NV_texture_shader disable"
926     },
927     {
928         match_broken_nv_clip,
929         quirk_disable_nvvp_clip,
930         "Apple NV_vertex_program clip bug quirk"
931     },
932     {
933         match_fbo_tex_update,
934         quirk_fbo_tex_update,
935         "FBO rebind for attachment updates"
936     },
937 };
938
939 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
940  * reporting a driver version is moot because we are not the Windows driver, and we have different
941  * bugs, features, etc.
942  *
943  * The driver version has the form "x.y.z.w".
944  *
945  * "x" is the Windows version the driver is meant for:
946  * 4 -> 95/98/NT4
947  * 5 -> 2000
948  * 6 -> 2000/XP
949  * 7 -> Vista
950  * 8 -> Win 7
951  *
952  * "y" is the maximum Direct3D version the driver supports.
953  * y  -> d3d version mapping:
954  * 11 -> d3d6
955  * 12 -> d3d7
956  * 13 -> d3d8
957  * 14 -> d3d9
958  * 15 -> d3d10
959  * 16 -> d3d10.1
960  * 17 -> d3d11
961  *
962  * "z" is the subversion number.
963  *
964  * "w" is the vendor specific driver build number.
965  */
966
967 struct driver_version_information
968 {
969     enum wined3d_display_driver driver;
970     enum wined3d_driver_model driver_model;
971     const char *driver_name;            /* name of Windows driver */
972     WORD version;                       /* version word ('y'), contained in low word of DriverVersion.HighPart */
973     WORD subversion;                    /* subversion word ('z'), contained in high word of DriverVersion.LowPart */
974     WORD build;                         /* build number ('w'), contained in low word of DriverVersion.LowPart */
975 };
976
977 /* The driver version table contains driver information for different devices on several OS versions. */
978 static const struct driver_version_information driver_version_table[] =
979 {
980     /* AMD
981      * - Radeon HD2x00 (R600) and up supported by current drivers.
982      * - Radeon 9500 (R300) - X1*00 (R5xx) supported up to Catalyst 9.3 (Linux) and 10.2 (XP/Vista/Win7)
983      * - Radeon 7xxx (R100) - 9250 (RV250) supported up to Catalyst 6.11 (XP)
984      * - Rage 128 supported up to XP, latest official build 6.13.3279 dated October 2001 */
985     {DRIVER_AMD_RAGE_128PRO,    DRIVER_MODEL_NT5X,  "ati2dvaa.dll", 13, 3279,  0},
986     {DRIVER_AMD_R100,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 6614},
987     {DRIVER_AMD_R300,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 6764},
988     {DRIVER_AMD_R600,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 8681},
989     {DRIVER_AMD_R300,           DRIVER_MODEL_NT6X,  "atiumdag.dll", 14, 10, 741 },
990     {DRIVER_AMD_R600,           DRIVER_MODEL_NT6X,  "atiumdag.dll", 14, 10, 741 },
991
992     /* Intel
993      * The drivers are unified but not all versions support all GPUs. At some point the 2k/xp
994      * drivers used ialmrnt5.dll for GMA800/GMA900 but at some point the file was renamed to
995      * igxprd32.dll but the GMA800 driver was never updated. */
996     {DRIVER_INTEL_GMA800,       DRIVER_MODEL_NT5X,  "ialmrnt5.dll", 14, 10, 3889},
997     {DRIVER_INTEL_GMA900,       DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 4764},
998     {DRIVER_INTEL_GMA950,       DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 4926},
999     {DRIVER_INTEL_GMA3000,      DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 5218},
1000     {DRIVER_INTEL_GMA950,       DRIVER_MODEL_NT6X,  "igdumd32.dll", 14, 10, 1504},
1001     {DRIVER_INTEL_GMA3000,      DRIVER_MODEL_NT6X,  "igdumd32.dll", 15, 10, 1666},
1002
1003     /* Nvidia
1004      * - Geforce6 and newer cards are supported by the current driver (197.x) on XP-Win7
1005      * - GeforceFX support is up to 173.x on <= XP
1006      * - Geforce2MX/3/4 up to 96.x on <= XP
1007      * - TNT/Geforce1/2 up to 71.x on <= XP
1008      * All version numbers used below are from the Linux nvidia drivers. */
1009     {DRIVER_NVIDIA_TNT,         DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 10, 7186},
1010     {DRIVER_NVIDIA_GEFORCE2MX,  DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 10, 9371},
1011     {DRIVER_NVIDIA_GEFORCEFX,   DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 11, 7516},
1012     {DRIVER_NVIDIA_GEFORCE6,    DRIVER_MODEL_NT5X,  "nv4_disp.dll", 15, 11, 9745},
1013     {DRIVER_NVIDIA_GEFORCE6,    DRIVER_MODEL_NT6X,  "nvd3dum.dll",  15, 11, 9745},
1014 };
1015
1016 struct gpu_description
1017 {
1018     WORD vendor;                    /* reported PCI card vendor ID  */
1019     WORD card;                      /* reported PCI card device ID  */
1020     const char *description;        /* Description of the card e.g. NVIDIA RIVA TNT */
1021     enum wined3d_display_driver driver;
1022     unsigned int vidmem;
1023 };
1024
1025 /* The amount of video memory stored in the gpu description table is the minimum amount of video memory
1026  * found on a board containing a specific GPU. */
1027 static const struct gpu_description gpu_description_table[] =
1028 {
1029     /* Nvidia cards */
1030     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT,           "NVIDIA RIVA TNT",                  DRIVER_NVIDIA_TNT,       16  },
1031     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT2,          "NVIDIA RIVA TNT2/TNT2 Pro",        DRIVER_NVIDIA_TNT,       32  },
1032     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE,            "NVIDIA GeForce 256",               DRIVER_NVIDIA_TNT,       32  },
1033     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2,           "NVIDIA GeForce2 GTS/GeForce2 Pro", DRIVER_NVIDIA_TNT,       32  },
1034     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2_MX,        "NVIDIA GeForce2 MX/MX 400",        DRIVER_NVIDIA_GEFORCE2MX,32  },
1035     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE3,           "NVIDIA GeForce3",                  DRIVER_NVIDIA_GEFORCE2MX,64  },
1036     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_MX,        "NVIDIA GeForce4 MX 460",           DRIVER_NVIDIA_GEFORCE2MX,64  },
1037     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_TI4200,    "NVIDIA GeForce4 Ti 4200",          DRIVER_NVIDIA_GEFORCE2MX,64, },
1038     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5200,     "NVIDIA GeForce FX 5200",           DRIVER_NVIDIA_GEFORCEFX, 64  },
1039     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5600,     "NVIDIA GeForce FX 5600",           DRIVER_NVIDIA_GEFORCEFX, 128 },
1040     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5800,     "NVIDIA GeForce FX 5800",           DRIVER_NVIDIA_GEFORCEFX, 256 },
1041     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6200,       "NVIDIA GeForce 6200",              DRIVER_NVIDIA_GEFORCE6,  64  },
1042     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6600GT,     "NVIDIA GeForce 6600 GT",           DRIVER_NVIDIA_GEFORCE6,  128 },
1043     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6800,       "NVIDIA GeForce 6800",              DRIVER_NVIDIA_GEFORCE6,  128 },
1044     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7300,       "NVIDIA GeForce Go 7300",           DRIVER_NVIDIA_GEFORCE6,  256 },
1045     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7400,       "NVIDIA GeForce Go 7400",           DRIVER_NVIDIA_GEFORCE6,  256 },
1046     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7600,       "NVIDIA GeForce 7600 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1047     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7800GT,     "NVIDIA GeForce 7800 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1048     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8300GS,     "NVIDIA GeForce 8300 GS",           DRIVER_NVIDIA_GEFORCE6,  128 },
1049     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8400GS,     "NVIDIA GeForce 8400 GS",           DRIVER_NVIDIA_GEFORCE6,  128 },
1050     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600GT,     "NVIDIA GeForce 8600 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1051     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600MGT,    "NVIDIA GeForce 8600M GT",          DRIVER_NVIDIA_GEFORCE6,  512 },
1052     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTS,    "NVIDIA GeForce 8800 GTS",          DRIVER_NVIDIA_GEFORCE6,  320 },
1053     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTX,    "NVIDIA GeForce 8800 GTX",          DRIVER_NVIDIA_GEFORCE6,  768 },
1054     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9200,       "NVIDIA GeForce 9200",              DRIVER_NVIDIA_GEFORCE6,  256 },
1055     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9400GT,     "NVIDIA GeForce 9400 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1056     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9500GT,     "NVIDIA GeForce 9500 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1057     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9600GT,     "NVIDIA GeForce 9600 GT",           DRIVER_NVIDIA_GEFORCE6,  384 },
1058     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9800GT,     "NVIDIA GeForce 9800 GT",           DRIVER_NVIDIA_GEFORCE6,  512 },
1059     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_210,        "NVIDIA GeForce 210",               DRIVER_NVIDIA_GEFORCE6,  512 },
1060     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT220,      "NVIDIA GeForce GT 220",            DRIVER_NVIDIA_GEFORCE6,  512 },
1061     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT240,      "NVIDIA GeForce GT 240",            DRIVER_NVIDIA_GEFORCE6,  512 },
1062     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX260,     "NVIDIA GeForce GTX 260",           DRIVER_NVIDIA_GEFORCE6,  1024},
1063     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX275,     "NVIDIA GeForce GTX 275",           DRIVER_NVIDIA_GEFORCE6,  896 },
1064     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX280,     "NVIDIA GeForce GTX 280",           DRIVER_NVIDIA_GEFORCE6,  1024},
1065     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT320M,     "NVIDIA GeForce GT 320M",           DRIVER_NVIDIA_GEFORCE6,  1024},
1066     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT325M,     "NVIDIA GeForce GT 325M",           DRIVER_NVIDIA_GEFORCE6,  1024},
1067     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT330,      "NVIDIA GeForce GT 330",            DRIVER_NVIDIA_GEFORCE6,  1024},
1068     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTS350M,    "NVIDIA GeForce GTS 350M",          DRIVER_NVIDIA_GEFORCE6,  1024},
1069     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX460,     "NVIDIA GeForce GTX 460",           DRIVER_NVIDIA_GEFORCE6,  768 },
1070     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX465,     "NVIDIA GeForce GTX 465",           DRIVER_NVIDIA_GEFORCE6,  1024},
1071     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX470,     "NVIDIA GeForce GTX 470",           DRIVER_NVIDIA_GEFORCE6,  1280},
1072     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX480,     "NVIDIA GeForce GTX 480",           DRIVER_NVIDIA_GEFORCE6,  1536},
1073     /* AMD cards */
1074     {HW_VENDOR_AMD,        CARD_AMD_RAGE_128PRO,           "ATI Rage Fury",                    DRIVER_AMD_RAGE_128PRO,  16  },
1075     {HW_VENDOR_AMD,        CARD_AMD_RADEON_7200,           "ATI RADEON 7200 SERIES",           DRIVER_AMD_R100,         32  },
1076     {HW_VENDOR_AMD,        CARD_AMD_RADEON_8500,           "ATI RADEON 8500 SERIES",           DRIVER_AMD_R100,         64  },
1077     {HW_VENDOR_AMD,        CARD_AMD_RADEON_9500,           "ATI Radeon 9500",                  DRIVER_AMD_R300,         64  },
1078     {HW_VENDOR_AMD,        CARD_AMD_RADEON_XPRESS_200M,    "ATI RADEON XPRESS 200M Series",    DRIVER_AMD_R300,         64  },
1079     {HW_VENDOR_AMD,        CARD_AMD_RADEON_X700,           "ATI Radeon X700 SE",               DRIVER_AMD_R300,         128 },
1080     {HW_VENDOR_AMD,        CARD_AMD_RADEON_X1600,          "ATI Radeon X1600 Series",          DRIVER_AMD_R300,         128 },
1081     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD2350,         "ATI Mobility Radeon HD 2350",      DRIVER_AMD_R600,         256 },
1082     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD2600,         "ATI Mobility Radeon HD 2600",      DRIVER_AMD_R600,         256 },
1083     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD2900,         "ATI Radeon HD 2900 XT",            DRIVER_AMD_R600,         512 },
1084     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD3200,         "ATI Radeon HD 3200 Graphics",      DRIVER_AMD_R600,         128 },
1085     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4350,         "ATI Radeon HD 4350",               DRIVER_AMD_R600,         256 },
1086     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4600,         "ATI Radeon HD 4600 Series",        DRIVER_AMD_R600,         512 },
1087     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4700,         "ATI Radeon HD 4700 Series",        DRIVER_AMD_R600,         512 },
1088     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4800,         "ATI Radeon HD 4800 Series",        DRIVER_AMD_R600,         512 },
1089     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5400,         "ATI Radeon HD 5400 Series",        DRIVER_AMD_R600,         512 },
1090     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5600,         "ATI Radeon HD 5600 Series",        DRIVER_AMD_R600,         512 },
1091     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5700,         "ATI Radeon HD 5700 Series",        DRIVER_AMD_R600,         512 },
1092     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5800,         "ATI Radeon HD 5800 Series",        DRIVER_AMD_R600,         1024},
1093     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5900,         "ATI Radeon HD 5900 Series",        DRIVER_AMD_R600,         1024},
1094     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6310,         "AMD Radeon HD 6310 Graphics",      DRIVER_AMD_R600,         1024},
1095     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6800,         "AMD Radeon HD 6800 Series",        DRIVER_AMD_R600,         1024},
1096     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6900,         "AMD Radeon HD 6900 Series",        DRIVER_AMD_R600,         2048},
1097     /* Intel cards */
1098     {HW_VENDOR_INTEL,      CARD_INTEL_I830G,               "Intel(R) 82830M Graphics Controller",                       DRIVER_INTEL_GMA800,  32 },
1099     {HW_VENDOR_INTEL,      CARD_INTEL_I855G,               "Intel(R) 82852/82855 GM/GME Graphics Controller",           DRIVER_INTEL_GMA800,  32 },
1100     {HW_VENDOR_INTEL,      CARD_INTEL_I865G,               "Intel(R) 82865G Graphics Controller",                       DRIVER_INTEL_GMA800,  32 },
1101     {HW_VENDOR_INTEL,      CARD_INTEL_I915G,               "Intel(R) 82915G/GV/910GL Express Chipset Family",           DRIVER_INTEL_GMA900,  64 },
1102     {HW_VENDOR_INTEL,      CARD_INTEL_I915GM,              "Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family",   DRIVER_INTEL_GMA900,  64 },
1103     {HW_VENDOR_INTEL,      CARD_INTEL_I945GM,              "Mobile Intel(R) 945GM Express Chipset Family",              DRIVER_INTEL_GMA950,  64 },
1104     {HW_VENDOR_INTEL,      CARD_INTEL_X3100,               "Mobile Intel(R) 965 Express Chipset Family",                DRIVER_INTEL_GMA3000, 128},
1105     {HW_VENDOR_INTEL,      CARD_INTEL_GM45,                "Mobile Intel(R) GM45 Express Chipset Family",               DRIVER_INTEL_GMA3000, 512}
1106 };
1107
1108 static const struct driver_version_information *get_driver_version_info(enum wined3d_display_driver driver,
1109         enum wined3d_driver_model driver_model)
1110 {
1111     unsigned int i;
1112
1113     TRACE("Looking up version info for driver=%d driver_model=%d\n", driver, driver_model);
1114     for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++)
1115     {
1116         const struct driver_version_information *entry = &driver_version_table[i];
1117
1118         if (entry->driver == driver && entry->driver_model == driver_model)
1119         {
1120             TRACE_(d3d_caps)("Found driver '%s' version=%d subversion=%d build=%d\n",
1121                 entry->driver_name, entry->version, entry->subversion, entry->build);
1122
1123             return entry;
1124         }
1125     }
1126     return NULL;
1127 }
1128
1129 static void init_driver_info(struct wined3d_driver_info *driver_info,
1130         enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1131 {
1132     OSVERSIONINFOW os_version;
1133     WORD driver_os_version;
1134     unsigned int i;
1135     enum wined3d_display_driver driver = DRIVER_UNKNOWN;
1136     enum wined3d_driver_model driver_model;
1137     const struct driver_version_information *version_info;
1138
1139     if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1140     {
1141         TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1142         vendor = wined3d_settings.pci_vendor_id;
1143     }
1144     driver_info->vendor = vendor;
1145
1146     if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1147     {
1148         TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1149         device = wined3d_settings.pci_device_id;
1150     }
1151     driver_info->device = device;
1152
1153     /* Set a default amount of video memory (64MB). In general this code isn't used unless the user
1154      * overrides the pci ids to a card which is not in our database. */
1155     driver_info->vidmem = WINE_DEFAULT_VIDMEM;
1156
1157     memset(&os_version, 0, sizeof(os_version));
1158     os_version.dwOSVersionInfoSize = sizeof(os_version);
1159     if (!GetVersionExW(&os_version))
1160     {
1161         ERR("Failed to get OS version, reporting 2000/XP.\n");
1162         driver_os_version = 6;
1163         driver_model = DRIVER_MODEL_NT5X;
1164     }
1165     else
1166     {
1167         TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1168         switch (os_version.dwMajorVersion)
1169         {
1170             case 4:
1171                 /* If needed we could distinguish between 9x and NT4, but this code won't make
1172                  * sense for NT4 since it had no way to obtain this info through DirectDraw 3.0.
1173                  */
1174                 driver_os_version = 4;
1175                 driver_model = DRIVER_MODEL_WIN9X;
1176                 break;
1177
1178             case 5:
1179                 driver_os_version = 6;
1180                 driver_model = DRIVER_MODEL_NT5X;
1181                 break;
1182
1183             case 6:
1184                 if (os_version.dwMinorVersion == 0)
1185                 {
1186                     driver_os_version = 7;
1187                     driver_model = DRIVER_MODEL_NT6X;
1188                 }
1189                 else
1190                 {
1191                     if (os_version.dwMinorVersion > 1)
1192                     {
1193                         FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1194                                 os_version.dwMajorVersion, os_version.dwMinorVersion);
1195                     }
1196                     driver_os_version = 8;
1197                     driver_model = DRIVER_MODEL_NT6X;
1198                 }
1199                 break;
1200
1201             default:
1202                 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1203                         os_version.dwMajorVersion, os_version.dwMinorVersion);
1204                 driver_os_version = 6;
1205                 driver_model = DRIVER_MODEL_NT5X;
1206                 break;
1207         }
1208     }
1209
1210     /* When we reach this stage we always have a vendor or device id (it can be a default one).
1211      * This means that unless the ids are overriden, we will always find a GPU description. */
1212     for (i = 0; i < (sizeof(gpu_description_table) / sizeof(gpu_description_table[0])); i++)
1213     {
1214         if (vendor == gpu_description_table[i].vendor && device == gpu_description_table[i].card)
1215         {
1216             TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1217
1218             driver_info->description = gpu_description_table[i].description;
1219             driver_info->vidmem = gpu_description_table[i].vidmem * 1024*1024;
1220             driver = gpu_description_table[i].driver;
1221             break;
1222         }
1223     }
1224
1225     if (wined3d_settings.emulated_textureram)
1226     {
1227         TRACE_(d3d_caps)("Overriding amount of video memory with: %d byte\n", wined3d_settings.emulated_textureram);
1228         driver_info->vidmem = wined3d_settings.emulated_textureram;
1229     }
1230
1231     /* Try to obtain driver version information for the current Windows version. This fails in
1232      * some cases:
1233      * - the gpu is not available on the currently selected OS version:
1234      *   - Geforce GTX480 on Win98. When running applications in compatibility mode on Windows,
1235      *     version information for the current Windows version is returned instead of faked info.
1236      *     We do the same and assume the default Windows version to emulate is WinXP.
1237      *
1238      *   - Videocard is a Riva TNT but winver is set to win7 (there are no drivers for this beast)
1239      *     For now return the XP driver info. Perhaps later on we should return VESA.
1240      *
1241      * - the gpu is not in our database (can happen when the user overrides the vendor_id / device_id)
1242      *   This could be an indication that our database is not up to date, so this should be fixed.
1243      */
1244     version_info = get_driver_version_info(driver, driver_model);
1245     if (version_info)
1246     {
1247         driver_info->name = version_info->driver_name;
1248         driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1249         driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1250     }
1251     else
1252     {
1253         version_info = get_driver_version_info(driver, DRIVER_MODEL_NT5X);
1254         if (version_info)
1255         {
1256             driver_info->name = version_info->driver_name;
1257             driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1258             driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1259         }
1260         else
1261         {
1262             driver_info->description = "Direct3D HAL";
1263             driver_info->name = "Display";
1264             driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1265             driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1266
1267             FIXME("Unable to find a driver/device info for vendor_id=%#x device_id=%#x for driver_model=%d\n",
1268                     vendor, device, driver_model);
1269         }
1270     }
1271
1272     TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1273             driver_info->version_high, driver_info->version_low);
1274 }
1275
1276 /* Context activation is done by the caller. */
1277 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1278         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1279 {
1280     unsigned int i;
1281
1282     for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1283     {
1284         if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1285         TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1286         quirk_table[i].apply(gl_info);
1287     }
1288
1289     /* Find out if PBOs work as they are supposed to. */
1290     test_pbo_functionality(gl_info);
1291 }
1292
1293 static DWORD wined3d_parse_gl_version(const char *gl_version)
1294 {
1295     const char *ptr = gl_version;
1296     int major, minor;
1297
1298     major = atoi(ptr);
1299     if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1300
1301     while (isdigit(*ptr)) ++ptr;
1302     if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1303
1304     minor = atoi(ptr);
1305
1306     TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1307
1308     return MAKEDWORD_VERSION(major, minor);
1309 }
1310
1311 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1312 {
1313
1314     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1315      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1316      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1317      *
1318      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1319      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1320      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1321      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1322      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1323      * the chance that other implementations support them is rather small since Win32 QuickTime uses
1324      * DirectDraw, not OpenGL. */
1325     if (gl_info->supported[APPLE_FENCE]
1326             && gl_info->supported[APPLE_CLIENT_STORAGE]
1327             && gl_info->supported[APPLE_FLUSH_RENDER]
1328             && gl_info->supported[APPLE_YCBCR_422])
1329         return GL_VENDOR_APPLE;
1330
1331     if (strstr(gl_vendor_string, "NVIDIA"))
1332         return GL_VENDOR_NVIDIA;
1333
1334     if (strstr(gl_vendor_string, "ATI"))
1335         return GL_VENDOR_FGLRX;
1336
1337     if (strstr(gl_vendor_string, "Intel(R)")
1338             /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1339             || strstr(gl_renderer, "Intel")
1340             || strstr(gl_vendor_string, "Intel Inc."))
1341         return GL_VENDOR_INTEL;
1342
1343     if (strstr(gl_vendor_string, "Mesa")
1344             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1345             || strstr(gl_vendor_string, "DRI R300 Project")
1346             || strstr(gl_vendor_string, "X.Org R300 Project")
1347             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1348             || strstr(gl_vendor_string, "VMware, Inc.")
1349             || strstr(gl_renderer, "Mesa")
1350             || strstr(gl_renderer, "Gallium"))
1351         return GL_VENDOR_MESA;
1352
1353     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1354             debugstr_a(gl_vendor_string));
1355
1356     return GL_VENDOR_UNKNOWN;
1357 }
1358
1359 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1360 {
1361     if (strstr(gl_vendor_string, "NVIDIA")
1362             || strstr(gl_vendor_string, "nouveau"))
1363         return HW_VENDOR_NVIDIA;
1364
1365     if (strstr(gl_vendor_string, "ATI")
1366             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1367             || strstr(gl_vendor_string, "X.Org R300 Project")
1368             || strstr(gl_renderer, "AMD")
1369             || strstr(gl_renderer, "R100")
1370             || strstr(gl_renderer, "R200")
1371             || strstr(gl_renderer, "R300")
1372             || strstr(gl_renderer, "R600")
1373             || strstr(gl_renderer, "R700"))
1374         return HW_VENDOR_AMD;
1375
1376     if (strstr(gl_vendor_string, "Intel(R)")
1377             /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1378             || strstr(gl_renderer, "Intel")
1379             || strstr(gl_vendor_string, "Intel Inc."))
1380         return HW_VENDOR_INTEL;
1381
1382     if (strstr(gl_vendor_string, "Mesa")
1383             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1384             || strstr(gl_vendor_string, "VMware, Inc."))
1385         return HW_VENDOR_SOFTWARE;
1386
1387     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1388
1389     return HW_VENDOR_NVIDIA;
1390 }
1391
1392
1393
1394 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1395         const char *gl_renderer)
1396 {
1397     unsigned int i;
1398
1399     if (WINE_D3D10_CAPABLE(gl_info))
1400     {
1401         static const struct
1402         {
1403             const char *renderer;
1404             enum wined3d_pci_device id;
1405         }
1406         cards[] =
1407         {
1408             {"GTX 480",     CARD_NVIDIA_GEFORCE_GTX480},    /* Geforce 400 - highend */
1409             {"GTX 470",     CARD_NVIDIA_GEFORCE_GTX470},    /* Geforce 400 - midend high */
1410             {"GTX 465",     CARD_NVIDIA_GEFORCE_GTX465},    /* Geforce 400 - midend */
1411             {"GTX 460",     CARD_NVIDIA_GEFORCE_GTX460},    /* Geforce 400 - midend */
1412             {"GT 330",      CARD_NVIDIA_GEFORCE_GT330},     /* Geforce 300 - highend */
1413             {"GTS 360M",    CARD_NVIDIA_GEFORCE_GTS350M},   /* Geforce 300 - highend mobile */
1414             {"GTS 350M",    CARD_NVIDIA_GEFORCE_GTS350M},   /* Geforce 300 - highend mobile */
1415             {"GT 330M",     CARD_NVIDIA_GEFORCE_GT325M},    /* Geforce 300 - midend mobile */
1416             {"GT 325M",     CARD_NVIDIA_GEFORCE_GT325M},    /* Geforce 300 - midend mobile */
1417             {"GT 320M",     CARD_NVIDIA_GEFORCE_GT320M},    /* Geforce 300 - midend mobile */
1418             {"GTX 295",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1419             {"GTX 285",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1420             {"GTX 280",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1421             {"GTX 275",     CARD_NVIDIA_GEFORCE_GTX275},    /* Geforce 200 - midend high */
1422             {"GTX 260",     CARD_NVIDIA_GEFORCE_GTX260},    /* Geforce 200 - midend */
1423             {"GT 240",      CARD_NVIDIA_GEFORCE_GT240},     /* Geforce 200 - midend */
1424             {"GT 220",      CARD_NVIDIA_GEFORCE_GT220},     /* Geforce 200 - lowend */
1425             {"Geforce 310", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1426             {"Geforce 305", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1427             {"Geforce 210", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1428             {"G 210",       CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1429             {"GTS 250",     CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1430             {"GTS 150",     CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1431             {"9800",        CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1432             {"GT 140",      CARD_NVIDIA_GEFORCE_9600GT},    /* Geforce 9 - midend */
1433             {"9600",        CARD_NVIDIA_GEFORCE_9600GT},    /* Geforce 9 - midend */
1434             {"GT 130",      CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1435             {"GT 120",      CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1436             {"9500",        CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1437             {"9400",        CARD_NVIDIA_GEFORCE_9400GT},    /* Geforce 9 - lowend */
1438             {"9300",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1439             {"9200",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1440             {"9100",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1441             {"G 100",       CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1442             {"8800 GTX",    CARD_NVIDIA_GEFORCE_8800GTX},   /* Geforce 8 - highend high */
1443             {"8800",        CARD_NVIDIA_GEFORCE_8800GTS},   /* Geforce 8 - highend */
1444             {"8600 M",      CARD_NVIDIA_GEFORCE_8600MGT},   /* Geforce 8 - midend mobile */
1445             {"8700",        CARD_NVIDIA_GEFORCE_8600GT},    /* Geforce 8 - midend */
1446             {"8600",        CARD_NVIDIA_GEFORCE_8600GT},    /* Geforce 8 - midend */
1447             {"8500",        CARD_NVIDIA_GEFORCE_8400GS},    /* Geforce 8 - mid-lowend */
1448             {"8400",        CARD_NVIDIA_GEFORCE_8400GS},    /* Geforce 8 - mid-lowend */
1449             {"8300",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1450             {"8200",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1451             {"8100",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1452         };
1453
1454         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1455         {
1456             if (strstr(gl_renderer, cards[i].renderer))
1457                 return cards[i].id;
1458         }
1459
1460         /* Geforce8-compatible fall back if the GPU is not in the list yet */
1461         return CARD_NVIDIA_GEFORCE_8300GS;
1462     }
1463
1464     /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1465      * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1466      */
1467     if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1468     {
1469         static const struct
1470         {
1471             const char *renderer;
1472             enum wined3d_pci_device id;
1473         }
1474         cards[] =
1475         {
1476             {"Quadro FX 5", CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1477             {"Quadro FX 4", CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1478             {"7950",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1479             {"7900",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1480             {"7800",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1481             {"7700",        CARD_NVIDIA_GEFORCE_7600},      /* Geforce 7 - midend */
1482             {"7600",        CARD_NVIDIA_GEFORCE_7600},      /* Geforce 7 - midend */
1483             {"7400",        CARD_NVIDIA_GEFORCE_7400},      /* Geforce 7 - lower medium */
1484             {"7300",        CARD_NVIDIA_GEFORCE_7300},      /* Geforce 7 - lowend */
1485             {"6800",        CARD_NVIDIA_GEFORCE_6800},      /* Geforce 6 - highend */
1486             {"6700",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1487             {"6610",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1488             {"6600",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1489         };
1490
1491         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1492         {
1493             if (strstr(gl_renderer, cards[i].renderer))
1494                 return cards[i].id;
1495         }
1496
1497         /* Geforce 6/7 - lowend */
1498         return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1499     }
1500
1501     if (WINE_D3D9_CAPABLE(gl_info))
1502     {
1503         /* GeforceFX - highend */
1504         if (strstr(gl_renderer, "5800")
1505                 || strstr(gl_renderer, "5900")
1506                 || strstr(gl_renderer, "5950")
1507                 || strstr(gl_renderer, "Quadro FX"))
1508         {
1509             return CARD_NVIDIA_GEFORCEFX_5800;
1510         }
1511
1512         /* GeforceFX - midend */
1513         if (strstr(gl_renderer, "5600")
1514                 || strstr(gl_renderer, "5650")
1515                 || strstr(gl_renderer, "5700")
1516                 || strstr(gl_renderer, "5750"))
1517         {
1518             return CARD_NVIDIA_GEFORCEFX_5600;
1519         }
1520
1521         /* GeforceFX - lowend */
1522         return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1523     }
1524
1525     if (WINE_D3D8_CAPABLE(gl_info))
1526     {
1527         if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1528         {
1529             return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1530         }
1531
1532         return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1533     }
1534
1535     if (WINE_D3D7_CAPABLE(gl_info))
1536     {
1537         if (strstr(gl_renderer, "GeForce4 MX"))
1538         {
1539             return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1540         }
1541
1542         if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1543         {
1544             return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1545         }
1546
1547         if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1548         {
1549             return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1550         }
1551
1552         return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1553     }
1554
1555     if (strstr(gl_renderer, "TNT2"))
1556     {
1557         return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1558     }
1559
1560     return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1561 }
1562
1563 static enum wined3d_pci_device select_card_amd_binary(const struct wined3d_gl_info *gl_info,
1564         const char *gl_renderer)
1565 {
1566     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1567      *
1568      * Beware: renderer string do not match exact card model,
1569      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1570     if (WINE_D3D10_CAPABLE(gl_info))
1571     {
1572         unsigned int i;
1573
1574         static const struct
1575         {
1576             const char *renderer;
1577             enum wined3d_pci_device id;
1578         }
1579         cards[] =
1580         {
1581             /* Evergreen */
1582             {"HD 5870", CARD_AMD_RADEON_HD5800},    /* Radeon EG CYPRESS PRO */
1583             {"HD 5850", CARD_AMD_RADEON_HD5800},    /* Radeon EG CYPRESS XT */
1584             {"HD 5800", CARD_AMD_RADEON_HD5800},    /* Radeon EG CYPRESS HD58xx generic renderer string */
1585             {"HD 5770", CARD_AMD_RADEON_HD5700},    /* Radeon EG JUNIPER XT */
1586             {"HD 5750", CARD_AMD_RADEON_HD5700},    /* Radeon EG JUNIPER LE */
1587             {"HD 5700", CARD_AMD_RADEON_HD5700},    /* Radeon EG JUNIPER HD57xx generic renderer string */
1588             {"HD 5670", CARD_AMD_RADEON_HD5600},    /* Radeon EG REDWOOD XT */
1589             {"HD 5570", CARD_AMD_RADEON_HD5600},    /* Radeon EG REDWOOD PRO mapped to HD5600 series */
1590             {"HD 5550", CARD_AMD_RADEON_HD5600},    /* Radeon EG REDWOOD LE mapped to HD5600 series */
1591             {"HD 5450", CARD_AMD_RADEON_HD5400},    /* Radeon EG CEDAR PRO */
1592             /* R700 */
1593             {"HD 4890", CARD_AMD_RADEON_HD4800},    /* Radeon RV790 */
1594             {"HD 4870", CARD_AMD_RADEON_HD4800},    /* Radeon RV770 */
1595             {"HD 4850", CARD_AMD_RADEON_HD4800},    /* Radeon RV770 */
1596             {"HD 4830", CARD_AMD_RADEON_HD4800},    /* Radeon RV770 */
1597             {"HD 4800", CARD_AMD_RADEON_HD4800},    /* Radeon RV7xx HD48xx generic renderer string */
1598             {"HD 4770", CARD_AMD_RADEON_HD4700},    /* Radeon RV740 */
1599             {"HD 4700", CARD_AMD_RADEON_HD4700},    /* Radeon RV7xx HD47xx generic renderer string */
1600             {"HD 4670", CARD_AMD_RADEON_HD4600},    /* Radeon RV730 */
1601             {"HD 4650", CARD_AMD_RADEON_HD4600},    /* Radeon RV730 */
1602             {"HD 4600", CARD_AMD_RADEON_HD4600},    /* Radeon RV730 */
1603             {"HD 4550", CARD_AMD_RADEON_HD4350},    /* Radeon RV710 */
1604             {"HD 4350", CARD_AMD_RADEON_HD4350},    /* Radeon RV710 */
1605             /* R600/R700 integrated */
1606             {"HD 3300", CARD_AMD_RADEON_HD3200},
1607             {"HD 3200", CARD_AMD_RADEON_HD3200},
1608             {"HD 3100", CARD_AMD_RADEON_HD3200},
1609             /* R600 */
1610             {"HD 3870", CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1611             {"HD 3850", CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1612             {"HD 2900", CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1613             {"HD 3830", CARD_AMD_RADEON_HD2600},    /* China-only midend */
1614             {"HD 3690", CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1615             {"HD 3650", CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1616             {"HD 2600", CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1617             {"HD 3470", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1618             {"HD 3450", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1619             {"HD 3430", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1620             {"HD 3400", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1621             {"HD 2400", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1622             {"HD 2350", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1623         };
1624
1625         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1626         {
1627             if (strstr(gl_renderer, cards[i].renderer))
1628                 return cards[i].id;
1629         }
1630
1631         /* Default for when no GPU has been found */
1632         return CARD_AMD_RADEON_HD3200;
1633     }
1634
1635     if (WINE_D3D8_CAPABLE(gl_info))
1636     {
1637         /* Radeon R5xx */
1638         if (strstr(gl_renderer, "X1600")
1639                 || strstr(gl_renderer, "X1650")
1640                 || strstr(gl_renderer, "X1800")
1641                 || strstr(gl_renderer, "X1900")
1642                 || strstr(gl_renderer, "X1950"))
1643         {
1644             return CARD_AMD_RADEON_X1600;
1645         }
1646
1647         /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1648          * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1649         if (strstr(gl_renderer, "X700")
1650                 || strstr(gl_renderer, "X800")
1651                 || strstr(gl_renderer, "X850")
1652                 || strstr(gl_renderer, "X1300")
1653                 || strstr(gl_renderer, "X1400")
1654                 || strstr(gl_renderer, "X1450")
1655                 || strstr(gl_renderer, "X1550")
1656                 || strstr(gl_renderer, "X2300")
1657                 || strstr(gl_renderer, "X2500")
1658                 || strstr(gl_renderer, "HD 2300")
1659                 )
1660         {
1661             return CARD_AMD_RADEON_X700;
1662         }
1663
1664         /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1665         if (strstr(gl_renderer, "Radeon Xpress"))
1666         {
1667             return CARD_AMD_RADEON_XPRESS_200M;
1668         }
1669
1670         /* Radeon R3xx */
1671         return CARD_AMD_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1672     }
1673
1674     if (WINE_D3D8_CAPABLE(gl_info))
1675     {
1676         return CARD_AMD_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1677     }
1678
1679     if (WINE_D3D7_CAPABLE(gl_info))
1680     {
1681         return CARD_AMD_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1682     }
1683
1684     return CARD_AMD_RAGE_128PRO;
1685 }
1686
1687 static enum wined3d_pci_device select_card_intel(const struct wined3d_gl_info *gl_info,
1688         const char *gl_renderer)
1689 {
1690     if (strstr(gl_renderer, "GM45")) return CARD_INTEL_GM45;
1691     if (strstr(gl_renderer, "X3100") || strstr(gl_renderer, "965GM"))
1692     {
1693         /* MacOS calls the card GMA X3100, otherwise known as GM965/GL960 */
1694         return CARD_INTEL_X3100;
1695     }
1696
1697     if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1698     {
1699         /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1700         return CARD_INTEL_I945GM;
1701     }
1702
1703     if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1704     if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1705     if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1706     if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1707     if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1708     return CARD_INTEL_I915G;
1709
1710 }
1711
1712 static enum wined3d_pci_device select_card_amd_mesa(const struct wined3d_gl_info *gl_info,
1713         const char *gl_renderer)
1714 {
1715     unsigned int i;
1716
1717     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1718      *
1719      * Beware: renderer string do not match exact card model,
1720      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1721     if (strstr(gl_renderer, "Gallium"))
1722     {
1723         /* 20101109 - These are never returned by current Gallium radeon
1724          * drivers: R700, RV790, R680, RV535, RV516, R410, RS485, RV360, RV351.
1725          *
1726          * These are returned but not handled: RC410, RV380. */
1727         static const struct
1728         {
1729             const char *renderer;
1730             enum wined3d_pci_device id;
1731         }
1732         cards[] =
1733         {
1734             /* Northern Islands */
1735             {"CAYMAN",  CARD_AMD_RADEON_HD6900},
1736             {"BARTS",   CARD_AMD_RADEON_HD6800},
1737             {"PALM",    CARD_AMD_RADEON_HD6310},
1738             /* Evergreen */
1739             {"HEMLOCK", CARD_AMD_RADEON_HD5900},
1740             {"CYPRESS", CARD_AMD_RADEON_HD5800},
1741             {"JUNIPER", CARD_AMD_RADEON_HD5700},
1742             {"REDWOOD", CARD_AMD_RADEON_HD5600},
1743             {"CEDAR",   CARD_AMD_RADEON_HD5400},
1744             /* R700 */
1745             {"R700",    CARD_AMD_RADEON_HD4800},    /* HD4800 - highend */
1746             {"RV790",   CARD_AMD_RADEON_HD4800},
1747             {"RV770",   CARD_AMD_RADEON_HD4800},
1748             {"RV740",   CARD_AMD_RADEON_HD4700},    /* HD4700 - midend */
1749             {"RV730",   CARD_AMD_RADEON_HD4600},    /* HD4600 - midend */
1750             {"RV710",   CARD_AMD_RADEON_HD4350},    /* HD4500/HD4350 - lowend */
1751             /* R600/R700 integrated */
1752             {"RS880",   CARD_AMD_RADEON_HD3200},
1753             {"RS780",   CARD_AMD_RADEON_HD3200},
1754             /* R600 */
1755             {"R680",    CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1756             {"R600",    CARD_AMD_RADEON_HD2900},
1757             {"RV670",   CARD_AMD_RADEON_HD2900},
1758             {"RV635",   CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1759             {"RV630",   CARD_AMD_RADEON_HD2600},
1760             {"RV620",   CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1761             {"RV610",   CARD_AMD_RADEON_HD2350},
1762             /* R500 */
1763             {"R580",    CARD_AMD_RADEON_X1600},
1764             {"R520",    CARD_AMD_RADEON_X1600},
1765             {"RV570",   CARD_AMD_RADEON_X1600},
1766             {"RV560",   CARD_AMD_RADEON_X1600},
1767             {"RV535",   CARD_AMD_RADEON_X1600},
1768             {"RV530",   CARD_AMD_RADEON_X1600},
1769             {"RV516",   CARD_AMD_RADEON_X700},      /* X700 is actually R400. */
1770             {"RV515",   CARD_AMD_RADEON_X700},
1771             /* R400 */
1772             {"R481",    CARD_AMD_RADEON_X700},
1773             {"R480",    CARD_AMD_RADEON_X700},
1774             {"R430",    CARD_AMD_RADEON_X700},
1775             {"R423",    CARD_AMD_RADEON_X700},
1776             {"R420",    CARD_AMD_RADEON_X700},
1777             {"R410",    CARD_AMD_RADEON_X700},
1778             {"RV410",   CARD_AMD_RADEON_X700},
1779             /* Radeon Xpress - onboard, DX9b, Shader 2.0, 300-400MHz */
1780             {"RS740",   CARD_AMD_RADEON_XPRESS_200M},
1781             {"RS690",   CARD_AMD_RADEON_XPRESS_200M},
1782             {"RS600",   CARD_AMD_RADEON_XPRESS_200M},
1783             {"RS485",   CARD_AMD_RADEON_XPRESS_200M},
1784             {"RS482",   CARD_AMD_RADEON_XPRESS_200M},
1785             {"RS480",   CARD_AMD_RADEON_XPRESS_200M},
1786             {"RS400",   CARD_AMD_RADEON_XPRESS_200M},
1787             /* R300 */
1788             {"R360",    CARD_AMD_RADEON_9500},
1789             {"R350",    CARD_AMD_RADEON_9500},
1790             {"R300",    CARD_AMD_RADEON_9500},
1791             {"RV370",   CARD_AMD_RADEON_9500},
1792             {"RV360",   CARD_AMD_RADEON_9500},
1793             {"RV351",   CARD_AMD_RADEON_9500},
1794             {"RV350",   CARD_AMD_RADEON_9500},
1795         };
1796
1797         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1798         {
1799             if (strstr(gl_renderer, cards[i].renderer))
1800                 return cards[i].id;
1801         }
1802     }
1803
1804     if (WINE_D3D9_CAPABLE(gl_info))
1805     {
1806         static const struct
1807         {
1808             const char *renderer;
1809             enum wined3d_pci_device id;
1810         }
1811         cards[] =
1812         {
1813             /* R700 */
1814             {"(R700",   CARD_AMD_RADEON_HD4800},    /* HD4800 - highend */
1815             {"(RV790",  CARD_AMD_RADEON_HD4800},
1816             {"(RV770",  CARD_AMD_RADEON_HD4800},
1817             {"(RV740",  CARD_AMD_RADEON_HD4700},    /* HD4700 - midend */
1818             {"(RV730",  CARD_AMD_RADEON_HD4600},    /* HD4600 - midend */
1819             {"(RV710",  CARD_AMD_RADEON_HD4350},    /* HD4500/HD4350 - lowend */
1820             /* R600/R700 integrated */
1821             {"RS880",   CARD_AMD_RADEON_HD3200},
1822             {"RS780",   CARD_AMD_RADEON_HD3200},
1823             /* R600 */
1824             {"(R680",   CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1825             {"(R600",   CARD_AMD_RADEON_HD2900},
1826             {"(RV670",  CARD_AMD_RADEON_HD2900},
1827             {"(RV635",  CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1828             {"(RV630",  CARD_AMD_RADEON_HD2600},
1829             {"(RV620",  CARD_AMD_RADEON_HD2350},    /* HD2300/HD2400/HD3400 - lowend */
1830             {"(RV610",  CARD_AMD_RADEON_HD2350},
1831         };
1832
1833         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1834         {
1835             if (strstr(gl_renderer, cards[i].renderer))
1836                 return cards[i].id;
1837         }
1838     }
1839
1840     if (WINE_D3D8_CAPABLE(gl_info))
1841     {
1842         return CARD_AMD_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1843     }
1844
1845     if (WINE_D3D7_CAPABLE(gl_info))
1846     {
1847         return CARD_AMD_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1848     }
1849
1850     return CARD_AMD_RAGE_128PRO;
1851 }
1852
1853 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
1854         const char *gl_renderer)
1855 {
1856     if (strstr(gl_renderer, "Gallium"))
1857     {
1858         unsigned int i;
1859
1860         static const struct
1861         {
1862             const char *renderer;
1863             enum wined3d_pci_device id;
1864         }
1865         cards[] =
1866         {
1867             {"NVC4",    CARD_NVIDIA_GEFORCE_GTX460},
1868             {"NVC0",    CARD_NVIDIA_GEFORCE_GTX480},
1869             {"NVAF",    CARD_NVIDIA_GEFORCE_GT320M},
1870             {"NVAC",    CARD_NVIDIA_GEFORCE_8200},
1871             {"NVAA",    CARD_NVIDIA_GEFORCE_8200},
1872             {"NVA8",    CARD_NVIDIA_GEFORCE_210},
1873             {"NVA5",    CARD_NVIDIA_GEFORCE_GT220},
1874             {"NVA3",    CARD_NVIDIA_GEFORCE_GT240},
1875             {"NVA0",    CARD_NVIDIA_GEFORCE_GTX280},
1876             {"NV98",    CARD_NVIDIA_GEFORCE_9200},
1877             {"NV96",    CARD_NVIDIA_GEFORCE_9400GT},
1878             {"NV94",    CARD_NVIDIA_GEFORCE_9600GT},
1879             {"NV92",    CARD_NVIDIA_GEFORCE_9800GT},
1880             {"NV86",    CARD_NVIDIA_GEFORCE_8500GT},
1881             {"NV84",    CARD_NVIDIA_GEFORCE_8600GT},
1882             {"NV68",    CARD_NVIDIA_GEFORCE_6200},      /* 7050 */
1883             {"NV67",    CARD_NVIDIA_GEFORCE_6200},      /* 7000M */
1884             {"NV63",    CARD_NVIDIA_GEFORCE_6200},      /* 7100 */
1885             {"NV50",    CARD_NVIDIA_GEFORCE_8800GTX},
1886             {"NV4E",    CARD_NVIDIA_GEFORCE_6200},      /* 6100 Go / 6150 Go */
1887             {"NV4C",    CARD_NVIDIA_GEFORCE_6200},      /* 6150SE */
1888             {"NV4B",    CARD_NVIDIA_GEFORCE_7600},
1889             {"NV4A",    CARD_NVIDIA_GEFORCE_6200},
1890             {"NV49",    CARD_NVIDIA_GEFORCE_7800GT},    /* 7900 */
1891             {"NV47",    CARD_NVIDIA_GEFORCE_7800GT},
1892             {"NV46",    CARD_NVIDIA_GEFORCE_7400},
1893             {"NV45",    CARD_NVIDIA_GEFORCE_6800},
1894             {"NV44",    CARD_NVIDIA_GEFORCE_6200},
1895             {"NV43",    CARD_NVIDIA_GEFORCE_6600GT},
1896             {"NV42",    CARD_NVIDIA_GEFORCE_6800},
1897             {"NV41",    CARD_NVIDIA_GEFORCE_6800},
1898             {"NV40",    CARD_NVIDIA_GEFORCE_6800},
1899             {"NV38",    CARD_NVIDIA_GEFORCEFX_5800},    /* FX 5950 Ultra */
1900             {"NV36",    CARD_NVIDIA_GEFORCEFX_5800},    /* FX 5700/5750 */
1901             {"NV35",    CARD_NVIDIA_GEFORCEFX_5800},    /* FX 5900 */
1902             {"NV34",    CARD_NVIDIA_GEFORCEFX_5200},
1903             {"NV31",    CARD_NVIDIA_GEFORCEFX_5600},
1904             {"NV30",    CARD_NVIDIA_GEFORCEFX_5800},
1905             {"NV28",    CARD_NVIDIA_GEFORCE4_TI4200},
1906             {"NV25",    CARD_NVIDIA_GEFORCE4_TI4200},
1907             {"NV20",    CARD_NVIDIA_GEFORCE3},
1908             {"NV1F",    CARD_NVIDIA_GEFORCE4_MX},       /* GF4 MX IGP */
1909             {"NV1A",    CARD_NVIDIA_GEFORCE2},          /* GF2 IGP */
1910             {"NV18",    CARD_NVIDIA_GEFORCE4_MX},
1911             {"NV17",    CARD_NVIDIA_GEFORCE4_MX},
1912             {"NV16",    CARD_NVIDIA_GEFORCE2},
1913             {"NV15",    CARD_NVIDIA_GEFORCE2},
1914             {"NV11",    CARD_NVIDIA_GEFORCE2_MX},
1915             {"NV10",    CARD_NVIDIA_GEFORCE},
1916             {"NV05",    CARD_NVIDIA_RIVA_TNT2},
1917             {"NV04",    CARD_NVIDIA_RIVA_TNT},
1918             {"NV03",    CARD_NVIDIA_RIVA_128},
1919         };
1920
1921         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1922         {
1923             if (strstr(gl_renderer, cards[i].renderer))
1924                 return cards[i].id;
1925         }
1926     }
1927
1928     FIXME_(d3d_caps)("Unknown renderer %s.\n", debugstr_a(gl_renderer));
1929     if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1930     if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1931     if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1932     if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1933     return CARD_NVIDIA_RIVA_128;
1934 }
1935
1936
1937 struct vendor_card_selection
1938 {
1939     enum wined3d_gl_vendor gl_vendor;
1940     enum wined3d_pci_vendor card_vendor;
1941     const char *description;        /* Description of the card selector i.e. Apple OS/X Intel */
1942     enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer);
1943 };
1944
1945 static const struct vendor_card_selection vendor_card_select_table[] =
1946 {
1947     {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA,  "Nvidia binary driver",     select_card_nvidia_binary},
1948     {GL_VENDOR_APPLE,  HW_VENDOR_NVIDIA,  "Apple OSX NVidia binary driver",   select_card_nvidia_binary},
1949     {GL_VENDOR_APPLE,  HW_VENDOR_AMD,     "Apple OSX AMD/ATI binary driver",  select_card_amd_binary},
1950     {GL_VENDOR_APPLE,  HW_VENDOR_INTEL,   "Apple OSX Intel binary driver",    select_card_intel},
1951     {GL_VENDOR_FGLRX,  HW_VENDOR_AMD,     "AMD/ATI binary driver",    select_card_amd_binary},
1952     {GL_VENDOR_MESA,   HW_VENDOR_AMD,     "Mesa AMD/ATI driver",      select_card_amd_mesa},
1953     {GL_VENDOR_MESA,   HW_VENDOR_NVIDIA,  "Mesa Nouveau driver",      select_card_nvidia_mesa},
1954     {GL_VENDOR_MESA,   HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel},
1955     {GL_VENDOR_INTEL,  HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel}
1956 };
1957
1958
1959 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1960         enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor)
1961 {
1962     /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
1963      * different GPUs with roughly the same features. In most cases GPUs from a
1964      * certain family differ in clockspeeds, the amount of video memory and the
1965      * number of shader pipelines.
1966      *
1967      * A Direct3D device object contains the PCI id (vendor + device) of the
1968      * videocard which is used for rendering. Various applications use this
1969      * information to get a rough estimation of the features of the card and
1970      * some might use it for enabling 3d effects only on certain types of
1971      * videocards. In some cases games might even use it to work around bugs
1972      * which happen on certain videocards/driver combinations. The problem is
1973      * that OpenGL only exposes a rendering string containing the name of the
1974      * videocard and not the PCI id.
1975      *
1976      * Various games depend on the PCI id, so somehow we need to provide one.
1977      * A simple option is to parse the renderer string and translate this to
1978      * the right PCI id. This is a lot of work because there are more than 200
1979      * GPUs just for Nvidia. Various cards share the same renderer string, so
1980      * the amount of code might be 'small' but there are quite a number of
1981      * exceptions which would make this a pain to maintain. Another way would
1982      * be to query the PCI id from the operating system (assuming this is the
1983      * videocard which is used for rendering which is not always the case).
1984      * This would work but it is not very portable. Second it would not work
1985      * well in, let's say, a remote X situation in which the amount of 3d
1986      * features which can be used is limited.
1987      *
1988      * As said most games only use the PCI id to get an indication of the
1989      * capabilities of the card. It doesn't really matter if the given id is
1990      * the correct one if we return the id of a card with similar 3d features.
1991      *
1992      * The code below checks the OpenGL capabilities of a videocard and matches
1993      * that to a certain level of Direct3D functionality. Once a card passes
1994      * the Direct3D9 check, we know that the card (in case of Nvidia) is at
1995      * least a GeforceFX. To give a better estimate we do a basic check on the
1996      * renderer string but if that won't pass we return a default card. This
1997      * way is better than maintaining a full card database as even without a
1998      * full database we can return a card with similar features. Second the
1999      * size of the database can be made quite small because when you know what
2000      * type of 3d functionality a card has, you know to which GPU family the
2001      * GPU must belong. Because of this you only have to check a small part of
2002      * the renderer string to distinguishes between different models from that
2003      * family.
2004      *
2005      * The code also selects a default amount of video memory which we will
2006      * use for an estimation of the amount of free texture memory. In case of
2007      * real D3D the amount of texture memory includes video memory and system
2008      * memory (to be specific AGP memory or in case of PCIE TurboCache /
2009      * HyperMemory). We don't know how much system memory can be addressed by
2010      * the system but we can make a reasonable estimation about the amount of
2011      * video memory. If the value is slightly wrong it doesn't matter as we
2012      * didn't include AGP-like memory which makes the amount of addressable
2013      * memory higher and second OpenGL isn't that critical it moves to system
2014      * memory behind our backs if really needed. Note that the amount of video
2015      * memory can be overruled using a registry setting. */
2016
2017     int i;
2018
2019     for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
2020     {
2021         if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
2022             || (vendor_card_select_table[i].card_vendor != *card_vendor))
2023                 continue;
2024         TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
2025         return vendor_card_select_table[i].select_card(gl_info, gl_renderer);
2026     }
2027
2028     FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
2029                      *gl_vendor, *card_vendor);
2030
2031     /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
2032      * for Nvidia was because the hardware and drivers they make are of good quality. This makes
2033      * them a good generic choice. */
2034     *card_vendor = HW_VENDOR_NVIDIA;
2035     if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
2036     if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
2037     if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
2038     if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
2039     return CARD_NVIDIA_RIVA_128;
2040 }
2041
2042 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
2043 {
2044     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2045     int vs_selected_mode, ps_selected_mode;
2046
2047     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2048     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2049             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
2050     else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
2051     else if (gl_info->supported[NV_REGISTER_COMBINERS]
2052             && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
2053     else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
2054     else return &ffp_fragment_pipeline;
2055 }
2056
2057 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
2058 {
2059     int vs_selected_mode, ps_selected_mode;
2060
2061     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2062     if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
2063     if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
2064     return &none_shader_backend;
2065 }
2066
2067 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
2068 {
2069     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2070     int vs_selected_mode, ps_selected_mode;
2071
2072     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2073     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2074             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2075     else return &ffp_blit;
2076 }
2077
2078 static void load_gl_funcs(struct wined3d_gl_info *gl_info, DWORD gl_version)
2079 {
2080     DWORD ver;
2081
2082 #define USE_GL_FUNC(type, pfn, ext, replace) \
2083     if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2084     else if ((ver = ver_for_ext(ext)) && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2085     else gl_info->pfn = NULL;
2086
2087     GL_EXT_FUNCS_GEN;
2088 #undef USE_GL_FUNC
2089
2090 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2091     WGL_EXT_FUNCS_GEN;
2092 #undef USE_GL_FUNC
2093 }
2094
2095 /* Context activation is done by the caller. */
2096 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
2097 {
2098     struct wined3d_driver_info *driver_info = &adapter->driver_info;
2099     struct wined3d_gl_info *gl_info = &adapter->gl_info;
2100     const char *GL_Extensions    = NULL;
2101     const char *WGL_Extensions   = NULL;
2102     const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2103     struct fragment_caps fragment_caps;
2104     enum wined3d_gl_vendor gl_vendor;
2105     enum wined3d_pci_vendor card_vendor;
2106     enum wined3d_pci_device device;
2107     GLint       gl_max;
2108     GLfloat     gl_floatv[2];
2109     unsigned    i;
2110     HDC         hdc;
2111     DWORD gl_version;
2112     size_t len;
2113
2114     TRACE_(d3d_caps)("(%p)\n", gl_info);
2115
2116     ENTER_GL();
2117
2118     gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2119     TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2120     if (!gl_renderer_str)
2121     {
2122         LEAVE_GL();
2123         ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2124         return FALSE;
2125     }
2126
2127     gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2128     TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2129     if (!gl_vendor_str)
2130     {
2131         LEAVE_GL();
2132         ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2133         return FALSE;
2134     }
2135
2136     /* Parse the GL_VERSION field into major and minor information */
2137     gl_version_str = (const char *)glGetString(GL_VERSION);
2138     TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2139     if (!gl_version_str)
2140     {
2141         LEAVE_GL();
2142         ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2143         return FALSE;
2144     }
2145     gl_version = wined3d_parse_gl_version(gl_version_str);
2146
2147     /*
2148      * Initialize openGL extension related variables
2149      *  with Default values
2150      */
2151     memset(gl_info->supported, 0, sizeof(gl_info->supported));
2152     gl_info->limits.blends = 1;
2153     gl_info->limits.buffers = 1;
2154     gl_info->limits.textures = 1;
2155     gl_info->limits.fragment_samplers = 1;
2156     gl_info->limits.vertex_samplers = 0;
2157     gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2158     gl_info->limits.sampler_stages = 1;
2159     gl_info->limits.glsl_vs_float_constants = 0;
2160     gl_info->limits.glsl_ps_float_constants = 0;
2161     gl_info->limits.arb_vs_float_constants = 0;
2162     gl_info->limits.arb_vs_native_constants = 0;
2163     gl_info->limits.arb_vs_instructions = 0;
2164     gl_info->limits.arb_vs_temps = 0;
2165     gl_info->limits.arb_ps_float_constants = 0;
2166     gl_info->limits.arb_ps_local_constants = 0;
2167     gl_info->limits.arb_ps_instructions = 0;
2168     gl_info->limits.arb_ps_temps = 0;
2169
2170     /* Retrieve opengl defaults */
2171     glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2172     gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2173     TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2174
2175     glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2176     gl_info->limits.lights = gl_max;
2177     TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2178
2179     glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2180     gl_info->limits.texture_size = gl_max;
2181     TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2182
2183     glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2184     gl_info->limits.pointsize_min = gl_floatv[0];
2185     gl_info->limits.pointsize_max = gl_floatv[1];
2186     TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2187
2188     /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2189     GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2190     if (!GL_Extensions)
2191     {
2192         LEAVE_GL();
2193         ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2194         return FALSE;
2195     }
2196
2197     LEAVE_GL();
2198
2199     TRACE_(d3d_caps)("GL_Extensions reported:\n");
2200
2201     gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2202
2203     while (*GL_Extensions)
2204     {
2205         const char *start;
2206
2207         while (isspace(*GL_Extensions)) ++GL_Extensions;
2208         start = GL_Extensions;
2209         while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2210
2211         len = GL_Extensions - start;
2212         if (!len) continue;
2213
2214         TRACE_(d3d_caps)("- %s\n", debugstr_an(start, len));
2215
2216         for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2217         {
2218             if (len == strlen(EXTENSION_MAP[i].extension_string)
2219                     && !memcmp(start, EXTENSION_MAP[i].extension_string, len))
2220             {
2221                 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2222                 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2223                 break;
2224             }
2225         }
2226     }
2227
2228     /* Now work out what GL support this card really has */
2229     load_gl_funcs( gl_info, gl_version );
2230
2231     ENTER_GL();
2232
2233     /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2234      * loading the functions, otherwise the code above will load the extension entry points instead of the
2235      * core functions, which may not work. */
2236     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2237     {
2238         if (!gl_info->supported[EXTENSION_MAP[i].extension]
2239                 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2240         {
2241             TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2242             gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2243         }
2244     }
2245
2246     if (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
2247
2248     if (gl_info->supported[APPLE_FENCE])
2249     {
2250         /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2251          * The apple extension interacts with some other apple exts. Disable the NV
2252          * extension if the apple one is support to prevent confusion in other parts
2253          * of the code. */
2254         gl_info->supported[NV_FENCE] = FALSE;
2255     }
2256     if (gl_info->supported[APPLE_FLOAT_PIXELS])
2257     {
2258         /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2259          *
2260          * The enums are the same:
2261          * GL_RGBA16F_ARB     = GL_RGBA_FLOAT16_APPLE = 0x881A
2262          * GL_RGB16F_ARB      = GL_RGB_FLOAT16_APPLE  = 0x881B
2263          * GL_RGBA32F_ARB     = GL_RGBA_FLOAT32_APPLE = 0x8814
2264          * GL_RGB32F_ARB      = GL_RGB_FLOAT32_APPLE  = 0x8815
2265          * GL_HALF_FLOAT_ARB  = GL_HALF_APPLE         = 0x140B
2266          */
2267         if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2268         {
2269             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2270             gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2271         }
2272         if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2273         {
2274             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2275             gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2276         }
2277     }
2278     if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2279     {
2280         /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2281          * functionality. Prefer the ARB extension */
2282         gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2283     }
2284     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2285     {
2286         TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2287         gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2288     }
2289     if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2290     {
2291         TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2292         gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2293     }
2294     if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2295     {
2296         TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2297         gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2298     }
2299     if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
2300     {
2301         TRACE_(d3d_caps)(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
2302         gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
2303     }
2304     if (gl_info->supported[NV_TEXTURE_SHADER2])
2305     {
2306         if (gl_info->supported[NV_REGISTER_COMBINERS])
2307         {
2308             /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2309              * are supported. The nv extensions provide the same functionality as the
2310              * ATI one, and a bit more(signed pixelformats). */
2311             gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2312         }
2313     }
2314
2315     if (gl_info->supported[NV_REGISTER_COMBINERS])
2316     {
2317         glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2318         gl_info->limits.general_combiners = gl_max;
2319         TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2320     }
2321     if (gl_info->supported[ARB_DRAW_BUFFERS])
2322     {
2323         glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2324         gl_info->limits.buffers = gl_max;
2325         TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2326     }
2327     if (gl_info->supported[ARB_MULTITEXTURE])
2328     {
2329         glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2330         gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2331         TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2332
2333         if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2334         {
2335             GLint tmp;
2336             glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2337             gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2338         }
2339         else
2340         {
2341             gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2342         }
2343         TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2344
2345         if (gl_info->supported[ARB_VERTEX_SHADER])
2346         {
2347             GLint tmp;
2348             glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2349             gl_info->limits.vertex_samplers = tmp;
2350             glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2351             gl_info->limits.combined_samplers = tmp;
2352
2353             /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2354              * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2355              * an issue because then the sampler setup only depends on the two shaders. If a pixel
2356              * shader is used with fixed function vertex processing we're fine too because fixed function
2357              * vertex processing doesn't use any samplers. If fixed function fragment processing is
2358              * used we have to make sure that all vertex sampler setups are valid together with all
2359              * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2360              * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2361              * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2362              * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2363              * a fixed function pipeline anymore.
2364              *
2365              * So this is just a check to check that our assumption holds true. If not, write a warning
2366              * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2367             if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2368                     && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2369             {
2370                 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2371                         gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2372                 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2373                 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2374                     gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2375                 else
2376                     gl_info->limits.vertex_samplers = 0;
2377             }
2378         }
2379         else
2380         {
2381             gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2382         }
2383         TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2384         TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2385     }
2386     if (gl_info->supported[ARB_VERTEX_BLEND])
2387     {
2388         glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2389         gl_info->limits.blends = gl_max;
2390         TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2391     }
2392     if (gl_info->supported[EXT_TEXTURE3D])
2393     {
2394         glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2395         gl_info->limits.texture3d_size = gl_max;
2396         TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2397     }
2398     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2399     {
2400         glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2401         gl_info->limits.anisotropy = gl_max;
2402         TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2403     }
2404     if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2405     {
2406         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2407         gl_info->limits.arb_ps_float_constants = gl_max;
2408         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2409         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2410         gl_info->limits.arb_ps_native_constants = gl_max;
2411         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2412                 gl_info->limits.arb_ps_native_constants);
2413         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2414         gl_info->limits.arb_ps_temps = gl_max;
2415         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2416         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2417         gl_info->limits.arb_ps_instructions = gl_max;
2418         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2419         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2420         gl_info->limits.arb_ps_local_constants = gl_max;
2421         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2422     }
2423     if (gl_info->supported[ARB_VERTEX_PROGRAM])
2424     {
2425         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2426         gl_info->limits.arb_vs_float_constants = gl_max;
2427         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2428         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2429         gl_info->limits.arb_vs_native_constants = gl_max;
2430         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2431                 gl_info->limits.arb_vs_native_constants);
2432         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2433         gl_info->limits.arb_vs_temps = gl_max;
2434         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2435         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2436         gl_info->limits.arb_vs_instructions = gl_max;
2437         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2438
2439         if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2440     }
2441     if (gl_info->supported[ARB_VERTEX_SHADER])
2442     {
2443         glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2444         gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2445         TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2446     }
2447     if (gl_info->supported[ARB_FRAGMENT_SHADER])
2448     {
2449         glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2450         gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2451         TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2452         glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2453         gl_info->limits.glsl_varyings = gl_max;
2454         TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2455     }
2456     if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2457     {
2458         const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2459         unsigned int major, minor;
2460
2461         TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2462
2463         /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2464         sscanf(str, "%u.%u", &major, &minor);
2465         gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2466     }
2467     if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2468     {
2469         glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2470     }
2471     else
2472     {
2473         gl_info->limits.shininess = 128.0f;
2474     }
2475     if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2476     {
2477         /* If we have full NP2 texture support, disable
2478          * GL_ARB_texture_rectangle because we will never use it.
2479          * This saves a few redundant glDisable calls. */
2480         gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2481     }
2482     if (gl_info->supported[ATI_FRAGMENT_SHADER])
2483     {
2484         /* Disable NV_register_combiners and fragment shader if this is supported.
2485          * generally the NV extensions are preferred over the ATI ones, and this
2486          * extension is disabled if register_combiners and texture_shader2 are both
2487          * supported. So we reach this place only if we have incomplete NV dxlevel 8
2488          * fragment processing support. */
2489         gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2490         gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2491         gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2492         gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2493     }
2494     if (gl_info->supported[NV_HALF_FLOAT])
2495     {
2496         /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2497         gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2498     }
2499     if (gl_info->supported[ARB_POINT_SPRITE])
2500     {
2501         gl_info->limits.point_sprite_units = gl_info->limits.textures;
2502     }
2503     else
2504     {
2505         gl_info->limits.point_sprite_units = 0;
2506     }
2507     checkGLcall("extension detection");
2508
2509     LEAVE_GL();
2510
2511     adapter->fragment_pipe = select_fragment_implementation(adapter);
2512     adapter->shader_backend = select_shader_backend(adapter);
2513     adapter->blitter = select_blit_implementation(adapter);
2514
2515     adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2516     gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2517     TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2518
2519     /* In some cases the number of texture stages can be larger than the number
2520      * of samplers. The GF4 for example can use only 2 samplers (no fragment
2521      * shaders), but 8 texture stages (register combiners). */
2522     gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2523
2524     if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2525     {
2526         gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2527         gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2528         gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2529         gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2530         gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2531         gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2532         gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2533         gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2534         gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2535         gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2536         gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2537         gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2538         gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2539         gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2540         gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2541         gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2542         gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2543         gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2544         gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2545     }
2546     else
2547     {
2548         if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2549         {
2550             gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2551             gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2552             gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2553             gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2554             gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2555             gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2556             gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2557             gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2558             gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2559             gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2560             gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2561             gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2562             gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2563             gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2564             gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2565             gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2566             gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2567         }
2568         else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2569         {
2570             WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2571             wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2572         }
2573         if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2574         {
2575             gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2576         }
2577         if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2578         {
2579             gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2580         }
2581     }
2582
2583     /* MRTs are currently only supported when FBOs are used. */
2584     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2585     {
2586         gl_info->limits.buffers = 1;
2587     }
2588
2589     gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2590     card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2591     TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2592
2593     device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor);
2594     TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2595
2596     gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2597     gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2598             gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2599     gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2600     gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2601             gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2602     gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2603             gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2604
2605     /* Make sure there's an active HDC else the WGL extensions will fail */
2606     hdc = pwglGetCurrentDC();
2607     if (hdc) {
2608         /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2609         if(GL_EXTCALL(wglGetExtensionsStringARB))
2610             WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2611
2612         if (!WGL_Extensions)
2613         {
2614             ERR("   WGL_Extensions returns NULL\n");
2615         }
2616         else
2617         {
2618             TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2619             while (*WGL_Extensions)
2620             {
2621                 const char *Start;
2622                 char ThisExtn[256];
2623
2624                 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2625                 Start = WGL_Extensions;
2626                 while (!isspace(*WGL_Extensions) && *WGL_Extensions) ++WGL_Extensions;
2627
2628                 len = WGL_Extensions - Start;
2629                 if (!len || len >= sizeof(ThisExtn))
2630                     continue;
2631
2632                 memcpy(ThisExtn, Start, len);
2633                 ThisExtn[len] = '\0';
2634                 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2635
2636                 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2637                     gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2638                     TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2639                 }
2640                 if (!strcmp(ThisExtn, "WGL_EXT_swap_control")) {
2641                     gl_info->supported[WGL_EXT_SWAP_CONTROL] = TRUE;
2642                     TRACE_(d3d_caps)("FOUND: WGL_EXT_swap_control support\n");
2643                 }
2644                 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2645                     gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2646                     TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2647                 }
2648             }
2649         }
2650     }
2651
2652     fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2653     init_driver_info(driver_info, card_vendor, device);
2654     add_gl_compat_wrappers(gl_info);
2655
2656     return TRUE;
2657 }
2658
2659 UINT CDECL wined3d_get_adapter_count(const struct wined3d *wined3d)
2660 {
2661     TRACE_(d3d_caps)("wined3d %p, reporting %u adapters.\n",
2662             wined3d, wined3d->adapter_count);
2663
2664     return wined3d->adapter_count;
2665 }
2666
2667 HRESULT CDECL wined3d_register_software_device(struct wined3d *wined3d, void *init_function)
2668 {
2669     FIXME("wined3d %p, init_function %p stub!\n", wined3d, init_function);
2670
2671     return WINED3D_OK;
2672 }
2673
2674 HMONITOR CDECL wined3d_get_adapter_monitor(const struct wined3d *wined3d, UINT adapter_idx)
2675 {
2676     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u.\n", wined3d, adapter_idx);
2677
2678     if (adapter_idx >= wined3d->adapter_count)
2679         return NULL;
2680
2681     return MonitorFromPoint(wined3d->adapters[adapter_idx].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2682 }
2683
2684 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2685      of the same bpp but different resolutions                                  */
2686
2687 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2688 UINT CDECL wined3d_get_adapter_mode_count(const struct wined3d *wined3d, UINT adapter_idx,
2689         enum wined3d_format_id format_id)
2690 {
2691     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, format %s.\n", wined3d, adapter_idx, debug_d3dformat(format_id));
2692
2693     if (adapter_idx >= wined3d->adapter_count)
2694         return 0;
2695
2696     /* TODO: Store modes per adapter and read it from the adapter structure */
2697     if (!adapter_idx)
2698     {
2699         const struct wined3d_format *format = wined3d_get_format(&wined3d->adapters[adapter_idx].gl_info, format_id);
2700         UINT format_bits = format->byte_count * CHAR_BIT;
2701         unsigned int i = 0;
2702         unsigned int j = 0;
2703         DEVMODEW mode;
2704
2705         memset(&mode, 0, sizeof(mode));
2706         mode.dmSize = sizeof(mode);
2707
2708         while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2709         {
2710             ++j;
2711
2712             if (format_id == WINED3DFMT_UNKNOWN)
2713             {
2714                 /* This is for D3D8, do not enumerate P8 here */
2715                 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2716             }
2717             else if (mode.dmBitsPerPel == format_bits)
2718             {
2719                 ++i;
2720             }
2721         }
2722
2723         TRACE_(d3d_caps)("Returning %u matching modes (out of %u total) for adapter %u.\n", i, j, adapter_idx);
2724
2725         return i;
2726     }
2727     else
2728     {
2729         FIXME_(d3d_caps)("Adapter not primary display.\n");
2730     }
2731
2732     return 0;
2733 }
2734
2735 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2736 HRESULT CDECL wined3d_enum_adapter_modes(const struct wined3d *wined3d, UINT adapter_idx,
2737         enum wined3d_format_id format_id, UINT mode_idx, WINED3DDISPLAYMODE *mode)
2738 {
2739     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, format %s, mode_idx %u, mode %p.\n",
2740             wined3d, adapter_idx, debug_d3dformat(format_id), mode_idx, mode);
2741
2742     /* Validate the parameters as much as possible */
2743     if (!mode || adapter_idx >= wined3d->adapter_count
2744             || mode_idx >= wined3d_get_adapter_mode_count(wined3d, adapter_idx, format_id))
2745     {
2746         return WINED3DERR_INVALIDCALL;
2747     }
2748
2749     /* TODO: Store modes per adapter and read it from the adapter structure */
2750     if (!adapter_idx)
2751     {
2752         const struct wined3d_format *format = wined3d_get_format(&wined3d->adapters[adapter_idx].gl_info, format_id);
2753         UINT format_bits = format->byte_count * CHAR_BIT;
2754         DEVMODEW DevModeW;
2755         int ModeIdx = 0;
2756         UINT i = 0;
2757         int j = 0;
2758
2759         ZeroMemory(&DevModeW, sizeof(DevModeW));
2760         DevModeW.dmSize = sizeof(DevModeW);
2761
2762         /* If we are filtering to a specific format (D3D9), then need to skip
2763            all unrelated modes, but if mode is irrelevant (D3D8), then we can
2764            just count through the ones with valid bit depths */
2765         while (i <= mode_idx && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2766         {
2767             if (format_id == WINED3DFMT_UNKNOWN)
2768             {
2769                 /* This is for D3D8, do not enumerate P8 here */
2770                 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2771             }
2772             else if (DevModeW.dmBitsPerPel == format_bits)
2773             {
2774                 ++i;
2775             }
2776         }
2777
2778         if (!i)
2779         {
2780             TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", format_id, debug_d3dformat(format_id));
2781             return WINED3DERR_INVALIDCALL;
2782         }
2783         ModeIdx = j - 1;
2784
2785         /* Now get the display mode via the calculated index */
2786         if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0))
2787         {
2788             mode->Width = DevModeW.dmPelsWidth;
2789             mode->Height = DevModeW.dmPelsHeight;
2790             mode->RefreshRate = DEFAULT_REFRESH_RATE;
2791             if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2792                 mode->RefreshRate = DevModeW.dmDisplayFrequency;
2793
2794             if (format_id == WINED3DFMT_UNKNOWN)
2795                 mode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2796             else
2797                 mode->Format = format_id;
2798         }
2799         else
2800         {
2801             TRACE_(d3d_caps)("Requested mode %u out of range.\n", mode_idx);
2802             return WINED3DERR_INVALIDCALL;
2803         }
2804
2805         TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n",
2806                 mode->Width, mode->Height, mode->RefreshRate, mode->Format,
2807                 debug_d3dformat(mode->Format), DevModeW.dmBitsPerPel);
2808     }
2809     else
2810     {
2811         FIXME_(d3d_caps)("Adapter not primary display\n");
2812     }
2813
2814     return WINED3D_OK;
2815 }
2816
2817 HRESULT CDECL wined3d_get_adapter_display_mode(const struct wined3d *wined3d, UINT adapter_idx,
2818         WINED3DDISPLAYMODE *mode)
2819 {
2820     TRACE("wined3d %p, adapter_idx %u, display_mode %p.\n", wined3d, adapter_idx, mode);
2821
2822     if (!mode || adapter_idx >= wined3d->adapter_count)
2823         return WINED3DERR_INVALIDCALL;
2824
2825     if (!adapter_idx)
2826     {
2827         DEVMODEW DevModeW;
2828         unsigned int bpp;
2829
2830         ZeroMemory(&DevModeW, sizeof(DevModeW));
2831         DevModeW.dmSize = sizeof(DevModeW);
2832
2833         EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2834         mode->Width = DevModeW.dmPelsWidth;
2835         mode->Height = DevModeW.dmPelsHeight;
2836         bpp = DevModeW.dmBitsPerPel;
2837         mode->RefreshRate = DEFAULT_REFRESH_RATE;
2838         if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2839             mode->RefreshRate = DevModeW.dmDisplayFrequency;
2840         mode->Format = pixelformat_for_depth(bpp);
2841     }
2842     else
2843     {
2844         FIXME_(d3d_caps)("Adapter not primary display\n");
2845     }
2846
2847     TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", mode->Width,
2848           mode->Height, mode->RefreshRate, debug_d3dformat(mode->Format));
2849     return WINED3D_OK;
2850 }
2851
2852 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2853    and fields being inserted in the middle, a new structure is used in place    */
2854 HRESULT CDECL wined3d_get_adapter_identifier(const struct wined3d *wined3d,
2855         UINT adapter_idx, DWORD flags, WINED3DADAPTER_IDENTIFIER *identifier)
2856 {
2857     const struct wined3d_adapter *adapter;
2858     size_t len;
2859
2860     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, flags %#x, indentifier %p.\n",
2861             wined3d, adapter_idx, flags, identifier);
2862
2863     if (adapter_idx >= wined3d->adapter_count)
2864         return WINED3DERR_INVALIDCALL;
2865
2866     adapter = &wined3d->adapters[adapter_idx];
2867
2868     /* Return the information requested */
2869     TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2870
2871     if (identifier->driver_size)
2872     {
2873         const char *name = adapter->driver_info.name;
2874         len = min(strlen(name), identifier->driver_size - 1);
2875         memcpy(identifier->driver, name, len);
2876         identifier->driver[len] = '\0';
2877     }
2878
2879     if (identifier->description_size)
2880     {
2881         const char *description = adapter->driver_info.description;
2882         len = min(strlen(description), identifier->description_size - 1);
2883         memcpy(identifier->description, description, len);
2884         identifier->description[len] = '\0';
2885     }
2886
2887     /* Note that d3d8 doesn't supply a device name. */
2888     if (identifier->device_name_size)
2889     {
2890         static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2891
2892         len = strlen(device_name);
2893         if (len >= identifier->device_name_size)
2894         {
2895             ERR("Device name size too small.\n");
2896             return WINED3DERR_INVALIDCALL;
2897         }
2898
2899         memcpy(identifier->device_name, device_name, len);
2900         identifier->device_name[len] = '\0';
2901     }
2902
2903     identifier->driver_version.u.HighPart = adapter->driver_info.version_high;
2904     identifier->driver_version.u.LowPart = adapter->driver_info.version_low;
2905     identifier->vendor_id = adapter->driver_info.vendor;
2906     identifier->device_id = adapter->driver_info.device;
2907     identifier->subsystem_id = 0;
2908     identifier->revision = 0;
2909     memcpy(&identifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(identifier->device_identifier));
2910     identifier->whql_level = (flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2911     memcpy(&identifier->adapter_luid, &adapter->luid, sizeof(identifier->adapter_luid));
2912     identifier->video_memory = adapter->TextureRam;
2913
2914     return WINED3D_OK;
2915 }
2916
2917 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
2918         const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
2919 {
2920     short redSize, greenSize, blueSize, alphaSize, colorBits;
2921
2922     if(!cfg)
2923         return FALSE;
2924
2925     /* Float formats need FBOs. If FBOs are used this function isn't called */
2926     if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2927
2928     if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
2929         if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2930         {
2931             ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
2932             return FALSE;
2933         }
2934
2935         if(cfg->redSize < redSize)
2936             return FALSE;
2937
2938         if(cfg->greenSize < greenSize)
2939             return FALSE;
2940
2941         if(cfg->blueSize < blueSize)
2942             return FALSE;
2943
2944         if(cfg->alphaSize < alphaSize)
2945             return FALSE;
2946
2947         return TRUE;
2948     }
2949
2950     /* Probably a RGBA_float or color index mode */
2951     return FALSE;
2952 }
2953
2954 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
2955         const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
2956 {
2957     short depthSize, stencilSize;
2958     BOOL lockable = FALSE;
2959
2960     if(!cfg)
2961         return FALSE;
2962
2963     if (!getDepthStencilBits(format, &depthSize, &stencilSize))
2964     {
2965         ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
2966         return FALSE;
2967     }
2968
2969     /* Float formats need FBOs. If FBOs are used this function isn't called */
2970     if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2971
2972     if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
2973         lockable = TRUE;
2974
2975     /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
2976      * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
2977      * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
2978     if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
2979         return FALSE;
2980
2981     /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
2982      * allow more stencil bits than requested. */
2983     if(cfg->stencilSize < stencilSize)
2984         return FALSE;
2985
2986     return TRUE;
2987 }
2988
2989 HRESULT CDECL wined3d_check_depth_stencil_match(const struct wined3d *wined3d,
2990         UINT adapter_idx, WINED3DDEVTYPE device_type, enum wined3d_format_id adapter_format_id,
2991         enum wined3d_format_id render_target_format_id, enum wined3d_format_id depth_stencil_format_id)
2992 {
2993     const struct wined3d_format *rt_format;
2994     const struct wined3d_format *ds_format;
2995     const struct wined3d_adapter *adapter;
2996
2997     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s,\n"
2998             "adapter_format %s, render_target_format %s, depth_stencil_format %s.\n",
2999             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(adapter_format_id),
3000             debug_d3dformat(render_target_format_id), debug_d3dformat(depth_stencil_format_id));
3001
3002     if (adapter_idx >= wined3d->adapter_count)
3003         return WINED3DERR_INVALIDCALL;
3004
3005     adapter = &wined3d->adapters[adapter_idx];
3006     rt_format = wined3d_get_format(&adapter->gl_info, render_target_format_id);
3007     ds_format = wined3d_get_format(&adapter->gl_info, depth_stencil_format_id);
3008     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3009     {
3010         if ((rt_format->flags & WINED3DFMT_FLAG_RENDERTARGET)
3011                 && (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
3012         {
3013             TRACE_(d3d_caps)("Formats match.\n");
3014             return WINED3D_OK;
3015         }
3016     }
3017     else
3018     {
3019         const WineD3D_PixelFormat *cfgs;
3020         unsigned int cfg_count;
3021         unsigned int i;
3022
3023         cfgs = adapter->cfgs;
3024         cfg_count = adapter->nCfgs;
3025         for (i = 0; i < cfg_count; ++i)
3026         {
3027             if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[i], rt_format))
3028             {
3029                 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], ds_format))
3030                 {
3031                     TRACE_(d3d_caps)("Formats match.\n");
3032                     return WINED3D_OK;
3033                 }
3034             }
3035         }
3036     }
3037
3038     TRACE_(d3d_caps)("Unsupported format pair: %s and %s.\n",
3039             debug_d3dformat(render_target_format_id),
3040             debug_d3dformat(depth_stencil_format_id));
3041
3042     return WINED3DERR_NOTAVAILABLE;
3043 }
3044
3045 HRESULT CDECL wined3d_check_device_multisample_type(const struct wined3d *wined3d, UINT adapter_idx,
3046         WINED3DDEVTYPE device_type, enum wined3d_format_id surface_format_id, BOOL windowed,
3047         WINED3DMULTISAMPLE_TYPE multisample_type, DWORD *quality_levels)
3048 {
3049     const struct wined3d_adapter *adapter;
3050     const struct wined3d_format *format;
3051
3052     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, surface_format %s,\n"
3053             "windowed %#x, multisample_type %#x, quality_levels %p.\n",
3054             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(surface_format_id),
3055             windowed, multisample_type, quality_levels);
3056
3057     if (adapter_idx >= wined3d->adapter_count)
3058         return WINED3DERR_INVALIDCALL;
3059
3060     /* TODO: Handle windowed, add more quality levels. */
3061
3062     if (WINED3DMULTISAMPLE_NONE == multisample_type)
3063     {
3064         if (quality_levels) *quality_levels = 1;
3065         return WINED3D_OK;
3066     }
3067
3068     /* By default multisampling is disabled right now as it causes issues
3069      * on some Nvidia driver versions and it doesn't work well in combination
3070      * with FBOs yet. */
3071     if (!wined3d_settings.allow_multisampling)
3072         return WINED3DERR_NOTAVAILABLE;
3073
3074     adapter = &wined3d->adapters[adapter_idx];
3075     format = wined3d_get_format(&adapter->gl_info, surface_format_id);
3076     if (!format) return WINED3DERR_INVALIDCALL;
3077
3078     if (format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
3079     {
3080         const WineD3D_PixelFormat *cfgs;
3081         unsigned int i, cfg_count;
3082
3083         cfgs = adapter->cfgs;
3084         cfg_count = adapter->nCfgs;
3085         for (i = 0; i < cfg_count; ++i)
3086         {
3087             if(cfgs[i].numSamples != multisample_type)
3088                 continue;
3089
3090             if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], format))
3091                 continue;
3092
3093             TRACE("Found pixel format %u to support multisample_type %#x for format %s.\n",
3094                     cfgs[i].iPixelFormat, multisample_type, debug_d3dformat(surface_format_id));
3095
3096             if (quality_levels) *quality_levels = 1;
3097
3098             return WINED3D_OK;
3099         }
3100     }
3101     else if (format->flags & WINED3DFMT_FLAG_RENDERTARGET)
3102     {
3103         short redSize, greenSize, blueSize, alphaSize, colorBits;
3104         const WineD3D_PixelFormat *cfgs;
3105         unsigned int i, cfg_count;
3106
3107         if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3108         {
3109             ERR("Unable to get color bits for format %s, can't check multisampling capability.\n",
3110                     debug_d3dformat(surface_format_id));
3111             return WINED3DERR_NOTAVAILABLE;
3112         }
3113
3114         cfgs = adapter->cfgs;
3115         cfg_count = adapter->nCfgs;
3116         for (i = 0; i < cfg_count; ++i)
3117         {
3118             if(cfgs[i].numSamples != multisample_type)
3119                 continue;
3120             if(cfgs[i].redSize != redSize)
3121                 continue;
3122             if(cfgs[i].greenSize != greenSize)
3123                 continue;
3124             if(cfgs[i].blueSize != blueSize)
3125                 continue;
3126             /* Not all drivers report alpha-less formats since they use 32-bit
3127              * anyway, so accept alpha even if we didn't ask for it. */
3128             if(alphaSize && cfgs[i].alphaSize != alphaSize)
3129                 continue;
3130             if (cfgs[i].colorSize != (format->byte_count << 3))
3131                 continue;
3132
3133             TRACE("Found pixel format %u to support multisample_type %#x for format %s.\n",
3134                     cfgs[i].iPixelFormat, multisample_type, debug_d3dformat(surface_format_id));
3135
3136             if (quality_levels) *quality_levels = 1;
3137
3138             return WINED3D_OK;
3139         }
3140     }
3141     return WINED3DERR_NOTAVAILABLE;
3142 }
3143
3144 /* Check if we support bumpmapping for a format */
3145 static BOOL CheckBumpMapCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3146 {
3147     /* Ask the fixed function pipeline implementation if it can deal
3148      * with the conversion. If we've got a GL extension giving native
3149      * support this will be an identity conversion. */
3150     return (format->flags & WINED3DFMT_FLAG_BUMPMAP)
3151             && adapter->fragment_pipe->color_fixup_supported(format->color_fixup);
3152 }
3153
3154 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3155 static BOOL CheckDepthStencilCapability(const struct wined3d_adapter *adapter,
3156         const struct wined3d_format *display_format, const struct wined3d_format *ds_format)
3157 {
3158     int it=0;
3159
3160     /* Only allow depth/stencil formats */
3161     if (!(ds_format->depth_size || ds_format->stencil_size)) return FALSE;
3162
3163     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3164     {
3165         /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3166         if (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3167     }
3168     else
3169     {
3170         /* Walk through all WGL pixel formats to find a match */
3171         for (it = 0; it < adapter->nCfgs; ++it)
3172         {
3173             WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
3174             if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format))
3175             {
3176                 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format))
3177                 {
3178                     return TRUE;
3179                 }
3180             }
3181         }
3182     }
3183
3184     return FALSE;
3185 }
3186
3187 static BOOL CheckFilterCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3188 {
3189     /* The flags entry of a format contains the filtering capability */
3190     if (format->flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3191
3192     return FALSE;
3193 }
3194
3195 /* Check the render target capabilities of a format */
3196 static BOOL CheckRenderTargetCapability(const struct wined3d_adapter *adapter,
3197         const struct wined3d_format *adapter_format, const struct wined3d_format *check_format)
3198 {
3199     /* Filter out non-RT formats */
3200     if (!(check_format->flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3201     if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
3202     {
3203         WineD3D_PixelFormat *cfgs = adapter->cfgs;
3204         int it;
3205         short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3206         short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3207
3208         getColorBits(adapter_format, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3209         getColorBits(check_format, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3210
3211         /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3212          * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3213         if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3214             TRACE_(d3d_caps)("[FAILED]\n");
3215             return FALSE;
3216         }
3217
3218         /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3219          * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3220         for (it = 0; it < adapter->nCfgs; ++it)
3221         {
3222             if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3223                     &cfgs[it], check_format))
3224             {
3225                 TRACE_(d3d_caps)("Pixel format %d is compatible with format %s.\n",
3226                         cfgs[it].iPixelFormat, debug_d3dformat(check_format->id));
3227                 return TRUE;
3228             }
3229         }
3230     }
3231     else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3232     {
3233         /* For now return TRUE for FBOs until we have some proper checks.
3234          * Note that this function will only be called when the format is around for texturing. */
3235         return TRUE;
3236     }
3237     return FALSE;
3238 }
3239
3240 static BOOL CheckSrgbReadCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3241 {
3242     return format->flags & WINED3DFMT_FLAG_SRGB_READ;
3243 }
3244
3245 static BOOL CheckSrgbWriteCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3246 {
3247     /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3248      * doing the color fixup in shaders.
3249      * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3250     if (format->flags & WINED3DFMT_FLAG_SRGB_WRITE)
3251     {
3252         int vs_selected_mode;
3253         int ps_selected_mode;
3254         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3255
3256         if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3257             TRACE_(d3d_caps)("[OK]\n");
3258             return TRUE;
3259         }
3260     }
3261
3262     TRACE_(d3d_caps)("[FAILED] - sRGB writes not supported by format %s.\n", debug_d3dformat(format->id));
3263     return FALSE;
3264 }
3265
3266 /* Check if a format support blending in combination with pixel shaders */
3267 static BOOL CheckPostPixelShaderBlendingCapability(const struct wined3d_adapter *adapter,
3268         const struct wined3d_format *format)
3269 {
3270     /* The flags entry of a format contains the post pixel shader blending capability */
3271     if (format->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3272
3273     return FALSE;
3274 }
3275
3276 static BOOL CheckWrapAndMipCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3277 {
3278     /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3279      * but we have to report mipmapping so we cannot reject this flag. Tests show that
3280      * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3281      * that wrapping is supported. The lack of filtering will sort out the mipmapping
3282      * capability anyway.
3283      *
3284      * For now lets report this on all formats, but in the future we may want to
3285      * restrict it to some should games need that
3286      */
3287     return TRUE;
3288 }
3289
3290 /* Check if a texture format is supported on the given adapter */
3291 static BOOL CheckTextureCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3292 {
3293     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3294
3295     switch (format->id)
3296     {
3297         /*****
3298          *  supported: RGB(A) formats
3299          */
3300         case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3301         case WINED3DFMT_B8G8R8A8_UNORM:
3302         case WINED3DFMT_B8G8R8X8_UNORM:
3303         case WINED3DFMT_B5G6R5_UNORM:
3304         case WINED3DFMT_B5G5R5X1_UNORM:
3305         case WINED3DFMT_B5G5R5A1_UNORM:
3306         case WINED3DFMT_B4G4R4A4_UNORM:
3307         case WINED3DFMT_A8_UNORM:
3308         case WINED3DFMT_B4G4R4X4_UNORM:
3309         case WINED3DFMT_R8G8B8A8_UNORM:
3310         case WINED3DFMT_R8G8B8X8_UNORM:
3311         case WINED3DFMT_B10G10R10A2_UNORM:
3312         case WINED3DFMT_R10G10B10A2_UNORM:
3313         case WINED3DFMT_R16G16_UNORM:
3314             TRACE_(d3d_caps)("[OK]\n");
3315             return TRUE;
3316
3317         case WINED3DFMT_B2G3R3_UNORM:
3318             TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3319             return FALSE;
3320
3321         /*****
3322          *  Not supported: Palettized
3323          *  Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3324          *  Since it is not widely available, don't offer it. Further no Windows driver offers
3325          *  WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3326          */
3327         case WINED3DFMT_P8_UINT:
3328         case WINED3DFMT_P8_UINT_A8_UNORM:
3329             return FALSE;
3330
3331         /*****
3332          *  Supported: (Alpha)-Luminance
3333          */
3334         case WINED3DFMT_L8_UNORM:
3335         case WINED3DFMT_L8A8_UNORM:
3336         case WINED3DFMT_L16_UNORM:
3337             TRACE_(d3d_caps)("[OK]\n");
3338             return TRUE;
3339
3340         /* Not supported on Windows, thus disabled */
3341         case WINED3DFMT_L4A4_UNORM:
3342             TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3343             return FALSE;
3344
3345         /*****
3346          *  Supported: Depth/Stencil formats
3347          */
3348         case WINED3DFMT_D16_LOCKABLE:
3349         case WINED3DFMT_D16_UNORM:
3350         case WINED3DFMT_S1_UINT_D15_UNORM:
3351         case WINED3DFMT_X8D24_UNORM:
3352         case WINED3DFMT_S4X4_UINT_D24_UNORM:
3353         case WINED3DFMT_D24_UNORM_S8_UINT:
3354         case WINED3DFMT_S8_UINT_D24_FLOAT:
3355         case WINED3DFMT_D32_UNORM:
3356         case WINED3DFMT_D32_FLOAT:
3357             return TRUE;
3358
3359         case WINED3DFMT_INTZ:
3360             if (gl_info->supported[EXT_PACKED_DEPTH_STENCIL]
3361                     || gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3362                 return TRUE;
3363             return FALSE;
3364
3365         /*****
3366          *  Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3367          *  GL_NV_texture_shader). Emulated by shaders
3368          */
3369         case WINED3DFMT_R8G8_SNORM:
3370         case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3371         case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3372         case WINED3DFMT_R8G8B8A8_SNORM:
3373         case WINED3DFMT_R16G16_SNORM:
3374             /* Ask the shader backend if it can deal with the conversion. If
3375              * we've got a GL extension giving native support this will be an
3376              * identity conversion. */
3377             if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup))
3378             {
3379                 TRACE_(d3d_caps)("[OK]\n");
3380                 return TRUE;
3381             }
3382             TRACE_(d3d_caps)("[FAILED]\n");
3383             return FALSE;
3384
3385         case WINED3DFMT_DXT1:
3386         case WINED3DFMT_DXT2:
3387         case WINED3DFMT_DXT3:
3388         case WINED3DFMT_DXT4:
3389         case WINED3DFMT_DXT5:
3390             if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3391             {
3392                 TRACE_(d3d_caps)("[OK]\n");
3393                 return TRUE;
3394             }
3395             TRACE_(d3d_caps)("[FAILED]\n");
3396             return FALSE;
3397
3398
3399         /*****
3400          *  Odd formats - not supported
3401          */
3402         case WINED3DFMT_VERTEXDATA:
3403         case WINED3DFMT_R16_UINT:
3404         case WINED3DFMT_R32_UINT:
3405         case WINED3DFMT_R16G16B16A16_SNORM:
3406         case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3407         case WINED3DFMT_R10G11B11_SNORM:
3408             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3409             return FALSE;
3410
3411         /*****
3412          *  WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3413          */
3414         case WINED3DFMT_R8G8_SNORM_Cx:
3415             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3416             return FALSE;
3417
3418         /* YUV formats */
3419         case WINED3DFMT_UYVY:
3420         case WINED3DFMT_YUY2:
3421             if (gl_info->supported[APPLE_YCBCR_422])
3422             {
3423                 TRACE_(d3d_caps)("[OK]\n");
3424                 return TRUE;
3425             }
3426             TRACE_(d3d_caps)("[FAILED]\n");
3427             return FALSE;
3428         case WINED3DFMT_YV12:
3429             TRACE_(d3d_caps)("[FAILED]\n");
3430             return FALSE;
3431
3432             /* Not supported */
3433         case WINED3DFMT_R16G16B16A16_UNORM:
3434         case WINED3DFMT_B2G3R3A8_UNORM:
3435             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3436             return FALSE;
3437
3438             /* Floating point formats */
3439         case WINED3DFMT_R16_FLOAT:
3440         case WINED3DFMT_R16G16_FLOAT:
3441         case WINED3DFMT_R16G16B16A16_FLOAT:
3442             if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3443             {
3444                 TRACE_(d3d_caps)("[OK]\n");
3445                 return TRUE;
3446             }
3447             TRACE_(d3d_caps)("[FAILED]\n");
3448             return FALSE;
3449
3450         case WINED3DFMT_R32_FLOAT:
3451         case WINED3DFMT_R32G32_FLOAT:
3452         case WINED3DFMT_R32G32B32A32_FLOAT:
3453             if (gl_info->supported[ARB_TEXTURE_FLOAT])
3454             {
3455                 TRACE_(d3d_caps)("[OK]\n");
3456                 return TRUE;
3457             }
3458             TRACE_(d3d_caps)("[FAILED]\n");
3459             return FALSE;
3460
3461         /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3462          * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3463          * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3464          * We can do instancing with all shader versions, but we need vertex shaders.
3465          *
3466          * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3467          * to enable instancing. WineD3D doesn't need that and just ignores it.
3468          *
3469          * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3470          */
3471         case WINED3DFMT_INST:
3472             TRACE("ATI Instancing check hack\n");
3473             if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3474             {
3475                 TRACE_(d3d_caps)("[OK]\n");
3476                 return TRUE;
3477             }
3478             TRACE_(d3d_caps)("[FAILED]\n");
3479             return FALSE;
3480
3481         /* Some weird FOURCC formats */
3482         case WINED3DFMT_R8G8_B8G8:
3483         case WINED3DFMT_G8R8_G8B8:
3484         case WINED3DFMT_MULTI2_ARGB8:
3485             TRACE_(d3d_caps)("[FAILED]\n");
3486             return FALSE;
3487
3488         /* Vendor specific formats */
3489         case WINED3DFMT_ATI2N:
3490             if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3491                     || gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
3492             {
3493                 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3494                         && adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3495                 {
3496                     TRACE_(d3d_caps)("[OK]\n");
3497                     return TRUE;
3498                 }
3499
3500                 TRACE_(d3d_caps)("[OK]\n");
3501                 return TRUE;
3502             }
3503             TRACE_(d3d_caps)("[FAILED]\n");
3504             return FALSE;
3505
3506         /* Depth bound test. To query if the card supports it CheckDeviceFormat with the special
3507          * format MAKEFOURCC('N','V','D','B') is used.
3508          * It is enabled by setting D3DRS_ADAPTIVETESS_X render state to MAKEFOURCC('N','V','D','B') and
3509          * then controlled by setting D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax)
3510          * to test value.
3511          */
3512         case WINED3DFMT_NVDB:
3513             if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
3514             {
3515                 TRACE_(d3d_caps)("[OK]\n");
3516                 return TRUE;
3517             }
3518             TRACE_(d3d_caps)("[FAILED]\n");
3519             return FALSE;
3520
3521         case WINED3DFMT_NVHU:
3522         case WINED3DFMT_NVHS:
3523             /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3524              * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3525              * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3526              * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3527              * Applications have to deal with not having NVHS and NVHU.
3528              */
3529             TRACE_(d3d_caps)("[FAILED]\n");
3530             return FALSE;
3531
3532         case WINED3DFMT_NULL:
3533             if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3534                 return TRUE;
3535             return FALSE;
3536
3537         case WINED3DFMT_UNKNOWN:
3538             return FALSE;
3539
3540         default:
3541             ERR("Unhandled format %s.\n", debug_d3dformat(format->id));
3542             break;
3543     }
3544     return FALSE;
3545 }
3546
3547 static BOOL CheckSurfaceCapability(const struct wined3d_adapter *adapter,
3548         const struct wined3d_format *adapter_format,
3549         const struct wined3d_format *check_format,
3550         WINED3DSURFTYPE SurfaceType)
3551 {
3552     if (SurfaceType == SURFACE_GDI)
3553     {
3554         switch (check_format->id)
3555         {
3556             case WINED3DFMT_B8G8R8_UNORM:
3557             case WINED3DFMT_B8G8R8A8_UNORM:
3558             case WINED3DFMT_B8G8R8X8_UNORM:
3559             case WINED3DFMT_B5G6R5_UNORM:
3560             case WINED3DFMT_B5G5R5X1_UNORM:
3561             case WINED3DFMT_B5G5R5A1_UNORM:
3562             case WINED3DFMT_B4G4R4A4_UNORM:
3563             case WINED3DFMT_B2G3R3_UNORM:
3564             case WINED3DFMT_A8_UNORM:
3565             case WINED3DFMT_B2G3R3A8_UNORM:
3566             case WINED3DFMT_B4G4R4X4_UNORM:
3567             case WINED3DFMT_R10G10B10A2_UNORM:
3568             case WINED3DFMT_R8G8B8A8_UNORM:
3569             case WINED3DFMT_R8G8B8X8_UNORM:
3570             case WINED3DFMT_R16G16_UNORM:
3571             case WINED3DFMT_B10G10R10A2_UNORM:
3572             case WINED3DFMT_R16G16B16A16_UNORM:
3573             case WINED3DFMT_P8_UINT:
3574                 TRACE_(d3d_caps)("[OK]\n");
3575                 return TRUE;
3576             default:
3577                 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3578                 return FALSE;
3579         }
3580     }
3581
3582     /* All format that are supported for textures are supported for surfaces as well */
3583     if (CheckTextureCapability(adapter, check_format)) return TRUE;
3584     /* All depth stencil formats are supported on surfaces */
3585     if (CheckDepthStencilCapability(adapter, adapter_format, check_format)) return TRUE;
3586
3587     /* If opengl can't process the format natively, the blitter may be able to convert it */
3588     if (adapter->blitter->blit_supported(&adapter->gl_info, BLIT_OP_BLIT,
3589             NULL, WINED3DPOOL_DEFAULT, 0, check_format,
3590             NULL, WINED3DPOOL_DEFAULT, 0, adapter_format))
3591     {
3592         TRACE_(d3d_caps)("[OK]\n");
3593         return TRUE;
3594     }
3595
3596     /* Reject other formats */
3597     TRACE_(d3d_caps)("[FAILED]\n");
3598     return FALSE;
3599 }
3600
3601 static BOOL CheckVertexTextureCapability(const struct wined3d_adapter *adapter,
3602         const struct wined3d_format *format)
3603 {
3604     return adapter->gl_info.limits.vertex_samplers && (format->flags & WINED3DFMT_FLAG_VTF);
3605 }
3606
3607 HRESULT CDECL wined3d_check_device_format(const struct wined3d *wined3d, UINT adapter_idx,
3608         WINED3DDEVTYPE device_type, enum wined3d_format_id adapter_format_id, DWORD usage,
3609         WINED3DRESOURCETYPE resource_type, enum wined3d_format_id check_format_id, WINED3DSURFTYPE surface_type)
3610 {
3611     const struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
3612     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3613     const struct wined3d_format *adapter_format = wined3d_get_format(gl_info, adapter_format_id);
3614     const struct wined3d_format *format = wined3d_get_format(gl_info, check_format_id);
3615     DWORD usage_caps = 0;
3616
3617     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, adapter_format %s, usage %s, %s,\n"
3618             "resource_type %s, check_format %s, surface_type %#x.\n",
3619             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(adapter_format_id),
3620             debug_d3dusage(usage), debug_d3dusagequery(usage), debug_d3dresourcetype(resource_type),
3621             debug_d3dformat(check_format_id), surface_type);
3622
3623     if (adapter_idx >= wined3d->adapter_count)
3624         return WINED3DERR_INVALIDCALL;
3625
3626     switch (resource_type)
3627     {
3628         case WINED3DRTYPE_CUBETEXTURE:
3629             /* Cubetexture allows:
3630              *      - WINED3DUSAGE_AUTOGENMIPMAP
3631              *      - WINED3DUSAGE_DEPTHSTENCIL
3632              *      - WINED3DUSAGE_DYNAMIC
3633              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3634              *      - WINED3DUSAGE_RENDERTARGET
3635              *      - WINED3DUSAGE_SOFTWAREPROCESSING
3636              *      - WINED3DUSAGE_QUERY_WRAPANDMIP
3637              */
3638             if (surface_type != SURFACE_OPENGL)
3639             {
3640                 TRACE_(d3d_caps)("[FAILED]\n");
3641                 return WINED3DERR_NOTAVAILABLE;
3642             }
3643
3644             if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3645             {
3646                 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3647                 return WINED3DERR_NOTAVAILABLE;
3648             }
3649
3650             if (!CheckTextureCapability(adapter, format))
3651             {
3652                 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3653                 return WINED3DERR_NOTAVAILABLE;
3654             }
3655
3656             if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
3657             {
3658                 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3659                     /* When autogenmipmap isn't around continue and return
3660                      * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3661                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3662                 else
3663                     usage_caps |= WINED3DUSAGE_AUTOGENMIPMAP;
3664             }
3665
3666             /* Always report dynamic locking. */
3667             if (usage & WINED3DUSAGE_DYNAMIC)
3668                 usage_caps |= WINED3DUSAGE_DYNAMIC;
3669
3670             if (usage & WINED3DUSAGE_RENDERTARGET)
3671             {
3672                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3673                 {
3674                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3675                     return WINED3DERR_NOTAVAILABLE;
3676                 }
3677                 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3678             }
3679
3680             /* Always report software processing. */
3681             if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3682                 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3683
3684             if (usage & WINED3DUSAGE_QUERY_FILTER)
3685             {
3686                 if (!CheckFilterCapability(adapter, format))
3687                 {
3688                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3689                     return WINED3DERR_NOTAVAILABLE;
3690                 }
3691                 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
3692             }
3693
3694             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3695             {
3696                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3697                 {
3698                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3699                     return WINED3DERR_NOTAVAILABLE;
3700                 }
3701                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3702             }
3703
3704             if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
3705             {
3706                 if (!CheckSrgbReadCapability(adapter, format))
3707                 {
3708                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3709                     return WINED3DERR_NOTAVAILABLE;
3710                 }
3711                 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
3712             }
3713
3714             if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3715             {
3716                 if (!CheckSrgbWriteCapability(adapter, format))
3717                 {
3718                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3719                     return WINED3DERR_NOTAVAILABLE;
3720                 }
3721                 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3722             }
3723
3724             if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3725             {
3726                 if (!CheckVertexTextureCapability(adapter, format))
3727                 {
3728                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3729                     return WINED3DERR_NOTAVAILABLE;
3730                 }
3731                 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3732             }
3733
3734             if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3735             {
3736                 if (!CheckWrapAndMipCapability(adapter, format))
3737                 {
3738                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3739                     return WINED3DERR_NOTAVAILABLE;
3740                 }
3741                 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3742             }
3743             break;
3744
3745         case WINED3DRTYPE_SURFACE:
3746             /* Surface allows:
3747              *      - WINED3DUSAGE_DEPTHSTENCIL
3748              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3749              *      - WINED3DUSAGE_RENDERTARGET
3750              */
3751             if (!CheckSurfaceCapability(adapter, adapter_format, format, surface_type))
3752             {
3753                 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3754                 return WINED3DERR_NOTAVAILABLE;
3755             }
3756
3757             if (usage & WINED3DUSAGE_DEPTHSTENCIL)
3758             {
3759                 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3760                 {
3761                     TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3762                     return WINED3DERR_NOTAVAILABLE;
3763                 }
3764                 usage_caps |= WINED3DUSAGE_DEPTHSTENCIL;
3765             }
3766
3767             if (usage & WINED3DUSAGE_RENDERTARGET)
3768             {
3769                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3770                 {
3771                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3772                     return WINED3DERR_NOTAVAILABLE;
3773                 }
3774                 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3775             }
3776
3777             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3778             {
3779                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3780                 {
3781                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3782                     return WINED3DERR_NOTAVAILABLE;
3783                 }
3784                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3785             }
3786             break;
3787
3788         case WINED3DRTYPE_TEXTURE:
3789             /* Texture allows:
3790              *      - WINED3DUSAGE_AUTOGENMIPMAP
3791              *      - WINED3DUSAGE_DEPTHSTENCIL
3792              *      - WINED3DUSAGE_DMAP
3793              *      - WINED3DUSAGE_DYNAMIC
3794              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3795              *      - WINED3DUSAGE_RENDERTARGET
3796              *      - WINED3DUSAGE_SOFTWAREPROCESSING
3797              *      - WINED3DUSAGE_TEXTAPI (d3d9ex)
3798              *      - WINED3DUSAGE_QUERY_WRAPANDMIP
3799              */
3800             if (surface_type != SURFACE_OPENGL)
3801             {
3802                 TRACE_(d3d_caps)("[FAILED]\n");
3803                 return WINED3DERR_NOTAVAILABLE;
3804             }
3805
3806             if (!CheckTextureCapability(adapter, format))
3807             {
3808                 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3809                 return WINED3DERR_NOTAVAILABLE;
3810             }
3811
3812             if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
3813             {
3814                 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3815                     /* When autogenmipmap isn't around continue and return
3816                      * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3817                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3818                 else
3819                     usage_caps |= WINED3DUSAGE_AUTOGENMIPMAP;
3820             }
3821
3822             /* Always report dynamic locking. */
3823             if (usage & WINED3DUSAGE_DYNAMIC)
3824                 usage_caps |= WINED3DUSAGE_DYNAMIC;
3825
3826             if (usage & WINED3DUSAGE_RENDERTARGET)
3827             {
3828                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3829                 {
3830                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3831                     return WINED3DERR_NOTAVAILABLE;
3832                 }
3833                 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3834             }
3835
3836             /* Always report software processing. */
3837             if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3838                 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3839
3840             if (usage & WINED3DUSAGE_QUERY_FILTER)
3841             {
3842                 if (!CheckFilterCapability(adapter, format))
3843                 {
3844                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3845                     return WINED3DERR_NOTAVAILABLE;
3846                 }
3847                 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
3848             }
3849
3850             if (usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
3851             {
3852                 if (!CheckBumpMapCapability(adapter, format))
3853                 {
3854                     TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3855                     return WINED3DERR_NOTAVAILABLE;
3856                 }
3857                 usage_caps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3858             }
3859
3860             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3861             {
3862                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3863                 {
3864                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3865                     return WINED3DERR_NOTAVAILABLE;
3866                 }
3867                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3868             }
3869
3870             if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
3871             {
3872                 if (!CheckSrgbReadCapability(adapter, format))
3873                 {
3874                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3875                     return WINED3DERR_NOTAVAILABLE;
3876                 }
3877                 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
3878             }
3879
3880             if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3881             {
3882                 if (!CheckSrgbWriteCapability(adapter, format))
3883                 {
3884                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3885                     return WINED3DERR_NOTAVAILABLE;
3886                 }
3887                 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3888             }
3889
3890             if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3891             {
3892                 if (!CheckVertexTextureCapability(adapter, format))
3893                 {
3894                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3895                     return WINED3DERR_NOTAVAILABLE;
3896                 }
3897                 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3898             }
3899
3900             if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3901             {
3902                 if (!CheckWrapAndMipCapability(adapter, format))
3903                 {
3904                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3905                     return WINED3DERR_NOTAVAILABLE;
3906                 }
3907                 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3908             }
3909
3910             if (usage & WINED3DUSAGE_DEPTHSTENCIL)
3911             {
3912                 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3913                 {
3914                     TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
3915                     return WINED3DERR_NOTAVAILABLE;
3916                 }
3917                 if ((format->flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
3918                 {
3919                     TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
3920                     return WINED3DERR_NOTAVAILABLE;
3921                 }
3922                 usage_caps |= WINED3DUSAGE_DEPTHSTENCIL;
3923             }
3924             break;
3925
3926         case WINED3DRTYPE_VOLUMETEXTURE:
3927         case WINED3DRTYPE_VOLUME:
3928             /* Volume is to VolumeTexture what Surface is to Texture, but its
3929              * usage caps are not documented. Most driver seem to offer
3930              * (nearly) the same on Volume and VolumeTexture, so do that too.
3931              *
3932              * Volumetexture allows:
3933              *      - D3DUSAGE_DYNAMIC
3934              *      - D3DUSAGE_NONSECURE (d3d9ex)
3935              *      - D3DUSAGE_SOFTWAREPROCESSING
3936              *      - D3DUSAGE_QUERY_WRAPANDMIP
3937              */
3938             if (surface_type != SURFACE_OPENGL)
3939             {
3940                 TRACE_(d3d_caps)("[FAILED]\n");
3941                 return WINED3DERR_NOTAVAILABLE;
3942             }
3943
3944             if (!gl_info->supported[EXT_TEXTURE3D])
3945             {
3946                 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
3947                 return WINED3DERR_NOTAVAILABLE;
3948             }
3949
3950             if (!CheckTextureCapability(adapter, format))
3951             {
3952                 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
3953                 return WINED3DERR_NOTAVAILABLE;
3954             }
3955
3956             /* Filter formats that need conversion; For one part, this
3957              * conversion is unimplemented, and volume textures are huge, so
3958              * it would be a big performance hit. Unless we hit an application
3959              * needing one of those formats, don't advertize them to avoid
3960              * leading applications into temptation. The windows drivers don't
3961              * support most of those formats on volumes anyway, except for
3962              * WINED3DFMT_R32_FLOAT. */
3963             switch (check_format_id)
3964             {
3965                 case WINED3DFMT_P8_UINT:
3966                 case WINED3DFMT_L4A4_UNORM:
3967                 case WINED3DFMT_R32_FLOAT:
3968                 case WINED3DFMT_R16_FLOAT:
3969                 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3970                 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3971                 case WINED3DFMT_R16G16_UNORM:
3972                     TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3973                     return WINED3DERR_NOTAVAILABLE;
3974
3975                 case WINED3DFMT_R8G8B8A8_SNORM:
3976                 case WINED3DFMT_R16G16_SNORM:
3977                     if (!gl_info->supported[NV_TEXTURE_SHADER])
3978                     {
3979                         TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3980                         return WINED3DERR_NOTAVAILABLE;
3981                     }
3982                     break;
3983
3984                 case WINED3DFMT_R8G8_SNORM:
3985                     if (!gl_info->supported[NV_TEXTURE_SHADER])
3986                     {
3987                         TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3988                         return WINED3DERR_NOTAVAILABLE;
3989                     }
3990                     break;
3991
3992                 case WINED3DFMT_DXT1:
3993                 case WINED3DFMT_DXT2:
3994                 case WINED3DFMT_DXT3:
3995                 case WINED3DFMT_DXT4:
3996                 case WINED3DFMT_DXT5:
3997                     /* The GL_EXT_texture_compression_s3tc spec requires that
3998                      * loading an s3tc compressed texture results in an error.
3999                      * While the D3D refrast does support s3tc volumes, at
4000                      * least the nvidia windows driver does not, so we're free
4001                      * not to support this format. */
4002                     TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4003                     return WINED3DERR_NOTAVAILABLE;
4004
4005                 default:
4006                     /* Do nothing, continue with checking the format below */
4007                     break;
4008             }
4009
4010             /* Always report dynamic locking. */
4011             if (usage & WINED3DUSAGE_DYNAMIC)
4012                 usage_caps |= WINED3DUSAGE_DYNAMIC;
4013
4014             /* Always report software processing. */
4015             if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4016                 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4017
4018             if (usage & WINED3DUSAGE_QUERY_FILTER)
4019             {
4020                 if (!CheckFilterCapability(adapter, format))
4021                 {
4022                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
4023                     return WINED3DERR_NOTAVAILABLE;
4024                 }
4025                 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
4026             }
4027
4028             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
4029             {
4030                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
4031                 {
4032                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4033                     return WINED3DERR_NOTAVAILABLE;
4034                 }
4035                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4036             }
4037
4038             if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
4039             {
4040                 if (!CheckSrgbReadCapability(adapter, format))
4041                 {
4042                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4043                     return WINED3DERR_NOTAVAILABLE;
4044                 }
4045                 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
4046             }
4047
4048             if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4049             {
4050                 if (!CheckSrgbWriteCapability(adapter, format))
4051                 {
4052                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4053                     return WINED3DERR_NOTAVAILABLE;
4054                 }
4055                 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4056             }
4057
4058             if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4059             {
4060                 if (!CheckVertexTextureCapability(adapter, format))
4061                 {
4062                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4063                     return WINED3DERR_NOTAVAILABLE;
4064                 }
4065                 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4066             }
4067
4068             if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4069             {
4070                 if (!CheckWrapAndMipCapability(adapter, format))
4071                 {
4072                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4073                     return WINED3DERR_NOTAVAILABLE;
4074                 }
4075                 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4076             }
4077             break;
4078
4079         default:
4080             FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(resource_type));
4081             return WINED3DERR_NOTAVAILABLE;
4082     }
4083
4084     /* When the usage_caps exactly matches usage return WINED3D_OK except for
4085      * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4086      * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4087     if (usage_caps == usage)
4088         return WINED3D_OK;
4089     if (usage_caps == (usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4090         return WINED3DOK_NOAUTOGEN;
4091
4092     TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for format %s and resource_type %s but only %#x is available.\n",
4093             usage, debug_d3dformat(check_format_id), debug_d3dresourcetype(resource_type), usage_caps);
4094
4095     return WINED3DERR_NOTAVAILABLE;
4096 }
4097
4098 HRESULT CDECL wined3d_check_device_format_conversion(const struct wined3d *wined3d, UINT adapter_idx,
4099         WINED3DDEVTYPE device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format)
4100 {
4101     FIXME("wined3d %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4102             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4103             debug_d3dformat(dst_format));
4104
4105     return WINED3D_OK;
4106 }
4107
4108 HRESULT CDECL wined3d_check_device_type(const struct wined3d *wined3d, UINT adapter_idx, WINED3DDEVTYPE device_type,
4109         enum wined3d_format_id display_format, enum wined3d_format_id backbuffer_format, BOOL windowed)
4110 {
4111     UINT mode_count;
4112     HRESULT hr;
4113
4114     TRACE("wined3d %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
4115             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(display_format),
4116             debug_d3dformat(backbuffer_format), windowed);
4117
4118     if (adapter_idx >= wined3d->adapter_count)
4119         return WINED3DERR_INVALIDCALL;
4120
4121     /* The task of this function is to check whether a certain display / backbuffer format
4122      * combination is available on the given adapter. In fullscreen mode microsoft specified
4123      * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
4124      * and display format should match exactly.
4125      * In windowed mode format conversion can occur and this depends on the driver. When format
4126      * conversion is done, this function should nevertheless fail and applications need to use
4127      * CheckDeviceFormatConversion.
4128      * At the moment we assume that fullscreen and windowed have the same capabilities. */
4129
4130     /* There are only 4 display formats. */
4131     if (!(display_format == WINED3DFMT_B5G6R5_UNORM
4132             || display_format == WINED3DFMT_B5G5R5X1_UNORM
4133             || display_format == WINED3DFMT_B8G8R8X8_UNORM
4134             || display_format == WINED3DFMT_B10G10R10A2_UNORM))
4135     {
4136         TRACE_(d3d_caps)("Format %s is not supported as display format.\n", debug_d3dformat(display_format));
4137         return WINED3DERR_NOTAVAILABLE;
4138     }
4139
4140     /* If the requested display format is not available, don't continue. */
4141     mode_count = wined3d_get_adapter_mode_count(wined3d, adapter_idx, display_format);
4142     if (!mode_count)
4143     {
4144         TRACE_(d3d_caps)("No available modes for display format %s.\n", debug_d3dformat(display_format));
4145         return WINED3DERR_NOTAVAILABLE;
4146     }
4147
4148     /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbuffer format,
4149      * it means 'reuse' the display format for the backbuffer. */
4150     if (!windowed && backbuffer_format == WINED3DFMT_UNKNOWN)
4151     {
4152         TRACE_(d3d_caps)("backbuffer_format WINED3FMT_UNKNOWN only available in windowed mode.\n");
4153         return WINED3DERR_NOTAVAILABLE;
4154     }
4155
4156     /* In FULLSCREEN mode WINED3DFMT_B5G6R5_UNORM can only be mixed with
4157      * backbuffer format WINED3DFMT_B5G6R5_UNORM. */
4158     if (display_format == WINED3DFMT_B5G6R5_UNORM && backbuffer_format != WINED3DFMT_B5G6R5_UNORM)
4159     {
4160         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4161                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4162         return WINED3DERR_NOTAVAILABLE;
4163     }
4164
4165     /* In FULLSCREEN mode WINED3DFMT_B5G5R5X1_UNORM can only be mixed with
4166      * backbuffer formats WINED3DFMT_B5G5R5X1_UNORM and
4167      * WINED3DFMT_B5G5R5A1_UNORM. */
4168     if (display_format == WINED3DFMT_B5G5R5X1_UNORM
4169             && !(backbuffer_format == WINED3DFMT_B5G5R5X1_UNORM || backbuffer_format == WINED3DFMT_B5G5R5A1_UNORM))
4170     {
4171         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4172                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4173         return WINED3DERR_NOTAVAILABLE;
4174     }
4175
4176     /* In FULLSCREEN mode WINED3DFMT_B8G8R8X8_UNORM can only be mixed with
4177      * backbuffer formats WINED3DFMT_B8G8R8X8_UNORM and
4178      * WINED3DFMT_B8G8R8A8_UNORM. */
4179     if (display_format == WINED3DFMT_B8G8R8X8_UNORM
4180             && !(backbuffer_format == WINED3DFMT_B8G8R8X8_UNORM || backbuffer_format == WINED3DFMT_B8G8R8A8_UNORM))
4181     {
4182         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4183                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4184         return WINED3DERR_NOTAVAILABLE;
4185     }
4186
4187     /* WINED3DFMT_B10G10R10A2_UNORM is only allowed in fullscreen mode and it
4188      * can only be mixed with backbuffer format WINED3DFMT_B10G10R10A2_UNORM. */
4189     if (display_format == WINED3DFMT_B10G10R10A2_UNORM
4190             && (backbuffer_format != WINED3DFMT_B10G10R10A2_UNORM || windowed))
4191     {
4192         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4193                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4194         return WINED3DERR_NOTAVAILABLE;
4195     }
4196
4197     /* Use CheckDeviceFormat to see if the backbuffer_format is usable with the given display_format */
4198     hr = wined3d_check_device_format(wined3d, adapter_idx, device_type, display_format,
4199             WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, backbuffer_format, SURFACE_OPENGL);
4200     if (FAILED(hr))
4201         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4202                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4203
4204     return hr;
4205 }
4206
4207 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4208       subset of a D3DCAPS9 structure. However, it has to come via a void *
4209       as the d3d8 interface cannot import the d3d9 header                  */
4210 HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapter_idx,
4211         WINED3DDEVTYPE device_type, WINED3DCAPS *caps)
4212 {
4213     const struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
4214     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4215     int vs_selected_mode;
4216     int ps_selected_mode;
4217     struct shader_caps shader_caps;
4218     struct fragment_caps fragment_caps;
4219     DWORD ckey_caps, blit_caps, fx_caps, pal_caps;
4220
4221     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, caps %p.\n",
4222             wined3d, adapter_idx, debug_d3ddevicetype(device_type), caps);
4223
4224     if (adapter_idx >= wined3d->adapter_count)
4225         return WINED3DERR_INVALIDCALL;
4226
4227     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4228
4229     /* ------------------------------------------------
4230        The following fields apply to both d3d8 and d3d9
4231        ------------------------------------------------ */
4232     /* Not quite true, but use h/w supported by opengl I suppose */
4233     caps->DeviceType               = (device_type == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF;
4234     caps->AdapterOrdinal           = adapter_idx;
4235
4236     caps->Caps                     = 0;
4237     caps->Caps2                    = WINED3DCAPS2_CANRENDERWINDOWED |
4238                                      WINED3DCAPS2_FULLSCREENGAMMA |
4239                                      WINED3DCAPS2_DYNAMICTEXTURES;
4240     if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4241         caps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4242
4243     caps->Caps3                    = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4244                                      WINED3DCAPS3_COPY_TO_VIDMEM                   |
4245                                      WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4246
4247     caps->PresentationIntervals    = WINED3DPRESENT_INTERVAL_IMMEDIATE  |
4248                                      WINED3DPRESENT_INTERVAL_ONE;
4249
4250     caps->CursorCaps               = WINED3DCURSORCAPS_COLOR            |
4251                                      WINED3DCURSORCAPS_LOWRES;
4252
4253     caps->DevCaps                  = WINED3DDEVCAPS_FLOATTLVERTEX       |
4254                                      WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4255                                      WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4256                                      WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4257                                      WINED3DDEVCAPS_DRAWPRIMTLVERTEX    |
4258                                      WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4259                                      WINED3DDEVCAPS_EXECUTEVIDEOMEMORY  |
4260                                      WINED3DDEVCAPS_PUREDEVICE          |
4261                                      WINED3DDEVCAPS_HWRASTERIZATION     |
4262                                      WINED3DDEVCAPS_TEXTUREVIDEOMEMORY  |
4263                                      WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4264                                      WINED3DDEVCAPS_CANRENDERAFTERFLIP  |
4265                                      WINED3DDEVCAPS_DRAWPRIMITIVES2     |
4266                                      WINED3DDEVCAPS_DRAWPRIMITIVES2EX   |
4267                                      WINED3DDEVCAPS_RTPATCHES;
4268
4269     caps->PrimitiveMiscCaps        = WINED3DPMISCCAPS_CULLNONE              |
4270                                      WINED3DPMISCCAPS_CULLCCW               |
4271                                      WINED3DPMISCCAPS_CULLCW                |
4272                                      WINED3DPMISCCAPS_COLORWRITEENABLE      |
4273                                      WINED3DPMISCCAPS_CLIPTLVERTS           |
4274                                      WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4275                                      WINED3DPMISCCAPS_MASKZ                 |
4276                                      WINED3DPMISCCAPS_BLENDOP               |
4277                                      WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4278                                     /* TODO:
4279                                         WINED3DPMISCCAPS_NULLREFERENCE
4280                                         WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4281                                         WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4282                                         WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4283
4284     if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4285         caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4286     if (gl_info->supported[EXT_DRAW_BUFFERS2])
4287         caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4288
4289     caps->RasterCaps               = WINED3DPRASTERCAPS_DITHER    |
4290                                      WINED3DPRASTERCAPS_PAT       |
4291                                      WINED3DPRASTERCAPS_WFOG      |
4292                                      WINED3DPRASTERCAPS_ZFOG      |
4293                                      WINED3DPRASTERCAPS_FOGVERTEX |
4294                                      WINED3DPRASTERCAPS_FOGTABLE  |
4295                                      WINED3DPRASTERCAPS_STIPPLE   |
4296                                      WINED3DPRASTERCAPS_SUBPIXEL  |
4297                                      WINED3DPRASTERCAPS_ZTEST     |
4298                                      WINED3DPRASTERCAPS_SCISSORTEST   |
4299                                      WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4300                                      WINED3DPRASTERCAPS_DEPTHBIAS;
4301
4302     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4303     {
4304         caps->RasterCaps  |= WINED3DPRASTERCAPS_ANISOTROPY    |
4305                              WINED3DPRASTERCAPS_ZBIAS         |
4306                              WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4307     }
4308     if (gl_info->supported[NV_FOG_DISTANCE])
4309     {
4310         caps->RasterCaps          |= WINED3DPRASTERCAPS_FOGRANGE;
4311     }
4312                         /* FIXME Add:
4313                            WINED3DPRASTERCAPS_COLORPERSPECTIVE
4314                            WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4315                            WINED3DPRASTERCAPS_ANTIALIASEDGES
4316                            WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4317                            WINED3DPRASTERCAPS_WBUFFER */
4318
4319     caps->ZCmpCaps =  WINED3DPCMPCAPS_ALWAYS       |
4320                       WINED3DPCMPCAPS_EQUAL        |
4321                       WINED3DPCMPCAPS_GREATER      |
4322                       WINED3DPCMPCAPS_GREATEREQUAL |
4323                       WINED3DPCMPCAPS_LESS         |
4324                       WINED3DPCMPCAPS_LESSEQUAL    |
4325                       WINED3DPCMPCAPS_NEVER        |
4326                       WINED3DPCMPCAPS_NOTEQUAL;
4327
4328     caps->SrcBlendCaps  =  WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4329                            WINED3DPBLENDCAPS_BOTHSRCALPHA    |
4330                            WINED3DPBLENDCAPS_DESTALPHA       |
4331                            WINED3DPBLENDCAPS_DESTCOLOR       |
4332                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4333                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4334                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4335                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4336                            WINED3DPBLENDCAPS_ONE             |
4337                            WINED3DPBLENDCAPS_SRCALPHA        |
4338                            WINED3DPBLENDCAPS_SRCALPHASAT     |
4339                            WINED3DPBLENDCAPS_SRCCOLOR        |
4340                            WINED3DPBLENDCAPS_ZERO;
4341
4342     caps->DestBlendCaps =  WINED3DPBLENDCAPS_DESTALPHA       |
4343                            WINED3DPBLENDCAPS_DESTCOLOR       |
4344                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4345                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4346                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4347                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4348                            WINED3DPBLENDCAPS_ONE             |
4349                            WINED3DPBLENDCAPS_SRCALPHA        |
4350                            WINED3DPBLENDCAPS_SRCCOLOR        |
4351                            WINED3DPBLENDCAPS_ZERO;
4352     /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4353      * according to the glBlendFunc manpage
4354      *
4355      * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4356      * legacy settings for srcblend only
4357      */
4358
4359     if (gl_info->supported[EXT_BLEND_COLOR])
4360     {
4361         caps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4362         caps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4363     }
4364
4365
4366     caps->AlphaCmpCaps  = WINED3DPCMPCAPS_ALWAYS       |
4367                           WINED3DPCMPCAPS_EQUAL        |
4368                           WINED3DPCMPCAPS_GREATER      |
4369                           WINED3DPCMPCAPS_GREATEREQUAL |
4370                           WINED3DPCMPCAPS_LESS         |
4371                           WINED3DPCMPCAPS_LESSEQUAL    |
4372                           WINED3DPCMPCAPS_NEVER        |
4373                           WINED3DPCMPCAPS_NOTEQUAL;
4374
4375     caps->ShadeCaps      = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4376                            WINED3DPSHADECAPS_COLORGOURAUDRGB    |
4377                            WINED3DPSHADECAPS_ALPHAFLATBLEND     |
4378                            WINED3DPSHADECAPS_ALPHAGOURAUDBLEND  |
4379                            WINED3DPSHADECAPS_COLORFLATRGB       |
4380                            WINED3DPSHADECAPS_FOGFLAT            |
4381                            WINED3DPSHADECAPS_FOGGOURAUD         |
4382                            WINED3DPSHADECAPS_SPECULARFLATRGB;
4383
4384     caps->TextureCaps   = WINED3DPTEXTURECAPS_ALPHA              |
4385                           WINED3DPTEXTURECAPS_ALPHAPALETTE       |
4386                           WINED3DPTEXTURECAPS_TRANSPARENCY       |
4387                           WINED3DPTEXTURECAPS_BORDER             |
4388                           WINED3DPTEXTURECAPS_MIPMAP             |
4389                           WINED3DPTEXTURECAPS_PROJECTED          |
4390                           WINED3DPTEXTURECAPS_PERSPECTIVE;
4391
4392     if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4393     {
4394         caps->TextureCaps  |= WINED3DPTEXTURECAPS_POW2 |
4395                               WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4396     }
4397
4398     if (gl_info->supported[EXT_TEXTURE3D])
4399     {
4400         caps->TextureCaps  |=  WINED3DPTEXTURECAPS_VOLUMEMAP      |
4401                                WINED3DPTEXTURECAPS_MIPVOLUMEMAP;
4402         if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4403         {
4404             caps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4405         }
4406     }
4407
4408     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4409     {
4410         caps->TextureCaps  |= WINED3DPTEXTURECAPS_CUBEMAP     |
4411                               WINED3DPTEXTURECAPS_MIPCUBEMAP;
4412         if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4413         {
4414             caps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4415         }
4416     }
4417
4418     caps->TextureFilterCaps =  WINED3DPTFILTERCAPS_MAGFLINEAR       |
4419                                WINED3DPTFILTERCAPS_MAGFPOINT        |
4420                                WINED3DPTFILTERCAPS_MINFLINEAR       |
4421                                WINED3DPTFILTERCAPS_MINFPOINT        |
4422                                WINED3DPTFILTERCAPS_MIPFLINEAR       |
4423                                WINED3DPTFILTERCAPS_MIPFPOINT        |
4424                                WINED3DPTFILTERCAPS_LINEAR           |
4425                                WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4426                                WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4427                                WINED3DPTFILTERCAPS_MIPLINEAR        |
4428                                WINED3DPTFILTERCAPS_MIPNEAREST       |
4429                                WINED3DPTFILTERCAPS_NEAREST;
4430
4431     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4432     {
4433         caps->TextureFilterCaps  |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4434                                     WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4435     }
4436
4437     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4438     {
4439         caps->CubeTextureFilterCaps =  WINED3DPTFILTERCAPS_MAGFLINEAR       |
4440                                        WINED3DPTFILTERCAPS_MAGFPOINT        |
4441                                        WINED3DPTFILTERCAPS_MINFLINEAR       |
4442                                        WINED3DPTFILTERCAPS_MINFPOINT        |
4443                                        WINED3DPTFILTERCAPS_MIPFLINEAR       |
4444                                        WINED3DPTFILTERCAPS_MIPFPOINT        |
4445                                        WINED3DPTFILTERCAPS_LINEAR           |
4446                                        WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4447                                        WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4448                                        WINED3DPTFILTERCAPS_MIPLINEAR        |
4449                                        WINED3DPTFILTERCAPS_MIPNEAREST       |
4450                                        WINED3DPTFILTERCAPS_NEAREST;
4451
4452         if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4453         {
4454             caps->CubeTextureFilterCaps  |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4455                                             WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4456         }
4457     }
4458     else
4459     {
4460         caps->CubeTextureFilterCaps = 0;
4461     }
4462
4463     if (gl_info->supported[EXT_TEXTURE3D])
4464     {
4465         caps->VolumeTextureFilterCaps  = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4466                                          WINED3DPTFILTERCAPS_MAGFPOINT        |
4467                                          WINED3DPTFILTERCAPS_MINFLINEAR       |
4468                                          WINED3DPTFILTERCAPS_MINFPOINT        |
4469                                          WINED3DPTFILTERCAPS_MIPFLINEAR       |
4470                                          WINED3DPTFILTERCAPS_MIPFPOINT        |
4471                                          WINED3DPTFILTERCAPS_LINEAR           |
4472                                          WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4473                                          WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4474                                          WINED3DPTFILTERCAPS_MIPLINEAR        |
4475                                          WINED3DPTFILTERCAPS_MIPNEAREST       |
4476                                          WINED3DPTFILTERCAPS_NEAREST;
4477     }
4478     else
4479     {
4480         caps->VolumeTextureFilterCaps = 0;
4481     }
4482
4483     caps->TextureAddressCaps  =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4484                                  WINED3DPTADDRESSCAPS_CLAMP  |
4485                                  WINED3DPTADDRESSCAPS_WRAP;
4486
4487     if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4488     {
4489         caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4490     }
4491     if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4492     {
4493         caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4494     }
4495     if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4496     {
4497         caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4498     }
4499
4500     if (gl_info->supported[EXT_TEXTURE3D])
4501     {
4502         caps->VolumeTextureAddressCaps =   WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4503                                            WINED3DPTADDRESSCAPS_CLAMP  |
4504                                            WINED3DPTADDRESSCAPS_WRAP;
4505         if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4506         {
4507             caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4508         }
4509         if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4510         {
4511             caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4512         }
4513         if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4514         {
4515             caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4516         }
4517     }
4518     else
4519     {
4520         caps->VolumeTextureAddressCaps = 0;
4521     }
4522
4523     caps->LineCaps  = WINED3DLINECAPS_TEXTURE       |
4524                       WINED3DLINECAPS_ZTEST         |
4525                       WINED3DLINECAPS_BLEND         |
4526                       WINED3DLINECAPS_ALPHACMP      |
4527                       WINED3DLINECAPS_FOG;
4528     /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4529      * idea how generating the smoothing alpha values works; the result is different
4530      */
4531
4532     caps->MaxTextureWidth = gl_info->limits.texture_size;
4533     caps->MaxTextureHeight = gl_info->limits.texture_size;
4534
4535     if (gl_info->supported[EXT_TEXTURE3D])
4536         caps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4537     else
4538         caps->MaxVolumeExtent = 0;
4539
4540     caps->MaxTextureRepeat = 32768;
4541     caps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4542     caps->MaxVertexW = 1.0f;
4543
4544     caps->GuardBandLeft = 0.0f;
4545     caps->GuardBandTop = 0.0f;
4546     caps->GuardBandRight = 0.0f;
4547     caps->GuardBandBottom = 0.0f;
4548
4549     caps->ExtentsAdjust = 0.0f;
4550
4551     caps->StencilCaps   = WINED3DSTENCILCAPS_DECRSAT |
4552                           WINED3DSTENCILCAPS_INCRSAT |
4553                           WINED3DSTENCILCAPS_INVERT  |
4554                           WINED3DSTENCILCAPS_KEEP    |
4555                           WINED3DSTENCILCAPS_REPLACE |
4556                           WINED3DSTENCILCAPS_ZERO;
4557     if (gl_info->supported[EXT_STENCIL_WRAP])
4558     {
4559         caps->StencilCaps |= WINED3DSTENCILCAPS_DECR  |
4560                               WINED3DSTENCILCAPS_INCR;
4561     }
4562     if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4563     {
4564         caps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4565     }
4566
4567     caps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4568
4569     caps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4570     caps->MaxActiveLights = gl_info->limits.lights;
4571
4572     caps->MaxVertexBlendMatrices = gl_info->limits.blends;
4573     caps->MaxVertexBlendMatrixIndex   = 0;
4574
4575     caps->MaxAnisotropy = gl_info->limits.anisotropy;
4576     caps->MaxPointSize = gl_info->limits.pointsize_max;
4577
4578
4579     /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4580     caps->VertexProcessingCaps  = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4581                                   WINED3DVTXPCAPS_MATERIALSOURCE7   |
4582                                   WINED3DVTXPCAPS_POSITIONALLIGHTS  |
4583                                   WINED3DVTXPCAPS_LOCALVIEWER       |
4584                                   WINED3DVTXPCAPS_VERTEXFOG         |
4585                                   WINED3DVTXPCAPS_TEXGEN;
4586
4587     caps->MaxPrimitiveCount   = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4588     caps->MaxVertexIndex      = 0xFFFFF;
4589     caps->MaxStreams          = MAX_STREAMS;
4590     caps->MaxStreamStride     = 1024;
4591
4592     /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4593     caps->DevCaps2                          = WINED3DDEVCAPS2_STREAMOFFSET |
4594                                               WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4595     caps->MaxNpatchTessellationLevel        = 0;
4596     caps->MasterAdapterOrdinal              = 0;
4597     caps->AdapterOrdinalInGroup             = 0;
4598     caps->NumberOfAdaptersInGroup           = 1;
4599
4600     caps->NumSimultaneousRTs = gl_info->limits.buffers;
4601
4602     caps->StretchRectFilterCaps               = WINED3DPTFILTERCAPS_MINFPOINT  |
4603                                                 WINED3DPTFILTERCAPS_MAGFPOINT  |
4604                                                 WINED3DPTFILTERCAPS_MINFLINEAR |
4605                                                 WINED3DPTFILTERCAPS_MAGFLINEAR;
4606     caps->VertexTextureFilterCaps             = 0;
4607
4608     adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4609     adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4610
4611     /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4612     caps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4613
4614     /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4615      * Ignore shader model capabilities if disabled in config
4616      */
4617     if (vs_selected_mode == SHADER_NONE)
4618     {
4619         TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4620         caps->VertexShaderVersion          = WINED3DVS_VERSION(0,0);
4621         caps->MaxVertexShaderConst         = 0;
4622     }
4623     else
4624     {
4625         caps->VertexShaderVersion          = shader_caps.VertexShaderVersion;
4626         caps->MaxVertexShaderConst         = shader_caps.MaxVertexShaderConst;
4627     }
4628
4629     if (ps_selected_mode == SHADER_NONE)
4630     {
4631         TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4632         caps->PixelShaderVersion           = WINED3DPS_VERSION(0,0);
4633         caps->PixelShader1xMaxValue        = 0.0f;
4634     } else {
4635         caps->PixelShaderVersion           = shader_caps.PixelShaderVersion;
4636         caps->PixelShader1xMaxValue        = shader_caps.PixelShader1xMaxValue;
4637     }
4638
4639     caps->TextureOpCaps                    = fragment_caps.TextureOpCaps;
4640     caps->MaxTextureBlendStages            = fragment_caps.MaxTextureBlendStages;
4641     caps->MaxSimultaneousTextures          = fragment_caps.MaxSimultaneousTextures;
4642
4643     /* The following caps are shader specific, but they are things we cannot detect, or which
4644      * are the same among all shader models. So to avoid code duplication set the shader version
4645      * specific, but otherwise constant caps here
4646      */
4647     if (caps->VertexShaderVersion == WINED3DVS_VERSION(3,0))
4648     {
4649         /* Where possible set the caps based on OpenGL extensions and if they
4650          * aren't set (in case of software rendering) use the VS 3.0 from
4651          * MSDN or else if there's OpenGL spec use a hardcoded value minimum
4652          * VS3.0 value. */
4653         caps->VS20Caps.Caps                     = WINED3DVS20CAPS_PREDICATION;
4654         /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4655         caps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH;
4656         caps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4657         /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4658         caps->VS20Caps.StaticFlowControlDepth   = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH;
4659
4660         caps->MaxVShaderInstructionsExecuted    = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4661         caps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4662     }
4663     else if (caps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4664     {
4665         caps->VS20Caps.Caps                     = 0;
4666         caps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4667         caps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4668         caps->VS20Caps.StaticFlowControlDepth   = 1;
4669
4670         caps->MaxVShaderInstructionsExecuted    = 65535;
4671         caps->MaxVertexShader30InstructionSlots = 0;
4672     }
4673     else
4674     { /* VS 1.x */
4675         caps->VS20Caps.Caps                     = 0;
4676         caps->VS20Caps.DynamicFlowControlDepth  = 0;
4677         caps->VS20Caps.NumTemps                 = 0;
4678         caps->VS20Caps.StaticFlowControlDepth   = 0;
4679
4680         caps->MaxVShaderInstructionsExecuted    = 0;
4681         caps->MaxVertexShader30InstructionSlots = 0;
4682     }
4683
4684     if (caps->PixelShaderVersion == WINED3DPS_VERSION(3,0))
4685     {
4686         /* Where possible set the caps based on OpenGL extensions and if they
4687          * aren't set (in case of software rendering) use the PS 3.0 from
4688          * MSDN or else if there's OpenGL spec use a hardcoded value minimum
4689          * PS 3.0 value. */
4690
4691         /* Caps is more or less undocumented on MSDN but it appears to be
4692          * used for PS20Caps based on results from R9600/FX5900/Geforce6800
4693          * cards from Windows */
4694         caps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4695                 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4696                 WINED3DPS20CAPS_PREDICATION          |
4697                 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4698                 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4699         /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4700         caps->PS20Caps.DynamicFlowControlDepth  = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH;
4701         caps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4702         /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4703         caps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH;
4704         /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4705         caps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS;
4706
4707         caps->MaxPShaderInstructionsExecuted = 65535;
4708         caps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4709                 adapter->gl_info.limits.arb_ps_instructions);
4710     }
4711     else if(caps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4712     {
4713         /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4714         caps->PS20Caps.Caps                     = 0;
4715         caps->PS20Caps.DynamicFlowControlDepth  = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4716         caps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4717         caps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4718         /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4719         caps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS;
4720
4721         caps->MaxPShaderInstructionsExecuted    = 512; /* Minimum value, a GeforceFX uses 1024 */
4722         caps->MaxPixelShader30InstructionSlots  = 0;
4723     }
4724     else /* PS 1.x */
4725     {
4726         caps->PS20Caps.Caps                     = 0;
4727         caps->PS20Caps.DynamicFlowControlDepth  = 0;
4728         caps->PS20Caps.NumTemps                 = 0;
4729         caps->PS20Caps.StaticFlowControlDepth   = 0;
4730         caps->PS20Caps.NumInstructionSlots      = 0;
4731
4732         caps->MaxPShaderInstructionsExecuted    = 0;
4733         caps->MaxPixelShader30InstructionSlots  = 0;
4734     }
4735
4736     if (caps->VertexShaderVersion >= WINED3DVS_VERSION(2,0))
4737     {
4738         /* OpenGL supports all the formats below, perhaps not always
4739          * without conversion, but it supports them.
4740          * Further GLSL doesn't seem to have an official unsigned type so
4741          * don't advertise it yet as I'm not sure how we handle it.
4742          * We might need to add some clamping in the shader engine to
4743          * support it.
4744          * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4745         caps->DeclTypes = WINED3DDTCAPS_UBYTE4    |
4746                           WINED3DDTCAPS_UBYTE4N   |
4747                           WINED3DDTCAPS_SHORT2N   |
4748                           WINED3DDTCAPS_SHORT4N;
4749         if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4750         {
4751             caps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4752                                WINED3DDTCAPS_FLOAT16_4;
4753         }
4754     }
4755     else
4756     {
4757         caps->DeclTypes = 0;
4758     }
4759
4760     /* Set DirectDraw helper Caps */
4761     ckey_caps =                         WINEDDCKEYCAPS_DESTBLT              |
4762                                         WINEDDCKEYCAPS_SRCBLT;
4763     fx_caps =                           WINEDDFXCAPS_BLTALPHA               |
4764                                         WINEDDFXCAPS_BLTMIRRORLEFTRIGHT     |
4765                                         WINEDDFXCAPS_BLTMIRRORUPDOWN        |
4766                                         WINEDDFXCAPS_BLTROTATION90          |
4767                                         WINEDDFXCAPS_BLTSHRINKX             |
4768                                         WINEDDFXCAPS_BLTSHRINKXN            |
4769                                         WINEDDFXCAPS_BLTSHRINKY             |
4770                                         WINEDDFXCAPS_BLTSHRINKXN            |
4771                                         WINEDDFXCAPS_BLTSTRETCHX            |
4772                                         WINEDDFXCAPS_BLTSTRETCHXN           |
4773                                         WINEDDFXCAPS_BLTSTRETCHY            |
4774                                         WINEDDFXCAPS_BLTSTRETCHYN;
4775     blit_caps =                         WINEDDCAPS_BLT                      |
4776                                         WINEDDCAPS_BLTCOLORFILL             |
4777                                         WINEDDCAPS_BLTDEPTHFILL             |
4778                                         WINEDDCAPS_BLTSTRETCH               |
4779                                         WINEDDCAPS_CANBLTSYSMEM             |
4780                                         WINEDDCAPS_CANCLIP                  |
4781                                         WINEDDCAPS_CANCLIPSTRETCHED         |
4782                                         WINEDDCAPS_COLORKEY                 |
4783                                         WINEDDCAPS_COLORKEYHWASSIST         |
4784                                         WINEDDCAPS_ALIGNBOUNDARYSRC;
4785     pal_caps =                          WINEDDPCAPS_8BIT                    |
4786                                         WINEDDPCAPS_PRIMARYSURFACE;
4787
4788     /* Fill the ddraw caps structure */
4789     caps->DirectDrawCaps.Caps =         WINEDDCAPS_GDI                      |
4790                                         WINEDDCAPS_PALETTE                  |
4791                                         blit_caps;
4792     caps->DirectDrawCaps.Caps2 =        WINEDDCAPS2_CERTIFIED                |
4793                                         WINEDDCAPS2_NOPAGELOCKREQUIRED       |
4794                                         WINEDDCAPS2_PRIMARYGAMMA             |
4795                                         WINEDDCAPS2_WIDESURFACES             |
4796                                         WINEDDCAPS2_CANRENDERWINDOWED;
4797     caps->DirectDrawCaps.CKeyCaps =     ckey_caps;
4798     caps->DirectDrawCaps.FXCaps =       fx_caps;
4799     caps->DirectDrawCaps.PalCaps =      pal_caps;
4800     caps->DirectDrawCaps.SVBCaps =      blit_caps;
4801     caps->DirectDrawCaps.SVBCKeyCaps =  ckey_caps;
4802     caps->DirectDrawCaps.SVBFXCaps =    fx_caps;
4803     caps->DirectDrawCaps.VSBCaps =      blit_caps;
4804     caps->DirectDrawCaps.VSBCKeyCaps =  ckey_caps;
4805     caps->DirectDrawCaps.VSBFXCaps =    fx_caps;
4806     caps->DirectDrawCaps.SSBCaps =      blit_caps;
4807     caps->DirectDrawCaps.SSBCKeyCaps =  ckey_caps;
4808     caps->DirectDrawCaps.SSBFXCaps =    fx_caps;
4809
4810     caps->DirectDrawCaps.ddsCaps =      WINEDDSCAPS_ALPHA                   |
4811                                         WINEDDSCAPS_BACKBUFFER              |
4812                                         WINEDDSCAPS_FLIP                    |
4813                                         WINEDDSCAPS_FRONTBUFFER             |
4814                                         WINEDDSCAPS_OFFSCREENPLAIN          |
4815                                         WINEDDSCAPS_PALETTE                 |
4816                                         WINEDDSCAPS_PRIMARYSURFACE          |
4817                                         WINEDDSCAPS_SYSTEMMEMORY            |
4818                                         WINEDDSCAPS_VIDEOMEMORY             |
4819                                         WINEDDSCAPS_VISIBLE;
4820     caps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4821
4822     /* Set D3D caps if OpenGL is available. */
4823     if (adapter->opengl)
4824     {
4825         caps->DirectDrawCaps.ddsCaps |= WINEDDSCAPS_3DDEVICE                |
4826                                         WINEDDSCAPS_MIPMAP                  |
4827                                         WINEDDSCAPS_TEXTURE                 |
4828                                         WINEDDSCAPS_ZBUFFER;
4829         caps->DirectDrawCaps.Caps |=    WINEDDCAPS_3D;
4830     }
4831
4832     return WINED3D_OK;
4833 }
4834
4835 HRESULT CDECL wined3d_device_create(struct wined3d *wined3d, UINT adapter_idx, WINED3DDEVTYPE device_type,
4836         HWND focus_window, DWORD flags, IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4837 {
4838     IWineD3DDeviceImpl *object;
4839     HRESULT hr;
4840
4841     TRACE("wined3d %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, device_parent %p, device %p.\n",
4842             wined3d, adapter_idx, device_type, focus_window, flags, device_parent, device);
4843
4844     /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4845      * number and create a device without a 3D adapter for 2D only operation. */
4846     if (wined3d->adapter_count && adapter_idx >= wined3d->adapter_count)
4847         return WINED3DERR_INVALIDCALL;
4848
4849     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4850     if (!object)
4851     {
4852         ERR("Failed to allocate device memory.\n");
4853         return E_OUTOFMEMORY;
4854     }
4855
4856     hr = device_init(object, wined3d, adapter_idx, device_type, focus_window, flags, device_parent);
4857     if (FAILED(hr))
4858     {
4859         WARN("Failed to initialize device, hr %#x.\n", hr);
4860         HeapFree(GetProcessHeap(), 0, object);
4861         return hr;
4862     }
4863
4864     TRACE("Created device %p.\n", object);
4865     *device = (IWineD3DDevice *)object;
4866
4867     IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4868
4869     return WINED3D_OK;
4870 }
4871
4872 void * CDECL wined3d_get_parent(const struct wined3d *wined3d)
4873 {
4874     TRACE("wined3d %p.\n", wined3d);
4875
4876     return wined3d->parent;
4877 }
4878
4879 static void WINE_GLAPI invalid_func(const void *data)
4880 {
4881     ERR("Invalid vertex attribute function called\n");
4882     DebugBreak();
4883 }
4884
4885 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4886 {
4887     ERR("Invalid texcoord function called\n");
4888     DebugBreak();
4889 }
4890
4891 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4892  * the extension detection and are used in drawStridedSlow
4893  */
4894 static void WINE_GLAPI position_d3dcolor(const void *data)
4895 {
4896     DWORD pos = *((const DWORD *)data);
4897
4898     FIXME("Add a test for fixed function position from d3dcolor type\n");
4899     glVertex4s(D3DCOLOR_B_R(pos),
4900                D3DCOLOR_B_G(pos),
4901                D3DCOLOR_B_B(pos),
4902                D3DCOLOR_B_A(pos));
4903 }
4904
4905 static void WINE_GLAPI position_float4(const void *data)
4906 {
4907     const GLfloat *pos = data;
4908
4909     if (pos[3] != 0.0f && pos[3] != 1.0f)
4910     {
4911         float w = 1.0f / pos[3];
4912
4913         glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4914     }
4915     else
4916     {
4917         glVertex3fv(pos);
4918     }
4919 }
4920
4921 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4922 {
4923     DWORD diffuseColor = *((const DWORD *)data);
4924
4925     glColor4ub(D3DCOLOR_B_R(diffuseColor),
4926                D3DCOLOR_B_G(diffuseColor),
4927                D3DCOLOR_B_B(diffuseColor),
4928                D3DCOLOR_B_A(diffuseColor));
4929 }
4930
4931 static void WINE_GLAPI specular_d3dcolor(const void *data)
4932 {
4933     DWORD specularColor = *((const DWORD *)data);
4934     GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4935             D3DCOLOR_B_G(specularColor),
4936             D3DCOLOR_B_B(specularColor)};
4937
4938     specular_func_3ubv(d);
4939 }
4940
4941 static void WINE_GLAPI warn_no_specular_func(const void *data)
4942 {
4943     WARN("GL_EXT_secondary_color not supported\n");
4944 }
4945
4946 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
4947 {
4948     position_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
4949     position_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
4950     position_funcs[WINED3D_FFP_EMIT_FLOAT3]      = (glAttribFunc)glVertex3fv;
4951     position_funcs[WINED3D_FFP_EMIT_FLOAT4]      = position_float4;
4952     position_funcs[WINED3D_FFP_EMIT_D3DCOLOR]    = position_d3dcolor;
4953     position_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
4954     position_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
4955     position_funcs[WINED3D_FFP_EMIT_SHORT4]      = (glAttribFunc)glVertex2sv;
4956     position_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
4957     position_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
4958     position_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
4959     position_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
4960     position_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
4961     position_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
4962     position_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
4963     position_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
4964     position_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
4965
4966     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1]       = invalid_func;
4967     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2]       = invalid_func;
4968     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3]       = (glAttribFunc)glColor3fv;
4969     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4]       = (glAttribFunc)glColor4fv;
4970     diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR]     = diffuse_d3dcolor;
4971     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4]       = invalid_func;
4972     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2]       = invalid_func;
4973     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4]       = invalid_func;
4974     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N]      = (glAttribFunc)glColor4ubv;
4975     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N]      = invalid_func;
4976     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N]      = (glAttribFunc)glColor4sv;
4977     diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N]     = invalid_func;
4978     diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N]     = (glAttribFunc)glColor4usv;
4979     diffuse_funcs[WINED3D_FFP_EMIT_UDEC3]        = invalid_func;
4980     diffuse_funcs[WINED3D_FFP_EMIT_DEC3N]        = invalid_func;
4981     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2]    = invalid_func;
4982     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4]    = invalid_func;
4983
4984     /* No 4 component entry points here */
4985     specular_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
4986     specular_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
4987     if (gl_info->supported[EXT_SECONDARY_COLOR])
4988     {
4989         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4990     }
4991     else
4992     {
4993         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = warn_no_specular_func;
4994     }
4995     specular_funcs[WINED3D_FFP_EMIT_FLOAT4]      = invalid_func;
4996     if (gl_info->supported[EXT_SECONDARY_COLOR])
4997     {
4998         specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4999         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
5000     }
5001     else
5002     {
5003         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
5004     }
5005     specular_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
5006     specular_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
5007     specular_funcs[WINED3D_FFP_EMIT_SHORT4]      = invalid_func;
5008     specular_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
5009     specular_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
5010     specular_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
5011     specular_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
5012     specular_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
5013     specular_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
5014     specular_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
5015     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
5016     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
5017
5018     /* Only 3 component entry points here. Test how others behave. Float4 normals are used
5019      * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
5020      */
5021     normal_funcs[WINED3D_FFP_EMIT_FLOAT1]         = invalid_func;
5022     normal_funcs[WINED3D_FFP_EMIT_FLOAT2]         = invalid_func;
5023     normal_funcs[WINED3D_FFP_EMIT_FLOAT3]         = (glAttribFunc)glNormal3fv;
5024     normal_funcs[WINED3D_FFP_EMIT_FLOAT4]         = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
5025     normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR]       = invalid_func;
5026     normal_funcs[WINED3D_FFP_EMIT_UBYTE4]         = invalid_func;
5027     normal_funcs[WINED3D_FFP_EMIT_SHORT2]         = invalid_func;
5028     normal_funcs[WINED3D_FFP_EMIT_SHORT4]         = invalid_func;
5029     normal_funcs[WINED3D_FFP_EMIT_UBYTE4N]        = invalid_func;
5030     normal_funcs[WINED3D_FFP_EMIT_SHORT2N]        = invalid_func;
5031     normal_funcs[WINED3D_FFP_EMIT_SHORT4N]        = invalid_func;
5032     normal_funcs[WINED3D_FFP_EMIT_USHORT2N]       = invalid_func;
5033     normal_funcs[WINED3D_FFP_EMIT_USHORT4N]       = invalid_func;
5034     normal_funcs[WINED3D_FFP_EMIT_UDEC3]          = invalid_func;
5035     normal_funcs[WINED3D_FFP_EMIT_DEC3N]          = invalid_func;
5036     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2]      = invalid_func;
5037     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4]      = invalid_func;
5038
5039     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
5040     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
5041     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
5042     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
5043     multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR]  = invalid_texcoord_func;
5044     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4]    = invalid_texcoord_func;
5045     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
5046     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
5047     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N]   = invalid_texcoord_func;
5048     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N]   = invalid_texcoord_func;
5049     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N]   = invalid_texcoord_func;
5050     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N]  = invalid_texcoord_func;
5051     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N]  = invalid_texcoord_func;
5052     multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3]     = invalid_texcoord_func;
5053     multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N]     = invalid_texcoord_func;
5054     if (gl_info->supported[NV_HALF_FLOAT])
5055     {
5056         /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
5057         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
5058         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
5059     } else {
5060         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
5061         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
5062     }
5063 }
5064
5065 /* Do not call while under the GL lock. */
5066 static BOOL InitAdapters(struct wined3d *wined3d)
5067 {
5068     static HMODULE mod_gl;
5069     BOOL ret;
5070     int ps_selected_mode, vs_selected_mode;
5071
5072     /* No need to hold any lock. The calling library makes sure only one thread calls
5073      * wined3d simultaneously
5074      */
5075
5076     TRACE("Initializing adapters\n");
5077
5078     if(!mod_gl) {
5079 #ifdef USE_WIN32_OPENGL
5080 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
5081         mod_gl = LoadLibraryA("opengl32.dll");
5082         if(!mod_gl) {
5083             ERR("Can't load opengl32.dll!\n");
5084             goto nogl_adapter;
5085         }
5086 #else
5087 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
5088         /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
5089         mod_gl = GetModuleHandleA("gdi32.dll");
5090 #endif
5091     }
5092
5093 /* Load WGL core functions from opengl32.dll */
5094 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5095     WGL_FUNCS_GEN;
5096 #undef USE_WGL_FUNC
5097
5098     if(!pwglGetProcAddress) {
5099         ERR("Unable to load wglGetProcAddress!\n");
5100         goto nogl_adapter;
5101     }
5102
5103 /* Dynamically load all GL core functions */
5104     GL_FUNCS_GEN;
5105 #undef USE_GL_FUNC
5106
5107     /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5108      * otherwise because we have to use winex11.drv's override
5109      */
5110 #ifdef USE_WIN32_OPENGL
5111     wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5112     wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5113 #else
5114     wglFinish = (void*)pwglGetProcAddress("wglFinish");
5115     wglFlush = (void*)pwglGetProcAddress("wglFlush");
5116 #endif
5117
5118     glEnableWINE = glEnable;
5119     glDisableWINE = glDisable;
5120
5121     /* For now only one default adapter */
5122     {
5123         struct wined3d_adapter *adapter = &wined3d->adapters[0];
5124         const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5125         struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5126         int iPixelFormat;
5127         int res;
5128         int i;
5129         WineD3D_PixelFormat *cfgs;
5130         DISPLAY_DEVICEW DisplayDevice;
5131         HDC hdc;
5132
5133         TRACE("Initializing default adapter\n");
5134         adapter->ordinal = 0;
5135         adapter->monitorPoint.x = -1;
5136         adapter->monitorPoint.y = -1;
5137
5138         if (!AllocateLocallyUniqueId(&adapter->luid))
5139         {
5140             DWORD err = GetLastError();
5141             ERR("Failed to set adapter LUID (%#x).\n", err);
5142             goto nogl_adapter;
5143         }
5144         TRACE("Allocated LUID %08x:%08x for adapter.\n",
5145                 adapter->luid.HighPart, adapter->luid.LowPart);
5146
5147         if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5148         {
5149             ERR("Failed to get a gl context for default adapter\n");
5150             goto nogl_adapter;
5151         }
5152
5153         ret = IWineD3DImpl_FillGLCaps(adapter);
5154         if(!ret) {
5155             ERR("Failed to initialize gl caps for default adapter\n");
5156             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5157             goto nogl_adapter;
5158         }
5159         ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5160         if(!ret) {
5161             ERR("Failed to init gl formats\n");
5162             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5163             goto nogl_adapter;
5164         }
5165
5166         hdc = fake_gl_ctx.dc;
5167
5168         adapter->TextureRam = adapter->driver_info.vidmem;
5169         adapter->UsedTextureRam = 0;
5170         TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5171
5172         /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5173         DisplayDevice.cb = sizeof(DisplayDevice);
5174         EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5175         TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5176         strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5177
5178         if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5179         {
5180             int attribute;
5181             int attribs[11];
5182             int values[11];
5183             int nAttribs = 0;
5184
5185             attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5186             GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5187
5188             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
5189             cfgs = adapter->cfgs;
5190             attribs[nAttribs++] = WGL_RED_BITS_ARB;
5191             attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5192             attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5193             attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5194             attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5195             attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5196             attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5197             attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5198             attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5199             attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5200             attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5201
5202             for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5203             {
5204                 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5205
5206                 if(!res)
5207                     continue;
5208
5209                 /* Cache the pixel format */
5210                 cfgs->iPixelFormat = iPixelFormat;
5211                 cfgs->redSize = values[0];
5212                 cfgs->greenSize = values[1];
5213                 cfgs->blueSize = values[2];
5214                 cfgs->alphaSize = values[3];
5215                 cfgs->colorSize = values[4];
5216                 cfgs->depthSize = values[5];
5217                 cfgs->stencilSize = values[6];
5218                 cfgs->windowDrawable = values[7];
5219                 cfgs->iPixelType = values[8];
5220                 cfgs->doubleBuffer = values[9];
5221                 cfgs->auxBuffers = values[10];
5222
5223                 cfgs->numSamples = 0;
5224                 /* Check multisample support */
5225                 if (gl_info->supported[ARB_MULTISAMPLE])
5226                 {
5227                     int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5228                     int value[2];
5229                     if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5230                         /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5231                         * value[1] = number of multi sample buffers*/
5232                         if(value[0])
5233                             cfgs->numSamples = value[1];
5234                     }
5235                 }
5236
5237                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5238                         "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5239                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5240                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5241                         cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5242                 cfgs++;
5243             }
5244         }
5245         else
5246         {
5247             int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5248             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
5249             adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5250
5251             cfgs = adapter->cfgs;
5252             for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5253             {
5254                 PIXELFORMATDESCRIPTOR ppfd;
5255
5256                 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5257                 if(!res)
5258                     continue;
5259
5260                 /* We only want HW acceleration using an OpenGL ICD driver.
5261                  * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5262                  * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5263                  */
5264                 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5265                 {
5266                     TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5267                     continue;
5268                 }
5269
5270                 cfgs->iPixelFormat = iPixelFormat;
5271                 cfgs->redSize = ppfd.cRedBits;
5272                 cfgs->greenSize = ppfd.cGreenBits;
5273                 cfgs->blueSize = ppfd.cBlueBits;
5274                 cfgs->alphaSize = ppfd.cAlphaBits;
5275                 cfgs->colorSize = ppfd.cColorBits;
5276                 cfgs->depthSize = ppfd.cDepthBits;
5277                 cfgs->stencilSize = ppfd.cStencilBits;
5278                 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5279                 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5280                 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5281                 cfgs->auxBuffers = ppfd.cAuxBuffers;
5282                 cfgs->numSamples = 0;
5283
5284                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5285                         "depth=%d, stencil=%d, windowDrawable=%d\n",
5286                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5287                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5288                         cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5289                 cfgs++;
5290                 adapter->nCfgs++;
5291             }
5292
5293             /* 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 */
5294             if(!adapter->nCfgs)
5295             {
5296                 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5297
5298                 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5299                 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5300                 goto nogl_adapter;
5301             }
5302         }
5303
5304         /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5305          * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5306          * but just fake it using D24(X8?) which is fine. D3D also allows that.
5307          * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5308          * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5309          * driver is allowed to consume more bits EXCEPT for stencil bits.
5310          *
5311          * Mark an adapter with this broken stencil behavior.
5312          */
5313         adapter->brokenStencil = TRUE;
5314         for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5315         {
5316             /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5317             if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5318                 adapter->brokenStencil = FALSE;
5319                 break;
5320             }
5321         }
5322
5323         WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5324
5325         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5326         fillGLAttribFuncs(&adapter->gl_info);
5327         adapter->opengl = TRUE;
5328     }
5329     wined3d->adapter_count = 1;
5330     TRACE("%u adapters successfully initialized.\n", wined3d->adapter_count);
5331
5332     return TRUE;
5333
5334 nogl_adapter:
5335     /* Initialize an adapter for ddraw-only memory counting */
5336     memset(wined3d->adapters, 0, sizeof(wined3d->adapters));
5337     wined3d->adapters[0].ordinal = 0;
5338     wined3d->adapters[0].opengl = FALSE;
5339     wined3d->adapters[0].monitorPoint.x = -1;
5340     wined3d->adapters[0].monitorPoint.y = -1;
5341
5342     wined3d->adapters[0].driver_info.name = "Display";
5343     wined3d->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5344     if (wined3d_settings.emulated_textureram)
5345         wined3d->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5346     else
5347         wined3d->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5348
5349     initPixelFormatsNoGL(&wined3d->adapters[0].gl_info);
5350
5351     wined3d->adapter_count = 1;
5352     return FALSE;
5353 }
5354
5355 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5356
5357 const struct wined3d_parent_ops wined3d_null_parent_ops =
5358 {
5359     wined3d_null_wined3d_object_destroyed,
5360 };
5361
5362 /* Do not call while under the GL lock. */
5363 HRESULT wined3d_init(struct wined3d *wined3d, UINT version, void *parent)
5364 {
5365     wined3d->dxVersion = version;
5366     wined3d->ref = 1;
5367     wined3d->parent = parent;
5368
5369     if (!InitAdapters(wined3d))
5370     {
5371         WARN("Failed to initialize adapters.\n");
5372         if (version > 7)
5373         {
5374             MESSAGE("Direct3D%u is not available without OpenGL.\n", version);
5375             return E_FAIL;
5376         }
5377     }
5378
5379     return WINED3D_OK;
5380 }